Ranger
Base Class: Ranger

Born in a land where nature itself has been warped by the corruption influence of the Lower Planes, Rangers walking the path of the Hellraiser set themselves along a dark road. Binding themselves to corrupted nature spirits, they fight with the power of the Inferno to survive in the Wilds of Artemisia and beyond.

Hellraiser Magic

When you join this conclave at 3rd level, you have formed a pact with an infernal spirit, a nature spirit corrupted by the hells. Your link with this spirit grants you access to some spells when you reach certain levels in this class, as shown on the Hellraiser Spells table. The spells counts as ranger spells for you, but they don’t count against the number of ranger spells you know.

Hellraiser Spells

Ranger Level Spell
3rd hellish rebuke
5th scorching ray
9th fireball
13th fire shield
17th flame strike

Infernal Presence

At 3rd level, the pact with your infernal spirit creates a connection to the hells, granting you understanding and empowering your presence.

You gain the following benefits:

  • Thaumaturgy. You learn the Thaumaturgy cantrip, which is a ranger spell for you.
  • Tongue of the Inferno. You learn to speak, read, and write Infernal or one other language of your choice.

Infernal Spirit

As an action, you can magically summon the infernal spirit that is bound to you. It appears in an unoccupied space of your choice within 30 feet of you.

The infernal spirit is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Infernal Spirit stat block, which uses your proficiency bonus (PB) in several places. You can determine the cosmetic characteristics of the infernal spirit. Some spirits take the form of minor demons or hellish animals; your choice has no effect on its game statistics.

In combat, the infernal spirit shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Invisibility action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the infernal spirit can take any action of its choice, not just Invisibility.

The infernal spirit remains until it is reduced to 0 hit points, until you use this feature to summon the infernal spirit again, or until you die. Anything the infernal spirit was wearing or carrying is left behind when the infernal spirit vanishes.

Once you summon the infernal spirit, you can’t do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.

Infernal Spirit

Armor Class 14 + PB (natural armor)

Hit Points 5 + five times your ranger level

Speed 30 ft., fly 30 ft. (hover)

STR
6 (-2)
DEX
14 (+2)
CON
14 (+2)
INT
11 (+0)
WIS
12 (+1)
CHA
11 (+0)

Saving Throws Cha +1 plus PB, Wis +2 plus PB

Damage Immunities fire, poison

Senses darkvision120 ft., passive Perception 12

Languages Common, Infernal

Challenge — Proficiency Bonus (PB) equals your bonus

Devil’s Sight. Magical darkness doesn't impede the infernal spirit’s darkvision.

Magic Resistance. The infernal spirit has advantage on saving throws against spells and other magical effects.

Actions

Claw. Melee Weapon Attack: +2 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB slashing damage + 1d6 fire damage.

Invisibility. The infernal spirit magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the infernal spirit wears or carries is invisible with it.

Reactions

Soul Devour. When another creature within 30 feet of the infernal spirit dies, the infernal spirit grants temporary hit points to itself and one creature of your choice equal to your wisdom modifier + your ranger level.

 

 

Soul Devour

At 7th level, you’re infernal spirit gains the ability to bolster itself and others with the life energies of the deceased. While the infernal spirit is summoned and when another creature within 30 feet of the infernal spirit dies, the infernal spirit may use its reaction to grant temporary hit points to itself and one creature of your choice equal to your wisdom modifier + your ranger level.

Hellish Resilience

At 11th level, you can choose one damage type when you finish a short or long rest. You and your infernal spirit gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.

Unleash the Inferno

At 15th level, you and your infernal spirit begin to move as one. When you hit a creature with an attack, your infernal spirit moves up to its movement speed and makes an attack against the same creature.

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