Base Class: Ranger
In the unforgiving expanses of the Anauroch Desert and the Calim Wastes, survival depends on absolute spatial awareness, weapon discipline, and the ability to disappear into the harsh landscape. Dune Walkers are master trackers and desert specialists, trained in the ancient martial traditions of Faerûn's desert nomads, such as the Bedine tribes of the Great Sand Sea. Dune Walkers carry the wisdom of the waste into every corner of the world.
Where others see barren wasteland, Dune Walkers see an open book, each trail telling a story. They track prey through blinding dust storms, protect trade routes and caravans from raiders and monsters of the endless sand. They strike with lethal martial efficiency using short desert spears and bows, and slip away, like dust on the wind.
Level 3: Nomad's instincts
At 3rd level, your martial focus on Dex-based weapons and deep survival mastery grants you the following benefits:
Searing Precision. Damage from your weapon attacks, Ranger spells, and Ranger features ignores Resistance to Fire damage. You also gain Resistance to Fire damage.
Nomad's Survival. You gain proficiency in Survival and Nature. If you are already proficient in either skill, your proficiency bonus is doubled for any ability check you make using that skill.
Master Tracker. You can track creatures across any surface without penalty, and you learn the exact count, size, and time of passage of creatures you track.
Nomad's Arms. You can use Dexterity instead of Strength for attack and damage rolls with Spears and Javelins, and their thrown range is doubled for you.
Level 3: Dune Walker Spells
When you reach a Ranger level specified in the Dune Walker Spells table, you thereafter always have the listed spells prepared.
| Ranger Level | Prepared Spells |
|---|---|
| 3 | Searing Smite |
| 5 | Pass without Trace |
| 9 | Heat Metal |
| 13 | Wall of Fire |
| 17 | Flame Strike |
Level 7: Dust on the Wind
At 7th level, you master the deceptive, unseen movement of shifting sands, striking your prey and vanishing before they can respond:
Strike and Dissolve. When you make a weapon attack while Hidden, making the attack roll does not automatically reveal your location if you miss. If you hit, you can immediately use your Reaction to take the Hide action and move up to half your Speed without provoking Opportunity Attacks.
Shimmer Veil. You can attempt to Hide even when you are only Lightly Obscured (such as by dim light, foliage, mist, or heat shimmer). While wearing Light Armor or no armor, your base walking speed increases by 10 feet.
Level 11: Dance of Death
Starting at 11th level, your combat rhythm blends defensive evasion with fluid counter-attacks:
Mirage Deflection. When an attacker that you can see hits you with an attack roll, you can use your Reaction to halve the attack's damage against you.
Lethal Counter. When you use your Mirage Deflection against a melee or ranged attack made from within 30 feet of you, you can immediately make one weapon attack against the attacker as part of the same Reaction.
Martial Flow. Once per turn, when you hit a creature marked by your *Hunter's Mark* using a Spear, Javelin, or Shortbow, you deal an extra 1d6 Fire damage.
Level 15: Wrath of the Sirocco
At 15th level, you channel the searing force of the desert's most devastating storm, unleashing scorching wind and overwhelming martial speed:
Sirocco Sweep. As an Action, or by replacing one of your attacks when you take the Attack action, you can sweep your weapon to release a gale of blistering air in a 30-foot Cone. Each creature in the area must make a Dexterity saving throw against your spell save DC. On a failed save, a creature takes 6d8 Fire damage and is knocked Prone. On a successful save, a creature takes half as much damage and isn't knocked Prone.
Blistering Tempest. When you use your Sirocco Sweep, a swirl of heat and dust surrounds you until the start of your next turn. During this time, attack rolls against you have Disadvantage, and any creature that starts its turn within 5 feet of you takes Fire damage equal to your Wisdom modifier.
Once you use your Sirocco Sweep, you can’t use it again until you finish a Short or Long Rest, unless you expend a 4th-level or higher spell slot to use it again.
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