Demon Hunter[edit]
“
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You wield the terrible, arcane powers of the Legion, utilizing its raw destructive power to enhance your natural abilities.
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”
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Class Traits
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Role: Striker. Demon Hunters use two melee weapons and ranged arcane powers to deal damage and control the battlefield.
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Power Source: Arcane, Psionic. Demon Hunter's rely inherently on their arcane and psionic powers to inflict damage to their targets or enhance their melee attacks.
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Key Abilities: Dexterity, Charisma, Constitution
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Armor Proficiencies: Cloth, Leather, Hide
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Weapon Proficiencies: Simple Melee, Military Melee, Simple Ranged
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Implements: Ki Focus
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Bonus to Defense: +1 Reflex, +1 Will
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Hit Points at 1st Level: 12 + Constitution score
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Hit Points per Level Gained: 5
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Healing Surges per Day: 8 + Constitution modifier
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Trained Skills: Arcane. From the class skills list below, choose 4 more trained skills at 1st level. Class Skills: Acrobatics (Dex), Arcane (Int), Athletics (Str), Bluff (Cha), Diplomacy (Cha), Dungeoneering (Wis), Insight (Wis), Intimidate (Cha), Perception (Wis), Stealth (Dex), Streetwise (Cha), Thievery (Dex)
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Build Options: Chaos Hunter, Chaos Fury
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Class Features: Demon's Blood, Two-weapon fighting, Chaos Magic, Demon's Power, Demon's Bane, Soul Stone
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Demon Hunter Overview
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Characteristics: The Demon Hunter is both a melee and ranged striker, utilizing two-weapon melee attacks and psionic ranged attack powers for a blend of many styles of attacks. As a striker, their primary emphasis is on dealing damage and protecting their allies, but their unique abilities lend to aiding them in controlling the battlefield, as well.
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Religion: While Demon Hunters hold no specific religion, their allegiance to the Dark Forces of the world typically lend them to darker or more evil oriented gods, although they typically do so for moral reasons.
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Races: As they primarily favor Dexterity and Charisma, their race inherently favors the Changeling, Drow, Revenant, and Dark Elf (4e Race) which have a bonus to both Dexterity and Charisma. Due to their primary ability scores, they favor Dexterity based races such as the Half-Orc, Eladrin, Elf, Githzerai, Gnome, Halfling, Human, Shadar-Kai, Shifter, Thri-Keen and Wilden due well due to their high dexterity score. Charisma based races, such as the Tiefling or Half-elves fit the role characteristically, although they do slightly less damage due to lacking Dexterity as a primarily ability.
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Creating a Demon Hunter[edit]
- Ability Scores
Your primary ability score should be Dexterity, with your secondary ability being Charisma. As Dexterity is used as the primary ability for all of your attack powers, it is essential to have a high dexterity score, with 18 or 20 recommended. An 18/18 split can be used if you want your character to be equally good at both Dexterity and Charisma oriented powers, with Charisma based powers leaning towards better utility and Dexterity leaning towards power. Since all of your powers allow you to use Charisma as extra damage on an attack, both are important abilities to have, as the class primarily needs these two abilities in order to deal damage and receive bonuses from special effects. Constitution is used for some abilities, but to a far lesser extent than either Dexterity or Charisma.
- Feats
Feats which grant a bonus to wielding two weapons, one-handed weapons as well as defensive feats or magical powers are recommended. As a melee striker, good defensive feats allow you to take more damage which is inevitable at close range, while feats that boost arcane or ranged powers can be useful for dealing damage at a distance. Dual implement expertise will allow you to boost your damage with spells when wielding two implements, and works synergistically with dual wielding. Psychic oriented feats, to boost psychic damage can also be useful for the Demon Hunter, as most of your powers also deal psychic damage. Class specific feats, such as Tainted Blood (4e Feat) and Demon Sense (4e Feat) can also be useful for the Demon Hunter as general powers, while Soul Harvest (4e Feat), Twisted Soul (4e Feat) and Soul Mastery (4e Feat) enhance the effects and benefits of Soul stones, or allow you to gain more Soul stones for free at the start of each day.
- Equipment
Leather or Hide armor, and two one-handed melee weapons or a dual-weapon, as well as a ki focus are the basic forms of equipment you will need. As a class intended to use dual wielding, two melee weapons or a double-weapon are essential. Equipment which boosts melee powers, such as Iron Armbands of Power, or items that boost arcane or spell powers are also useful to help boost damage, which is naturally more important for the Demon Hunter as a striker. Double weapons, such as using Multiclassing with the Spiked Chain Training and wielding a spiked chain, can be used instead of using one-handed melee weapons.
- Implement Bonus
When you wear or hold your Ki Focus, you can add its enhancement bonus to the attack rolls and the damage rolls of powers that have the implement keyword. You can also add its enhancement bonus to the attack rolls and the damage rolls of weapon attacks you make using a weapon with which you have proficiency.
You can also use a weapon as an implement if you are proficient with that weapon. When wielding the weapon as an implement, the weapon's characteristics-proficiency bonus, damage die, and weapon properties like Defensive or High Crit are irrelevant to your implement powers. Only the weapon's enhancement bonus applies to implement rolls.
If you have both an implement and a magic weapon, you choose before you use an attack power whether to draw on the magic of the implement or the weapon. Your choice determines which enhancement bonus, critical hit effects, and magic item properties and powers you can apply to that power. You can't, for example, use the enhancement bonus of implement and the critical hit effect of your magic weapon with the same attack.
Demon Hunter Class Features[edit]
You gain Demon's Blood, Two-weapon fighting, Chaos Magic, Demon's Power, Demon's Bane, and Soul Stone.
Demon's Blood[edit]
You can see in complete darkness, gain Darkvision, and gain a +5 bonus to perception rolls to finding hidden enemies or when opposing stealth checks, and as well can make a roll against an opposing creature's stealth skill to see invisible targets. You qualify as a demon creature for the purpose of meeting prerequisites, and can speak the Infernal and Abyssal languages. As a demon, your unnatural senses gift you with knowledge of the world around you, and allow you to shift time and space to your advantage.
Two-Weapon Fighting[edit]
You gain Two-Weapon Defense as a bonus feat, even if you don't meet the prerequisites. In addition, you can use a one-handed melee weapon in your offhand as if it were an offhand weapon.
Chaos Magic[edit]
Whenever you hit with an attack, you gain a +1 bonus to attack rolls until the end of your next turn. This effect can only apply once per round. In addition, when you first roll for initiative at the start of an encounter, if you roll and odd number you may teleport three squares as a move action in any direction, and if you roll an even number you gain a +2 bonus to all defenses until the end of your next turn.
