Dune Child Quirks |
|
d6 |
Quirk |
1 |
You always seem to have parts of you that are covered in a thin layer of sand. |
2 |
It is shameful to waste any form of resource, especially necessities. |
3 |
Scales, small spikes, or rough hide might be covering your skin. |
4 |
You never go on any journey without the right supplies. |
5 |
Sweat is something you have never had to deal with. |
6 |
You always carry some container filled with sand or dirt. |
Magic of the Deserts
Your connection to sand and the desert gives you the option
to learn some non-sorcerer spells that focus on sand, survival,
and illusions. When your Spellcasting feature lets you learn a
sorcerer spell of 1st level or higher, you gain an additional
spell from the list below. These spells do not count towards
the total number of spells you know, and the spells count as a
sorcerer spells for you.
Sorcerer Level |
Spell |
1st |
goodberry |
3rd |
locate animals and plants |
5th |
create food and water |
7th |
hallucinatory terrain |
9th |
seeming |
11th |
programmed illusion |
One of the Desert
Beginning at 1st level, you have become accustomed to the
extreme conditions and landscapes of the deserts. You gain
proficiency in the Survival skill. You're also naturally adapted
to hot climates, as described in chapter 5 of the Dungeon
Master's Guide. Additionally, you ignore difficult terrain
caused by deserts or pits of sand.
Magic of the Dunes
At 1st level, your familiarity with the desert sands has allowed
you to learn when to alter it, and when to know if the heat is
playing tricks with your mind. You learn the gust of wind
cantrip, and you have advantage on Wisdom (Perception) and
Intelligence (Arcana) checks made to identify illusions.
Shield of the Sands
By 6th level, you have acclimated to the heats of the desert, as
well as the venomous animals and poisonous plants that
reside within it. You gain resistance to fire and poison
damage.
Additionally, you may call upon the sands of the desert to
shield you from incoming blows. As an action, you can spend
3 sorcery points to create a magical shield of swirling sand
on yourself that lasts until you finish a long rest. The sand
shield has hit points equal to twice your sorcerer level.
Whenever you take damage, the sand shield takes the
damage instead. If this damage reduces the ward to 0 hit
points, you take any remaining damage.
While the sand shield has 0 hit points, it can't absorb
damage, but its magic remains. On your turn, if you spend no
movement and stand on ground composed of sand, dirt, or
loose stone, the sand shield regains a number of hit points
equal to half your sorcerer level.
Once you create the sand shield, you can't create it again
until you finish a long rest.
Illusions of the Waste
At 14th level, your are familiar with the mirages of the desert,
as well as knowing how to use illusions to aid you. You have
advantage on saving throws against illusion spells.
Additionally, once per long rest you may cast the spell blur
or mirror image without requiring concentration.
Master of the Desolation
By 18th level, the heats and poisons of the desert no longer
affect you, and you are immune to fire and poison damage.
Additionally, you have garnered mastery over the desert,
allowing you to call upon its strength anywhere. As an action,
you can spend 5 sorcery points to create a sandstorm in a 30
foot radius sphere centered on you, and it moves with you.
While this sandstorm is active, creatures caught within the
affected area take fire damage equal to half your sorcerer
level, and their movement speed is reduced by half.
Additionally, creatures within the affected area have
disadvantage on saving throws made to resist illusion spells
that you cast.
Once you have used this feature, you cannot do so again
until you finish a long rest.
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