An Redguard stands upon the sands of Hammerfell


Dunewalkers have faced the true devastating power of sandstorms and have mastered an ancient spell casting tradition that fuses the deadly sands with the power of the wind to blind, overwhelm, and eviscerate their foe.

Dunewalker Features
Level Feature
1st Earth Glide
6th Desert Cloak
14th Dune Strider
18th Doom of the Desert

Earth Glide

1st-level Dunewalker feature

You can move across difficult terrain made of earth, sand or stone without expending extra movement. In addition, you have tremorsense out to a range of 30 feet, and you learn the stonefist cantrip. It counts as sorcerer cantrip for you, but it doesn’t count against your number of cantrips known.

Desert Cloak

6th-level Dunewalker feature

As an action, you emanate a magical whirling cloak, which surrounds you for 1 minute. The cloak extends 10 feet from you in every direction, but not through total cover. For the duration, the cloak’s radius is considered difficult terrain.

Choose sand or wind. Your cloak’s effect depends on the chosen element, as detailed below. You can use this feature twice and regain all expended uses when you finish a long rest. While you have no uses available, you can spend 5 magicka to use this feature again.

Sand Cloak. A cloud of sand swirls around you, making you difficult to strike. You gain a +1 bonus to your AC for the duration. Additionally, when a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to blast the creature with sand. The target must succeed on an Endurance saving throw against your spell save DC or be blinded until the end of your next turn.

Wind Cloak. Ranged weapon attacks made against you have disadvantage. If a ranged weapon attack made against you misses, you can use your reaction to redirect the missile to another creature within 20 feet of you. Make a ranged spell attack against the creature. If the attack hits, you deal damage equal to 1d10 + your spellcasting modifier. The type of damage is determined by the missile.

Dune Strider

14th-level Dunewalker feature

You gain a burrow speed of 30 feet, which you can use to move through non-magical, unworked earth and stone. While doing so, you don’t disturb the material you move through. You can breathe normally while beneath the earth.

Additionally, you learn the gaseous form spell if you don’t already know it, and it doesn’t count against the number of spells you know. You can cast this spell without expending magicka a number of times equal to your Willpower modifier, when you cast it this way, you resemble a floating cloud of sand.

Doom of the Desert

18th-level Dunewalker feature

Your mastery over your cloaks increases. While under the effects of your Desert Cloak feature, you can switch between either cloak as an action. Additionally, you gain the following benefits:

Sand Cloak. A pool of quicksand is created around you. When a target is blinded by the Sand Cloak feature, it becomes restrained by the sinking sands. A creature restrained this way can use its action to make a Strength check against your spell save DC. On a success, it frees itself. Additionally, the AC bonus you gain for the duration increases to +2.

Wind Cloak. You gain a flying speed equal to your movement speed for the duration.