Drict's Sand Sorcerer Subclass

by TheTranMan

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Sorcerer Archetype

At 1st-Level, a Sorcerer gains the Sorcererous Origin feature. The following option is available to a Sorcerer: The Sand Sorcerer.

Sand Sorcerer

Innate is the powers of the wind and sand, the elemental chaos of Earth and Wind at play, slowly diminishing mountains and carving the dunes. You are such a creature who sees this power at play, and have learned to manipulate it in such a way that lets you bury your foes in swathes of sand, demolish your rivals with the dunes, and manipulate dust down to the last speck. However it is not all blustering wind and breaking earth, as the powers of windy chaos has a certain beauty to it, and the ever present freedom of the wind brings you much joy.

As a Sand Sorcerer, the entertainment of travel and exuberation of exploration are one in the same to tempering your elemental powers. Though the merits of the earth are just as fascinating, as does the glitter of minerals and acquisition of mountainous sights invigorate you.

In many cultures, the arrival of a Sand Sorcerer means an omen, whether be it the bringing of a cataclysmic sandstorm or the soon arrival of riches of experience or treasures.

Sand Sorcerer Features
Sorcerer Level Feature
1st Atmospheric Aegis
6th Sand Skulker
14th Elemental Waltz
18th Sand Suzerain

Sand Spells

Your link to the elemental rights innately grants you the choices of the following spells. You gain the spell listed. In addition, pick either a greater affinity for Earth or Wind spells, acquiring the spell from the spells listed below. It is a sorcerer spell for you, but doesn't count against your number of sorcerer spells known. You cannot replace the spell at higher levels.

Desert Spells
Sorcerer Level Spell Earth Spell Wind Spell
1st pocket sand mold earth gust
2nd feather fall earth tremor zephyr strike
3rd dust devil earthbind gust of wind
5th wall of sand erupting earth thunder step
7th conjure minor elementals stone shape freedom of movement
9th commune with nature wall of stone telekinesis

Atmospheric Aegis

1st-Level Sand Sorcerer feature


Your cantrips ignore cover as long as you can see your target and it isn't behind Total Cover, subtly redirecting your magic to precisely target the enemy.

Additionally, whenever you or an ally within 30 feet are targeted by an attack, you can use your Reaction to grant an AC equal to your Poficiency Bonus, which only affects that attack regardless of if it hits or not. You can activate this effect as long as you can see the attacker, and have uses of it equal to your Charisma modifier (Minimum 1).

After you spend all uses of this Aegis, you must spent a Long Rest to regain them.

Sand Skulker

6th-Level Sand Sorcerer feature


You gain a burrowing speed equal to half your movement, though it cannot burrow through solid surfaces like 1 foot of rock, 1 inch of metal, etc. You also gain resistance to Thunder damage.

Additionally, as a bonus action you can spend 4 Sorcery points to hide in plain sight by blowing dust or sand around, making a Stealth (Dexterity) and also becoming invisible until you take an action to attack, cast a spell, or end it as a free action.

Elemental Waltz

14th-Level Sand Sorcerer feature


You gain a flying (hover) speed of 30 feet, manifesting as innately conjuring dust to appear under your feet. This lasts until you are knocked unconscious or die.

Additionally, you cannot suffocate in any way while you are conscious, and can ignore the Verbal portion of Spellcasting.

Shifting Suzerain

18th-Level Sand Sorcerer feature


Your body is so acclimated to the force of nature, that you embody the desert itself, your body transforming into air and fine particles. You gain the following benefits:


  • Elemental Physique. You gain immunity to Thunder damage. You also have resistance against nonmagical Bludgeoning, Piercing, and Slashing Damage.

  • Blindsight. You gain blindsight out to 10 feet, and tremorsense out to 300 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
  • Desert Displacement. When you use your Atmospheric Aegis you can also teleport you or an ally up to 30 feet away from their original position to a place you can see. Your Burrowing speed increases to your whole walking speed and your Flying speed increases to 60 feet.
  • Return to Dust. As an action, you can spend 6 Sorcery Points to target a creature you can see within 60 feet of you to make a Constitution saving throw, causing the particles in the air to implode centering on the creature. On a fail, it takes 10d10 thunder damage and it is petrified for 1 minute or killed instantly if it's under 100 health (your choice). On a successful save it takes half damage and suffers no other effect.

Pocket Sand

Transmutation cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (sand)
  • Duration: Instantaneous

You hurtle a wave of lacerating sand towards a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 thunder damage, an object takes double damage, and the target erupts a noise that can be heard up to 60 feet away. If the target is missing any of its hit points it instead takes 1d12 thunder damage.

The spell's damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

Dust Sorcerer Quirks
1d6 Quirk
1 Several fine layers of dust cake your body and clothing. Submerging yourself in water causes it to turn to mud.
2 You breathe excessively, and it is audible from even 30 feet away sounding like a windy bellow.
3 A nice cozy bed for you is the very earth itself.
4 You appear shriveled and mummified even if you feel perfectly fine.
5 When you laugh or cough, dust billows out to no ill effect.
6 You prefer your meals more salt than meal.
 

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