




Nydiven settlers crossing the wastes
Ranger: Sand Nomad
The nomads of Nydiven are a wandering group that dwell in the Shifting Sands and the surrounding wastelands. These nomads have walked these sands since the dawn of the Age of Mortals and their survival techniques are unparalleled. They know the region like no other, understanding the volatile nature of the environment, the scorching sun, and the merciless wildlife that hunt within the dunes.
Sand Nomad Features
| Ranger Level | Feature |
|---|---|
| 3rd | Nomadic Magic, Desert Survivalist, Knight of the Wastes |
| 7th | Dune Walker |
| 11th | Sandstorm Assault |
| 15th | Arid Wanderer |
Nomadic Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Nomad table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Nomad Spells
| Ranger Level | Spells |
|---|---|
| 3rd | expeditious retreat |
| 5th | blur |
| 9th | wind wall |
| 13th | freedom of movement |
| 17th | wall of stone |
Desert Survivalist
When you choose this archetype at 3rd level, you become acclimated to hot climates and strong wind or obscuring weather effects such as sand storms don't impose disadvantage against your Wisdom (Perception) checks.
In addition, you gain proficiency in Survival. If you're already proficient in this skill, you can choose another from the ranger's starting skill proficiencies.
Art: Martin Deschambault
Knight of the Wastes
Also at 3rd level, once per turn when you hit a creature with a weapon attack, you can create a sandstorm to obscure the strike. The target takes an additional 1d6 magical slashing damage the attack, their walking speed is reduced by 10 feet, and you are considered lightly obscured to this creature until the beginning of your next turn.
When you reach 11th level in this class, the extra damage increases to 2d6.
Dune Walker
Beginning at 7th level, you have been shaped by the dune sea. You gain the following benefits:
- You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
- Attacks cannot have advantage against you due to you being blinded or within an area where your vision is obscured.
- You can move across difficult terrain made of earth, sand, or stone without expending extra movement.
Sandstorm Assault
At 11th level, when you use your Knight of the Wastes feature, you are considered heavily obscured to that creature instead of lightly obscured, and you can make an additional weapon attack against that target using your bonus action.
Arid Wanderer
Once you reach 15th level, you flow like the shifting sands. When you are hit by an attack roll, you can use your reaction to gain a bonus to your AC against that attack, potentially causing it to miss. The bonus equals your Dexterity modifier (minimum 1). If the attack misses, the target must roll a Dexterity saving throw against your spell save DC. On a failure, you are heavily obscured to the creature until the beginning of your next turn.
Version 1.2
Got any ideas or feedback? Message me here