Base Class: Ranger
These rangers live on the outskirts of society, with the common people largely unaware of their existence. Dune Walkers are arid wanderers, roaming the vast deserts of the world. The Dune Walker Is a master of the desert terrain, harnessing the power of the sands to survive harsh conditions. They are also masters of illusions. They learn to control and produce a variety of different mirages to outwit their opponents.
Magic of the Dunes
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in Dune Magic Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know. In addition, you gain a small expanded list of spells to choose from when learning new spells.
Dune Magic Spells Table
Ranger Level Spells
3rd Silent Image
5th Mirror Image
9th Wall of Sand
13th Hallucinatory Terrain
17th Insect Plague
Expanded Spell List
Spell Level Spells
1st Earth Tremor, Burning Hands
2nd Maximillian's Earthen Grasp, Dust Devil
3rd Erupting Earth, Hypnotic Pattern, Major Image
4th Conjure Minor Elementals (Dust Memphit only), Giant Insect
5th Mislead
Arid Resillience
A life in the desert has hardened our body, granting you an abnormal hardiness.Starting at 3rd level, you suffer none of the effects of extreme heat, and can live comfortably in temperatures up to 150 degrees. Also, you require only half of the food and water that a normal creature does. You have advantage on saving throws to avoid being blinded, and can see normally through lightly obscured areas.
Walking Mirage
Starting at 3rd level, your time spent in the vastness of deserts has granted you partial control over its illusions. As a bonus action, you become under the effects of the blur spell for one minute, or until you dismiss it as a bonus action. You ignore the concentration requirement for this spell. Instead, if you take damage during the spell's duration, the spell ceases to function until the start of your next turn. You can use this ability once per long rest. At 15th level, this ability remains active constantly unless you are unconscious, incapacitated, or you choose for it to be inactive.
Desert Sun
Starting at 7th level, you learn to harness the fiery power of the desert sun to enhance your attacks. Once on each of your turns when you hit with a weapon attack, you can choose to have the attack deal an additional 1d8 fire damage. This damage increases to 2d8 at 11th level.
Eyes of the Desert
Having adapted to the hardships of desert life, your eyes become magical, and perhaps give off a faint glow or other hint at their magical nature. Starting at 11th level, you can use a bonus action to gain true sight out to a range of 30 ft. untill the end of your current turn. You can use this feature a number of times equal to your proficiency bonus, and all expended uses recharge after a long rest. At 15th level, this truesight is always active. Also, you are immune to the blinded condition and can see normally through lightly and heavily obscured areas.
One with the Sands
You have spent so much time living in the vast sandy deserts, that you have gained the ability to traverse them with ease, much as an earth elemental does. Starting at 15th level, you gain a burrowing speed equal to your walking speed. You can burrow through nonmagical, unworked earth, sand, and stone. While doing so, the you don't disturb the material you move through. You also have tremorsense out to a range of 30 feet. Additionally, you can cast the Bones of the Earth spell once without using a spell slot. You regain the ability to do so after finishing a long rest.
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