Base Class: Ranger
You are a Desert Walker Ranger, and as your name suggests you are the most comfortable in the wilds of the desert. You can withstand extreme heat, and even thrive in it. You move quickly over the desert sands, and can easily camouflage in the bleak terrain. Others would die living in your domain, but you truly know the desert.
Desert Wanderer
You are truly at home in the wilds of the dessert, and thrive where others perish. Starting at 3rd level, you automatically gain the Desert as an additional terrain for natural explorer, if you already had the desert as a natural explorer terrain you gain an additional terrain of your choice. In addition to this you can go a number of days without eating or drinking equal to twice your ranger level (maximum of 20), as you store excess nutrients in your body.
Heated Weapons
You can channel the magic of the desert through your attacks, making them deal more damage. As a bonus action you can channel your desert magics through a weapon, or two weapons if your dual wielding and have the Two-Weapon Fighting Fighting Style for 1 minute. While you are channeling your magics in this way your weapon is known as heated. While a weapon you wield is heated you deal an extra 1d6 fire damage on all attacks with it. This damage increases to 1d8 at 7th level, 1d10 at 11th level, and 1d12 at 15th level. You can use this feature a number of times up to your proficiency bonus, and regain all expended uses on a long rest.
Steps of the Sand
You move effortlessly, and quickly through the sands of the desert. You are not slowed down by sandstorms, deep sands, and other desert related hazards. You're walking speed increases by 10 feet, and you gain a burrowing speed equal to your walking speed.
Sandstorm
You can use desert magics to conjure a sandstorm. During your turn you can spend all your movement to kick up a sandstorm (or dirt storm depending on where you are) in a 60 Ft. diameter sphere, while the sandstorm is active any number of creatures of your choice inside the sandstorm have disadvantage on attack rolls, dexterity saving throws, and perception checks. Creatures of your choice that start their turn inside the sandstorm take 1d4 piercing damage. You are also invisible while inside the sandstorm. You can use this feature once, and all uses recharge on a long rest.
Weapons of Flame
Your weapons radiate heat, and can severely damage opponents attacked by them. Once per turn when you hit a creature with a heated weapon, you can light them on fire, dealing an extra 2d12 fire damage upfront, as well as encasing them with flames. While an enemy is on fire (due to this feature) they take 1d12 fire damage at the start of their turn per round they have been on fire for. They can extinguish the flames by spending their entire turn rolling on the ground, or doing something else such as dumping water on the fire, but no matter what is done it takes an entire turn because the flames are so persistent. You can use this feature 3 times, and all uses recharge on a long rest.
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Posted Jul 21, 2021Enjoy my version of a desert ranger.