Base Class: Warlock
The desert has far less natural life than almost any other environment. Thus, the Nature Guardians of that place are the same: rare, but tough and tenacious. Druids and clerics rarely find themselves connecting spiritually to these entities, but occasionally a strong willed seeker will bargain with them for a piece of that tenacious power. These people can promise a number of things: protecting the desert from an environmental danger, the return of fertility and abundance, or simply hermitage to appreciate the land's savage serenity. Whatever they do, they have been allowed to wield the arid, fierce power of the driest land.
Extended Spell List
Desert Spirit Extended Spells
Spell Level Spells
1st Burning Hands, Create or Destroy Water
2nd Heat Metal, Flame Blade
3rd Create Food and Water, Daylight
4th Conjure Minor Elemental, Giant Insect
5th Insect Plague, Seeming
Seasoned Physique
Starting at 1st level, your travels and magic have weathered you, granting you endurance and survival ability. You know the Mage Armor spell and can cast it on yourself without consuming a spell slot. It counts as a warlock spell for you, but does not count against your number of warlock spells known.
Additionally, when you are traveling, you only need to consume half as much food and water as you would normally.
Desert Totem
At 6th level, you learn to summon a manifestation of the desert's power, in the form of an immobile totem, the appearance of which you determine. As an action, you may consume a warlock spell slot to summon the totem to a space within 20 feet of you. The totem goes immediately after you in initiative order, and possesses the following Statistics:
Desert Totem
HP: 10 x the level of the spell slot consumed + 20
AC: 15
Attack: Ranged (30/80 ft) +4 to hit, 1d6+1 poison or fire damage (you choose the damage type when you summon the totem)
Protective Essence: As long as the totem is within 5 feet of its summoner, both the totem and the summoner have their AC increased by 2.
For every level of spell slot higher than 3rd that is used to summon the totem, it's AC, attack and damage are increased by 2.
Weathered Resilience
Your patron grants the the endurance and physique of the desert creatures. Starting at 10th level, your maximum hit points are increased by 10. Additionally, whenever you gain a level in this class, your maximum hit points increase by an additional point. You also gain immunity to poison damage and the poisoned condition.
Sandstorm Epicenter
Your patron has deemed you worthy of granting you the desert's fiercest power: the elemental rage of the sandstorm.
As an action, you can cause a whirling, howling wind to appear around you, carrying with it a massive amount of magical sand.
As a bonus action while this effect is active, you can cause it to take one of the following forms.
Whirling Shield: The sand cycles around you protectively. Until the start of your next turn, you are lightly obscured, and ranged weapon attacks against you are made with disadvantage.
Abrading Burst: The sand rushes forward to strike an enemy. Make a ranged magic attack against an enemy within 30 feet of you. Upon hitting, the target takes 3d6 force damage and must make a Constitution Saving throw. Upon a failed save, the target has disadvantage on all attacks until the start of your next turn.
Disrupting Haze: The sand spins outward, covering 30 ft wide, 20 ft tall cylinder centered on you. All targets within this area are lightly obscured, and may use their action to hide as long as they are not within 5 ft of a hostile target. However, you are completely aware of every creature within the area, and they cannot gain the benefit of being hidden or invisible to you.
This feature lasts for 1 minute, until you dismiss it as an action, or until you become incapacitated. Once you have used this feature, you cannot use it again until you have completed a short or long rest.
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