Base Class: Ranger
For as long as deserts have existed in the world, there are those that have needed the skills and expertise of the Dune Striders. These are rangers whose knowledge of the hottest and driest places is invaluable to travellers and traders looking to traverse climates. Dune Striders are also common amongst desert tribes and clans, often holding a status of power within such a community. These rangers have learned to survive in the acrid, scorching climate; to scavenge food or locate the nearest source of fresh water. Above all, they can find their way through the vast expanse of the desert, for it is easy to get lost among the rolling dunes and landscapes which so often appear unchanging.
Dune Strider Magic
Starting 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 | Spell |
|---|---|
| 3rd | burning hands, create or destroy water |
| 5th | dust devil |
| 9th | create food and water, wall of sand |
| 13th | stone shape |
| 17th | wall of stone |
Desert Wanderer
When you choose this subclass at 3rd level, you become proficient in Wisdom (survival) checks. Additionally, when you are in desert terrain, you have advantage on all Wisdom checks.
Blistering Strike
From 3rd level, you can channel the heat of the desert into your weapon attacks. As a bonus action, you empower a weapon you are wielding with fire and sand. For the next minute, the first attack that hits a creature during your turn with this weapon deals an extra 1d4 fire damage, and that creature has disadvantage on the next attack it makes before the end of its next turn.
The extra damage increases to 2d4 when you reach 11th level in this class.
Toughened Form
From 7th level, as someone who has traversed the desert a number of times, you have built up a tolerance to tough conditions and hardships upon your body. You become proficient in Constitution saving throws. If you already have this proficiency, you instead gain proficiency in Wisdom saving throws.
Additionally, whenever you fail a Constitution saving throw, you gain temporary hit points equal to your proficiency bonus for the next minute.
Sand Shift
From 11th level, you use magic to create a whirlwind of sand around you, travelling as a dust twister across the battlefield. As a bonus action, you surround yourself in whirling sand. Until the end of your turn, your movement speed is doubled and you do not provoke opportunity attacks. Whenever you move within 5 feet of another creature during this turn, that creature takes 2d4 bludgeoning damage and must succeed on a Wisdom saving throw against your spell save DC or be blinded until the start of your next turn. A creature can only be affected by this feature once per during its use.
You can use this feature twice per long rest.
Call Upon Stone
From 15th level, you have learned to call upon the power and strength of stone. You know investiture of stone. It doesn’t count against the number of ranger spells you know. You can cast it once without a spell slot, and you regain the ability to do so when you finish a long rest. Whenever you start casting the spell, you can modify it so that it doesn’t require concentration. If you do so, the spell’s duration becomes 1 minute for that casting.
When you cast investiture of stone, you gain advantage on Strength and Constitution saving throws for the duration of the spell.
Previous Versions
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12/10/2021 11:21:48 AM
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