The Living Sands

In the vast deserts of the world the primal forces of heat, sand, and change are both the bringers of life and the dealers of death. Those that make these deserts their home come to understand just how much like a singular organism the desert is, and some deserts touched by ancient primeval magic make that a more literal statement than outsiders realize. The Sahar-Azan in the heart of Riabeth is one such desert, rich with life, history, and magic.

The Living Sands are an ancient magic with a will of their own, allowing merchants to traverse its expanses or snuffing them out with storm and choking dust seemingly on a whim. Sometimes they take a physical form, but these have only rarely been seen, and may only be a rumor. Some desert peoples, though, learn of the secret knowledge of the Sands, and even find favor with the desert itself, protecting the sunbaked settlements from raiders and worse, or, just like the desert that grants them their powers, destroying them on a whim.

Expanded Spell List

Spell Level Spells 1st fog cloud, earth tremor 2nd dust devil, Maximilian's earthen grasp 3rd wall of sand, erupting earth 4th freedom of movement, Evard's black tentacles 5th Bigby's hand, cloudkill

Out of the Desert

Starting at 1st level, you suffer no ill effects of extreme heat and need half the normal water intake. Additionally, you may command the sand and dust around you. As an action, you may lash out at a creature you can see within 15 feet of you. This creature takes magical bludgeoning damage equal to your Warlock level + your Charisma modifier and must make a Constitution saving throw. On a failure, they are blinded until the end of your next turn. This action can be used once and recharges after a short or long rest.

Dustshell

At 6th level the Living Sands protect you from harm. Whenever you are attacked, you can choose to have the sands act as a shield, attempting to block the impact. As a reaction, you may grant yourself a +3 to your Armor Class until the start of your next turn or advantage on a single saving throw. Once you use this feature, you can't use it again until you finish a short or long rest.

Armor of Sand

Beginning at 10th level, you have a fine layer of sand covering you at all times which you can harden into a second skin. After a short or long rest you gain temporary hit points equal to your Warlock level. While you have this HP you gain resistance to fire damage.









































































One With The Sand

At 14th level you learn to create doubles of yourself and use them as a nasty surprise. As an action you may teleport up to 30 feet from your current location to a location you can see, leaving behind a duplicate of yourself made of sand. As a bonus action, you may move this duplicate up to 30 feet. This duplicate looks identical to you, may move and manipulate objects, but may not speak or attack and has hit points equal to your Warlock level. It lasts up to 10 minutes, at the end of which it disintegrates back into sand. As a reaction you may detonate your duplicate, and all creatures within 20 feet of it must make a Dexterity saving throw or suffer 4d8 force damage and be knocked prone. Once you use this feature to create a duplicate you can't use it again until you finish a long rest.

Eldritch Invocations

Acolyte of the Shifting Sands

Prerequisite: Living Sands patron, Pact of the Chain feature

You may select a moteling as your familiar. When you have a moteling as your familiar, you may cast Commune with Nature once per long rest without expending a spell slot.