In the vast and unforgiving expanse of the desert, where the shifting sands conceal ancient secrets and the scorching sun tests the limits of endurance, there exists a breed of ranger unlike any other—the Desertwalker. Masters of survival in the harshest of environments, these rangers have forged a deep connection with the arid wilderness, drawing strength from its harsh beauty and unlocking powers that few can comprehend.
The Desertwalker Conclave stands as a testament to the resilience and adaptability of those who call the desert their home. Forged in the crucible of relentless heat and bone-dry winds, its members are united by a shared bond with the desert itself—a bond that transcends mere survival and taps into the very essence of the arid landscape.
At the heart of the Desertwalker’s teachings lies a profound respect for the desert’s harsh beauty and untamed power. Unlike other rangers who may roam forests or mountains, the Desertwalker finds solace and strength amidst the endless dunes and rocky outcrops of the desert, where every step is a test of will and every breath a reminder of one’s mortality.
But to become a Desertwalker is to embrace more than just the physical challenges of the desert—it is to unlock a deeper connection with the land itself. Through years of study and communion with the natural world, Desertwalkers learn to harness the elemental forces that shape the desert’s ever-changing landscape, bending them to their will with a mastery that borders on the supernatural.
Among the Desertwalker’s most renowned abilities is their keen understanding of desert survival. Through years of honing their instincts and learning the subtle cues of the desert’s shifting sands, they have become adept at finding water sources in the most unlikely of places, tracking elusive prey across vast distances, and navigating treacherous terrain with ease.
But it is not just their physical prowess that sets Desertwalkers apart—it is their ability to commune with the desert itself, drawing strength from its ancient spirits and tapping into the raw, untamed power that lies dormant beneath the scorching sands. Through rituals passed down through generations, Desertwalkers are able to channel the desert’s elemental energies, unleashing devastating storms of sand and wind upon their enemies or calling upon the spirits of the desert to aid them in battle.
Yet, for all their power and mastery, Desertwalkers remain humble guardians of the desert, sworn to protect its secrets and preserve its natural beauty for generations to come. They are the silent watchers of the dunes, the guardians of forgotten oases, and the protectors of all who dare to brave the desert’s harsh embrace.
In the following pages, we shall delve deep into the teachings and traditions of the Desertwalker Conclave, exploring the ancient rituals, sacred rites, and untold mysteries that define this enigmatic breed of ranger. So gather close, my friends, and prepare to embark on a journey into the heart of the desert—a journey that will test your strength, challenge your resolve, and ultimately reveal the true extent of your connection with the arid wilderness.
Nomadic Magic
As a Desertwalker, your connection to the desert grants you unique magical abilities. Beginning at 3rd level, you learn additional spells as you progress in your ranger training. These spells are drawn from the harsh landscape of the desert and count as ranger spells for you. They include expeditious retreat at 3rd level, blur at 5th level, wind wall at 9th level, freedom of movement at 13th level, and wall of stone at 17th level.
Desert Survivalist
Embracing the unforgiving environment of the desert, you become adept at navigating its challenges. At 3rd level, you gain resistance to the effects of harsh climates, such as strong winds and obscuring weather conditions like sandstorms, which no longer impose disadvantage on your Wisdom (Perception) checks. Additionally, you gain proficiency in the Survival skill, allowing you to better navigate and survive in the desert terrain.
Knight of the Wastes
As a Knight of the Wastes, you wield the power of the desert itself in combat. Starting at 3rd level, once per turn when you hit a creature with a weapon attack, you can conjure a swirling sandstorm to obscure your strike. The target takes an additional 1d6 magical slashing damage from the attack and has its walking speed reduced by 10 feet until the start of your next turn. Furthermore, you are considered lightly obscured to this creature until then. At 11th level, the extra damage increases to 2d6.
Dune Walker
By the time you reach 7th level, you have become one with the dunes, gaining remarkable abilities to navigate and perceive your surroundings. You gain blindsight with a range of 10 feet, allowing you to effectively “see” anything within that range, even if blinded or in darkness. You can also see invisible creatures within this range, unless they successfully hide from you. Additionally, attacks cannot gain advantage against you due to being blinded or within areas of obscured vision, and you can move across difficult terrain made of earth, sand, or stone without expending extra movement.
Sandstorm Assault
At 11th level, your mastery of sandstorms reaches new heights. When you use your Knight of the Wastes feature, you can now heavily obscure yourself to the target instead of lightly, and you gain the ability to make an additional weapon attack against that target using your bonus action.
Arid Wanderer
Finally, at 15th level, you embody the ever-shifting nature of the desert itself. When you are hit by an attack, you can use your reaction to increase your AC against that attack by your Dexterity modifier (minimum 1), potentially causing it to miss. If the attack misses, the attacker must make a Dexterity saving throw against your spell save DC. On a failure, you become heavily obscured to the creature until the start of your next turn, mirroring the elusive nature of sand drifting in the wind.

Restrictions
- Faith. Desertwalkers must be a follower of the Apostates.
DESERTWALKER CONCLAVE FEATURES
Ranger Level | Features |
---|---|
3rd | Nomadic Magic, Desert Survivalist, Knight of the Wastes |
7th | Dune Walker |
11th | Sandstorm Assault |
15th | Arid Wanderer |
Desertwalker Spells
Ranger Level | Spells |
---|---|
3rd | expeditious retreat |
5th | blur |
9th | wind wall |
13th | freedom of movement |
17th | wall of stone |