Base Class: Ranger
Most rangers hunt within the confines of the natural world, but the Hell Striders focus on something else... the Infernal. These hunters are often seen using flames of light to deal with the fiendish beings that infect the world. These fighters are often seen entering areas with little regard to themselves, just to make sure that the fiends are dead, sometimes even entering hell itself. These rangers are among some of the most dangerous, calculating, and sometimes 'hot-headed' people you may meet.
Level 3: Heart of Cinders
Once you reach level 3, Your body is so trained against fire, that you have become hardened by it, and you now gain the following abilities:
- You gain resistance to fire damage
- You gain 3 extra hit points when you gain this subclass, and 1 extra hit point per level ranger level after 3rd.
Level 3: Fury of Holy Flames
At level 3, You have trained yourself to fight infernal beings, and because of this training, you have found new ways to fight against these foes
On top of the new abilities, your first Favored Enemy type is always Fiends, and your Hunter's Mark deals only fire or radiant damage.
Blades of Holy Fire:
Your newfound infernal abilities allow you to enchant your blade.
As a bonus action, you can ignite your weapon for 15 minutes:
- It deals 1d4 fire or radiant damage, your choice
- Your weapon emits bright light for up to 20ft, and 20ft of dim light
- If you want to keep the blades lit after the 15 minutes is up, you may expend another use to add 15 more minutes to the burn time
You can do this a number of times per long rest equal to your PB + Spellcasting Modifier
The damage scales to 1d6 at level 7, and 1d8 at level 11
Creators note: If used on a ranged weapon, the light is shed from the weapon, not the ammo. Flavor for this can be up to the player and GM though!
Brand of Judgement:
You have the option of replacing the Hunter's mark with a Brand of Judgement. While the Brand of Judgement is up, you cannot activate your Hunter's Mark.
You use a spell slot to activate it, and you can target a number of creatures equal to the level spell slot you cast it with. It does the following things
- The brand lasts for concentration for up to 10 minutes
- While a creature is branded, when you hit it with a melee weapon attack, any fire or radiant damage you deal as part of that attack ignores resistance to that damage type.
- You score a critical hit on a 19-20 on branded creatures
When you use a spell slot of 3rd level or higher, if you brand a creature that is immune to Fire or Radiant damage, the branded creatures immunity is counted as resistance instead.
Creators note: Because of DnDBeyond shenanigans, i cannot automatically put Fiends as the favored enemy type, so just pick Fiends first. i wish i could have it automatically do that but i cannot sadly.
Level 7: Ward of Radiant Embers
At level 7, The holy flames that you use to attack, can now be used to protect. When you or an ally within 30ft of you is hit with an attack, you can release a burst of holy flames and reduce the damage by 1d8 + your WIS modifier. The health reduces increases to 2d8 at level 15
You can use this ability 2 times per long rest at level 7, and 3 at level 15
The Fiends' Bane
Beginning at 11th level, your attacks become so powerful, that against your targeted foes, you get a surge of power.
- When you take the Attack action against a creature branded by your Hunter's mark or Brand of Judgement, you can make one additional attack against that creature as part of that action. This extra attack can only be used against branded foes.
- Each time you hit a marked creature, your speed increases by 5 feet until the end of your turn. During this movement, you do not provoke opportunity attacks from that creature.
Level 15: Scourge of The Damned
You have become so powerful, your name now strikes fear into the hearts of infernal beings, and new abilities to match:
Hallowed Inferno:
While your weapon(s) are ignited, As an action, you can take 2d6 damage, that is unreducible, and surge the flames on your weapon:
- Your weapon now deals both 1d6 Fire and 1d6 Radiant damage
- When activated, all enemies within 15ft of you need to make a dexterity saving throw or take 3d6 fire and 3d6 radiant damage, or half as much on a success
This lasts for 12 seconds before the swords are extinguished and need to be reignited.
You can use this once per long rest.
Soul of The Executioner:
- You gain immunity to Fire damage
- Once per long rest, as a bonus action, you can let out a wave of pure terror, all enemies within 10ft of you need to make a WIS saving throw, or become frightened until you next turn
Previous Versions
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2/24/2026 7:17:37 AM
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2
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1
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5e
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Coming Soon
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3/5/2026 6:47:56 AM
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4
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1
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Coming Soon
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