Sandborn Sorcery (5e Subclass)
Sandborn Sorcery
You are a combination of two opposing elements in one body, air and earth. This combination of powers may have come to you by being born during a fierce sandstorm that lasted for days or through being born of both earth and air based bloodlines. Perhaps even getting blessed by both a Dao and a Djinni, a once in a millennium event.
Your form is both solid and gas, heavy and light, firm yet soft. This lends itself to making you a master of using earth and air magic to bend the world to your will. Moving above and below the earth comes to you with unnatural ease. Sadly your body still needs air to breath so traveling underground will suffocate you if you're not careful.
Some Sandborn Sorcerers may lean on one side of their nature more than the other but still must live with the effects of their opposing force. The best Sandborn are able to maintain a balance between the forces to wield them with incredible strength, shifting between the land and the sky with graceful ease.
- Body of Earth and Air
Starting at 1st Level, you gain a burrowing speed equal to your walking speed. While burrowing you must hold your breath (following suffocation rules from Suffocating (PHB p. 183)) and not have a weapon or shield equipped in your hand or be wearing heavy armor. You are considered blind while underground but gain a temporary tremorsense with a radius of 30 feet and are considered blind beyond this radius. In addition, you can also read, write, and speak Primordial. If you are speaking with creatures who speak Primordial you may add twice your proficiency bonus to any Charisma checks that you are proficient in.
When you are not wearing armor or wielding a shield you may instead calculate your AC to be 10 + Dexterity Modifier + Constitution Modifier.
- Sand Blaster
Beginning at 6th level, when you cast a spell that deals Thunder or Bludgeoning damage, add your Charisma modifier to the damage rolls.
Additionally when you are attacked by a creature within 15 feet of you that you can see, you can use your reaction to blast your enemy with sand, which imposes disadvantage on the attack roll. This feature must be used before the attack has been rolled. An attacker that can't be blinded is immune to this feature. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.
- Master Digger
Once you reach 14th level, due to your earthen powers, you can now burrow even faster and become more attuned to sensing currents in the air. Your burrowing speed doubles and you you gain a permanent tremorsense with a radius of 10 feet. Your lungs have expanded to let you stay underground twice as long before suffocating. It also takes you half as much time to dig holes, trenches, or tunnels when not burrowing.
- One with the Sandstorm
Once you reach 18th level, the powers of both earth and air swirl in harmony within your body. It is perfected to the point where you can assume a form of sand and wind. You may spend 4 sorcery points to gain the following benefits for one minute:
- You gain resistance to fire, bludgeoning, piercing, and slashing damage
- You add an additional 15 feet to your movement speed
- You get advantage on Dexterity saves
- You cannot be targeted by opportunity attacks
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