Base Class: Ranger
It is a misconception that all Rangers make a personal bond with nature. For others it may be more detached, they may like to feel the wind on their face, to marvel at the views as they speed by, to tear through the dirt or splash in a puddle. The Infernal Rider is one such Ranger. Having tired and worked long hours building their bike they ride it through all elements of the wilderness, surveying the landscape from their trusted steed. This bike is the ranger's compromise, a trustworthy machine fueled by their magic to serve as a weapon to dispense the greater horrors that plague nature. Infernal Rides only get stronger as the Ranger does, using their magic to bolster its functions and strengthen its form.
Infernal Ride
3rd-level Ranger Archetype Feature
You have finally finished your masterpiece! Your companion! Your infernal ride! With the soul of a lesser devil or demon trapped inside this vehicle has an inexhaustible source of fuel, your ride can look like any two-wheeled vehicle you wish so long as it uses the following statblock:
Prone Deficiency. Whilst the Rider is prone or the Ride is unmounted it is treated as incapacitated, it takes the Rider's full movement to mount the vehicle.
Magical Engine (1st-level or higher Rider spell slot). The Rider may expend a spell slot of 1st-level or higher to give the Ride advantage on a strength or dexterity check or saving throw.
Pilot (Requires Rider action). The Rider may move the Ride up to its movement speed with their action.
Boost (Requires Rider bonus action). The Rider may expend a spell slot of 2nd-level or higher to move the Ride an additional 5 x the spell slot level ft. this turn, if the Ride collides with a creature whilst it has at least 30 ft of movement left, they must make a DC 8 + the Rider's proficiency dexterity or strength saving throw or be shoved a number of feet equal to half the remaining speed of the ride.
Exhaust Fumes (Requires Rider action). The Rider may expend a spell slot of 2nd-level or higher to make the ride emit fumes such as the Fog Cloud spell, optionally they made expend a 5th level spell slot instead to emit to use the effect of Cloudkill.
Wheelie Blades (Requires Rider bonus action). Melee Weapon Attack: +4 + Rider's proficiency to hit, reach 5 ft., one target. Hit: 2d4 + 4 slashing damage.
Drive-By (Requires Rider reaction). If the Rider moves within melee range of a creature they may use their reaction to make a melee weapon attack against that creature in the middle of their movement.
If your Ride is damaged you can spend a short rest to restore a number of hit dice equal to your proficiency bonus, If the ride is completely totaled (reaches zero hitpoints) then you must spend 4 hours repairing it.
Bigger Build
7th-level Ranger Archetype Feature
You've become a brute with your ride and so you've upgraded the frame to knock your foes about a lot more. Now when they would take fall damage or damage from being rammed into walls and the like as a result of coming into contact with your ride, they take 1d10 bludgeoning damage per 5 ft. instead of 1d6.
All Terrain
11th-level Ranger Archetype Feature
The Wheels on your Infernal Ride have been upgraded so that you can drive through nature's thickest bogs, rockiest mountains, and deepest snow. Whilst using your Infernal Ride to move you do not suffer from the effects of difficult terrain and move twice as fast over your favored terrain.
Autopilot
15th-level Ranger Archetype Feature
Your Infernal Ride has gained a small level of intelligence as a result of its magical programming and can automatically move (i.e without expending your action) towards any creature you have marked or have succeeded in tracking with a Survival check. You are able to determine the nature of the movement toward this creature and you don't need to be able to see it in order to do so.
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