Base Class: Ranger
A Hell Walker harnesses the environment of the hells to empower themselves.
Level 3: Foulblood Mark
When you cast Hunter's Mark, add the damage to your Hellish Environment's spells as the same type (once for saving throw spells and twice for spell attacks). If the spell is a critical hit or if the target fails the saving throw by more than 5, heal the Hunter's Mark damage.
Level 7: Foulblood Ferocity
Whenever you deal damage while Hunter's Mark is active, you ignore resistance to your chosen Hellish Environment damage type.
Level 11: Hell Walking
While Hunter's Mark is active, you do not trigger opportunity attacks from the marked creature. If the marked creature is within 60 feet of you, you can take a bonus action to teleport within 5 feet of the marked creature. The marked creature and any other creatures within 5 feet of you must succeed a saving throw against your Spell Save DC or experience one of the following effects:
Infernal: On failing a dexterity saving throw, the target is set alight, taking 1d8 + proficiency bonus fire damage immediately and again at the start of its next turn.
Abyssal: On failing a constitution saving throw, the target takes 1d8 poison damage and is poisoned until the end of its next turn.
Chthonic: On failing a constitution saving throw, the target takes 1d8 + your proficiency bonus necrotic damage and subtracts that amount from their max hp.
Level 15: Eyes of Many Hells
When you cast Hunter's Mark, the number of creatures you can mark is equal to your Wisdom modifier. You can cast Hunter's Mark in this way a number of times per long rest equal to your proficiency bonus.
When you cast Hunter's Mark in this way, the duration of concentration is altered:
1st level - 1 minute
2nd level - 10 minutes
3rd level - 1 hour
4th level - 4 hours
5th level - 8 hours
Level 3: Hell Walker Spells
Choose a Hellish Environment to draw your power from. When you reach a Ranger level specified in the Hell Walker Spells table, your spells will be dictated by this and you thereafter always have the listed spell prepared.
Abyssal
You harness Abyssal powers from the hells. You gain resistance to poison damage.
HELL WALKER (ABYSSAL) SPELLS
Ranger Level Spells
3 Ray of Sickness
5 Protection from Poison
9 Stinking Cloud
13 Giant Insect
17 Cloudkill
Chthonic
You harness Chthonic powers from the hells. You gain resistance to necrotic damage.
HELL WALKER (CHTHONIC) SPELLS
Ranger Level Spells
3 Inflict Wounds
5 Gentle Repose
9 Vampiric Touch
13 Blight
17 Contagion
Infernal
You harness Infernal powers from the hells. You gain resistance to fire damage.
HELL WALKER (INFERNAL) SPELLS
Ranger Level Spells
3 Burning Hands
5 Scorching Ray
9 Fireball
13 Fire Shield
17 Flame Strike
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