Hell Rider

by Jadeor

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Hell Rider

Hell Rider

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.

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.

Hell Rider Spells
Ranger's Level Hell Rider Spell
3rd protection from evil and good
5th flame blade
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, that creature must succeed on a Wisdom saving throw against your spell save DC or be Frightened of you until the end of its next turn.
  • Hellfire Strike. When you hit a creature with a weapon, 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. Once 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.

Knight of eternal pain, by Anato Finnstark

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 truly a 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.
  • Mark of Doom. Whenever you mark a creature with the Hunter's Mark spell, you may 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 Rebuke

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 1d12 + your ranger level Fire damage.

 

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