Ranger
Base Class: Ranger

Dune Sentinels thrive in the harshest extremes, surviving thanks to their natural gift of sand control and mirage manipulation. Where most see dry barren landscapes, they see a beautiful ecosystem teeming with wonder. Many Sentinels serve as excellent guides and protectors for travelers through the desert; some are descendants from a long line of Sentinels sworn to protect the desert's secrets

 

Dune Magic

You learn an additional spell when you reach certain levels in this class, as shown in the Dune Sentinel Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Dune Sentinel Spells 

Ranger Level Spell
3rd goodberry
5th mirror image
9th create food and water
13th hallucinatory terrain
17th wall of stone

 

Desert Wanderer

When you choose this archetype at 3rd level, you are especially adept at surviving in a dangerous, barren environment. You gain the following benefits.

  • You learn the minor illusion cantrip.
  • You do not suffer the ill effects of extreme heat.
  • You add desert to your list of favored terrain, you may choose another from the list available to you. You only need to travel for 30 minutes or more in a desert to gain the benefits of traveling in your favored terrain.

Dune Strike

Starting at 3rd level, you gain the ability to infuse your weapon strikes with harsh, obstructive sand. When you hit a creature with a weapon attack, you can choose to deal an additional 1d6 bludgeoning damage to it or reduce the creature's speed by 10 feet until the end of its next turn. You cannot choose the same option more than once per turn.

When you reach 11th level in this class you can instead choose the same option no more than twice per turn.

Sand Stream

Beginning at 7th level, you learn to briefly transform your body into sand. As a bonus action or as a reaction when you take bludgeoning, piercing, or slashing damage, you can dissolve into fine particles and move up to your speed without provoking attacks of opportunity. While moving this way, you can pass through creatures as if they were difficult terrain, and through spaces as narrow as 3 inches wide. When you end this movement, your body returns to normal.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Conjure Mirage

At 11th level, you create convincing mirages from the desert. You learn the spell major image and it doesn't count against the number of ranger spells you know. You can also cast it once without using a spell slot, and you regain the ability to do so whenever you finish a long rest.

One with the Sand

Starting at 15th level, your Sand Stream feature becomes stronger. You can now use your sand stream feature as a reaction whenever you take any type of damage, and you gain resistance to that triggered damage as part of the reaction. You can choose to forgo this resistance and move only half of your speed to regain use of your Sand Storm feature.

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