the Desert Lord

Your patron is a powerful desert entity. It may be a Djinn, or a Zaratan, or it could be the embodiment of the desert itself, an embodiment of heat and sand. While each patron typically has a different set of aims, all of them desire control over a larger power sphere. Your job as their accolyte has become to advance that sphere however your master sees fit.

Expanded Spell List

The Pact of the Desert allws you to choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you:

Desert Expanded Spells

Spell Level Spells 1st Earth Tremor, Create or Destroy Water 2nd Maximilien's Earthen Grasp, Dust Devil 3rd Erupting Earth, Create Food and Water 4th Stone Shape, Hallucinatory Terrain 5th Insect Plague, Wall of Stone

Sandstorm

Beginning at 1st level, your patron has bestowed upon you a modicum of control over the sands. You can use a bonus action to call up the sands in a 10 ft radius around you. Any hostile creature that starts its turn in the surrounding area must make a Constitution Saving Throw against your spell save DC becoming blinded on a failed save. The sands last for up to 1 minute, and requires concentration to maintain. You have a number of uses for this ability equal to your Charisma Modifier per long rest.

Mirage

Starting at 1st level you are bestowed with the power to create small illusions. You learn the minor illusion cantrip, which does not count against your number of cantrips known. If you already know the minor illusion cantrip, you can instead learn another cantrip of your choosing from the warlock spell list.

Sandblast

Starting at 6th level, you've gained a more powerful control over the sands. Your sandstorm now emulates the heat of the desert. Any hostile creature that begins its turn within the sandstorm takes 2d6 fire damage, as the heat bears down on them. Additionally, you can now choose to focus the sandstorm on any of your allies as well as yourself.

Form of the Desert

Beginning at 10th level, when you are hit by an attack that would deal damage to you, you can use your reaction to change your form into a cloud of sand, taking no damage from the triggering attack. This transformation lasts until the start of your next turn. While you are in this form, your speed is equal to your base movement speed, and you are immune to all nonmagical damage. Once you use this feature, you can't use it again until you complete a short or long rest.

Part the sands

You have gained dominion over the ground itself. Once per short or long rest you can choose to manipulate a 15 foot radius patch of ground that you can see. All creatures in the area must make a Strength saving throw as the ground tries to swallow them up. On a failed save, a creature takes 4d10 bludgeoning damage and is restrained for 1 minute. On a successful save, a creature takes half as much damage and is not restrained.

A restrained creature use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.

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