Ranger
Base Class: Ranger

Your travels as a ranger have taken you not to the physical wilds outside of humanoid civilizations, but out to and across the borders of the infernal pit and back. Whether you are an ally or servant of the pit, a victim unwittingly caught in a devil's contract, a self-appointed judge seeking to hold fiends to their contracts, or a champion bent on protecting the innocent from their plots, your fate is forever tied to the machinations of the nine hells.

Kissed by Flames

At 3rd level, you can use a bonus action to imbue your next weapon attack with fiendish flames.  The next time you hit a creature with a weapon attack before the start of your next turn, the attack deals an additional 1d6 fire damage and you gain advantage on the next weapon attack roll you make against the same target before the beginning of your next turn.

If you hit a creature with more than one weapon attack on the same turn in which you used this ability, your attacks and spells ignore any resistance to fire damage that creature has until the end of your next turn.

Experienced Advocate

Your experiences with Devils and their plots and schemes has made you alert to lies and trickery in a way that most are not.  Starting at 3rd level, for any Wisdom(insight) check made to determine if a creature is either lying to you or hiding something from you, you can make the roll with advantage.  You can also use this feature to make a Wisdom(insight) check with advantage to determine if a written document that you can read is conveying false or misleading information, or to determine if it is a forgery.

Additionally, you gain proficiency with Calligrapher's Tools and you gain the ability to speak, read, and write Infernal if you can't already.  

Devil Touched Spells

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Devil Touched Spells table.  These magics represent the trickery, manipulation, and malice you have witnessed in the actions of Devils. Each spell counts as a Ranger spell for you, but it doesn’t count against the number of Ranger spells you know.

Devil Touched Spells

Ranger Level Spell
3rd Command
5th Suggestion
9th Fear
13th Compulsion
17th Geas

Infernal Pact

At 7th level, you gain the ability to protect yourself by recklessly sacrificing some of your own spiritual essence to the pit.  Whenever you are hit by an attack, you can use your reaction to expend one of your hit dice to try to avoid the attack instead.  Roll the hit die and add the result to your AC for that attack only.  If you roll the maximum value on that hit die, the attack automatically misses, and you can make one weapon attack with advantage against that creature as part of this reaction if you are within range and otherwise able to do so.  If you roll a 1 on the hit die, the attack instead automatically hits and becomes a critical hit.  This hit ignores any equipment, spell, or ability that negates critical hits.  You can choose to use this ability even after it is determined the attack hits, but you must declare its use before damage is rolled. 

You are unable to regain any hit dice from the next long rest you take after using this ability.

If you are reduced to 0 hit points on a turn in which you used this ability, roll a d20.  If you roll a number equal to or greater than your Ranger level, your body turns to ash and you die instantly, your spirit becoming the property of a greater devil in the pit.  You cannot be resurrected by means outside of the following:

  • The intervention of a god
  • A Wish spell
  • Entering into a pact to be of service to that devil in exchange for your life, which that devil must offer you.  The DM decides the terms of the pact.  You can attempt to negotiate these terms, but ultimately they will be lopsided in the devil's favor

Wind from the Depths

At 11th level, you gain the ability to channel fiendish vigor into your attacks against a creature, entering into a trance-like state and moving progressively faster with each attack as every injury you cause to your target increases your momentum until you become a terrifying blur.

Using this feature, you can make a weapon attack against a single target that must be a creature.  If that attack hits, you may immediately make another weapon attack with the same weapon against the same target as part of the same action.  If you choose to make this second attack, you enter a focused trance and lose the ability to concentrate on spells until the beginning of your next turn.  You may continue making additional attacks against the same target after each successful attack until you have hit the target a total of 6 times this turn.  As soon as you either miss once, hit 6 times, or your target drops to 0 hit points, this action ends.  This action also ends and you cannot continue attacking if you land a critical hit with any of these attacks.  As part of that critical hit however, you can choose to either knock the target prone or push it 10 feet directly away from you.  If attacking with a ranged weapon, you must have enough ammunition for each attack. 

If you successfully hit a target with 6 attacks in one action with this feature, your body becomes temporarily warped by the amount of infernal energy you channeled.  Roll on the following chart.  Your body manifests the physical change described for 10 minutes, after which it slowly changes back to normal over the course of an additional minute.  If you already naturally have a similar physical feature, it becomes larger or more pronounced as appropriate.  Any impact of these changes on social interactions, either advantageous or disadvantageous, are at the DM's discretion.

d8 Physical change
1 The tips of your fingers turn into blackened, burned looking claws
2 Your teeth sharpen to needle-like points
3 You grow prominent horns from your temples
4 The irises of your eyes turn a flickering red color and your pupils turn yellow
5 Your complexion changes to something ghastly and horrid looking for your race
6 Your tongue becomes long and forked
7 Smoke and flames billow from your mouth whenever you speak
8 Your eyes turn solid black and the veins under your skin turn a dark black color

Fiendish Ire

At 15th level, you gain the ability to focus the anger of the Nine Hells on any creature that injures you, inspiring unspeakable terror in it.  Whenever you take damage from an attack or spell, you can use your reaction to attempt to frighten your attacker.  The creature that caused the damage must make a Wisdom saving throw against a DC equal to 8 + your Charisma modifier + your proficiency bonus.  On a failure, that creature is frightened of you for 1 minute or until it takes damage.  On a success, that creature cannot be targeted again by this ability for 24 hours.

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