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Dune Child

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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