Ranger
Base Class: Ranger

The Nomads of the Desert are a wandering group that dwell deep within the dunes and beyond, venturing into areas of the arid landscape few dare to explore. These Nomads have walked these sands as long as modern history remembers, and their survival techniques are unparalleled. They know the region like no other tribe, understanding the volatile nature of the environment, the scorching sun, and the merciless wildlife that hunt within the dunes. 

 

Nomadic Magic

Your deep connection to the mystical characteristics of the desert have allowed to you access new fonts of magic. Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Nomadic Spell table. This spell counts as a Ranger spell for you, but does not count against the number of Ranger spells you know. 

Nomadic Spells

Ranger Level                                Spells

          3rd                              expeditious retreat

          5th                                          blur

          9th                                  wall of sand

          13th                         freedom of movement

          17th                                wall of stone

Desert Survivalist

The desert is your home, and you know it like no other. When you choose this archetype at 3rd level, you gain the following benefits:

  • You become acclimated to hot climates and strong winds. Natural desert weather effects such as scorching sun and sandstorms don't impose any of their negative effects on you. 
  • You gain proficiency in Survival. If you already have proficiency in Survival, you gain expertise in Survival. If you already have expertise in Survival, you may gain proficiency in another skill from the Ranger's starting skill proficiencies. 
  • When in an area with loose sand covering the ground, you can take the Hide action as a bonus action and without needing cover, expertly kicking up sand to conceal your movements. 

Knight of the Wastes

When you pick this archetype at 3rd level, you have grown ever-more connected to the magic of the deep desert. Once per turn, when you hit a creature with a weapon attack, you can create a sandstorm to obscure the strike. The target takes an extra 1d6 magical slashing damage from the attack, their movement speed is reduced by 10 feet, and the creature cannot make opportunity attacks until the start of your next turn. 

Dune Walker

Starting at 7th level, you have grown ever-more adapted to your desert home. You gain the following benefits:

  • You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you are blinded or in total darkness. 
  • Attacks cannot have advantage against you due to you being blinded or within an area in which your vision is obscured. 
  • You can move across any difficult terrain based on earth, sand, or stone without taking any movement penalties. 

Sandstorm Assault

Starting at 11th level, your attacks can be likened to the swift and scouring sandstorm, spelling doom for all in its way. You gain the following benefits.

  • When you use your Knight of the Wastes feature, the targeted creature must succeed on a Dexterity saving throw against your spell save DC or be blinded until the start of your next turn, and you can make an additional weapon attack against that creature using your bonus action, in addition to the normal effects of the feature. 
  • Your Knight of the Wastes feature now deals an extra 2d6 magical slashing damage. 
  • You may now use your Knight of the Wastes feature twice in one turn, as long as your second use targets a creature that is not already affected by your Knight of the Wastes feature. 

Nomad of the Shifting Sands

Upon reaching 15th level, your movements effortlessly mimic the smooth motions of the desert landscape. When you are hit by another creature's attack, you can use your reaction to gain a bonus to your AC against that attack, potentially causing it to miss. The bonus equals your Dexterity modifier (minimum of 1). If the attack misses after applying the bonus, the target must make a Dexterity saving throw against your spell save DC. On a success, nothing happens. On a failed save, that creature is blinded, has its movement speed reduced by 10 feet, and cannot make opportunity attacks until the beginning of your next turn. 

Conclave Of The Desert Nomads Image

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