Demon's Power[edit]
When you successfully hit a target with an attack, you can add your Charisma modifier as extra damage to the damage roll. However, you can only apply this effect to one creature you hit per round; at level 11, you can apply this effect to two creatures. If you spend an action point to make an attack, you may add your charisma modifier damage to that attack as well, even if you have already used this power that turn. At level 11 the damage increases to your Charisma modifier +2, and at level 21 increases to your charisma modifier +4.
Demon's Bane[edit]
You gain the "Chaos Blade" at-will power, in addition to your two at-will powers at level 1.
Soul Stone[edit]
You gain access to a special item known as a "Soul Stone". You are not automatically granted one and you may only gain a soul stone as a result of a power which explicitly states so. Soul Stones are the physical manifestation of a creatures souls, captured in a suspended state until it is forced to wander the Twisting Nether or return to it's primary place of origin. Soul stones are weightless and roughly the size of a small rock or ball, and can be given to other creatures, however they cannot use a Soul stone unless another power otherwise states. Soul Stones only last one day from the point they are created. Certain powers may require a soul stone to activate. In addition, you may consume a soul stone once per turn as a free action at any time to gain one of the following benefits:
- You gain a +2 bonus to all attack rolls until the end of your next turn
- You may teleport 3 squares as a free action
- You may use an additional minor action during the turn in which you use the soul stone
- You may grant an ally within 5 squares a +2 bonus to all defenses until the end of their next turn
- If you have partial concealment or greater, you may choose to become hidden
- You may summon an "abyssal demon" minion within 5 squares of you in an unoccupied square that lasts until the end of your next two turns, or that can persist as a sustain minor. The Abyssal demon takes up one square, has your defenses, and half your health. The abyssal demon is destroyed if it takes damage equal to half your health or if you fail to use a sustain minor to allow it to persist. The Abyssal Demon can move your speed once per turn as a free action, however you must use a standard action for it to attack a creature. The Abyssal Demon can deal 1[W] + dexterity modifier damage on an attack, and uses your weapon modifier bonus for the attack and damage roll. The Demon grants a flanking bonus for any creature, and enemies may not move through it's space. Abyssal Demon's can take many forms, however virtually all sprout twisting thorns which move constantly, and come with a wicked smile.
Heroic Demon Hunter[edit]
Level |
Feats Known |
Class Features and Powers
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1 |
1 |
Demon's Blood
Two-weapon fighting
Chaos Magic
Demon's Power
Demon's Bane
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2 |
+1 |
Utility Power
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3 |
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4 |
+1 |
Ability score increase
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5 |
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6 |
+1 |
Utility Power
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7 |
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8 |
+1 |
Ability score increase
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9 |
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10 |
+1 |
Utility Power
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Level 1: Chaos Blade[edit]
You gain the "Chaos Blade" Demon Hunter at-will power.
Chaos Blade
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Demon Hunter Attack 1
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By the might of the Twisting Nether, and your demon blades, you inflict the damage of pure chaos.
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At-Will Arcane, Weapon, Psionic, Psychic
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Standard Action
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Melee
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Requirement: You must be wielding two melee weapons.
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Target: One or two Creatures.
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Attack: Dexterity Vs. AC (melee; main weapon and off-hand weapon), two attacks
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Hit: 1[W]
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Level 1: At-Will Powers[edit]
Benefit: You gain two of the following powers.
Fellblade
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Demon Hunter Attack 1
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You imbue your blade with the power of the Fellworld, penetrating through your opponent's defenses.
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At-Will Arcane, Weapon, Psionic, Psychic
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Standard Action
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Melee
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Target: One creature
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Attack: Dexterity Vs. AC
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Hit: 1[W] + Dexterity.
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Special: Before the attack, the target takes a -2 penalty to all defenses. This effect lasts until the end of your next turn.
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Demon Blade
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Demon Hunter Attack 1
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You manifest your extradimensional demon powers, seeing the twisting nether connecting our reality few other sees, shifting through dimensional planes to gain a better position to strike.
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At-Will Arcane, Weapon, Psionic, Psychic
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Standard Action
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Melee
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Target: One creature
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Attack: Dexterity Vs. AC
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Hit: 1[W] + Dexterity.
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Special: You can teleport 2 squares before or after the attack.
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Chaos Cleave
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Demon Hunter Attack 1
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You cleave through space and time, ripping through the dimensions to strike another target.
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At-Will Arcane, Weapon, Psionic, Psychic
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Standard Action
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Melee
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Target: One creature
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Attack: Dexterity Vs. AC
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Hit: 1[W] + Dexterity and you may choose for one creature other than the target within three squares of you to take damage equal to your charisma modifier.
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Throw Glaive
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Demon Hunter Attack 1
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You mystically enhance your glaive with chaotic power, making it weightless and allowing it to reach farther distances.
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At-Will Arcane, Weapon, Psionic, Psychic
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Standard Action
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Ranged 10
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Target: One creature
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Attack: Dexterity Vs. AC
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Hit: 1[W] + Dexterity.
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Special: You may use a one-handed weapon as if it is heavy thrown weapon with a range of 5/10.
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Conflagrate
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Demon Hunter Attack 1
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The target suddenly bursts in to flames, your chaotic magic engulfing the creature.
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At-Will Arcane, Implement, Psionic, Psychic, Fire
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Standard Action
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Ranged 20
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Target: One creature
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Attack: Dexterity Vs. Will
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Hit: 1d10 + Dexterity Modifier
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Special: You can use this power in place of a ranged basic attack. In addition, if a creature dies as a result of an attack by this power, you gain a "Soul stone".
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Cataclysm
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Demon Hunter Attack 1
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The area around you bursts with energy from another dimensional plane, a dangerous side effect when two dimensional rifts collide.
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At-Will Arcane, Implement, Psionic, Psychic
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Standard Action
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Close Burst 1
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Target: Each creature in burst
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Attack: Dexterity Vs. Reflex
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Hit: 1d10 + Dexterity Modifier damage
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Special: The burst creates a zone of fire that lasts until the end of your next turn. Creatures that end their turn in the zone take charisma modifier damage.
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Demon Fire
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Demon Hunter Attack 1
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Your body bursts in to flame, utilizing your inner energy as a Demon to direct this hellfire at an enemy.
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At-Will Arcane, Implement, Psionic, Psychic, Fire
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Standard Action
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Close Blast 3
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Target: Each creature in burst
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Attack: Dexterity Vs. Reflex
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Hit: 1d8 + Dexterity Modifier fire damage
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Rain of Fire
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Demon Hunter Attack 1
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You rain down fire from a split in the dimensions, from a portal to the twisting nether.
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At-Will Arcane, Implement, Psionic, Psychic, Fire
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Standard Action
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Ranged 10, Area Burst 1
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Target: Each creature in burst
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Attack: Dexterity Vs. Fortitude
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Hit: 1d6 + Dexterity modifier fire damage
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Special: The burst creates a zone of fire that lasts until the end of your next turn. Creatures that end their turn in the zone are slowed until the end of their next turn.
