Ranger
Base Class: Ranger

Wield your infernal curse to hunt your prey with the flames of the Abyss and the Hells.

Devil Hunters are Rangers who bear a terrible curse tied to the Lower Planes. Feeling the influence of these planes within their own bodies and souls, they specialize in hunting devils, demons, and any who wield their fearsome powers.

Level 3: Devil Hunter Spells

When you reach a Ranger level specified in the Devil Hunter Spells table, you always have the listed spells prepared.

Devil Hunter Spells
Ranger Level Spells

3rd

Hellish Rebuke

5th

Shining Smite

9th

Magic Circle

13th

Banishment

17th

Planar Binding

Level 3: Sinner's Crest

Your demonic curse manifests on your body. You choose one crest from the options listed in the “Crest Options” section later in this subclass’s description.

You choose an additional crest at Ranger level 11.

Additionally, when you hit a creature marked by your Hunter’s Mark with a weapon, you deal extra Fire damage equal to your Wisdom modifier (minimum of 1 damage). You can deal this extra damage only once per turn.

Crest Options

Crests are visible marks that denote the influence of the Lower Planes upon the Devil Hunter, granting them terrible power and an equally 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 Wings

When you fall, you can take a Reaction to reduce the falling damage you take by an amount equal to five times your Ranger level.

Devil Eyes

You gain Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 30 feet.

Faceless

You always have the Disguise Self spell prepared. You can also cast it once without expending a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest.

Horns

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

Living Shadow

While you are in an area of darkness that is Heavily Obscured, you can take the Hide action even if you are visible.

Level 7: The Final Circle

You have Resistance to Fire damage. Additionally, when you deal Fire damage to a creature marked by your Hunter’s Mark, you ignore that creature’s Resistance to Fire damage.

Level 11: Abyssal Mind

You have Advantage on saving throws to avoid or end the Charmed or Frightened condition.

Additionally, when a creature marked by your Hunter’s Mark Charms or Frightens another creature, you can take a Reaction to cast Hellish Rebuke against the creature that caused the condition. Immediately after doing so, the Charmed or Frightened creature must repeat the saving throw that caused it to gain that condition, ending the condition on itself on a successful save.

Level 15: Devil Inquisitor

Your flames burn not only the body, but also the mind and the soul. The extra Fire damage from Sinner’s Crest increases to twice your Wisdom modifier (minimum of 2 damage). Additionally, when you deal Fire damage to a creature marked by your Hunter’s Mark, you ignore that creature’s Immunity to Fire damage.

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