Ranger
Base Class: Ranger

Hounds are relentless trackers trained to cross the deserts of Phartos, reconstruct events from the smallest traces, and pursue enemies through conditions that erase ordinary trails. In battle, a Hound moves with the sharp elegance of wind over sand, guiding companions into position, striking vulnerable points, and refusing to watch another person fall when they could intervene.

Their kindness is governed by principle rather than softness. A Hound answers honesty with honesty, hostility with hostility, and injustice with immediate action.

Hound Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Hound Spells table. Each spell counts as a ranger spell for you, is always prepared, and doesn’t count against the number of ranger spells you know.

3rd level: Sanctuary
5th level: Dust Devil
9th level: Haste
13th level: Death Ward
17th level: Greater Restoration

Twin-Tailed Witness

A sacred desert spirit takes an interest in your pursuit. You learn the Find Familiar spell. It counts as a ranger spell for you, is always prepared, and doesn’t count against the number of ranger spells you know. You can cast it as a ritual.

When you cast Find Familiar through this feature, the familiar uses the cat stat block, its creature type is Celestial, it possesses two tails, and it cannot assume another form. Its appearance includes golden markings or ornamentation.

You can cast Find Familiar once without material components. You regain this free casting when you finish a long rest.

You can perceive through the familiar’s senses using a bonus action instead of an action. You can also take the Search action as a bonus action.

When you cast Spare the Dying, you can measure the spell’s range from either yourself or your familiar, provided the familiar is within 100 feet of you.

Sandstorm Crescendo

Your Spear Dance becomes a rapid sequence of movements that few opponents can follow. The additional damage dealt by Driving Point increases from 1d6 to 2d6.

Additionally, when you take the Attack action and make at least one attack with a spear, you can perform a Spear-Launched Dagger without replacing one of your attacks. It becomes an additional attack made as part of the same action.

You can make this additional attack a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

No One Left to the Storm

You cannot remain still while another person is in danger.

When you or another creature you can see within 30 feet would take damage, you can use your reaction to surround the target in a violent shroud of golden sand. The target gains resistance to all damage dealt by the triggering attack or effect.

After the damage is resolved, choose one of the following:

- The protected creature moves up to half its speed without provoking opportunity attacks.

- You move up to your speed toward the protected creature without provoking opportunity attacks. If you end this movement within 5 feet of it, you can move it up to 10 feet into an unoccupied space you can reach.

You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

When you use this feature, your Twin-Tailed Witness can momentarily appear as an enormous divine feline whose golden tails form the protective storm. This transformation is visual and doesn’t change the feature’s statistics.

Dune-Born Hound

You gain proficiency in the Investigation skill, and your proficiency bonus is doubled for any ability check you make using that skill.

Difficult terrain composed of sand or loose earth costs you no additional movement, and you are naturally adapted to extremely hot climates.

While tracking creatures, you learn their number, approximate sizes, pace, and how long ago they passed through the area. Nonmagical wind and shifting sand can increase the difficulty of following a trail, but cannot make that trail completely impossible for you to follow.

Spear Dance

Your training transforms the spear into an instrument of speed and precision. Spears have the finesse property for you. While you aren’t wielding a shield, your walking speed increases by 5 feet.

Once on each of your turns when you hit a creature with a spear or dagger, choose one of the following effects:

Driving Point. The attack deals an additional 1d6 damage of the weapon’s type.

Guiding Step. Choose one willing creature within 30 feet of you that can see or hear you. That creature can use its reaction to move up to 10 feet without provoking opportunity attacks.

Drifting Step. You move up to 10 feet without provoking opportunity attacks from the creature you hit.

You choose the effect after determining whether the attack hits.

Spear-Launched Dagger. While wielding a spear and carrying at least one dagger, you can replace one attack made as part of the Attack action with a Spear-Launched Dagger. You toss the dagger into the air and strike it with your spear, sending it toward a creature you can see within 60 feet.

Make a ranged weapon attack using your Dexterity modifier. You can draw the dagger as part of this attack. On a hit, the target takes 1d6 plus your Dexterity modifier piercing damage. The attack counts as an attack made with a dagger and benefits from any magical bonuses or properties possessed by that dagger. After the attack, the dagger lands in the target’s space or an unoccupied space within 5 feet of it.

The Hound Image

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