Base Class: Sorcerer
Your first life was lived thousands of years ago, in a desert empire known for its affluent kings, wise scholars, and deadly mages. You were the court shaman for a great and powerful pharaoh, and their close and trusted friend. But something happened that lost you the pharaoh's favor, and your punishment was a vicious death. You were entombed, buried, and cursed to a restless afterlife of dust and disease.
Now you rise again, your magic still potent, and you hunger. For what, you decide. Perhaps it's vengeance; perhaps redemption; perhaps to test yourself in your new form; or perhaps simply to watch the world crumble away into dust. Your powers are frightening, but who you choose to feel your wrath is up to you.
Ancient Sorcery
By choosing this subclass at 1st level, you learn the Infestation cantrip. This cantrip doesn't count against your number of cantrips known. You also gain access to certain spells at 1st, 3rd, 5th, 7th, and 9th level, listed below. These spells are sorcerer spells for you, and don't count against your number of spells known.
Sorcerer Level | Spells |
---|---|
1st | False Life, Hex |
3rd | Dust Devil, Gentle Repose |
5th | Bestow Curse, Wall of Sand |
7th | Death Ward, Shadow of Moil |
9th | Contagion, Raise Dead |
Dust Body
At 1st level, you gain proficiency in the Intimidation skill.
Additionally, when walking over ground made mostly of sand or loose dirt, your walking speed increases by 10 feet. Areas with ground made mostly of sand or loose dirt are never difficult terrain for you, and your movement speed can't be reduced due to an effect caused by sand or loose dirt (such as the Wall of Sand spell), and your vision isn't obscured by clouds of sand, dust, dirt, or gravel. You also gain the movement benefits listed above while traveling through these clouds, even if the ground below isn't made of sand or dirt.
Sandstorm
At 6th level, as a bonus action you can surround yourself with a swirling cloud of sand for a duration of 1 minute. This cloud is a 10 foot sphere centered on yourself. It moves with you, and you gain the movement benefits of the Dust Body feature while this cloud is active. While your sandstorm is active, attack rolls against you have disadvantage. The area inside your sandstorm is considered lightly obscured for every creature except yourself.
Any other creature inside the sandstorm when it's first activated, or a creature that ends its turn there, takes 1d10 slashing damage.
You can end your sandstorm early as a Bonus Action. Once you've used this feature, you can't use it again until you've completed a long rest.
Summon Scarab
At 14th level, as an action, you gain the ability to summon a giant scarab beetle. This scarab has the same stats and features as a Giant Spider listed in the Player's Handbook. The scarab obeys your verbal and mental commands, and acts on your turn each round.
It gains all the benefits of your Dust Body feature, can't be harmed by your Sandstorm, and gains a burrowing speed of 30 feet through sand and dirt. The scarab can't take any actions while burrowed, and must completely emerge from the ground by the end of its movement in order to take any further actions. The scarab remains until it drops to 0 hit points, you complete a long rest, or you dismiss it as an action, at which point it vanishes. You may only have one scarab summoned at a time. You can use this feature twice between long rests.
Soul Leech
At 18th level, you gain the ability to raise the bodies of your dead enemies to serve you.
As an action, make a melee spell attack against a creature you can see within 5 feet. On a hit, that creature suffers 5d6 necrotic damage, and you regain HP equal to half the damage dealt. If the target drops to 0 HP due to this damage, it becomes a Zombie under your control.
This zombie has a maximum HP of 1, can't be damaged by your Sandstorm, and gains the benefits of your Dust Body feature.
Otherwise, its stats and features are normal as listed in the Player's Handbook. It obeys your verbal and mental commands, and acts on your turn. If the zombie drops to 0 HP, or you dismiss it as an action, it crumples to the floor and reverts to the corpse of the creature that was slain. You can have multiple zombies under your control at once.
You can use this feature a number of times equal to your Charisma modifier. You must complete a long rest before doing so again.
Maybe increase the sandstorm damage a little as you gain levels and possibly introduce a penalty to ranged attack rolls that go through the sandstorm, I'm thinking a -2 and that it might be able to slowly increase as you gain levels.
Hope this helps.
https://www.dndbeyond.com/races/666449-beetle-monster-template
We will absolutely look at customizing Summon Scarab more. To be honest, we weren't looking to make custom monsters at the time, but that has since changed, so we will probably make a custom scarab for this ability. As for Soul Leech, you're right about the low HP on the zombies. We will look at making it higher/scale to level.
Summon Scarab seems like it could be customized more. Having a web shooting scarab that can climb walls is a little odd to say the least. Maybe remove the web based skills for a bonus to AC. In addition, the soul leech ability doesn't seem very powerful for a capstone ability; the zombies summoned by it seem very weak, only having one hit point. Maybe make their AC Cha+PB?
I hope these suggestions help!