Base Class: Ranger
Dune Striders are wanderers, usually nomadic, that dwell in the vast swathes of desert of the world. They have walked in sand since the dawn of time, their survival in such an environment is unparalleled. They are excellent guides and protectors for travellers through the desert, resilient mercenaries and warriors that wield heat, sand and mirages, as they thrive where most can’t survive a single day.
Dune Strider Spells
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.
|
Ranger Level |
Spell |
|
3rd |
|
|
5th |
|
|
9th |
|
|
13th |
|
|
17th |
Desert Wanderer
Beginning when you choose this conclave at 3rd level, you are adept at travelling the arid sands of the world. You are immune to the effects of extreme heat, as described in the Dungeon Master’s Guide; you only need a quarter of the needed water intake required to survive, and whenever you roll a Wisdom(Perception) check on areas that are lightly or heavily obscured, such a sandstorm, rather than doing so with disadvantage, you do so with advantage.
Additionally, you learn the Minor Illusion cantrip if you don’t know it already. Wisdom is your spellcasting ability for this spell.
Quicksand Strike
Also at 3rd level, you can infuse your attacks with the power of the desert. After rolling initiative, the first time you hit with an attack, they must succeed on a Strength saving throw against your spell save DC, as the ground beneath their feet turns to entrapping sand. On a failed save, the creature is [Tooltip Not Found] and can’t take reactions until the beginning of their next turn.
Additionally, the first time you deal damage to a creature each turn, it takes an additional 1d6 fire damage. When you reach 11th level in this class, this damage increases to 1d8.
Sand Whirlwind
Starting at 7th level, you gain the ability to take full control over the sand and dirt around you, and use it to your advantage. As an action, a creature you can see within 60 feet rises vertically 30 feet into the air, sustained by a vertical sand whirlwind. An unwilling creature that succeeds on a Constitution Saving Throw against your spell save DC is unaffected.
A willing creature gains a flying speed of 45 feet, but an unwilling creature, however, becomes restrained. Additionally, you can use your action to move the target, willing or not, which must remain within a 60 feet range of you.
You may dismiss the whirlwind at any point in your turn (no action required): if the affected creature is you or a willing creature, the target slowly and harmlessly descends with the whirlwind itself. An unwilling creature, however, abruptly falls, and it takes half the damage it would have suffered from the fall, as it falls on sand.
The whirlwind lasts for one minute, and you can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
Warrior's Mirage
At 11th level, you can use a bonus action to magically manifest sandy mirages of yourself, up to a number equal to half your proficiency bonus (rounded down), in an unoccupied space you can see within 15 feet of you. This mirage is magical, seemingly indistinguishable from you, and it lasts until it is destroyed, you manifest another one, or you dismiss it (no action required).
The mirages have an AC of 14 + your proficiency bonus, 1 hit points and immunity to all conditions. At the beginning of their turn, they move up to your speed to a direction you choose (no action required). If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, it occupies its own space, and if it is ever more than 120 feet away from you, it vanishes. You may cause the mirage to explode as a bonus action on your turn, and whenever you cast a spell, you may do so through one of your mirage’s senses, rather than through your own.
When a mirage is reduced to 0 hit points or explodes, it explodes in a contained sandstorm, causing one of the following effects:
- The mirage vanishes in a flash of singing desert heat. Creatures within 10 feet of it must succeed on a Constitution saving throw against your spell save DC or take fire damage equal to twice your ranger level + your Wisdom modifier, taking half as much damage on a successful save.
- The mirage vanishes leaving a controller sandstorm behind. A 10 foot radius sphere of sand and wind appears, centred on it. The area becomes heavily obscured until the end of your next turn.
You can create mirages a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
Sand Cloak
By the time you’ve reached 15th level, your power over sand becomes uncanny. As an action, you can envelop yourself in a swirling cloak of sand. When you first do so, creatures of your choice take fire damage equal to your level + your Wisdom modifier. Afterwards, for 1 minute, you gain the following benefits:
- You gain the benefits of the blur spell.
- Whenever a creature hits you with a melee attack, that creature takes fire damage equal to your Wisdom modifier.
- When you summon the cloak and on subsequent turns as a bonus action, you can vanish in a burst of sand, teleporting to an unoccupied space you can see within 15 feet of you. When you finish teleporting this way, you can make a weapon attack as part of the same bonus action against a creature within 5 feet of you, and you have advantage on the attack roll.
Once you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot of 5th level or higher to use it again.
Comments