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Level 1: Powers[edit]
Benefit: You gain one of the following encounter and daily powers or another Demon Hunter power of the same level.
Chaos Bolt
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Demon Hunter Attack 1
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You send out a bolt of pure chaos, striking the enemy with unwieldy uncontrollable magic power, and spawning hellfire from the ground.
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Encounter Arcane, Implement, Psionic, Psychic
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Standard Action
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Ranged 10, Area Burst 1
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Target: Each enemy in burst
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Attack: Dexterity Vs. Fortitude
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Hit: 2d6 + Dexterity modifier
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Special: The burst creates a zone bounded by burning ground that lasts until the end of your next turn. Whenever an enemy within the zone leaves it, that enemy takes fire damage equal to your Charisma modifier.
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Fire Bolt
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Demon Hunter Attack 1
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You launch a bolt of chaos fire on the target, immobilizing them as they burn.
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Encounter Arcane, Implement, Psionic, Psychic, Fire
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Standard Action
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Ranged 10
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Target: One creature
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Attack: Dexterity Vs. Reflex
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Hit: 2d10 + Dexterity modifier fire damage
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Special: The target is slowed until the end of your next turn.
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Master of the Glaive
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Demon Hunter Attack 1
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You can utilize your weapon with greater finesse, striking past your enemy's defenses.
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Encounter Arcane, Weapon, Psionic, Psychic
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Standard Action
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Melee
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Target: One or two creatures
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Attack: Dexterity Vs. Fortitude, two attacks
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Hit: 1[W] + Dexterity modifier
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Fel Spikes
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Demon Hunter Attack 1
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Fel spikes burst from the ground of the creature you attack, momentarily pinning them within their grasp.
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Encounter Arcane, Weapon, Psionic, Psychic
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Standard Action
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Melee
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Requirement: You must be wielding two melee weapons
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Target: One or two creatures
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Attack: Dexterity Vs. AC, two attacks
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Hit: 1[W] + Dexterity modifier and the target is immobilized until the end of your next turn.
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Contagion
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Demon Hunter Attack 1
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You are an agent of chaos, infecting your weapon with The Contagion and allowing it to spread to nearby enemies, afflicting all around you.
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Daily Arcane, Weapon, Psionic, Psychic
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Standard Action
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Melee
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Requirement: You must be wielding two melee weapons
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Target: One or two creatures
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Attack: Dexterity Vs. AC, two attacks
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Hit: 1[W] + Dexterity modifier and the target gains "The contagion", which causes the creature takes ongoing damage equal to your charisma modifier (save ends).
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Special: As a minor action, you can cause "The Contagion" to spread to another creature adjacent to a creature which is suffering from it once per turn. This applies to all creatures on the field with the Contagion.
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Demon Jaws
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Demon Hunter Attack 1
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With vicious teeth your Demon claws clamp down on the enemy, guaranteeing they will suffer from your inescapable grasp.
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Daily Arcane, Weapon, Psionic, Psychic
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Standard Action
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Melee
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Requirement: You must be wielding two melee weapons
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Target: One or two creatures
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Attack: Dexterity Vs. AC, two attacks
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Hit: 2[W] + Dexterity modifier.
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Miss: Half Damage.
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Special: If a creature dies as a result of the attack, you gain a "Soul Stone".
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Howl of Terror
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Demon Hunter Attack 1
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You let out a shrieking howl, calling forwarth chaos enemy from the Nether to surround your enemies.
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Daily Arcane, Implement, Psionic, Psychic
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Standard Action
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Close Blast 3
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Target: One creature
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Attack: Dexterity Vs. Will
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Hit: 2d8 + Dexterity modifier and the target is slowed (save ends).
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Demon Pyre
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Demon Hunter Attack 1
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A pyre burns in the effigy of your target, afflicting them with a burning fire.
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Daily Arcane, Implement, Psionic, Psychic
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Standard Action
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Ranged 10
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Target: One creature
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Attack: Dexterity Vs. Will
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Hit: 6d6 + Dexterity modifier and the target is slowed (save ends).
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Level 2: Utility Power[edit]
Benefit: You gain one of the following or other Demon Hunter utility powers of the same level.
Metamorphosis
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Demon Hunter Utility 2
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You undergo a metamorphosis, transforming in to a horrible creature of the damned, shifting dimension and reality itself.
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Daily Psionic, Polymorph
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Minor Action
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'
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Effect: You take the "Metamorphosis" polymorph form. You turn in to a monstrous hulking beast, your flesh writhing with untapped dimensional power. While in the form, your size increases to large; you take up 2 x 2 squares, and increase your reach by 1. You can move through enemy squares, but incur an opportunity attack for doing so. You also gain a +1 bonus to all defenses against all creatures smaller than you. Based on if your initiative roll was an even or odd number at the beginning of the encounter, you gain a bonus ongoing effect while in the polymorph form. If the number you rolled was even, you gain temporary hit points equal to your charisma modifier at the start of each turn. If you rolled an odd number, all enemies who damage you with an attack take damage equal to your charisma modifier.
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Dark Sigil
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Demon Hunter Utility 2
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You cast a spell, making the creature a target of your cursed Sigil.
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Encounter Psionic
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Free Action
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'
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Trigger: You hit a creature with an attack.
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Effect: The creature becomes a target of your "Dark sigil". Until the end of the encounter, if the creature who is the target of your "Dark Sigil" dies from an attack, you may gain a soul stone. In addition, any time the creature moves away from you, you gain a +1 bonus to attack rolls against it until the end of your next turn.
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Dimensional Rifting
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Demon Hunter Utility 2
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You have no problem casually moving in and out of dimensions like how many people run or jump, however it requires some amount of concentration.
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Daily Psionic, Teleportation
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Minor Action
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'
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Effect: Until the end of the encounter, whenever a creature hits you with an attack you may teleport 3 squares in any direction. As well, as a move action you may teleport 3 squares. Each time you teleport, you gain a +1 bonus to attack rolls until the end of your next turn.
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Level 3: Encounter Power[edit]
Benefit: You gain on of the following encounter powers or another Demon Hunter power of the same level.
Demon Bolt
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Demon Hunter Attack 3
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You send out a single, sharp bolt of chaotic energy towards the target.
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Encounter Arcane, Implement, Psionic, Psychic
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Standard Action
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Ranged 20
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Target: One Creature
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Attack: Dexterity Vs. Will
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Hit: 2d12 + Dexterity modifier
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Agonizing Flames
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Demon Hunter Attack 3
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The target is let aflame, the horrifying pain searing in to their flesh and briefly immobilizing them.
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Encounter Arcane, Implement, Psionic, Psychic, Fire
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Standard Action
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Ranged 10
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Target: One creature
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Attack: Dexterity Vs. Reflex
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Hit: 2d10 + Dexterity modifier
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Special: The target is slowed (save ends).
