Base Class: Ranger
Infernal Rangers see the infernal plane within the nature. They traverse it easily, and harness its powers for their goals. Some might be protecting the land from the fire that they know so well. Or they might see the beauty in the flames, embracing their destructive force to personal goals, or to protect themselves or others. Others again might use fire and flames to hold off the dangers of nature from their loved ones, often going deep into the most dangerous territories without fear. And others again just help out nature here and there, setting up a fire when the forest gets too overgrown.
Infernal Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Infernal Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Infernal Spells
| Ranger Level | Spell |
|---|---|
| 3rd | hellish rebuke |
| 5th | flaming sphere |
| 9th | fireball |
| 13th | wall of fire |
| 17th | flame strike |
Fire Affinity
At 3rd level, you become a master in wielding fire. You get resistance to fire damage, and you can extinguish yourself or others as a bonus action whenever an effect specifies that an action would be required to do so.
Additionally, whenever you cast a spell that deals fire damage, you can add your Wisdom modifier to one damage die of that spell.
Burning Weapon
At 3rd level, you can turn one weapon of your choice into magical fire. Alternatively to a single weapon, you can also use this effect on up to 3 arrows, crossbow bolts, or identical weapons that have the thrown-property. While transformed in this way, the weapon is considered magical, and deals all of its damage as fire damage. Additionally, the damage is increased by your wisdom modifier.
Once this effect is activated, it lasts until the end of your next round, and cannot be activated until then.
Only you can wield a weapon that is burning in this way. Everyone else trying to do so takes 1d8 fire damage, and cannot be considered proficient with it. You can use this ability a number of times equal to your wisdom modifier + your ranger level (minimum of 1).
Fiery Prowess
At 7th level, you have learned enough about the magical powers and damaging effects of the hells to amplify or diminish them as they happen.
Whenever you deal Fire or Necrotic damage to one or multiple targets at a time, you can select one of the targets that you hit. The target gets subjected to an after-explosion of fiery heat. Every creature within 5 ft. of the target must succeed on a dexterity saving throw against your spell save DC or take 1d6 fire damage.
Additionally, you can reduce the fire or necrotic damage that your allies take. When an ally within 30 ft. of you takes fire or necrotic damage, you can use your reaction to reduce the damage by 1d6. You can use this ability a number of times equal to your Wisdom modifier (minimum 1) and regain all uses when you finish a short or long rest.
Both the additional damage and the reduction increase to 2d6 when you reach lvl 11 in this class.
Afterburn
At 11th level, you learn how to make flames persistent, even those that are not your own. When you see a creature or an object within 60 ft. of you take fire damage, you can light it on fire. It then continues to shed bright light in a 10-foot radius and dim light for an additional 10 feet. After that, at the start of their turn, they take 1d6 fire damage. A creature can use their action to extinguish themselves or another willing creature.
Living Torch
Starting at 15th level, you embrace the flames fully, becoming immune to fire damage. As your body gets more and more used to the fiery magic that you wield, you can use an action to light yourself on fire. When you do so, you can select a number of creatures equal to your Wisdom modifier (minimum of 1). Each selected creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the end of their next turn.
Once you light yourself up, the effect lasts for one minute or until you end it (no action required). While you are on fire, you shed bright light in a 40-foot radius and dim light for another 40 feet. Every creature that ends their turn within 5 ft. of you takes damage equal to your wisdom modifier.
Once you ignite yourself in this way, you can't do so again until you finish a short or long rest.
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