Ranger Archetypes: Dervish

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Ranger Archetypes

The ideal of the ranger can have many expressions.

Dervish Sand Sprinter


Prereqisite: Prerequisite: Two-Weapon Fighting
Beginning when you select this archetype at 3rd level,
fighting style, Favored Terrain: Desert
moving through sand and similar materials cost you no
You are one of the legendary Dervish: fierce, lighting fast
extra movement. Additionally, your base walking speed
warriors who call the desert their home. Though there are
increases by 5 feet. At 7th level, this movement speed
others who profess skill at fighting with a pair of weapons,
bonus increases to 10 feet, and at 15th level it increases to
there are none that compare to the absolute mastery of the
15 feet.
style the dervish hold. As well, they excel at both
distraction and misdirection, and seem to be able to bend Dervish Dance
the sands of their homeland to their whim. At 3rd level, you can use your Dexterity modifier instead of
your Strength modifier for attack and damage rolls you
make with light melee weapons. Additionally, if you have
moved at least 10 feet on your turn, you can attack twice
instead of once when you use your bonus action to engage
in two-weapon fighting using two light weapons.

Sandstorm
Starting at 7th level, you learn to kick up an obscuring
cloud of sand around yourself while you move. When you
move more than 15 feet on your turn, you can use an action
to cause your space to become heavily obscured until the
start of your next turn. Your ability to see is unhindered by
this effect.

Sirocco
Starting at 11th level, while wielding a light melee weapon
in each hand, you can use your action to make a melee
attack against any number of creatures within 5 feet of you,
with a separate attack roll for each target.
Additionally, the damage die of any light melee weapon
you wield increases by one step (d4 -> d6 -> d8) to a
maximum of 1d8.

Dune Tunneler
At 15th level, you learn the secret of moving through the
dunes. You gain a burrow speed in sand and similar
materials equal to your walking speed. While burrowing,
you gain tremorsense out to 30 feet, and you can breathe
while submerged. Once per turn, if you exit the sand next
to a foe on your turn, you gain advantage on your first
attack against that creature.

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