Ranger
Base Class: Ranger

Hunting demons and devils isn't about brute force, but it isn't about finesse either, it's about balance. As strong as they are, it is difficult apprehend fiend without fiendish powers of your own. As such, ranger joining the fiend hunter conclave take part in unholy ritual and steal powers from devils and demons alike to blend in amongst them and destroy them with incredible spee

Fiendish Forms

Starting at 3rd level, you can choice either the form of a devil or a demon, using their abilities to defend yourself. you begin to take features from said forms. You gain the following features based on the chosen form.

Demon Form

- You movement speed is increased by 10 feet.

- Once during each of your turn, when you make a weapon attack roll, you can infuse it with demonic magic. On a hit, you deal one additional weapon damage die.

- You have advantage on Charisma (Intimidation) checks.


Devil Form

- You AC is increased by 2.

- Once during each of your turns, you may choose a damage type from among cold, fire, lightning, or poison. The next time you take damage of that type, you can reduce the damage by 1d10 + you wisdom modifier.

- You have advantage on Charisma (Persuasion) checks.

 

Demon Form

Demon Form

- You movement speed is increased by 10 feet.

- Once during each of your turn, when you make a weapon attack roll, you can infuse it with demonic magic. On a hit, you deal one additional weapon damage die.

- You have advantage on Charisma (Intimidation) checks.

 

Devil Form

Devil Form

- You AC is increased by 2.

- Once during each of your turns, you may choose a damage type from among cold, fire, lightning, or poison. The next time you take damage of that type, you can reduce the damage by 1d10 + you wisdom modifier.

- You have advantage on Charisma (Persuasion) checks.

 

Fiend Hunter Spells

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

Fiend Hunter Spells
Ranger LEVEL SPELLS

3rd

hellish rebuke

5th

hold person

9th

fireball

13th

wall of fire

17th

hold monster

Unholy Knowledge

Also at 3rd level, you learn to read, write and speak Abyssal and Infernal. If you are conscious, you can also sense if there are an fiends within 10 feet of you at any time.

Wicked Form

Starting at 7th level, you further embrace you chosen form. you spells and attacks begins to ignore the damage resistances of fiends.

In addition. As a bonus action you gain temporary hit points equal to 2d10. You can use this ability a number of times equal your proficiency bonus, and you regain all expended uses when you finish a long rest. 

Fiendish Blood

By the 11th level, you have reached the point of being more fiend then a human. You can see normally in magical and non-magical darkness within 120 feet.

In addition, you can choose an additional feature too improve your form

- Devilish Hide: At the start of each of your turns you can deal 1d10 piercing damage to one creature you are grappling or restraining with and ability or spell

- Demonic Chaos: Once per turn, when a creature targets you directly with a spell, it must roll on the Wild Magic table. This feature doesn't work with area effects spells, such as the explosion of a fireball.

- Succubus Charms: You can cast the Charm person spell (1st level) at will without expanding a spell slot.

Demonic Chaos

Demonic Chaos: Once per turn, when a creature targets you directly with a spell, it must roll on the Wild Magic table. This feature doesn't work with area effects spells, such as the explosion of a fireball.

Devilish Hide

Devilish Hide: At the start of each of your turns you can deal 1d10 piercing damage to one creature you are grappling or restraining with and ability or spell

Succubus Charms

Succubus Charms: You can cast the Charm person spell (1st level) at will without expanding a spell slot.

Enhanced Metamorphosis

At the 15th level, you can hardly differentiate between human and fiend, you can now as a bonus action switch to the other form for 1 minute, this ability can be used equal your wisdom modifier, all expanded charges will be regained after a long rest.

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