Ranger
Base Class: Ranger

Rangers of The Hell Chasers Conclave are hunters and investigators dedicated to defending the innocent by hunting down  the things that go bump in the night, and threats otherworldly and supernatural. 

They have a particular hate for intrusions by fiends, devils, or any other extra planar creatures who have come to threaten the prime material plane. Out of all Hell Chaser's prey, those are the creatures treated with extreme prejudice, hence the name. 

Hell Chaser Magic

Beginning at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the below. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Hell Chaser Spells:

RANGER LEVEL

SPELL

3rd

protection from evil and good

5th

misty step

9th

counterspell

13th

dimension door

17th

scrying

Hunter Sleuth

At 3rd level you have been training and studying for years to investigate and hunt down threats by the unknown and otherworldly.

This gives you a +5 to Initiative rolls and you gain proficiency and expertise in Investigation, Arcana, Perception, and Insight.

 

 

 

Stalker's Acuity

 At 3rd level, you have been trained to instantly recognize patterns in an enemy's defenses. As a bonus action, you make an Intelligence (Investigation) check against a creature you can see that isn't incapacitated, contested by the target's Charisma (Deception) check. If you succeed, you have advantage on all attacks against that target. Additionally , as a bonus action on succeeding turns against the target, you can choose to make either a melee or ranged attack. 

This benefit lasts for 1 minute or until you successfully use this feature against a different target.

Enhanced Evasion

At 7th Level, when you face an effect that grants you the chance to make a Dexterity saving throw and take only half damage, you'll take no damage if you succeed on the saving throw, and only half damage if you fail.

Moreover, if you succeed on the saving throw and take no damage, and there's a willing ally within 10 feet of you in the same area of effect, you can use your reaction to let that ally take either half damage on a failed throw or no damage on a successful saving throw.

Preternatural Awareness

At 11th level you have gained supernatural levels of situational awareness. You see and perceive what others can't giving advantage on all ability checks and on Dexterity and Wisdom saving throws. 

Additionally, you have +5 on your Passive Investigation and Perception. 

Kill Shot

At 15th Level, you are becoming the perfect hunter, your weapon attacks score a critical hit on a roll of 19 or 20.

Everytime you score a critical hit on a creature, you deal an additional 10d8 of your weapon's damage type.