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Demonwrath
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Demon Hunter Attack 3
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You strike with righteous fury, and in a flurry hit with several powerful attacks.
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Encounter Arcane, Weapon, Psionic, Psychic
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Standard Action
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Melee
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Target: One or two creatures
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Attack: Dexterity Vs. AC, two attacks
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Hit: 1[W] + Dexterity modifier and the target is slowed (save ends).
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Vindication
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Demon Hunter Attack 3
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You retaliate against the target and lash out wildly, punishing it for ever attempting to harm you.
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Encounter Arcane, Weapon, Psionic, Psychic
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Free Action
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Melee
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Trigger: You are hit with an attack
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Requirement: You must be wielding two melee weapons
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Target: One or two creatures
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Attack: Dexterity Vs. AC, two attacks
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Hit: 1[W] + Dexterity modifier
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Special: If the target of one of the attacks dies from the attack, you may gain a "Soul stone".
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Level 4: Ability Score Increase[edit]
Your constant training hones your body and mind.
Benefit: You increase two ability scores of your choice by 1.
Level 5: Daily Power[edit]
Benefit: You gain on of the following daily powers or another Demon Hunter power of the same level.
Blind Fury
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Demon Hunter Attack 5
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You lash out in every direction, hitting them with a rapid dazzling array of attacks.
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Daily Arcane, Weapon, Psionic, Psychic
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Standard Action
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Melee
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Target: One, two, three, or four creatures
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Attack: Dexterity Vs. AC, four attacks
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Hit: 1[W] + Charisma modifier damage per attack
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Special: If a target of one of the attacks dies, you may gain a "Soul stone".
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Burning rush
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Demon Hunter Attack 1
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You rush towards the target, charging at it with the burning rush of a demon.
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Daily Arcane, Weapon, Psionic, Psychic, Fire
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Standard Action
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Melee
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Target: One or two creatures
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Attack: Dexterity Vs. Reflex, two attacks
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Hit: 2[W] + Dexterity modifier damage
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Special: You may charge as a part of either attack.
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Malefic Grasp
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Demon Hunter Attack 5
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A true power from the arcane world, hands from the twisting nether grasp the target with malevolent intent, restraining them.
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Daily Arcane, Implement, Psionic, Psychic
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Standard Action
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20
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Target: One creature
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Attack: Dexterity Vs. Reflex
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Hit: 6d8 + Dexterity modifier damage and the target is restrained and stunned (save ends both).
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Miss: Half damage, and the target is immobilized (save ends).
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Fel Eruption
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Demon Hunter Attack 5
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Dark energy erupts from every direction, engulfing every enemy in your surrounding with arcane twisting powers that begin to eat at their very soul.
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Daily Arcane, Implement, Psionic, Psychic
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Standard Action
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Close burst 5
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Target: Each enemy in burst
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Attack: Dexterity Vs. Will
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Hit: The creature takes a -2 penalty to saving throws and ongoing damage equal to your dexterity modifier (save ends).
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Special: Each time a creature fails a saving throw against the ongoing damage, you can increase the ongoing damage by your dexterity modifier.
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Level 6: Utility Power[edit]
Benefit: You gain on of the following encounter powers or another Demon Hunter power of the same level.
Fury
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Demon Hunter Utility 6
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You are enraged with fury, throwing away your own security to enhance your power, manifesting your true features of the damned.
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Daily Psionic, Polymorph
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Minor Action
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'
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Effect: You take the "Fury" polymorph form. While in the form, you take a -1 penalty to defenses, but increase your speed by 2, and can target the will defense of your enemies with each attack roll. If you rolled an even number for your initiative at the start of the encounter, you can see through all walls within 20 squares, and if you rolled an odd number you gain the insubstantial quality and can move through walls. While enraged, your reveal your true form, losing the protection granted by the illusion of your dimension shifting powers. Your true demon form manifests itself, revealing horns, wings, or other unsightly features of the damned.
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Blink
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Demon Hunter Utility 6
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Blink, and your enemies will miss you.
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Encounter Psionic, Arcane
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Move Action
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'
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Effect: You may teleport your speed in any direction.
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Rend
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Demon Hunter Utility 6
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Sometimes the purpose of an effect is merely to harm the target.
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Daily Psionic, Arcane
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Free Action
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'
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Trigger: You hit with an attack.
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Effect: The target of the attack suffers a -2 penalty to attack rolls (save ends) and you may choose to teleport them three squares in any direction.
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Level 7: Encounter Power[edit]
Benefit: You gain on of the following encounter powers or another Demon Hunter power of the same level.
Glaive Master
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Demon Hunter Attack 7
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You are a master of the glaive, able to wield weapons as if they were weightless and can mystically transport them over to your enemies with relative ease.
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Encounter Arcane, Weapon, Psionic, Psychic
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Standard Action
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Ranged 10
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Target: One Creature
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Attack: Dexterity Vs. Reflex, two attacks
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Hit: 1[W] + Dexterity per attack
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Special: You may use a one-handed weapon as if it is heavy thrown weapon with a range of 5/10.
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Drain Life
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Demon Hunter Attack 7
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You suck the life from the target, deriving from it's essence cosmic energy you can exploit.
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Encounter Arcane, Implement, Psionic, Psychic
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Standard Action
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Ranged 10
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Target: One creature
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Attack: Dexterity Vs. Reflex
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Hit: 3d8 + Dexterity modifier
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Special: The target loses one healing surge, if it has one. In addition, you regain hit points equal to the damage you inflict from the attack.
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Demon Talon
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Demon Hunter Attack 7
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A demon talon spawns from your body, invisibly striking through the enemy as you attack them.
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Encounter Arcane, Weapon, Psionic, Psychic
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Standard Action
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Melee
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Target: One or two creatures
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Attack: Dexterity Vs. AC, two attacks
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Hit: 2[W] + Dexterity modifier, and 1[W] for the second attack.
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Shadowfury
|
Demon Hunter Attack 7
|
A burst of shadow power emanates from your form, your avatar a mere vessel for the untapped power of the twisting nether.
|
Encounter Arcane, Weapon, Psionic, Psychic
|
Standard Action
|
Close Burst 5
|
Target: Three creatures in Burst
|
Attack: Dexterity Vs. Reflex
|
Hit: 1[W] + Dexterity modifier and the target is slowed (save ends).
|
Vengeance
|
Demon Hunter Utility 7
|
You strike with an unbridled vengeance, maximizing the damage you can inflict with each attack.
|
Encounter Arcane, Weapon, Psionic, Psychic
|
Free Action
|
Personal
|
Trigger: You hit with an attack
|
Target: Self
|
Effect: You deal an extra 2[W] on the attack.
|
Special: If the target dies from the attack, you gain a "Soul Stone".
|
Level 8: Ability Score Increase[edit]
You reap the reward of constant challenge by increasing your physical and mental well-being.
