Desert Wind Ranger

Rangers seeking to train in the way of the Desert Wind train in the sweltering heat of arid climates, learning to turn the torrid conditions from a hinderence to an ally. Even when away from the desert, Desert Wind Rangers can harness and concentrate the heat within the air to use as a weapon.

Desert Wind Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Desert WInd Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Desert Wind Spells

Ranger Level Damage Type 3rd Searing Smite 5th Flame Blade 9th Melf's Minute Meteors 13th Wall of Fire 17th Immolation

Flame’s Blessing

Beginning when you choose this archetype at 3rd level you are capable of withstanding extreme heat.

You gain resistance to fire damage and can travel comfortably in temperatures up to 200 degrees.

Burning Brand

At 3rd level you can imbue your attacks with the heat of the desert. On your turn, you may use a bonus action to activate your Burning Brand. While Burning Brand is active, any weapon attacks you make deal an additional 1d4 fire damage. At 11th level, this fire damage increases to 1d6.

When you activate this feature, you may choose to maintain its effect by concentrating on it as though you were concentrating on a spell, otherwise the bonus lasts until the end of your turn.

Leaping Flame

Beginning at 7th level, when an enemy misses you with an attack you may use your reaction to disappear in a flash of flame, and teleport up to 15 feet to an unoccupied space that you can see.

Lingering Inferno

Beginning at 11th level whenever you activate your Burning Brand, you may also choose to surround yourself in an aura of blistering heated air. This aura lasts until the beginning of your next turn or until you stop concentrating on your burning brand feature.

While this aura is active any creature that ends its turn within 5 feet of you must make a constitution save against your ranger spell DC, taking fire damage equal to your wisdom modifier on a failed save.

Additionally, you learn the two following moves and may use your action to use one of them whenever your aura is active.

Searing Charge

If you are wielding a melee weapon, you may charge up to 30 feet in a straight line towards a creature and make a single attack against them with advantage, dealing an extra 2d6 fire damage on a successful hit. Additionally, a trail of flame lingers in the spaces you traversed as part of your charge, remaining until the end of your next turn. Any creature other than you that enters or starts its turn in one of those spaces takes fire damage equal to your wisdom modifier.

Dragon's Flame

If you are wielding a ranged weapon, you may make a ranged weapon attack roll against an enemy you can see within 60 feet of you. While traveling to it's target, the piece of ammunition bursts into a raging flame, forming a line 5 feet wide originating from you to your target. In addition to you resolving the attack against your target as normal, any creature caught in this line must make a dexterity save against your ranger spell DC or take fire damage equal to 1d6 + your wisdom modifier

Rising Phoenix

Beginning at 15th level, you can manipulate superheated air around you to lift yourself off the ground.

While your aura from lingering inferno is active, your walking speed increases by 10 feet and you can replace any amount of your walking speed with an equal amount of flying speed on your turn. When you fly in this way, you cannot lift yourself more than 15 feet above the ground, and you must end your turn on the ground or fall.



Image Credit: https://www.deviantart.com/mrtomlong/art/Desert-Warrior-287891003