Base Class: Ranger
Join the ranks of the Hell Riders and embrace the power of the inferno. Ride with the winds of hell at your back and the screams of the damned in your ears. Doom comes from below.
A Ranger Conclave
Hell Riders are those who have unleashed the power of the Nine Hells. Fiery retribution is theirs to command.
Level 3: Fiendish Presence
You have the dark presence of a hell rider. You gain proficiency in the Intimidation skill.
Additionally, while a creature is marked by your Hunter’s Mark, you have advantage on any Charisma (Intimidation) check you make against it.
Credits
Credits for Original Subclass: Jadeor, u/Sensitive_Coyote_865 on Reddit. Minor changes have been made
Level 3: Hell Rider Spells
The magic of the Hells ensures you always have certain spells ready; when you reach a Ranger level specified in the Hell Rider Spells table, you thereafter always have the listed spells prepared.
| Ranger Level | Hell Rider Spells |
|---|---|
| 3rd | protection from evil and good |
| 5th | hold person |
| 9th | speak with dead |
| 13th | banishment |
| 17th | planar binding |
Level 3: Devil's Bane
You have learned to harness the power of the hells. You gain the following benefits.
- Fiend's Mark. Whenever you mark a creature with the Hunter's Mark spell, you can force that creature to make a Wisdom saving throw against your spell save DC. On failure, it is Frightened of you until the end of its next turn. You can use this feature a number of times equal to your proficiency bonus, and gain all expended uses back after a long rest.
- Hellfire Strike. When you hit a creature with a weapon attack, you can deal an extra 1d6 Fire damage to the target. You can do this once per turn. This extra damage increases to 1d8 when you reach Ranger level 11.
- Zariel's Stride. As a Bonus Action, you may wreathe yourself and your mount, if you are riding one, in flames. Until the end of your turn, your and your mount's movement doesn't provoke opportunity attacks, and if you move within 5 feet of a creature or an object that isn’t being worn or carried during this turn, it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn. You regain the ability to use this feature when you finish a long rest.
Level 3: Devil's Bane
You have learned to harness the power of the hells. You gain the following benefits.
- Fiend's Mark. Whenever you mark a creature with the Hunter's Mark spell, you can force that creature to make a Wisdom saving throw against your spell save DC. On failure, it is Frightened of you until the end of its next turn. You can use this feature a number of times equal to your proficiency bonus, and gain all expended uses back after a long rest.
- Hellfire Strike. When you hit a creature with a weapon attack, you can deal an extra 1d6 Fire damage to the target. You can do this once per turn. This extra damage increases to 1d8 when you reach Ranger level 11.
- Zariel's Stride. As a Bonus Action, you may wreathe yourself and your mount, if you are riding one, in flames. Until the end of your turn, your and your mount's movement doesn't provoke opportunity attacks, and if you move within 5 feet of a creature or an object that isn’t being worn or carried during this turn, it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn. You regain the ability to use this feature when you finish a long rest.
Level 7: Dark Steed
You learn how to summon a mount from hell. You can cast the find steed spell without consuming any material component. You can also cast it once without a spell slot, and regain the ability to cast it in this way when you finish a long rest.
Any steed you summon with this spell is a fiend.
Level 11: Devil's Doom
You are a true Hell Rider. You gain the following benefits:
- Tempered Flesh. You and any steed you summon with the Find Steed spell gain resistance to fire damage.
- Give Chase. Whenever you mark a creature with the Hunter's Mark spell, you may use your reaction to immediately teleport yourself and your mount, if you are riding one, to an unoccupied space you can see within 30 feet of the spell's target.
Level 15: Infernal Punishment
You can punish those who harm you or your steed. When a creature within 60 feet of you that you can see hits you or your mount, if you are riding one, with an attack, you can use your Reaction to wreath the attacker in flames. The creature must succeed on a Dexterity saving throw against your spell save DC or take 2d8 + your proficiency bonus Fire damage.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
2/26/2025 2:13:00 PM
|
2
|
1
|
WIP
|
Coming Soon
|
Comments