Ranger
Base Class: Ranger

Stalking the ever-shifting sand dunes of the desert, rangers of the Dunereaver conclave control aspects of the blazing heat the sun brings to Al'Naar. They wield solar fire on their weapons, and manipulate sands and sediments magically to protect themselves.

Dunereaver Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Dunereaver Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Dunereaver Spells

Ranger Level Spell
3rd burning hands
5th dust devil
9th wall of sand
13th wall of fire
17th immolation

Desert Walker

By 3rd level, you have become accustomed to travelling in the shifting desert sands. Moving through difficult terrain based on sand costs you no extra movement.

Reaver's Ember

Also, at 3rd level, you can summon up flames to dance on your weapon. As a bonus action while holding a melee weapon, you can expend a spell slot of 1st level or higher. For a number of minutes equal to the slot level expended, or until you let go of that weapon, it deals an additional 1d6 fire damage on a hit, and the weapon counts as magical for the purpose of overcoming damage resistance and immunity.

Starting at 11th level, the additional fire damage increases to 1d8, and it ignores resistance to fire damage.

Blazing Pocket Sand

Beginning at 7th level, you can conjure up red-hot sand and throw it towards the eyes of those attacking you. When an attacker that you can see hits you with a melee attack, you can use your reaction to halve the attack's damage against you, and deal fire damage to the attacker equal to your Wisdom modifier (a minimum of 1).

Evasion

At 11th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Shroud of the Dunereaver

By 15th level, as a bonus action, you can having a burning sandstorm swirl around you. While this sandstorm swirls around you, when a creature starts its turn while within 5 feet of you, it takes fire damage equal to your Wisdom modifier (a minimum of 1). You can end the sandstorm as a bonus action.

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