--- source: Tome of Heroes --- ![[assets/63e61cdb00a5bb6162445da699e2def0_MD5.jpg|Lofi + Kenket]] A barren landscape wracked by chaotic magics, crawling with strange monstrosities and twisted aberrations that warp the minds of those who lay eyes upon them … you have learned to traverse these wastes and face these creatures without flinching. You patrol its boundaries and stride unseen through its harsh landscape, evading danger and protecting those who find themselves at the mercy of the arcana-laced wilds and eldritch horrors. ||**Wasteland Strider Progression**| |---|---| |**Ranger Level**|**Features**| |3rd|Wasteland Strider Calling Spells, Chaotic Strikes| |7th|Stalwart Psyche| |11th|Call the Otherworldly| |15th|Dimensional Step| # Wasteland Strider Calling Spells _3rd-Level Wasteland Strider Feature_  You gain calling spells at the ranger levels listed in the Wasteland Strider Calling Spells table. See the Ranger Subclass class feature for how these spells work ||**Wasteland Strider Calling Spells**| |---|---| |**Ranger Level**|**Spells**| |3rd|Protection from Good and Evil| |5th|Calm Emotions| |9th|Dispel Magic| |13th|Banishment| |17th|Greater Hold| # Chaotic Strikes  _3rd-Level Wasteland Strider Feature_  You’ve learned to channel the unpredictable energies of magical wastelands into your weapon attacks. You can use a bonus action to imbue your weapon with chaotic energy for 1 minute. Roll a d8 and consult the Chaotic Strikes table to determine which type of energy is imbued in your weapon. While your weapon is imbued with chaotic energy, it deals an extra 1d4 damage of the imbued type to any target you hit with it. If you are no longer holding or carrying the weapon, or if you fall unconscious, this effect ends.  ||**Chaotic Strikes**| |---|---| |**D8**|**Damage Type**| |1|Fire| |2|Cold| |3|Lightning| |4|Psychic| |5|Necrotic| |6|Poison| |7|Radiant| |8|Force| # Stalwart Psyche  _7th-Level Wasteland Strider Feature_  You have learned to guard your mind against the terrors of the unknown and to pierce the illusions of the otherworldly creatures that lurk in the wastelands. You have advantage on saving throws against being charmed or frightened and on ability checks and saving throws to discern illusions. # Call the Otherworldly  _11th-Level Wasteland Strider Feature_  You’ve gained some control over otherworldly beings. You can use an action to summon a fiend or aberration with a challenge rating of 2 or lower, which appears in an unoccupied space that you can see within range. It disappears after 1 hour, when you are incapacitated, or when it is reduced to 0 hit points.  The otherworldly being is friendly to you and your companions. In combat, roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the otherworldly being, it attacks the creature you are attacking, or defends itself from hostile creatures if you aren’t attacking a creature, but otherwise takes no actions.  Once you use this feature, you can’t use it again until you finish a short or long rest. When you reach 17th level in this class, you can summon a fiend or aberration with a challenge rating of 5 or lower with this feature. # Dimensional Step  _15th-Level Wasteland Strider Feature_  You have learned to slip briefly between worlds. You can cast the dimension door spell without expending a spell slot. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.