Base Class: Ranger
In the unforgiving wastelands of Athas and other scorched worlds, where the sun scalds the bones of the unprepared and the wind whispers through canyons choked with the dead, the Desert Wraith endures. These rangers are not merely survivors — they are predators, shaped by fire and shadow. Scavengers, assassins, and silent sentinels, they strike from the dunes like ghosts of heat mirage, their prey rarely hearing the shot that ends them. Long exposure to merciless suns and brutal warlords has forged them into apex killers — ambushers who kill before the battle begins, and vanish before the body hits the dust.
Desert Wraiths do not rely on shade or silence. They fight in plain sight, veiled in shimmering heat and supernatural stealth. Their presence bends light, distorts sound, and with a single mark, turns any creature into a hunted thing. To be seen by a Desert Wraith is to feel the weight of inevitable death — not in the shadows, but under the full, merciless glare of the sun.
Expanded Spell List
The following spells are known by you and are always prepared. You learn new spells at higher levels, and can cast each once without expending a spell slot once a time per long rest.
Level 3 - Armor of Agathys
Level 5 - Blur
Level 9 - Wall of Sand
Level 13 - Greater Invisibility
Level 17 - Insect Plague
Level 3: Wraith of the Dunes
Wraith of the Dunes
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While in hot environments or bright light, you have advantage on Dexterity (Stealth) checks, and you may attempt to Hide, even when only lightly obscured.
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You gain a bonus to your Initiative rolls equal to your Wisdom modifier
Level 3: Desert Assassin
Desert Assassin
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When you cast Hunter’s Mark, you may choose any creature you can see, ignoring the usual range.
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A creature marked by you is vulnerable to the first attack you hit them with each turn.
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Marked creatures have disadvantage on Wisdom (Perception) checks to detect you.
Level 7: Silent Execution
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When you hit a creature that hasn’t taken a turn yet in combat, you deal an additional 1d8 damage.
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When you hit a creature with a weapon attack while unseen, they must succeed on a Constitution saving throw (DC = 8 + your Dexterity modifier + your proficiency bonus) or be stunned until the start of their next turn.
Level 11: Mirage Stalker
At 11th level you gain the following features:
While in direct sunlight, bright light, or while concentrating on Hunter’s Mark, you may use a bonus action to become partially incorporeal until the start of your next turn:
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You ignore non-magical difficult terrain and may move through creatures.
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The first attack made against you before your next turn is made with disadvantage.
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You leave no tracks and cannot be tracked by non-magical means.
Level 15: Scorching Death
At 15th level your expertise in desert combat grants you the following features.
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When attacking the target of your Hunter's Mark, your weapon attacks ignore resistance to fire and non magical physical damage.
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You gain resistance to fire and poison damage.
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Once per turn, when you hit a creature marked by Hunter’s Mark, you deal an additional 2d10 fire damage and cause the target to:
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Emit bright light in a 10ft radius.
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Be unable to become invisible or benefit from cover until the start of your next turn.
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