Ranger
Base Class: Ranger

Prerequisite: Two-Weapon Fighting, Preferred Terrain: Desert.

You are one of the legendary Dervish: fierce, lightning fast warriors who call the desert their home. Though there are others who profess skill at fighting with a pair of weapons, there are none that compare to the absolute mastery of the style the Dervish hold. Dervish excel at both distraction and misdirection, they seem to be able to bend the sands of their homeland to their will.

Sand Sprinter

Beginning when you select the archetype at the 3rd level, moving through sand and similar materials costs you no extra movement. Additionally your base walking speed increases by 5 feet. At the 7th level this bonus increases to 10 feet. At the 15th level this bonus increases to 15 feet.

Dervish Dance

At the 3rd level you can use your Dexterity modifier instead of you Strength modifier for attack and damage rolls you make with light melee weapons. Additionally, if you have moved at least 10 feet on your turn, yo can attack twice instead of once when you use your bonus action to engage in two-weapon fighting using two light weapons.

Sandstorm

Starting at the 7th level you learn to kick up an obscuring cloud of sand around yourself while you move. When you move more than 15 feet on your turn you can use an action to cause your space to become heavily obscured until the start of your next turn. Your ability to see is unhindered by this effect.

Sirocco

Starting at the 11th level, while wielding a light melee weapon in  each hand, you can use your action to make a melee attack against any number of creatures within 5 feet of you, with a seperate attack roll for each target. Additionally, the damage die of any light martial melee weapon, or handaxe you wield is set to 1d8. The damage die of any light simple weapon you use, except handaxes, is increased to 1d6.

Dune Tunneler

At the 15th level you learn the secret of moving through the dunes. You gain a burrow speed in sand and similar materials equal to your walking speed. While burrowing you gain tremorsense out to 30 feet, and you can breathe while submerged. Once per turn, if you exit sand next to your foe on your turn you gain advantage on your first attack against that creature.

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