Base Class: Ranger
Sand Dweller stalk the ever-shifting sand dunes of the desert, they control aspect of the blazing heat and wind the sun brings to desertic region. their blades glimming under the scorching fires of the grazing sun strikes their foes with no remorse. When people avoid those region, the Sand Dweller are those protecting and venturing into those lonely land, seeking to destroy the evil hidden in those lost places before they spread further in populated places. Such rangers rarely see anyone, and their tales are known only to the keenest.
Sand Dweller Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Sand Dweller Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Sand Dweller Spells
Ranger Level | Spell |
---|---|
3rd | burning hands |
5th | blur |
9th | wall of sand |
13th | fire shield |
17th | control winds |
Dweller's Ember
Also, at 3rd level, you can summon up flames to dance on your weapon. when you hit a creature with a weapon attack, you can expend one spell slot to deal fire damage to the target, in addition to the weapon’s damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6. The damage increases by 1d6 if the target is a favored enemy, to a maximum of 6d6.
Starting at 11th level, it ignores resistance to fire damage.
Sand Rider
By 3rd level, you have become accustomed to traveling in the shifting desert sands. Moving through difficult terrain based on sand costs you no extra movement.
In addition, you’re adapted to hot climates, as described in chapter 5 of the Dungeon Master’s Guide.
Whirlwind of Sand
Beginning at 7th level, you can surround yourself with whirlwind of sand. When an attacker that you can see misses you with an attack you may use your reaction to teleport in a burst of sand, disappearing and reappearing within a point you can see 15 feet away. If the point you choose cannot fit your creature size, you instead appear in the closest point to that which you chose. (If there are multiple such closest points, choose at random).
Evasion
At 11th level, you can nimbly dodge out of the way of certain area effects, such as a ancient red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Lingering Sandstorm
By 15th level, as a bonus action, you can have a burning sandstorm swirl around you. While this sandstorm swirls around you in a 10 feet radius, when a creature enters your area of effect or starts its turn in it, it takes fire damage equal to your Wisdom modifier (a minimum of 1). You can end the sandstorm as a bonus action.
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