Base Class: Ranger
Dustwalkers are a loose-knit organization without centralized leadership that serve as bounty hunters, guides, trackers, and scouts within the many deserts and wastelands of the world. Often operating outside the law, Dustwalkers bring a gritty sense of order to an otherwise chaotic and inhospitable landscape. They come and go like desert storms, vanishing into the horizon like ghosts, but their reputation always remains.
Dustwalker Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Dustwalker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Dustwalker Spells
| Ranger Level | Spell |
|---|---|
| 3rd | earth tremor |
| 5th | dust devil |
| 9th | wall of sand |
| 13th | fire shield |
| 17th | conjure elemental |
Wasteland Teachings
At 3rd level, as a Dustwalker, you have grown accustomed to the harsh nature of the deserts and wastelands of the world. Whether you travel during the scorching days or the frigid nights, you are built of tougher stuff. You become proficient in survival if you are not already and desert environments become one of your favored terrains.
If you have already chosen deserts as a favored terrain, you may choose a different additional favored terrain. You may choose between desert night or desert day, gaining either resistance to cold damage for night or fire damage for day. Additionally, you become immune to the negative effects of extreme cold for night or extreme heat for day.
Desert Day
You have resistance to fire damage and you are immune to the effects of brutally hot weather conditions.
Desert Night
You have resistance to cold damage and you are immune to the effects of harshly cold weather conditions.
Desert Winds
At 3rd level, you carry the biting desert winds with you wherever you go. As a bonus action, you can summon a swirl of dust and wind as a Sandstorm to a point you can see within 60 feet. Sandstorms are 10 foot radius, 50 foot high columns, they count as a strong wind within their area, and they pour around corners and over obstacles.
All creatures except for you (or other Dustwalkers) treat the area of a Sandstorm as difficult terrain, and heavily obscured. Sandstorms last until the end of your next turn.
Shifting Sands
By 7th level, you are like dust in the wind. You shift and vanish like the ever-moving desert sands. Once per turn, you can use 10 feet of your movement to teleport up to 120 feet to the center of any Sandstorm you can see. When you teleport this way, you may choose to leave behind another Sandstorm in your wake.
Mirage
At 11th level, you have become as elusive as a desert oasis, and to some, you may be nothing more than a figment of their imagination. As a reaction when you are targeted by an attack roll, you can summon a Sandstorm centered on yourself. The triggering attack is then rolled with disadvantage.
Press On
Starting at 15th level, the desert has changed you forever. You call the very harshest of wastelands home, and your endurance is nothing short of awe inspiring, though some also describe it as terrifying. You become immune to exhaustion, being restrained, being grappled, and your movement speed can never be reduced by any means.
Additionally, you gain expertise in survival if you don't already have it, and you can survive for a full 10 days on the same quantity of food and water that a normal person would require every day to survive.
Previous Versions
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