Ranger
Base Class: Ranger

Devil Hunters are rangers afflicted by a terrible curse originating from the Lower Planes, which makes them resemble fiends. Fortunately, this only fuels their determination to hunt down and purge the forces of evil, especially those that emerge from the Abyss and the Nine Hells. For every Devil Hunter knows: if they do not destroy Hell, Hell will destroy them.

The Curse

The curse of a Devil Hunter can take many forms, ranging from a family obligation to a punishment imposed by a deity.

D6 Curse Origen

1

One of your parents traveled to the Abyss or the Nine Hells during their youth.

2

One of your ancestors broke a pact with a devil, who cursed your bloodline in revenge.

3

You were meant to be the sacrifice in a ritual to bring a powerful demon into the Material Plane, but you survived, leaving the ritual incomplete.

4

One of your parents was a paladin who broke their sacred oath, and as divine punishment, their children were born under an infernal curse.

5

Your ancestors swore enmity against a demon, and ever since, your bloodline has been bound by an obligation to destroy every incarnation of it.

6

One day, you embarked on an astral journey through the Nine Hells, witnessing the horrors that dwelled within each layer. And when you returned to your body, you understood your new purpose.

Expanded Spell List

Starting at 3rd level, you learn additional spells when you reach certain levels in this class, as shown in the Devil Hunter Spells table. These spells count as ranger spells for you, but they don't count against the number of ranger spells you know.

Devil Hunter Spells
Ranger Level Spells

3rd

hellish rebuke

5th

branding smite

9th

magic circle

13th

banishment

17th

planar binding

Sinner's Crest

At 3rd level, the curse that plagues you manifests as an unholy mark upon your body. You choose a Crest that represents the taint of the Lower Planes upon your being.

When you reach 11th level in this class, you can choose one additional Crest.

Crests

Crests are visible signs of the influence of the the Abyss and the Nine Hells upon a Devil Hunter, bestowing both power and a terrible burden.

Arrow-Tipped Tail

You have advantage on saving throws against effects that would push you, as well as on Dexterity (Acrobatics) checks you make to keep your balance.

Cursed Arms

You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your unarmed strikes. Additionally, your unarmed strikes count as weapons for the purpose of your ranger features and spells.

Deformed Wing

When you fall, you can use your reaction to reduce the falling damage you take by an amount equal to five times your ranger level.

Devil's Eyes

You gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet.

Faceless

You learn the disguise self spell. It counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. Additionally, once per long rest, you can cast this spell on yourself without expending a spell slot.

Horns

You gain a bonus to Charisma (Deception) and Charisma (Intimidation) checks equal to your Wisdom modifier (minimum of +1).

Living Shadow

While in heavily obscured, you can attempt to hide even when you are visible.

Burning the Soul

Also at 3rd level, once per turn, when you hit a creature with a weapon attack, you deal an additional 1d6 fire damage. This damage ignores immunity if the target is a fiend. When you reach 11th level in this class, the damage increases to 1d8.

The Final Circle

At 7th level, you can invoke terrible infernal flames capable of burning even the soul. Whenever you deal fire or radiant damage to a creature, you ignore any resistance the creature has to those damage types.

Additionally, you have resistance to fire damage. At 15th level in this class, you gain immunity to fire damage.

Abyssal Mind

At 11th level, you sense the curse of the Abyss and Hell within your being. You have advantage on saving throws against being charmed or frightened. In addition, you are immune to these conditions when they are imposed by a fiend.

Devil Inquisitor

Starting at 15th level, when you deal fire or radiant damage to a creature, you can cause that damage to ignore any immunity the target has to that damage type. When you do so, the damage increases by 1d8.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

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