Ranger
Base Class: Ranger

Hell Watchers dedicate themselves to fighting threats to the mortal realms, but specialize in fending off fiends by using the power of the Lower Planes to dispatch its denizens. A Hell Watcher seeks out fiendish creatures to return them back to the planes from which they came and are known to occasionally follow them back to their homes to finish them off for good if the threat is big enough. 

Devilish Strike

By 3rd level, you've studied fiends and learned to channel some of their power to your advantage. You learn either the Fire Bolt, Poison Spray or Ray of Frost cantrip. Whichever one you choose, it counts as a ranger spell for you.

 

Additionally, as a bonus action, you can mark an enemy with the essence of the Lower Planes for one minute. The mark disappears when you drop the marked target to 0 hit points, when you mark a different target or dispel the mark as a bonus action. When you hit a marked target for the first time on your turn with a weapon attack, the target takes an additional 1D6 of the weapons damage type. Alternatively, you can change the additional damage type to one of fire, cold, lightning, or poison as you harness some of the power that reinforces fiendish defenses to boost your offense. When you reach 11th level in this class, the additional damage increases to 2D6.

Tongue of the Lower Planes

Also at 3rd level, your research into fiends has resulted in you gaining insight into their speech. You learn to speak, read, and write either Infernal or Abyssal. If you already know both of these languages, you may learn a different language of your choice.

Hell Watcher Magic

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

Hell Watcher Spells:

Ranger Level:

  • 3rd Level: Armor of Agathys
  • 5th Level: Scorching Ray
  • 9th Level: Protection from Energy
  • 13th Level: Confusion
  • 17th Level: Hold Monster

Fiendish Resilience

At 7th level, your body has taken on some of the defensive capabilities of fiends. You gain resistance to poison damage and have advantage on saving throws against the poisoned condition. Additionally, choose one of the following damage types: fire, cold, lightning. You gain resistance to the damage type you choose.

Demonic Frenzy

At 11th level, you've learned how to emulate the destructive nature of a demon, allowing you to act quickly and aggressively. Whenever you deal damage that drops a creature to 0 hit points, you can immediately take the attack action once more on this turn. This feature can only be used once per round.

Infernal Ward

At 15th level, you are able to harness a portion of the power of the Lower Planes to either improve your defenses against a source of damage or harm an attacker. As a reaction, you can either grant yourself resistance to the damage of the triggering source or you can force the attacker to make a Wisdom saving throw against your Spell Save DC. On a failure, the target takes your choice of fire, cold, lightning, or poison damage equal to the amount you took or half as much on a success. Regardless of the choice you make, this reaction can be done a number of times equal to your proficiency bonus and you regain all expended uses after a long rest. 

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12/15/2023 6:41:48 AM
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