Ranger
Base Class: Ranger

Rangers of the Pit Breaker enclave rove the fiendish Lower Planes and ward them off from the Material. Whether hunting in the infinite layers of the Abyss, navigating the Nine Hells, or keeping the prisons of Carceri, these rangers use the powers gained from their time in the Lower Planes to corrupt and punish their foes. Alternatively, Pit Breakers might might rather use their knowledge to guide innocents lost in the Lower Planes to safe havens and protect them from their dangers.

Some Pit Breakers are not satisfied with limiting the reach of fiends into the Material; instead, they might strike out in reckless crusades into the Lower Planes, slaying all they see. Some become so blinded by bloodlust that they even end up under the service of other fiends, destroying their masters' rivals in order to sate their own obsession.

Pit Breaker Magic

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

Pit Breaker Spells

Taste of Phlegethos

When you take this subclass at 3rd level, you gain a taste of fiendish power, allowing you to understand the fiends you fight. You can speak, read, and write Infernal and Abyssal, and you learn the control flames cantrip, which is a ranger spell for you.

Infernal Brand

At 3rd level, you can channel fiendish power to create a brand of dark magic that punishes the bearer. Once per turn, you can brand a creature you hit with a weapon attack until the start of your next turn. While branded, the target can't regain hit points, and whenever it takes an action or reaction that harms another creature, it takes 1d8 necrotic damage.

The damage increases to 2d8 when you reach 11th level in this class.

Blight Cloak

At 7th level, you have crafted a magical cloak that shields both against the harsh environments of the Lower Planes and the creeping influence of many fiends. You can wear the cloak yourself or give it to another creature. As a bonus action, you can cause your cloak to teleport to your person. The cloak falls apart, destroyed, 24 hours after you die.

The wearer's soul can't be forced to go to an Outer Plane against its will if it dies. In addition, the cloak's wearer gains two of the following benefits, which you can change as part of a long rest:

  • The wearer gains resistance to one of the following damage types: cold, fire, or necrotic. This benefit can be chosen twice, choosing a different damage type each time.
  • The wearer gains resistance to poison damage and advantage on saving throws against being poisoned.
  • The wearer gains advantage on saving throws against your choice of being charmed or frightened.
  • The wearer can see normally in darkness, both magical and nonmagical, to a distance of 60 feet.

You can choose the material and appearance of your cloak, or roll from the table below.

Cloak Appearance
d6 Appearance
1 A scarf of arcanaloth fur
2 A mantle of imp-wing leather
3 A serape of fine carpet once worn by a rakshasa
4 A kinsale of gnoll fur
5 A shawl of chain devil wrappings
6 A poncho of yochlol webbing

Curse of Perdition

At 11th level, you can condemn a foe to suffering with a curse from the Lower Planes. As a bonus action, you can force a creature you can see within 60 feet of you to make a Wisdom saving throw. On a failed save, the target is cursed for 1 hour. Choose a damage type other than bludgeoning, piercing, or slashing. For the duration, the target loses resistance to that damage type if it has it, and once per turn when it takes damage of that type, it gains disadvantage on the next attack roll or ability check it makes before the end of its next turn.

This curse can be lifted early using the remove curse spell or greater magic.

You can use this feature a number of times equal to your Wisdom modifier, and regain all expended uses when you finish a long rest.

Archfiend's Arrival

At 15th level, you gain control over the hidden paths of fiends and emerge from them with the intimidating presence of an archfiend. You can cast the dimension door spell without expending a spell slot. It counts as a ranger spell for you, and when you cast it this way, you can't carry another creature with you. Additionally, after you arrive, each other creature of your choice in a 30-foot radius sphere centered on you must make a Wisdom saving throw or become frightened for 1 minute. This effect ignores any fiend's immunity to being frightened. A frightened creature can repeat the save at the end of each of its turns, ending the effect on a successful save.

You can use this feature three times, and you regain all expended uses when you finish a long rest.

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