Ranger
Base Class: Ranger

Mortal problems need to be dealt with sure, but when other planes start to interfere with our own, there lies the work of an Avenger. Calling on the strength of steel and the light of flame, Avengers make sure that these creatures don't stay for long. Just as skilled in tracking as they are in fighting, they will hunt any being not native to this world. Purpose means nothing when you are an intruder.

Outerplanar Bane

Starting a 3rd level, you gain advantage on checks to track a creature of the Celestial, Elemental, Fey, Fiend, Undead, or Aberration creature types.

Additionally, when you encounter a creature of these types, you may roll an Insight check to recall information on these creatures. DC equals 10 + the creatures CR. On a success you learn one of the following traits:

- The creatures AC

- The creatures hit point maximum

- One of the creatures resistances or immunities

- One of the creatures condition immunities

- One of the actions described in its stat block

For each new characteristic you learn, the DC increases by 5. The DC resets to 10 + the creatures CR after a short or long rest.

Determination

Also at 3rd level, when you make a saving throw against a Celestial, Elemental, Fey, Fiend, Undead, or Aberration, you gain advantage.

Cleansing Flame

Finally at 3rd level, you can cause a flame to engulf your weapon as a bonus action, shedding a bright light within 10ft of you and dim light for an additional 10ft. Attacking with this weapon deals additional fire damage equal to your proficiency bonus.

This flame lasts for 1 hour, and you can not use them again until you finish a short or long rest.

Additionally, you can create a smaller flame in your hands at will. This fire sheds a bright light within 5ft of you and dim light for an additional 5ft, and you can make a spell attack on creatures with a reach of 5ft, dealing fire damage equal to your unarmed attack damage + proficiency bonus.

Resolute Fire

Starting at 7th level, when you attack a creature that has resistance to fire damage, that resistance gets reduced to neutral damage. And starting at 12th level, if a creature has immunity to fire damage, it gets rendered to resistance.

Additionally, when you have Cleansing Flame active and hit a creature, you can have that creature engulfed in Resolute Fire. The creature sheds the same light as your Cleansing Flame and suffers disadvantage on Wisdom and Concentration checks, and can not benefit from being invisible or hiding.

Once during the round, you can use your reaction to cause the flames to flare on the creature. They must make a Wisdom saving throw equal to your spell save DC, taking 1d10 + your Cleansing Flame fire damage and lose its action on a failed save, and taking half damage and not losing its action on a successful save.

The Resolute Fire lasts for 1 hour, and you can not use it again until you finish a long rest.

Flame Cleanse Me

Starting at 7th level, when you are charmed or frightened you may use a bonus action to end the effect.

Trailblazer

Stating at 11th level, when you make attacks with your Cleansing Flames active, your attacks gain an additional 5ft reach, as well as dealing additional damage equal to your Wisdom modifier.

Cleanse The World

Starting at 15th level, when you roll initiative and have no use of your Cleansing Flame, you gain one use of it.

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