Base Class: Ranger
Hellwalkers are a rare breed of ranger that venture into some of the darkest realms outside of the mortal plane. They make uneasy pacts with monstrous demons and unimaginable horrors. In return, Hellwalkers gain the grand powers often associated with devils and fiends. Hellwalkers travel down a dangerous path, but for some, the possibility of damnation is worth the promise of glory.
Hellwalker Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Hellwalker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Hellwalker Spells
| Ranger Level | Spell |
|---|---|
| 3rd | hellish rebuke |
| 5th | flaming sphere |
| 9th | fireball |
| 13th | wall of fire |
| 17th | immolation |
Fire and Brimestone
At 3rd level, you are able to wield dark powers born of demons and abominations from realms unknown. As a bonus action, you may summon hellfire in a radius of your choice, up to 20 feet, that you can see within 60 feet of you. Hellfire lasts for 1 minute or until you dismiss it as a bonus action on another turn. Only one area of Hellfire can exist at a time.
Whenever a creature other than you enters the hellfire for the first time on a turn or starts its turn there, you may have them make a Charisma save against your spell casting DC, taking 1d8 necrotic and 1d8 fire damage on a fail and half on a success. You may use this ability a number of times equal to your Proficiency bonus per long rest.
Mark of Damnation
By 7th level, you are able to brand an enemy with intense black flames. When you deal weapon damage to a creature, you may use your reaction to mark the creature for 1 minute. While marked, a creature takes an additional 1d4 necrotic and 1d4 fire damage the first time it takes damage each turn.
If the marked creature is in an area of Hellfire and attempts to move out of the Hellfire, they must make a Charisma save against your spell casting DC or be grabbed by a massive demon claw and pulled back to the center of the Hellfire's radius, where they are rendered prone. You may mark a creature only once per short rest.
Out of Hell
At 11th level, you have been to the greatest depths of darkness, and made it out the other side. You have a remarkable knack for staying alive against all odds.
Whenever a creature dies within 30 feet of you, you may use your reaction to regain hit points equal to your Proficiency bonus. You regain twice as many hit points this way if the creature died while in your Hellfire.
In addition, if you would be reduced to 0 hit points but not killed outright, if you are in Hellfire, you may instead have a creature you can see within 30 feet of you make a Charisma save against your spell casting DC. The creature takes 4d6 necrotic and 4d6 fire damage on a fail and half on a success. You regain hit points equal to the damage dealt this way. You may only use this ability once per long rest.
Hell's Gate
Starting at 15th level, you are able to momentarily tear apart the seals that hold horrible atrocities from entering the moral world. As an action, you open a gateway to the realm of demons in a spot you can see within 50 feet of you. When you do, roll 2d4. At the start of every turn for a number of turns equal to the resulting roll, one fiend or aberration creature of CR 5 or lower of your choice steps through the gateway. The gateway occupies a 10 foot radius area.
You roll initiative for each fiend as they appear and control them on each of their turns. At the end of each their turns, a fiend makes a Charisma save against your spell DC. On a success, it breaks free of your control and begins to pursue and attack the closest non-fiend, non-aberration creature to the best of its ability for 1d4 turns, after which it is pulled back through the gate. If the fiend is in hellfire when it makes this save, it makes it with disadvantage. You may use this ability once per long rest.
Previous Versions
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5/20/2023 6:17:48 AM
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5/20/2023 4:31:35 PM
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