Ranger
Base Class: Ranger

Along the vast inhospitable deserts live many who would call these their homes. Brave explorers, hunters and gatherers that know the sandy ocean like the back of their palm. Called “Sand Sailors”, they have learned to ride the waves in the day, and hide beneath during the night, and they have even developed ways to harness some of the desert’s own force to fight the things within, or other monsters if they ever find themselves beyond the dunes.

Desert Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Dune Wanderer 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 Wanderer Spells
Ranger Level Spells
3rd Earth Tremor
5th Dust Devil
9th Wall of Sand
13th Storm Sphere
17th Steel Wind Strike (Sandstorm instead of wind)

Desert Walker

Starting at level 3, you no longer suffer negative effects from extreme hot weather, and you only need half the amount of food and water you normally would consume. While inside a non-magical storm, you suffer no negative effects towards concentration, movement or attacks; instead, your movement speed is increased by 10 feet, and your ranged attacks have twice the normal range. Finally, you gain resistance to fire damage.

Dune Force

Even far from the desert, the strength of the sands remains with you, strengthening your attacks. As a bonus action, you summon the heat of the desert to fortify your attacks, adding an extra 1d4 fire to any weapon attack you make that turn. At 11th level, this damage increases to 1d6.

Heat Blanket

At level 7, the warmth of the desert extrudes from you, protecting you and those around you. You gain resistance to cold damage and suffer no negative effects from cold weather. You can also confer all of these bonuses to any creatures within 10 feet of you of your choice. As a reaction, you can also confer a bonus to a saving throw made by any creatures within this area (including you) against any effects caused by magical or non-magical storms; this bonus is equal to your wisdom modifier. The size of the area of this ability is increased to 30 feet from you in all directions when you reach 18th level.

Storm Stride

At level 11, you’ve grown to feel the ways of the storms, and within them you become even stronger. Your bonuses while within non-magical storms from your Desert Walker feature extend to magical storms too. Additionally, while inside any kind of storm, you can teleport to any spot within the storm you can see that is within 60 feet of you. You can only do this once per round.

Heart of Sandstorms

At 15th level, you can feel the storms, and no matter where you go, the desert protects you. You become immune to cold damage, and you cannot take damage from the effects of any kind of storm, magical or non magical.

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