Benefit: You increase two ability scores of your choice by 1.
Level 9: Daily Power[edit]
Benefit: You gain on of the following daily powers or another Demon Hunter power of the same level. Twisting Blades, Burning Hunger, Vanquish, Bloodshed
Twisting Blades
|
Demon Hunter Attack 9
|
Blades are summoned from the twisting nether, which dance about like a field of twisting razors.
|
Daily Arcane, Implement, Psionic, Psychic
|
Standard Action
|
Melee
|
Target: One creature
|
Attack: Dexterity Vs. Will
|
Hit: 2[W] + Dexterity modifier damage.
|
Special: In one square adjacent to you or the target in an unoccupied square, you summon a hovering blade that does not take damage and cannot be destroyed. The blade can be moved 5 squares once per turn as a free action. Once per turn, you can deal 1[W] damage to a creature adjacent to the hovering blade. In addition, the hovering blade can make opportunity attacks against targets which deal 1[W]. With a sustain minor, the hovering blade persists.
|
Vanquish
|
Demon Hunter Attack 9
|
Your vanquish the enemy, crushing them beneath the weight of your razors.
|
Daily Arcane, Weapon, Psionic, Psychic
|
Standard Action
|
Melee
|
Target: One or two creatures
|
Attack: Dexterity Vs. AC, two attacks
|
Hit: 2[W] + Dexterity modifier damage.
|
Miss: Half Damage
|
Burning Hunger
|
Demon Hunter Attack 9
|
The twisting nether hungers, and briefly snatches your enemy to be moved through it's plane, reappearing some time later.
|
Daily Arcane, Weapon, Psionic, Psychic
|
Standard Action
|
Melee
|
Target: One creature
|
Attack: Dexterity Vs. Will
|
Hit: 5d6 + Dexterity modifier damage. In addition, the target takes ongoing damage equal to your charisma modifier, a -2 penalty to attack rolls (save ends), and you can teleport the target up to 4 squares.
|
Bloodshed
|
Demon Hunter Attack 9
|
Your weapons shed crimson tears of scarlet from your opponents.
|
Daily Arcane, Implement, Psionic, Psychic
|
Standard Action
|
Melee
|
Target: One or two creatures
|
Attack: Dexterity Vs. Reflex, two attacks
|
Hit: 3d6 + Dexterity modifier damage.
|
Miss: Half Damage
|
Level 10: Utility Power[edit]
Benefit: You gain one of the following powers.
Corruption
|
Demon Hunter Utility 10
|
You manifest abhorrent, beautiful wings, revealing the true inner depth of corruption all Demon's possess.
|
Daily Psionic, Polymorph
|
Minor Action
|
'
|
Effect: You take the "Corruption" polymorph form. While in the form, you gain a fly speed of 8, sprouting wings from your back, that temporarily grant you the ability to fly. Each time you target a creature with an attack, it takes a -1 penalty to all defenses until the end of your next turn, and each time a creature targets you with an attack, it takes a -1 penalty to all attack rolls until the end of your next turn. If a creature hits you with an attack, you must teleport 1 square in any direction except in your own square.
|
Reality Shift
|
Demon Hunter Utility 10
|
You bend reality to your will, concealing your position with the twisting manifolds and strings of the twisting Nether.
|
Daily Psionic, Arcane
|
Minor Action
|
'
|
Effect: You may turn invisible until you take damage or damage a creature with an attack or until the end of the encounter.
|
Dimensional Gate
|
Demon Hunter Utility 10
|
You are tied to the dimensional realms and see entire worlds twisted with our own few can ever see. With some effort, you can move through the twisting manifolds and strings of the twisting Nether, and allow others through as well. You create four points on the battlefield any ally or you can shift through.
|
Daily Psionic, Arcane, Teleportation, Zone
|
Minor Action
|
' Close burst 10
|
Effect: You create four zones, each one in an unoccupied square in the burst. The zones last until the end of the encounter. When you or any of your allies enters any of the zones, that character can teleport to any of the other zones as a free action, as long as the destination zone is unoccupied.
|
Soul Stone
|
Demon Hunter Utility 10
|
You manage to harvest your enemy's souls, storing them as a physical manifestation of their very being.
|
Encounter Psionic, Arcane
|
Free Action
|
'
|
Trigger: You kill a creature.
|
Effect: When you kill a creature, you may choose to gain a "Soul Stone". Soul stone's last until the end of the day, and can be consumed for special powers. You can have an unlimited amount of soul stones, however they disappear at the end of the day. A soul stone can be consumed by any power which has it as a requirement.
|
Paragon Demon Hunter[edit]
Level |
Feats Known |
Class Features and Powers
|
11 |
+1 |
Ability score increase Paragon Path Features Paragon Path Power
|
12 |
+1 |
Paragon Path Power
|
13 |
|
|
14 |
+1 |
Ability score increase
|
15 |
|
|
16 |
+1 |
Paragon Path Feature
|
17 |
|
|
18 |
+1 |
Ability score increase
|
19 |
|
|
20 |
+1 |
Paragon Path Power
|
Level 11: Ability Score Increase[edit]
Your improved physical and mental prowess highlights your entrance into the paragon tier.
Benefit: Each of your ability scores increases by 1.
Level 11: Paragon Path Features[edit]
Benefit: You gain the level 11 features of your chosen paragon path.
Level 11: Paragon Path Power[edit]
Benefit: You gain the level 11 power of your chosen paragon path.
Level 12: Paragon Path Power[edit]
Benefit: You gain the level 12 power of your chosen paragon path.
Level 13: Encounter Power[edit]
Benefit: You gain on of the following encounter powers or another Demon Hunter power of the same level.
Immolate
|
Demon Hunter Attack 13
|
The target bursts in flames, immolated by the power of the twisting nether.
|
Encounter Arcane, Implement, Psionic, Psychic, Fire
|
Standard Action
|
Ranged 10, Area Burst 1
|
Target: Each enemy in burst
|
Attack: Dexterity Vs. Fortitude
|
Hit: 2d8 + Dexterity modifier
|
Special: You can teleport each target hit by the attack so that it swaps positions with another target hit by the attack.
|
Bloodlet
|
Demon Hunter Attack 13
|
A little bit of blood must be shed from time to time, to satisify the hunger of the demons from another realm.
|
Encounter Arcane, Implement, Psionic, Psychic
|
Standard Action
|
Ranged 10
|
Target: One creature
|
Attack: Dexterity Vs. Reflex
|
Hit: 3d10 + Dexterity modifier
|
Special: The target takes ongoing damage equal to your Charisma modifier.
|
Abyssal Strike
|
Demon Hunter Attack 13
|
The dark powers from the chasm of the abyss are generally too unwieldy for mere mortals to even fathom.
