Ancient Magic
Your heritage ties to fallen empires and great rulers whose legacy has been reduced to dust. Much like grains of sand, the chance of you holding this powerful magic is one in a million, but you can call upon your lost empire to aid you in the present.
Ancient Origin Spells
| Sorcerer Level | Spell |
|---|---|
| 1st | sandstorm |
| 3rd | blindness/deafness |
| 5th | wall of sand |
| 7th | sand rush |
| 9th | danse macabre |
| 11th | bones of the earth |
Variant Feature: Origin Spells
You gain spells at the sorcerer levels noted in the Ancient Origin Spells table. Once you gain an origin spell, you always know it, and it doesn't count against the number of spells you know.
If you have an origin spell that doesn't appear on the sorcerer spell list, the spell is nonetheless a sorcerer spell for you.
Desert Born
Starting at 1st level, the desert's heat warms your skin. You have advantage on ability checks and saving throws to avoid exhaustion, and you're naturally adapted to hot climates, as described in chapter 5 of the Dungeon Master's Guide.
Ancient Legion
Starting at 1st level, you can call upon the ancient remnants of your empire, calling forth a servant to aid you in battle as an action on your turn. This servant has the statistics of a skeleton, but it can only make its shortsword attack, and its hit points are equal to your Charisma modifier + your sorcerer level.
On each of your turns, you can use a bonus action to mentally command any skeleton under your control if it is within 60 feet of you (if you control multiple skeletons, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the skeleton will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the skeleton only defends itself against hostile creatures. Once given an order, the skeleton continues to follow it until its task is complete.
This skeleton lasts for 1 minute, or until its reduced to 0 hit points, at which point it turns to sand.
Once you summon a skeleton with this feature, you can't do so again until you finish a short or long rest.
Consult the Past
At 6th level, your magic allows you to gleam information on things long forgotten. You can cast the augury spell without expending a spell slot, and you regain the ability to do so when you finish a long rest. When you cast augury in this way, you don't require material components to cast the spell.
From the Dunes
Also at 6th level, you empower your legion. You can add your Charisma modifier to the attack and damage rolls of any skeleton you summon with your subclass features.
Additionally, you can reach out to your ancestors in your time of need. When you use your Ancient Legion feature, you can spend 2 sorcery points, summoning a second skeleton. The second skeleton follows the same rules as a skeleton summoned by your Ancient Legion feature.

Everlasting Empire
At 14th level, when you're reduced to 0 hit points, you can spend 2 sorcery points to as a reaction to have 1 hit point instead, and then move up to half your speed without provoking attacks of opportunity, as your form shifts into a burst of sand.
Obelisk of the Ancients
At 18th level, you can summon an obelisk that draws forth the full power of your forgotten empire. As an action on your turn, you can cause a sandstone obelisk to rise out of the ground in an unnocupied space you can see within 30 feet of you. The obelisk is a stone column 5 feet wide and up to 30 feet high, and it lasts for 1 minute or until you dismiss it (no action required), at which point it turns to sand.
When you first summon the obelisk and at the start of each of your turns while it's summoned, you can summon a skeleton in an unoccupied space within 30 feet of the obelisk. The skeleton follows the same rules as a skeleton summoned by your Ancient Legion feature, but it lasts for as long as the obelisk lasts.
Once you summon this obelisk, you can't do so again until you finish a long rest.
Additional Spells
The following spells are additional spells for the Ancient Magic Sorcerer, and are part of their Origin Spells list.
Sandstorm
1st-level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: S
- Duration: Concentration, up to 1 minute
You create a 10-foot radius sphere of dust and sand at a point you can see within range. The sand and dust spreads around corners, and the area is lightly obscured.
When a creature enters the spell's area for the first time on its turn or starts its turn there, that creature must make a Dexterity saving throw. The creature takes 2d4 slashing damage on a failed save, or half as much damage on a success.
At Higher Levels. When you cast this spell using a spell slot of 1st level or higher, the damage increases by 2d4 for each slot level above 2nd.
Sand Rush
4th-level transmutation
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Instantaneous
Shifting briefly into sand and wind, you rush forward, slashing through others in your path. You move a distance up to twice your walking speed in a straight line 5 feet wide, and you don't provoke opportunity attacks during this movement. Additionally, you're able to move through other creature's spaces, but can't end your movement there. Each creature whose space you move through must make a Dexterity saving throw, taking 8d4 slashing damage on a failed save, and half as much on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d4 for each slot level above 4th.
Credits
- Created by u/Rain-Junkie. More of my work can be found here. Version 1.0 [11/10/20]
- Artwork created by Raphael Lacoste.
- Made using GMBinder.
