Sorcerer
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

You learn additional spells when you reach certain levels in this class, as shown on the Ancient Sorcery Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.

Ancient Sorcery Spells
Sorcerer Level Spells
1st command, false life
3rd gentle repose, ray of enfeeblement
5th animate dead, bestow curse
7th death ward, giant insect
9th contagion, raise dead

 

Dust Body

At 1st level, you gain proficiency in the Intimidation skill.

When walking over ground made mostly of sand or loose earth, your walking speed increases by 10 feet. Surfaces made mostly of sand or loose earth are never difficult terrain for you, and your movement speed can't be reduced due to an effect caused by sand or loose earth, such as the wall of sand spell.

In addition, your vision isn't obscured by sandstorms, walls of sand, or other clouds of sand or loose earth, and you gain the movement benefits listed above while traveling through those clouds or walls, even if the ground below isn't made of sand or loose earth.

Sandstorm

At 6th level, you can bring the harsh desert sands with you wherever you go.

As an action, you can surround yourself with a swirling cloud of sand for a duration of 1 minute, or until you end it as a bonus action. This cloud is a 10-foot radius sphere centered on yourself, and it moves with you. The interior of the cloud is considered difficult terrain and is heavily obscured, and you gain all the benefits of your Dust Body feature while it is active. Any creature without the Dust Body feature that starts its turn within the cloud takes 1d6 bludgeoning damage.

When you reach 10th level in this class, the radius of the sandstorm increases to 30 feet, and the damage increases to 1d10.

Once you've used this feature, you can't use it again until you've completed a long rest.

Gift of the Sands

At 14th level, you are able to grant your faithful servants a measure of your power. While they are under your control, all beasts and undead gain your Dust Body feature and are immune to damage from your sandstorm.

Additionally, whenever you activate your sandstorm, you can expend a number sorcery points up to your Charisma modifier. Choose a number of creatures equal to the number of sorcery points spent. Until your sandstorm ends, the chosen creatures gain your Dust Body feature and are immune to damage from your sandstorm.

Soul Leech

At 18th level, you gain the ability to leech the life force of your victims in order to rebuild your body.

As an action, you can expend 1 sorcery point, plus an additional number of sorcery points up to your Charisma modifier. Make a melee spell attack against a creature. On a hit, the target suffers 5d6 necrotic damage, plus an additional 1d6 necrotic damage per additional sorcery point spent, and you regain a number of hit points equal to half the damage dealt. If the target dies due to this damage and isn't a celestial, construct, elemental, fiend, ooze, plant, or undead, it becomes a zombie under your control, as if you had cast the animate dead spell on it, but with the following changes:

  • The zombie has a maximum HP of 1.
  • The zombie remains under your control until it dies, or until you choose to sever your control (no action required).
  • When the zombie dies or you sever your control, the zombie's body disintegrates into sand.

The number of zombies created by this feature that you can have under your control at one time is equal to your Charisma modifier. If you use this feature to create an additional zombie beyond this number, one other zombie of your choice immediately disintegrates into sand.

Previous Versions

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