|
Encounter Arcane, Weapon, Psionic, Psychic
|
Standard Action
|
Melee
|
Target: One or two creatures
|
Attack: Dexterity Vs. AC, two attacks
|
Hit: 2[W] + Dexterity modifier
|
Special: One of the targets hit by the attack is dazed until the end of your next turn.
|
Charred Warblade
|
Demon Hunter Attack 13
|
Chaos fire emanates from your prized warblade, enhancing your attack with your sheer passion.
|
Encounter Arcane, Weapon, Psionic, Psychic, Fire
|
Standard Action
|
Melee
|
Requirement: You must be wielding two melee weapons
|
Target: One or two creatures
|
Attack: Dexterity Vs. AC, three attacks
|
Hit: 1[W] + Dexterity modifier and the target is slowed the end of your next turn.
|
Soul Cleave
|
Demon Hunter Attack 13
|
You cleave in to the very soul of your enemies, allowing each strike to deliver psychic damage as well.
|
Encounter Arcane, Weapon, Psionic, Psychic
|
Standard Action
|
Melee
|
Requirement: You must be wielding two melee weapons
|
Target: One or two creatures
|
Attack: Dexterity Vs. AC
|
Hit: 3[W] + Dexterity modifier and the target
|
Special: One creature within four squares takes extra damage equal to 1[W] modifier.
|
Level 14: Ability Score Increase[edit]
Each new challenge only makes you stronger in body and mind.
Benefit: You increase two ability scores of your choice by 1.
Level 15: Daily Power[edit]
Benefit: You gain one of the following daily powers or another Demon Hunter power of the same level. Nemesis, Everlasting Hunt, Warlord, Eradication
Nemesis
|
Demon Hunter Attack 15
|
Your enemy is a target of your never ending bane, you are their enemy, their worst nightmare, their nemesis.
|
Daily Arcane, Implement, Psionic, Psychic, Weapon
|
Standard Action
|
Melee
|
Target: One creature.
|
Attack: Dexterity Vs. AC
|
Hit: 5[W] + dexterity fire damage
|
Effect: After you successful hit the target with an attack, you may choose to make them make a basic attack against you. If the basic attack from this creature hits, you may make a basic attack against them in return. This may continue until one of you misses your basic attack against the target.
|
Warlord
|
Demon Hunter Attack 15
|
You are a warlord of the twisting nether, a master of demons, calling forth creatures from the twisting nether to do your bidding.
|
Daily Arcane, Implement, Psionic, Psychic
|
Standard Action
|
Close burst 10
|
Target: Three creatures.
|
Effect: In three separate squares adjacent to three separate targets and in an unoccupied square, you summon three demon warriors which take up one square of space and with your defenses and skills, and half your health. Each warrior can move 5 squares once per turn as a free action. Once per turn, you can choose to deal 1d10 damage to a target adjacent to the warrior. In addition, the demon warriors can make opportunity attacks against targets which deal 1d10 damage. With a sustain minor, the warriors persist, until they no longer have health or are otherwise destroyed. Demon warriors can be destroyed, and are destroyed if they take an equivalent amount of damage to half your health.
|
Everlasting Hunt
|
Demon Hunter Attack 15
|
You take glory and honor in the everlasting hunt, and pursue it with a righteous zeal as is your divine right and duty as a demon to perform.
|
Daily Arcane, Implement, Psionic, Psychic, Weapon
|
Standard Action
|
Melee
|
Target: One creature.
|
Attack: Dexterity Vs. Will
|
Hit: 4[W] + dexterity modifier damage
|
Miss: Half damage
|
Effect: For the rest of the encounter, the creature has the "Demon Mark". When it has the Demon Mark, it suffers a -2 penalty to attack rolls to attacks that don't include you, and a -1 penalty to all defenses from attacks by creatures that don't include you. When you move towards your Demon Mark you can increase your speed by two, and if you are adjacent to the Marked creature you may teleport to 3 squares in any direction from it's position one per turn as a free action. When you attack the creature, you gain a +1 bonus to attack rolls and bonus damage equal to your charisma modifier in damage.
|
Eradication
|
Demon Hunter Attack 15
|
You seek to eradicate every living creature in the surrounding area, charging towards them in a relentless fury powered by the energy of the twisting nether. Your eyes glow, emanating a cool fire, with the burning power of the Fel, your chaos magic truly coming to light.
|
Daily Arcane, Implement, Psionic, Psychic, Weapon
|
Standard Action
|
Melee
|
Target: One creature.
|
Attack: Dexterity Vs. AC
|
Hit: 4[W] + dexterity modifier fire damage
|
Effect: Until the rest of the encounter, you can make one charge attack at any creature within range as a free action. In addition, when you charge you may teleport the distance equal to your move speed + 1 in replace of your standard movement.
|
Level 16: Utility Power[edit]
Benefit: You gain on of the following utility powers or another Demon Hunter power of the same level. Infusion, Chaos, Scourge, Synergy, Firestone
Infusion
|
Demon Hunter Utility 16
|
You are infused with the pure, unassailable power of the Demon. Your body becomes engorged, and you grow slightly larger, your body pulsating with it's new found power.
|
Encounter Psionic, Polymorph
|
Minor Action
|
'
|
Effect: You take the "Infusion" polymorph form. While in the form, you take a -2 penalty to speed, but gain regeneration equal to your Charisma modifier. Whenever you make an attack roll you gain an extra effect if the dice roll is an even or an odd number. On an even number, you must teleport 1 square in any direction other than your current position. On an odd number, you gain a +1 bonus to your next attack roll if you miss with the attack.
|
Chaos
|
Demon Hunter Utility 16
|
You are an agent of pure chaos, tormenting those around you.
|
At-Will Psionic, Arcane
|
Move Action
|
'
|
Effect: You may teleport half your speed.
|
Firestone
|
Demon Hunter Utility 16
|
You consume a soul stone, transforming it in to an even more powerful vessel of chaos energy, a Firestone.
|
Daily Psionic, Arcane, Fire
|
Minor Action
|
'
|
Requirement: You consume a soul stone.
|
Effect: As a result of consuming a soul stone, you may produce a firestone, which is used instantly and is used to summon an "Infernal" minion from a meteorite that falls from the sky. Within 10 squares of you in four unoccupied squares, you may summon an Infernal. The infernal takes up four squares, and enemies may not move through their space, however allies can. The Infernal has a reach of four. An infernal has your defenses and skills +1, and has your health. Once per turn, it may move your speed + 1 as a free action. However, to attack it requires for you to use a standard action. It can attack with your weapon modifiers including magical item enhancements, and deals 2[W] + dexterity modifier fire damage, gaining any bonuses to a weapon attack you would ordinarily. Any creature targeted by the infernal with an attack is marked until the end of their next turn, which means they take a -2 penalty to attack rolls for attacks that do not include the Infernal. The infernal can grant flanking bonuses for allies. The infernal lasts for two turns, until it is destroyed by taking damage equal to your health, or until the end of the encounter. With a sustain minor it persists.
|
Level 17: Encounter Power[edit]
Benefit: You gain on of the following encounter powers or another Demon Hunter power of the same level.
