Ranger
Base Class: Ranger

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 theses creatures without flinching. You patrol its boundaries and stride unseen through its harsh and barren landscape, evading danger and protecting those who find themselves at the mercy of the arcana-laced wilds and eldritch horrors.

Chaotic Strikes

When you choose this archetype at 3rd level, 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 d4 damage of the imbued type to any target you hit with it. If you are no longer holding or carrying the weapons, 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

Wasteland Strider Magic

Also starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Wasteland Strider Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

WASTELAND STRIDER SPELLS

Ranger Level

Spell

3rd

protection from the void

5th

calm emotions

9th

dispel magic

13th

banishment

17th

hold monster

Stalwart Psyche

By 7th level, 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 throw against being charmed and frightened and on ability checks and saving throws to discern illusions.

Call the Otherworldly

At 11th level, 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 within 30 feet. 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 command 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 action.

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

At 15th level, 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.

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