Ranger
Base Class: Ranger

Those that venture into the endless dune seas are either mad, desperate, or monsters. The Dune Striders are none of those and are instead adept survivalists uniquely qualified to tackle the hardships of the dunes.  How one becomes a dune strider is as vast and varied as the deserts they travel. Were you taught by your tribe's leader who was looking for an heir? Or did you learn from the hardships and trials you faced surviving in the dust seas? No matter how you learned to survive, dune striders are extremely valued for their skills, no matter the terrain or monster. The life of a strider can be a lonely one, often seeing no other sentient creature for weeks at a time. But lucrative contracts or the call of adventure can draw them out. People will seek you out for help, but others might suspect you of having treasures that were long lost in the collapse. 

Dust Drinker

At 3rd level, you become immune to the effects of extremely cold or hot environments. Also, you can use your action to sense the nearest oasis in a 1 mile radius centered on you a number of times equal to your wisdom modifier. You regain all expended uses at the next sunrise.

Dune Strider Magic

At 3rd level, you learn additional spells based on your subclass. These do not count toward your known spell total and are always prepared/known.

Level Required 

Spell 

 3rd Level

Silent Image 

 5th Level 

Mirror Image  

 9th Level 

 Wall of Sand 

 13th Level 

 Giant Insect 

17th Level

 Mislead 

Mirage Adept

Starting at 3rd level, you learn the Minor Illusion cantrip. It is a ranger spell for you and you use wisdom as your spellcasting ability for it. Also, you can designate a creature you can see within 30 feet as the target of illusory nuisances as a bonus action. You decide the nature of these and once a turn can deal an additional 1d8 psychic damage to that creature when you damage it with a weapon or spell attack. This effect ends early if you target a new creature or end it (no action required).

Dune Sight

Starting at 7th level, you gain true sight out to 30 feet. In addition you can cast Major Image without consuming a spell slot a number of times equal to your wisdom modifier. It counts as a ranger spell for you and uses your wisdom. You regain all uses of this ability at the next sunrise.

Mirage Assault

At 11th level, when you take the attack action, you can create an a perfect illusory copy of yourself that originates from your space and lasts 1 minute. You control the copy (no action required) and can cast spells and attack as though you were in its space. If your copy takes damage, you instead take that damage. Whenever your copy or an illusion you created is targeted by an attack, you can make a weapon attack against the attacker using your reaction. You make this attack with advantage and it deals additional damage equal to your ranger level halved, rounded down. You can summon your illusory copy a number of times equal to your wisdom modifier. You regain all expended uses of this ability at the next sunrise.

Trick of the Light

At 15th level, you are permanently under the effects of the blur spell unless you are incapacitated. As long as the spell is active, you have advantage on all dexterity checks and saving throws. Whenever you take damage the spell is suppressed until the start of your next turn.

Previous Versions

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