Mortal Coil
|
Demon Hunter Attack 17
|
Every now again, you must remind your enemies of their mortality.
|
Encounter Arcane, Implement, Psionic, Psychic
|
Standard Action
|
Ranged 10
|
Target: One creature
|
Attack: Dexterity Vs. Reflex
|
Hit: 4d10 + Dexterity modifier and the target takes a -2 penalty to all defenses and attack rolls until the end of your next turn.
|
Miss: Half damage, and the target takes a -1 penalty to all defenses and attack rolls until the end of your next turn.
|
Cleansing Flame
|
Demon Hunter Attack 17
|
You purify your enemy, consecrating your target for your god's unholy wrath.
|
Encounter Arcane, Weapon, Psionic, Psychic
|
Standard Action
|
Close blast 5
|
Target: All enemies in blast
|
Attack: Dexterity Vs. Reflex
|
Hit: 3d8 + Dexterity modifier damage
|
Special: The area within the blast becomes a zone until the end of your next turn. While in the zone, creatures treat it as difficult terrain and enemies take damage equal to your charisma modifier for entering the zone or at the end of their turns if they remain in the zones. With a sustain minor, this effect persist.
|
Soul Flame
|
Demon Hunter Attack 17
|
You light the enemy's soul ablaze, overwhelmed by your soul's sheer power.
|
Encounter Arcane, Implement, Psionic, Psychic, Fire
|
Standard Action
|
Area burst 2
|
Target: All enemies in burst
|
Attack: Dexterity Vs. Reflex
|
Hit: 3d6 + Dexterity modifer
|
Miss: Half Damage
|
Special: Targets of the attack cannot make saving throws until the end of their next turn.
|
Soul Rending
|
Demon Hunter Attack 17
|
Souls are connected by the twisting nether; that which appears far apart in the mortal plane, is often much closer than we imagine. It is possible to travel long distances in the mortal realm which is but a short walk in the twisting nether. The true self is often revealed.
|
Encounter Arcane, Weapon, Psionic, Psychic
|
Standard Action
|
Melee
|
Target: One or two Creatures
|
Attack: Dexterity Vs. Fortitude, two attacks
|
Hit: 2[W] + Dexterity modifier per attack
|
Special: You teleport each target hit by the attack so that it swaps positions with another target hit by the attack.
|
Rebuke
|
Demon Hunter Attack 17
|
You retaliate against the target and lash out wildly, punishing it for ever attempting to harm you.
|
Encounter Arcane, Weapon, Psionic, Psychic
|
Free Action
|
Melee
|
Trigger: You are hit with an attack
|
Requirement: You must be wielding two melee weapons
|
Target: One or two creatures
|
Attack: Dexterity Vs. AC, two attacks
|
Hit: 2[W] + Dexterity modifier
|
Special: If the target dies from the attack, you gain a "Soul Stone".
|
Level 18: Ability Score Increase[edit]
You are a true paragon of physical and mental perfection.
Benefit: You increase two ability scores of your choice by 1.
Level 19: Daily Power[edit]
Benefit: You gain on of the following daily powers or another Demon Hunter power of the same level. Infernal strike, fel saber, mind flay, blood fang
Infernal strike
|
Demon Hunter Attack 19
|
You bring within you the power of the Infernal flame, that emanates from all demons.
|
Daily Arcane, Implement, Psionic, Psychic, Weapon
|
Standard Action
|
Melee
|
Requirement: You must be wielding two melee weapons.
|
Target: One, two, or three creature.
|
Attack: Dexterity, Three attacks Vs. AC
|
Hit: 3[W] + dexterity fire damage
|
Miss: If you miss with the attack, you may choose for one other creature than the target within 5 squares of you to take the damage instead.
|
Fel Saber
|
Demon Hunter Attack 19
|
Your sword erupts in flame, granting it the tainted, twisted edge of the Twisting Nether.
|
Daily Arcane, Implement, Psionic, Psychic, Weapon
|
Standard Action
|
Melee
|
Target: One creature.
|
Attack: Dexterity Vs. AC
|
Hit: 5[W] + dexterity modifier fire damage
|
Special: Until the end of the encounter, your weapon is tainted by the twisting nether. You may choose for each weapon you are holding to deal fire damage, do a critical hit on rolls of 18-20, and have a +1 bonus to hit.
|
Mind Flay
|
Demon Hunter Attack 19
|
You torture the targets mind, flaying it's very being and tainting it's poor soul.
|
Daily Arcane, Implement, Psionic, Psychic, Weapon
|
Standard Action
|
Ranged 10
|
Target: One or two creatures.
|
Attack: Dexterity, two attacks Vs. Will
|
Hit: 6d8 + dexterity modifier damage
|
Effect: Each creature hit by the attack takes a -4 penalty to all saving throws (save ends).
|
Blood Fang
|
Demon Hunter Attack 19
|
As a demon, you can often manifest your true form to pierce through the veil of reality for a short while. An enormous demon fang follows your attack, gouging your enemy.
|
Daily Arcane, Implement, Psionic, Psychic, Weapon
|
Standard Action
|
Melee
|
Target: One creature.
|
Attack: Dexterity Vs. AC
|
Hit: 4[W] + dexterity modifier fire damage
|
Effect: Until the rest of the encounter, the target takes a -2 penalty to all attack rolls.
|
Level 20: Paragon Path Power[edit]
Benefit: You gain the level 20 power of your chosen paragon path.
Epic Demon Hunter[edit]
Level |
Feats Known |
Class Features and Powers
|
21 |
+1 |
Ability score increase Epic Destiny Feature
|
22 |
+1 |
|
23 |
|
|
24 |
+1 |
Ability score increase Epic Destiny Feature
|
25 |
|
|
26 |
+1 |
Epic Destiny Power
|
27 |
|
|
28 |
+1 |
Ability score increase
|
29 |
|
|
30 |
+1 |
Epic Destiny Feature
|
Level 21: Ability Score Increase[edit]
You are an epic hero now, and your physical and mental acuity exceed all mortal limits.
Benefit: Each of your ability scores increases by 1.
Level 21: Epic Destiny Feature[edit]
Benefit: You gain the level 21 feature of your chosen epic destiny.
