dauntless/content/Classes/Ranger/Calling of the Wasteland Strider.md
2026-03-11 21:24:33 -06:00

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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 

Youve 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 

Youve 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 dont issue any commands to the otherworldly being, it attacks the creature you are attacking, or defends itself from hostile creatures if you arent attacking a creature, but otherwise takes no actions. 

Once you use this feature, you cant 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.