Ranger
Base Class: Ranger

Where the Horizon Walker conclave focuses on protecting the material plane from extraplanar threats, Abyssal Roamers choose to go farther. They are offensive counterparts, a conclave prepared to go through the portal themselves and challenge the forces of the lower planes on their home turf.

Contrary to their name, Abyssal Roamers do not exclusively focus their attentions on the Abyss; some specialize in the Nine Hells or other planes, or wander freely around the Great Wheel. Core to the ranger's ethos is to make use of the tools around them, to take advantage of their environment, and Abyssal Roamers practice this anywhere in the lower planes.

Evil-aligned Abyssal Roamers might see the lower planes as a source of power. Good-aligned Roamers wish to use the tools of evil against it, and believe the only way to defeat fiends for good is to slay them on their home planes. Abyssal Roamers do not have any particular tendency between Law and Chaos, though it may be reflected if they have a focus on certain planes.

Planar Patroller

3rd-level Abyssal Roamer feature

Also at 3rd level, you have developed your skills for lower-planar excursions. You gain proficiency in one of: Nature, Arcana, History, and Religion. You may automatically treat the lower planes as a favored terrain for the purposes of your Natural Explorer feature, in addition to the favored terrain you selected. Additionally, you can add your Wisdom modifier to any Intelligence skill checks you make for knowledge of fiends or lower-planar phenomena.

Abyssal Roamer Spells

3rd-level Abyssal Roamer feature

You learn an additional spell when you reach certain levels in this class, as shown in the Abyssal Roamer Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Abyssal Roamer Spells
Ranger Level Spells
3rd protection from evil and good
5th aganazzar's scorcher
9th fear
13th banishment
17th dispel evil and good

Infernal Companion

3rd-level Abyssal Roamer feature

At 3rd level, you gain the friendship of a fiendish beast. This may be a creature you discovered in your travels, or perhaps a beast from the material plane that journeyed with you and was tainted in the process. Your companion is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Fiendish Beast stat block, which uses your proficiency bonus (PB) in several places. It is considered native to one specific lower plane of your choice.

In combat, your companion shares your initiative count, taking its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the beast can take any action of its choice. It cannot spend its own Hit Dice during a short rest to regain hit points, but when you roll Hit Dice, it regains hit points equal the number rolled + its Constitution modifier.

Your companion remains until it is reduced to 0 hit points or until you die. Anything it was wearing or carrying is left behind when it vanishes. If it dies, you can revive it over the course of an hour, via a ritual which you can perform during a short or long rest.

Anywhere the Fiendish Beast's stat block lists multiple options, choose one when you first gain this feature. Anywhere it mentions elemental damage, this is the damage type you select for its Fiendish Essence. You can determine the cosmetic characteristics of the beast, such as its color, its shape, or any visible effect of its Fiendish Essence; your choice has no effect on its game statistics.

Bonded Sacrifice

7th-level Abyssal Roamer feature

At 7th level, you gain resistance to the damage type selected for your Infernal Companion's Fiendish Essence. In addition, your bond with your Infernal Companion allows you to trade one life for the other. As a reaction to either you or your Infernal Companion taking damage, you may instantaneously teleport up to 60 feet, switching locations with it. If you do so, you both gain resistance to all damage until the start of your next turn. You can teleport in this manner once per short rest.

Fiendish Strikes

7th-level Abyssal Roamer feature

Additionally at 7th level, your Infernal Companion's attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage

Abyssal Ally

11th-level Abyssal Roamer feature

At 11th level, your Infernal Companion's listed actions all deal an additional die of damage. Additionally, when your companion deals damage to a creature, you gain advantage on the next attack you make against that creature before the end of your next turn.

Planar Sanctum

15th-level Abyssal Roamer feature

At 15th level, your Infernal Companion can travel the planes readily. It can cast plane shift on itself and one other creature without material components, taking that creature with it to its home plane. Both creatures suffer 6d6 elemental damage at the start of each round they remain there.

Your companion can return itself and the other creature as an action. They automatically return if your companion dies or falls unconscious

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