Base Class: Ranger
Rangers adapt to many environments, the Underdark, the Feywild, and even the Inner and Outer Planes, but some of the most daring Rangers make the hells themselves their hunting grounds. These Rangers are known as Hellstriders, specialists in hunting down fiends for the greater good or at the behest of a powerful archdevil in exchange for a favor or generous reward. Others still are soldiers in the blood war. They harness the powers of the hells against their enemies, whether they be flesh or fiend.
Hellfire Strikes
You can infuse your weapon strikes with hellfire, drawn from the depths of Avernus. When you hit a creature with a weapon attack, you can deal an extra 1d4 fire damage to the target, which can take this extra damage only once per turn.
The extra damage increases to 1d6 when you reach 7th level in this class, 1d8 when you reach 11th level in this class, and 1d10 when you reach 15th level in this class.
Hellstrider Spells
When you reach a Ranger level specified in the Hellstrider Spells table, you thereafter always have the listed spells prepared.
| Ranger Level | Spell |
|---|---|
| 3 | Produce Flame, Searing Smite |
| 5 | Shining Smite |
| 9 | Fireball |
| 13 | Fire Shield |
| 17 | Banishing Smite |
Trench Gunner
You gain proficiency with firearms at your DM’s discretion. In addition, once per turn when you hit a creature with a ranged weapon attack, you can cast one of the spells that has a casting time of 1 bonus action from the Hellstrider spell list without using your bonus action, and apply it to that attack.
Infernal Ally
At 7th level, when you reduce an enemy to 0 HP, you can use your reaction to summon a Hell Hound within 30 ft of you. The Hell Hound is friendly to you and your companions, and it obeys your commands. The Hell Hound uses the normal stat block for a Hell Hound, but uses your own proficiency bonus in place of its own, adds your wisdom modifier to its attack damage, uses your Spell Save DC for its Fire Breath action, and benefits from your Hunters Mark. You can summon a Hell Hound with this trait once and can do so again after you finish a short or long rest, this increases to twice at 11th level and three times at 15th level.
You have advantage on attack rolls against a creature when one of your Hell Hounds is within 5 feet of the creature and isn’t incapacitated
In combat, the Hell Hound acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take a different action. When you take the Attack action, you can forgo one of your attacks to command the Hell Hound to take the Bite action. If you are incapacitated, the Hell Hound can take any action of its choice, not just Dodge.
You can only have one Hell Hound summoned at a time, this increases to two at 11th level and three at 15th level. All of your Hell Hounds can be commanded as part of the same bonus action or attack. You can use a spell slot of 2nd level or higher to summon one without the previous requirement as an action. Any summoned Hell Hounds disappear when they drop to 0 HP. If you summon another Hell Hound while you already have your maximum amount summoned, one Hell Hound of your choice disappears in a puff of smoke.
Infernal Instinct
You can immediately tell when a fiend is within 60 feet of you and where they are, regardless of any magic in use to disguise their form or hide their nature. In addition, you gain Devil’s Sight, which gives you the ability to see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Improved Hellfire
The fiendish power of your hellfire has grown stronger, all fire damage you and your Hell Hounds deal from weapon attacks and the Hell Hounds’ Fire Breath ignores fire resistance. In addition, you’ve built up a resilience for fire from your time spent channeling such fiendish magic, you gain resistance to fire damage.
Your Hell Hounds now make two Bites when you command them to take the Bite action.
Perfected Hellfire
The hellfire you create burns like no other, and your use of it has changed you. You add your Wisdom modifier to any fire damage you or your Hell Hounds deal, you gain immunity to fire damage, and creatures that are immune to fire damage take half damage from your attacks that deal fire damage. If you deal fire damage to a fiend with a weapon attack, it ignores any fire immunity it might have completely.
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