Ranger
Base Class: Ranger

These are rangers that have adopted to desert life. They can speak to the animals of the desert as if a speak with plants and animals spell was cast on them.

Animal Companion

You have a magical animal to aid you in your journey. The magic about them is that if they die, after 1d4 rests, it reappear as if nothing happened. You can choose from:

  • Owl
  • Cat
  • Mouse(Rat)
  • Eagle
  • Fox(Jackal)

 

Blindsight

You have Blindsight for 30 ft.

Darkvision

You have Darkvision for 60 ft.

 

 

True Aim

Starting at level 3, you can expend an action that causes your next attack to automatically hit the enemy and deal double damage. In addition to this, you can choose to roll a d20 in hope of getting a 15 or higher. If you succeed, you do 4 times the original damage, but if you fail, the attack hits but does not deal any additional damage.

Starting at level 9, when using this feature you can add an additional 1d8 damage to your attack. Starting at level 15, when using this feature you can add an additional 2d8 damage to your attack.

You can use this feature twice per short rest.

Sandy Camouflage

Starting at level 7, you can dissolve into sand for 1d4 turns. During this time you can not be hit, but your move speed is reduced to 10. Your only attack is Quicksand which only hits enemies that are 5 feet away from you inward. On a hit, Quicksand does 1d8 damage and the enemy has to make a strength 14 save or their speed is reduced to 5.

You have to wait 2d6 turns till you can use this again.

Extra Attack

Starting at level 7, you can now attack twice

Animal Growth

Your animal friend grows to a greater size. These are the larger versions of the animals:

  • Giant Owl
  • Giant Cat(Panther)
  • Giant Mouse(G Rat)
  • Giant Eagle
  • Giant Fox(G Hyena)

OR

  • Mastiff with original animal.

 

Wings of Fire

Starting at level 11, you can sprout wings made of fire for 10 minutes out of battle or 1 minute in battle. During this time you have a fly speed of 60 and a walk speed of 40. If you end your movement in the air, you can decide to use your attack to dive bomb your enemy. On a hit, this does double the normal damage.

You can use this feature twice per short rest.

Whirlwind

Starting at level 15, you can choose to become prone for 2d8 rounds and cause a giant sandstorm to be summoned. Your party members are not affected by this storm, but your enemies can not see anything and there movement is automatically reduced by 20. Any enemy that tries to approach you must make a strength 19 save or be pushed 30 feet away from you and take 5d8 damage. If on your turn you decide to stand up or the 2d8 rounds are up, the sandstorm dissipates.

You must wait 2d4 turns or 1 short rest before you can use this after you stand up.

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