Base Class: Ranger
You have created a life of slaying the evils that hide in the desert.
Using the power of the desert wind and heat, sand striders strive to defend the people of the desert that already must fight the harsh conditions of the deserts to survive.
Scorching Might
At 3rd level, as a bonus action, you can ignite your blade, causing it to deal 1d4 fire damage on one weapon attack per turn for one minute. If the target is affected by the hunters mark spell, all of the damage dealt by hunters mark becomes fire damage. This effect causes your weapon to glow red, shedding bright light for 10ft and dim light for an additional 10ft. Holding an affected weapon to a flammable object not worn or carried for 30 seconds ignites the object.
Desert Dweller
At the 3rd level, you only require half of the water for a creature your size and can live comfortably in temperatures up to 175F. You also gain the desert favored terrain, if you already have selected the desert as a favored terrain, choose one other terrain.
Shifting Sands
At 7th level, as a bonus action, you can take the dodge action. while dodging in this way, you can take an attack of opportunity with advantage on a creature within 5ft that misses an attack against you. If holding two weapons, you can instead make two attacks of opportunity, one with each weapon, without advantage.
This dodge action can be used in this way a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long
Ash Fury
At 11th level, attacks hit against a target within 5ft while Scorching Might is active gives and additional 10ft of movement lasting until the end of your turn. The damage from Scorching Might can now be used multiple times each turn, but the damage bonus does not apply against the same target more than once in a turn.
Final Sand
At 15th level, when you take damage that reduces you to 0 hit points and doesn't kill you outright, you can use your reaction to dissipate into sand, while in this form, you take deathsaves as normal, but you are immune to all damage except psychic and cannot fail death saves to damage other than psychic. While in this from you can be affected by spell effects that would heal or stabilize you.
Comments