Ranger
Base Class: Ranger

A Hell Walker harnesses the environment of the hells to empower themselves.

Level 3: Foulblood Mark

When you cast Hunter's Mark, add the damage to your Hellish Environment's spells as the same type (once for saving throw spells and twice for spell attacks). If the spell is a critical hit or if the target fails the saving throw by more than 5, heal the Hunter's Mark damage.

Level 7: Foulblood Ferocity

Whenever you deal damage while Hunter's Mark is active, you ignore resistance to your chosen Hellish Environment damage type.

Level 11: Hell Walking

While Hunter's Mark is active, you do not trigger opportunity attacks from the marked creature. If the marked creature is within 60 feet of you, you can take a bonus action to teleport within 5 feet of the marked creature. The marked creature and any other creatures within 5 feet of you must succeed a saving throw against your Spell Save DC or experience one of the following effects:

Infernal: On failing a dexterity saving throw, the target is set alight, taking 1d8 + proficiency bonus fire damage immediately and again at the start of its next turn.

Abyssal: On failing a constitution saving throw, the target takes 1d8 poison damage and is poisoned until the end of its next turn.

Chthonic: On failing a constitution saving throw, the target takes 1d8 + your proficiency bonus necrotic damage and subtracts that amount from their max hp.

Level 15: Eyes of Many Hells

When you cast Hunter's Mark, the number of creatures you can mark is equal to your Wisdom modifier. You can cast Hunter's Mark in this way a number of times per long rest equal to your proficiency bonus. 

When you cast Hunter's Mark in this way, the duration of concentration is altered:

1st level - 1 minute

2nd level - 10 minutes

3rd level - 1 hour

4th level - 4 hours

5th level - 8 hours

Level 3: Hell Walker Spells

Choose a Hellish Environment to draw your power from. When you reach a Ranger level specified in the Hell Walker Spells table, your spells will be dictated by this and you thereafter always have the listed spell prepared.

Abyssal

You harness Abyssal powers from the hells. You gain resistance to poison damage.

HELL WALKER (ABYSSAL) SPELLS

Ranger Level          Spells

           3             Ray of Sickness

           5       Protection from Poison

           9              Stinking Cloud

          13              Giant Insect

          17                Cloudkill

Chthonic

You harness Chthonic powers from the hells. You gain resistance to necrotic damage.

HELL WALKER (CHTHONIC) SPELLS

Ranger Level          Spells

           3               Inflict Wounds

           5              Gentle Repose

           9             Vampiric Touch

          13                    Blight

          17                Contagion

Infernal

You harness Infernal powers from the hells. You gain resistance to fire damage.

HELL WALKER (INFERNAL) SPELLS

Ranger Level          Spells

           3             Burning Hands

           5              Scorching Ray

           9                   Fireball

          13              Fire Shield

          17             Flame Strike

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