Base Class: Ranger
There are those who survive the desert, and there are those who listen to it. Rangers who walk the path of the Sandweaver have spent years beneath merciless suns, crossing empty wastes where a careless step can mean death. They learn to read the language of shifting dunes, the direction of the wind, the silence of distant creatures, and the faintest disturbance in the sand. To outsiders, their instincts seem almost supernatural. To the weaver, there is nothing mystical about it. The desert simply reveals its secrets to those patient enough to listen. A Sandweaver wastes nothing. Not water, not movement, not breath. They fight with deliberate precision, striking where an enemy will be rather than where they are. Their movements seem strangely effortless, flowing from one position to another.
Level 3: Mind Killer
The Ranger's relationship with the desert has become so profound that it has left a mark upon them. Their eyes no longer seem entirely human. In their depths, others catch glimpses of impossible things: endless dunes beneath a dead sky, creatures moving beneath the sand, the suffocating darkness of a buried tomb, or the terrible realization that something has been watching from just beyond the edge of sight.
When the Ranger deliberately meets another creature's gaze, that creature must make a Wisdom saving throw against the Ranger's Ranger spell save DC.
On a failed save, the creature becomes frightened of the Ranger for 1 minute.
While frightened in this way, the creature experiences brief hallucinations whenever it looks at the Ranger. The Ranger might appear impossibly tall, their silhouette might dissolve into blowing sand, or the creature might see something vast and predatory moving behind the Ranger.
The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
On a successful save, the creature is immune to Mind Killer for 24 hours.
If they fail by 5 or more: They are frightened and cannot willingly move closer to the Ranger.
If they fail by 10 or more: They are frightened, and while within 30 feet of the Ranger they have disadvantage on Wisdom saving throws.
If they roll a natural 1: They become stunned until the end of their next turn as they are overwhelmed by the vision. (Only once per long rest).
Level 7: Dance of Sands
The desert has no rhythm, yet those who survive it learn to move as though it does.
When a creature you can see attacks you, you may use your reaction to move up to half your movement speed without provoking opportunity attacks. If you end this movement in a different space from where you started, the attacking creature has disadvantage on the triggering attack.
To an observer, the Weaver's movements appear almost impossible. A blade passes through empty air. A spear finds only the trailing edge of a cloak. By the time an enemy realizes their quarry has moved, the Weaver is already several paces away, standing perfectly still once more.
They do not dodge the desert, they move with it.
Level 11: Prescient Strike
Your awareness extends moments into the future. You predict your opponent's next step and preemptively move there.
You move with supernatural speed, anticipating your opponent's actions before they occur. You may move up to 15 feet without provoking opportunity attacks. At the end of this movement, you gain advantage on your next melee weapon attack made before the end of your turn.
If that attack hits, it deals an additional 3d6 damage.
If a hostile creature is already within your melee reach, you may use Prescient Step as a bonus action, allowing you to slip past their guard and strike before they can react.
Level 15: The Highest Dune
The Sandweaver's movements are not isolated techniques, but fragments of a greater pattern. When several techniques are performed in rapid succession, the Weaver begins to move along a path they have already glimpsed. One where their enemy has little chance of escape.
If you use two Sandweaver features within 3 rounds of one another, your next Sandweaver feature used within that period gains an additional effect, determined by the feature used.
Once this enhanced effect occurs, The Weaving of Fate ends and cannot occur again until 3 rounds have passed. You can activate this enhanced effect a maximum of three times per long rest.
Mind Killer:
The target's mind is overwhelmed by the Weaver's presence.
The target automatically becomes frightened and is incapacitated until the beginning of your next turn.
The target may resist this effect by rolling a natural 20 on its saving throw. On a natural 20, the enhanced effect fails, and the target instead suffers the feature's normal frightened condition.
Dance of Sands:
The Weaver anticipates the attack before it begins.
The triggering attack automatically misses, regardless of the attack roll.
The attacker may overcome this precognition by rolling a natural 20. On a natural 20, the attack hits normally, but the attack does not benefit from any additional damage granted by this feature.
Prescient Strike:
The Weaver sees two possible paths unfold simultaneously.
When you use Prescient Strike, you may now make attacks against two separate creatures instead of one.
The second creature must be within 5 feet of the first target.
You make a separate attack roll against each target, and the additional damage granted by Prescient Strike applies to each successful attack.
If the second target is within 5 feet of the first, Prescient Strike remains a bonus action.
Previous Versions
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