Ranger
Base Class: Ranger

the dune-rider specializes in the sands.  oasis-hopping, oceanside living, even in the dry plateau-like mountains of a mesa.  they use sand for their spells, and gain abilities when in sandy areas.

sandstorm

3rd-level dune-rider feature

a cloud of sand writhes around you whenever you enter a fighting stance.  the appearance table determines how the cloud manifests.

Swarm Appearance
d4 Appearance
1 at your feet
2 up to your knees
3 loose and up to your shoulders
4 almost transparent, above your head

Once on each of your turns, you can cause the sands to assist you in one of the following ways, immediately after you hit a creature with an attack:

  • The attack’s target takes 1d6 slashing damage from the sand.
  • The attack’s target must succeed on a Strength saving throw against your spell save DC or be unable to move until your next turn.
  • You are moved by the sands 5 feet horizontally in a direction of your choice.

dune-rider Magic

3rd-level dune-rider feature

You learn the mage hand cantrip if you don’t already know it. When you cast it, the hand takes the form of a soft, clay-like sand blob.

You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the dune-rider Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

dune-rider Spells
Ranger Level Spells
3rd faerie fire, mage hand
5th create food and water
9th [Tooltip Not Found]
13th arcane eye
17th earthquake

sculpt

7th-level Dune-rider feature

You can call the sands into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 20 feet and can hover. This effect lasts for 1 minute or until you are incapacitated.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Mighty sands

11th-level Dune-rider feature

Your Gathered Swarm grows mightier in the following ways:

  • - The damage of sandstorm increases to 1d8.
    - If a creature fails its saving throw against being moved by sandstorm, you can also cause the sands to knock the creature prone.
    - When you are moved by sandstorm, it gives you half cover until the start of your next turn.

burrow swirls

15th-level Dune-rider feature

You can discorporate into your sands, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that damage. Your sands swallow you, then you can burrow up to 40 ft. in any direction.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

burrow

Your sands swallow you, then you can burrow up to 40 ft.

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