Sorcerer
Base Class: Sorcerer

The Calimshan Desert was not always a desert. Instead it was formed as the result of an epic magical war between two genies. To this day it remains a land of nothing but sand, ancient ruins and dormant magic.

Occasionally, children in this area are born with the ability to manipulate the very sands themselves. Seemingly imbued with some of the great magical energies released in that catastrophe, they can create husk-like figures from sand when threatened and empower their sorcery with the sands their magic was born from.

Desert Dweller

You’re acclimated to high temperatures, including temperatures of above 100 degrees Fahrenheit, as described in chapter 5 of the Dungeon Master’s Guide. You’re also naturally adapted to the terrain of the desert.

Your movement is not impeded when travelling through the desert and you do not require increased amounts of drinking water at extreme temperatures.

Sand Clone

Starting at 1st level, you gain the instinctive ability to manipulate the sands when in danger. As a reaction to being hit by an attack, you can choose to teleport up to 10 feet to an unoccupied space that you can see and leave behind a Sand Clone in your place. You take no damage, and the triggering attack instead automatically hits the Sand Clone.

The sand clone appears as a husk-like figure made of sand, and is considered an object with an AC of 10, hit points equal to your sorcerer level, and resistance to bludgeoning, piercing, and slashing damage. It lasts up to 1 minute, after which it is reduced into a pile sand.

Once you use this feature, you cannot use it again until you finish a long rest. You gain additional uses of this feature at 6th level, 14th level and 18th level.

Desert Armour

At 6th level, you have learnt to harness the power of the desert to aid in your protection. You create a permanent husk of sand around yourself, gaining resistance to bludgeoning damage.

Additionally, you learn Wall of Sand. It is a sorcerer spell for you, but it doesn’t count against your number of sorcerer spells known.

Eye of Sand

Starting at 6th level, as an action, you can create a magical eye from sand that hovers in the air for up to 1 hour or until you end it as a bonus action, after which it is reduced into a pile of sand. You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.

As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.

Once you use this feature, you cannot use it again until you finish a long rest.

Improved Desert Armour

At 14th level, you have learnt to further enhance your armour of sand. You enhance the permanent husk of sand around yourself, gaining resistance to slashing damage.

Sand Step

Starting at 14th level, you have learnt to travel like the sand of the desert. As a bonus action, you may spend 3 sorcery points and teleport up to 30 feet to an unoccupied space that you can see. Your body disappears and reappears in a burst of sand, blinding nearby creatures of your choice. Creatures within 10 feet of you must make a Constitution saving throw against your sorcerer spell save DC or become blinded until the end of their next turn.

Scourge of the Desert

At 18th level, you control the will of the desert itself. As an action, you may spend 5 sorcery points to magically create and manipulate sand around you for 1 minute. While in this state, you may use one of the following effects as a bonus action.

Shield of Sand. You gather all the sand around you to bolster your defence. Until the start of you next turn, your AC increases by 4 and you have advantage on Strength saving throws.

Desert Coffin. You unleash the sand around you to capture one creature within 60 feet. The target must succeed on a Dexterity saving throw against your sorcerer spell save DC or be restrained for 1 minute. The target can use its action to break free of the restraints by succeeding on a Strength check against your sorcerer spell save DC.

Desert Funeral. You cause the sand to contract on a creature, crushing them. While a creature is restrained by your Desert Coffin, you may crush the creature dealing bludgeoning damage equal to your sorcerer level.

Improved Desert Armour

At 18th level, you have learnt to further enhance your armour of sand. You enhance the permanent husk of sand around yourself, gaining resistance to piercing damage.

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