Ranger
Base Class: Ranger

Rangers of the Desert Wind Conclave learn to harness the power of heat and wind to enhance their martial capabilities. They employ supernatural techniques in combat to burn their enemies and dance across the battlefield like the desert wind itself.

Flame's Blessing

Beginning when you choose this archetype at 3rd level you are capable of withstanding extreme heat.

You gain resistance to fire damage and can travel comfortably in temperatures up to 200 degrees. Additionally, you may now treat the Desert as a favored terrain. If you had already selected the desert as your favored terrain you may gain an additional favored terrain of your choice.

Burning Blade

At 3rd level you can imbue your attacks with the oppressive heat of the desert, sheathing your weapons and ammunition in flame, or causing your steel to glow white hot.

You may use a bonus action on your turn to cause all your attacks to deal an extra 1d4 fire damage until the end of your turn, after which point you may choose to maintain the effect by concentrating as though you were concentrating on a spell.

Leaping Flame

Beginning at 7th level, when an enemy misses you with an attack you may use your reaction to teleport in a flash of flame, disappearing and reappearing up to 15 feet away.

Lingering Inferno

Beginning at 11th level, when you activate your burning blade feature you may also choose to surround yourself in an aura of blistering heated air.

You may activate this aura as part of the bonus action to activate your burning blade feature, at which point it lasts until the beginning of your next turn or until you stop concentrating on your burning blade feature. While this aura is active any creature that ends its turn within 5 feet of you must make a constitution save, taking fire damage equal to your wisdom modifier on a failed save.

While this aura is active, you can use your action to charge up to 30 feet in a straight line towards a creature and make a single attack with against them with advantage, leaving a trail of flame behind you which lingers until the start of your next turn. Any creature that enters or starts its turn in a space you traversed as part of your charge takes fire damage equal to your wisdom modifier.

Rising Pheonix

At 15th level, you can lift yourself off the ground by manipulating the superheated air around you.

While your aura from lingering inferno is active, you can replace any amount of your walking speed with an equal amount of flying speed on your turn. When you fly in this way, you cannot lift yourself further than 15 feet above the ground, and you must end your turn on solid ground or fall.

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