Desert Wastes - Sorcerous Origin

The Marquesian Desert was originally lush jungle until, near the end of the Age of Arcanum, a great magical expiriment went awry and leveled the entire region. To this day it remainds a land of sand, curses, and lifeless wastes.

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 catastrophy, they can create whispy, ghostlike figures from sand when threatened. One can only hope there is no ill side effects of these powers coursing through their viens...

Out of the Desert

Starting at 1st level, you suffer no ill effects of extreme heat and only need half the normal water intake.

Sand Shade

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 you can see, and leave behind a Sand Shade in your place. You take no damage, and the triggering attack instead automatically hits the Sand Shade.

The Sand Shade appears as a spectral figure made of sand, and is considered an object with an AC of 15, 1 hit point, and immunity to necrotic, bludgeoning, piercing, and slashing damage. It lasts up to 1 minute, at the end of which it disintegrates back into sand.

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

Marquet's Vengeance

Beginning at 6th level, your control over the cursed magics of the desert has solidified, no longer being purely instinctual.

As a bonus action, you can create a Sand Shade in an unoccupied space you can see within 10 feet of you. You can have a maximum number of Shades simultaneously equal to your proficiency bonus.

As an action you may spend 2 sorcery points to destroy all of your Sand Shades, causing one effect of your choice (listed below) to occur in a radius of 5 feet around them. If a creature is within range of more than one Sand Shade, the effect applies seperately for each Shade.

Detonate. All creatures within range must make a Dexterity saving throw against your sorcerer spell save DC. Each creature takes 2d8 force damage on a failed save, or half as much damage on a successful one.

Decay. One creature of your choice within range must make a Constitution saving throw against your sorcerer spell save DC or take 3d6 necrotic damage, gain a point of exhaustion, and be cursed for the next 8 hours. While cursed, the creature cannot regain hit points from any source.

Husk. Any creatures of your choice within range gain temporary HP equal to your sorcerer level.

Obscure. The area within range becomes a sandstorm lasting 1 minute, this area is considered difficult terrain for all creatures other than you, and is heavily obscured. As a bonus action on following turns, you can move any existing sandstorms up to 10 feet in any direction.

When you reach 14th level in this class, you can create two Sand Shades with a single bonus action.

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Soul of the Wastes

Starting at 14th level, your body has begun to channel decaying magics more naturally, granting you resistance to necrotic damage.

In addition, any creature that takes necrotic damage from a spell you cast takes additional necrotic damage equal to your Charisma modifier.

Master of the Sands

Once you reach 18th level, your mastery of the desert magics has reached its peak. As an action, you can transform into a whirlwind of sand and necrotic energy until the start of your next turn. In this form have a fly speed of 60 feet, you are immune to all damage, and you can't be grappled or restrained.

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





Desert Wastes Origin Spells (Houserule)

If you play in a campaign where the DM gives each Sorcerer additional spells based on their Origin, use the following: