Base Class: Ranger
Expert stalkers of the deserts, Dune Striders have learnt how to harness the scorching heat and utilize it to their benefit. Many caravans that cross the sands seek such rangers as guides, while other Dune Striders devote themselves to protecting old religious ruins and the secrets hidden within them. Some even choose to become mercenaries or raiders, teaching those disrespecting the desert how truly unforgiving it is.
Dune Strider Magic
At 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Dune Strider 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 Strider Spells
| Ranger Level | Spells |
|---|---|
|
3rd |
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|
5th |
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|
9th |
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|
13th |
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17th |
Scorching Strikes
Starting at 3rd level, you can augment your weapon strikes with fiery magic, drawn from the heat of the desert. When you hit a creature with a weapon attack, you can deal an extra 1d4 fire damage to the target. You can only deal this extra damage once per turn.
The extra damage increases to 1d6 when you reach 11th level in this class.
Desert Raider
You have become extremely adept at surviving in the harsh environment of the barren sands. You gain the following benefits:
- You are immune to the effects of extreme heat.
- You do not have disadvantage on Wisdom (Perception) checks that rely on sight when in areas lightly or heavily obscured by natural phenomena, such as heavy rain or a sandstorm.
- While exhausted, you do not suffer disadvantage on ability checks with skills that you are proficient with.
Strider's Ward
Starting at 7th level, when you or a creature within 10 ft. of you is hit by an attack, you can use your reaction to summon twirling sands between the attack and its target. You reduce the damage of the attack by an amount equal to your Wisdom modifier + your ranger level.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses of this feature when you finish a long rest.
Evasion
At 11th level, when you are subjected to an effect, such as a red dragon's fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Sand Cloak
At 15th level, the desert favors the few brave enough to survive its tests. As a bonus action, you can envelop yourself in a swirling cloak of sand that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). While the cloak persists, you gain the following benefits:
- You gain the benefits of the blur spell.
- Whenever a creature hits you with a melee attack, that creature takes slashing damage equal to your Wisdom modifier (minimum of 1 damage).
- When you summon the cloak and on subsequent turns as a bonus action, you can vanish in a burst of sand, teleporting to an unoccupied space you can see within 15 ft. of you. When you finish teleporting this way, you can make a melee weapon attack as part of the same bonus action against a creature within 5 ft. of you, and you have advantage on the attack roll.
Once you use this feature, you can't use it again until you finish a long rest.
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