Sorcerer
Base Class: Sorcerer

Raise Legions from Dust and Sand

Your magic transforms eroded earth and minerals into echoes of the fallen empires they once belonged to, lifetimes ago. Through sheer will, you can shape mere sand into loyal troops, and even dust can serve as the building blocks for kingdoms once more. Perhaps you are descended from a ruler of one of these ancient powers, or you are the result of a desperate attempt to resurrect one of these empires from the grave.

Level 3: Sandsworn Spells

When you reach a Sorcerer level specified in the Sandsworn Spells table, you thereafter always have the listed spells prepared.

Sandsworn Spells
Sorcerer Level Spells
3 Command, Guiding Bolt, See Invisibility, Suggestion
5 Conjure Barrage, Wall of Sand
7 Freedom of Movement, Stone Shape
9 Conjure Volley, Wall of Stone

Level 3: Sandsworn Battalion

When you use Innate Sorcery, you can summon a Medium sized Sand Sentry within 30 feet of yourself that lasts until your Innate Sorcery ends. The number of Sand Sentries you can summon in this way increases when you reach Sorcerer levels 5 (two), 11 (three), and 17 (four).

As a Bonus Action on your subsequent turns, you can cause one of your Sand Sentries to move to a space within 30 feet of yourself. You can also take a Magic action to move all of your Sand Sentries in this way at once.

Immediately after a Sand Sentry moves or is summoned, you can command it to strike a creature within 10 feet of it. Make a melee spell attack as if you were in the Sand Sentry's space. On a hit, the creature takes Force damage equal to 1d6 plus your Charisma modifier.

Level 6: Dividing Phalanx

You can cast Wall of Sand without expending a spell slot. When you cast it in this way, it doesn't require Concentration, but it lasts for 1 minute and ends early if you cast it again.

Immediately after placing this wall, you can have it take the form of a Phalanx that charges up to 30 feet in a direction of your choice. Each creature of your choice in the path of this Phalanx must succeed on a Dexterity saving throw against your spell save DC or be pushed along with it.

Once you cast Wall of Sand without expending a spell slot, you can't do so again until you finish a Long Rest. You can also restore your use of it by spending 3 Sorcery Points (no action required).

Level 6: Torrid Sentinels

Once per turn, when a creature enters or leaves a space within 10 feet of one of your Sand Sentries, you can command it to strike that creature as if it just moved or was summoned. On a hit, the creature has its Speed reduced by 10 feet until the start of your next turn.

Level 14: Desert Step

Whenever you enter a space within 30 feet of one of your Sand Sentries, one of your Sand Sentries enters a space within 30 feet of you, or you are hit by an attack roll, you can take a Reaction to move up to your Speed towards one of your Sand Sentries without provoking Opportunity Attacks. If you end this movement within 5 feet of one of your Sand Sentries, you also gain Temporary Hit Points equal to 1d4 plus your Sorcerer level.

Level 18: Monument of a Bygone Era

As a Magic action, you can erect a Huge siege tower of solid sand up to 40 feet tall in an unoccu­pied space on the ground within 60 feet of your­self that lasts for 10 minutes or until you erect an­other. The tower is an object that has AC 18 and Hit Points equal to your Hit Point maximum.

At the end of each of your turns, you can command the tower to strike a creature or object of your choice within 120 feet of it. The target must make a Dexterity saving throw against your spell save DC, taking 4d10 Force damage on a failed save or half as much damage on a successful one.

Once you use this feature, you can't use it again until you finish a Long Rest. You can also regain a use of this feature by expending a level 5+ spell slot (no action required).

Previous Versions

Name Date Modified Views Adds Version Actions
9/13/2026 2:49:40 AM
5
0
1.0
Coming Soon
9/15/2026 9:39:34 AM
8
0
1.1
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes