Ranger Subclass - Hellwalker

by Stuffies12

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Ranger: Hellwalker

You are a Hellwalker, a ranger that is cloaked in the magic of the Lower Planes. How you came to be associated with this magic only you yourself know. Perhaps your great ancestor was of demonic origin, or maybe your bloodline carries a demonic curse. Whatever the reason, the magic is now inextricably bound to you, your own presence forever tied
to the hellish beings below.

Cursed Tongue

3rd-level Hellwalker feature

Your fiendish affinity allows you to comprehend the language of the Lower Planes. You can speak, read and write Abyssal and Infernal.

Hellwalker Magic

3rd-level Hellwalker feature

You learn the fire bolt cantrip if you don't already know it. Additionally, whenever you cast a spell that deals fire damage, it takes on either a sickly blue or green hue (your choice).

You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Hellwalker Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Hellwalker Spells
Ranger Level Spell
3rd hellish rebuke
5th scorching ray
9th fireball
13th wall of fire
17th immolation

Damning Strike

3rd-level Hellwalker feature

You imbue your strikes with the neverending flames of the Lower Planes. When you hit a creature with a weapon attack, you can force it to make a Constitution saving throw. On a failed save, the target is marked for 1 minute and takes 1d6 fire damage at the start of each of its turns. At the end of each of its turns, it can repeat this saving throw, ending the effect on a success. A creature can only be affected by one instance of this feature at a time.

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

Credits

Burning Constitution

7th-level Hellwalker feature

Your body has been thoroughly bathed in the scorching heat of the Lower Planes. You gain resistance to fire damage. If you already have resistance to fire damage, you can instead choose from the following: cold, necrotic, poison, or psychic.

Mark of the Damned

11th-level Hellwalker feature

You’re able to use your hellish power to brand a creature. As a bonus action, you can choose a creature that has been marked by your Damning Strike feature. While marked, the chosen creature suffers from the following effects:

  • It takes 1d8 fire damage at the start of its turns instead of 1d6.
  • It becomes frightened of you.
  • It loses resistance against your attacks that deal fire damage.
  • You have advantage on saving throws against spells and other magical effects made by it.

You can only have one creature affected by this feature at a time.

Fiendish Spawn

15th-level Hellwalker feature

Your hellish magic has granted you limited command over the damned creatures that inhabit the Lower Planes. You can cast summon fiend as a 6th-level spell without expending a spell slot or material components. When you cast in this way, the spell’s duration becomes 1 minute.

Once you use this feature, you can’t do so again until the end of a long rest.