Ranger - Dunestrider

Nomads and warriors of desert-dwelling clans in the Barrens have learned to make use of the very adversity thrown by the land in their face. Born under the scorching sun into the endless dunes, these striders of the sands can call upon these power, raising sandstorms with desert wind to hide from their enemies, or shine beams of sunlight to fatigue the unprepared - or simply sit by the campfire and sing a tune from a distant land, that reminds them of home.

Desert Survival

When you take this archetype at 3rd level, you become well-adjusted to the harsh environments surrounding you, and brings exotic songs and tunes on your journey. You gain proficiency in one musical instrument of your choice. Additionally, you gain resistance to Fire damage, and advantage on saves against environmental hazardous effects.

Dunestrider Magic

Starting at 3rd level, your connection with the sands teach you tricks to distract and wear down your enemies. When you reach a Ranger level specified in the table below, you thereafter always have the listed spells prepared.

  • 3rd level: Color Spray
  • 5th level: Dust Devil
  • 9th level: Wall of Sand
  • 13th level: Fire Shield
  • 17th level: Control Winds

Blinding Strike

Starting at 3rd level, your marks surround its target with shifting sands, waiting to lash out. The first time you hit a creature affected by your Hunter’s Mark with a weapon attack on each of your turns, you may choose to subject it to a Dexterity saving throw, commanding the sands to assault their eyes. On fail, the target is Blinded until the beginning of your next turn.

Sandstorm Visage

Starting at 7th level, you learn to summon a twister of sand swirling around you, shrouding you from perception. As a bonus action, you gain a fly speed equal to your walk speed, and your movement do not provoke opportunity attacks until the end of your turn. You may use this feature a number of times equal to your proficiency bonus per long rest.

Solar Bind

Starting at 11th level, the desert sunlight flashes your enemies, invoking fatigue and hindering their movements. Enemies blinded by your attacks, spells, or features have disadvantage on Dexterity saving throws, and their movement speed is at most 15 ft.

Warrior of the Sun

Starting at 15th level, you may call upon the sands and the sun, becoming a conduit of light and heat. As an action, you can adapt a scorching form for 1 minute, granting you the following benefits:

  • Incandescent Spirit. You shed bright light in a 30 ft radius and dim light for an additional 30 ft. Enemies that start their turn within 10 ft of you must make a Constitution saving throw, or be blinded until the beginning of your next turn.
  • Flaring Steel. Your weapon attacks deal 1d8 additional Fire damage and 1d8 additional Radiant damage.
  • Solar Beam. As a bonus action, you may call down a beam of sunlight at a creature within 30 ft of you, forcing them to make a Dexterity saving throw. On fail, the target takes 2d8 Fire damage and 2d8 Radiant damage, and is Blinded until the beginning of your next turn.

Once you use this feature, you cannot use it again until you finish a long rest.


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