Sand Nomad | Feat | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Sand Nomad

Ranger Class

Sand Nomad Magic

3rd-level Sand Nomad feature   You learn an additional spell when you reach certain levels in this class, as shown in the Sand Nomad Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.  
Ranger Level Spells
3rd Expeditious retreat
5th Mirror image
9th Wall of sand
13th Hallucinatory terrain
17th Control winds

Desert Walker

When you choose this archetype at 3rd level, you become acclimated to the unforgiving conditions of the desert. You gain proficiency with weaver's tools and the Survival skill.   Additionally, during a long rest you can use your weavers’ tools and 5 gold pieces worth of material to create a Desert Cloak, an airy garment that protects your body from the harsh environments you call home. You can create a number of Desert Cloaks equal to your Wisdom modifier(minimum of 1). While a creature wears this Cloak they gain the following benefits:  
  • They require half as much water in order to survive each day.
  • They have advantage on saving throws to resist the effects of harsh environments and subsequent exhaustion levels.
  During each long rest, you must spend time maintaining your Desert Cloaks or they will lose their beneficial properties. You can maintain a total number of Desert Cloaks equal to your wisdom modifier.  

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

Sturdy Constitution

Starting at 7th level, your body is able to quickly adjust to extreme temperatures at will. During daytime, you have resistance to fire damage. During nighttime, you have resistance to cold damage. If you are in an area without a regular day/night cycle, you choose which damage type you have resistance to at the end of a long rest.  

Sand Attack

At 11th level, you can utilize the sand around you to obscure your enemy’s vision. When you hit a creature with a weapon attack, you are considered lightly obscured to this creature until the beginning of your next turn.   You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses at the end of a long rest.  

Desert Strike

By 15th level, you have learned how to utilize the desert to attack enmies from afar. When you take the Attack action on your turn, you can use a bonus action to create a temporary sand duplicate of yourself in a space you can see within 30 feet of you. Your sand duplicate then makes one weapon attack with a sand duplicate of your weapon against a target of your choice. On hit, it deals fire damage in place of your weapon's normal damage and disappears   You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.
 


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Shadowfell.

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