Level 22: Utility Power[edit]
Benefit: You gain on of the following encounter powers or another Demon Hunter power of the same level Bane, Supremacy, Corruption, Fel Shrieker
Bane
|
Demon Hunter Utility 22
|
You are the bane of all mortal beings, you are their tormentor, their enemy, you are their bane.
|
Encounter Psionic, Polymorph
|
Minor Action
|
'
|
Effect: You take the "Bane" polymorph form. While in the form, you sprout spikes all over your body, as a result of the visage of the twisting Nether. Enemies can no longer grapple you, and if they target you with an attack take your charisma modifier damage. You may also move around diagonal corners, and may move through enemy spaces however you incur an opportunity attack for doing so.
|
Supremacy
|
Demon Hunter Utility 22
|
The Goal of all combat is to gain Supremacy over the enemy. Each of your actions help you to do exactly that.
|
Daily Psionic, Arcane
|
Minor Action
|
'
|
Requirement: You expend the use of one "Soul stone".
|
Effect: Until the end of the encounter whenever you target a creature with an attack that has an ongoing effect, is bloodied, or stunned, immobilized, blinded or deafened, you gain a +2 bonus to attack rolls against the target, can perform a critical hit on a roll of 18-20, and the target takes an additional -2 penalty to all attack rolls for attacks that don't include you until the end of your next turn if you deal damage to the target.
|
Fel Shrieker
|
Demon Hunter Utility 22
|
You are good at siphoning off the soul energy of your enemies, so much in fact you can even do so from the living.
|
Encounter Psionic, Arcane
|
Free Action
|
'
|
Trigger: As a result of one of your attacks a creature is bloodied.
|
Effect: You may generate one "Soul Stone".
|
Contagion
|
Demon Hunter Utility 22
|
You unleash the true power of the Demon world, infesting the mortal realm with it's uncontrollable chaotic energy.
|
Encounter Psionic, Arcane
|
Free Action
|
'
|
Trigger: As a result of one of your attacks a creature is bloodied or killed.
|
Effect: The creatures gain "The contagion", which causes the creature takes ongoing damage equal to your charisma modifier (save ends). As a minor action, you can cause "The contagion" to spread to another creature adjacent to a creature which is suffering from The contagion once per turn. This applies to all creatures on the field with the Contagion. In addition, if a creature dies while it has the contagion, you may choose for any creature that moves through it's position to gain "The contagion". Dead or unconscious creatures may receive the Contagion and can still spread it by creatures moving through or being adjacent to their square.
|
Level 23: Encounter Power[edit]
Benefit: You gain on of the following encounter powers or another Demon Hunter power of the same level.
Carnage
|
Demon Hunter Attack 23
|
You set ablaze the world in such carnage, such devastation, the likes of which it has never seen, and your wrath will stain this realm for time to come.
|
Encounter Arcane, Weapon, Psionic, Psychic, Fire
|
Standard Action
|
Reach 2
|
Target: One or two Creatures
|
Attack: Dexterity Vs. AC, two attacks
|
Hit: 3[W] + Dexterity modifier per attack
|
Special: If the creature dies from the attack, you gain a "Soul Stone".
|
Fel Blood Mastery
|
Demon Hunter Utility 23
|
Your Fel blood allows you to manipulate time, granting you a second attack on the same target performed some time later in your life.
|
Encounter Arcane, Weapon, Psionic, Psychic
|
Free Action
|
Personal
|
Trigger: You target a creature with an attack.
|
Target: Self
|
Effect: When you target a creature with a melee or ranged weapon attack, you may gain a +1 bonus to the attack roll, and target the reflex defense instead. If you hit the creature with the attack, it deals 2[W] extra damage to the damage roll and takes ongoing damage equal to your charisma modifier (save ends).
|
Chaos Focus
|
Demon Hunter Attack 23
|
You create a focused area for your chaos, bending time and space to your will within the zone.
|
Encounter Arcane, Implement, Psionic, Psychic
|
Standard Action
|
Ranged 10, Area Burst 2
|
Target: All enemies in burst
|
Attack: Dexterity Vs. Fortitude, two attacks
|
Hit: 3d12 + Dexterity modifier
|
Special: The ground becomes a force zone inside the area burst effects, until the end of your next turn. While in the zone, you may teleport a creature 2 squares as a free action once per turn. With a sustain minor, this effect persists.
|
Life Tap
|
Demon Hunter Attack 23
|
You siphon off health from the targets you attack, not just from their bodies, but from their very souls.
|
Encounter Arcane, Implement, Psionic, Psychic
|
Standard Action
|
Melee
|
Target: One or two creatures
|
Attack: Dexterity Vs. Will, two attacks
|
Hit: 3d8 + Dexterity modifier damage
|
Special: You can regain hitpoints equal to the damage inflicted on each attack
|
Darkglare
|
Demon Hunter Attack 23
|
You give a glimpse of the eternal chaos to the creature, making them pause from the darkness.
|
Encounter Arcane, Implement, Psionic, Psychic
|
Standard Action
|
Ranged 10
|
Target: One creature
|
Attack: Dexterity Vs. Will
|
Hit: 5d10 + Dexterity modifier and the target is stunned until the end of your next turn
|
Miss: Half damage, and the creature is dazed until the end of your next turn.
|
Level 24: Ability Score Increase[edit]
The threats of the epic challenges you face are countered by the perfection of your body and mind.
Benefit: You increase two ability scores of your choice by 1.
Level 24: Epic Destiny Feature[edit]
Benefit: You gain the level 24 feature of your chosen epic destiny.
Level 25: Daily Power[edit]
Benefit: You gain on of the following daily powers or another Demon Hunter power of the same level. Momentum, Legionwrath, Barrage, Ravage
Momentum
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Demon Hunter Attack 25
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You continuously build momentum, gaining power with each continued strike.
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Daily Arcane, Implement, Psionic, Psychic, Weapon
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Standard Action
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Melee
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Requirement: You must be wielding two melee weapons.
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Target: One or two creatures
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Attack: Dexterity, two attacks Vs. AC
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Hit: 3[W] + dexterity fire damage
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Effect: Until the end of the encounter, whenever you target a creature with an attack you gain a cumulative +1 bonus to attack rolls, for each attack roll until the end of your next turn.
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Special: If the creature dies from the attack, you gain a "Soul stone".
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Legionwrath
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Demon Hunter Attack 25
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You finally release the true power of the legion, unleashing the true power of the Horde.
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Daily Arcane, Implement, Psionic, Psychic, Weapon
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Standard Action
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Melee
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Requirement: You expend the use of one "Soul Stone".
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Target: One creature.
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Attack: Dexterity Vs. AC
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Hit: 5[W] + dexterity modifier fire damage
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Special: Until the end of the encounter, the target of the attack takes a -2 penalty to all defenses, and you can teleport instead of shifting an equivalent distance for movement.
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Barrage
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Demon Hunter Attack 25
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You unleash a barrage of attacks, manipulating space and time to create and unnaturally large volume of fire.
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Daily Arcane, Implement, Psionic, Psychic, Weapon
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Standard Action
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Ranged 10
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Target: One, two, three or four creatures.
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Attack: Dexterity, four attacks attacks Vs. AC
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Hit: 2[W] + dexterity modifier damage
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Effect: Each creature hit by the attack takes a -2 penalty to all saving throws (save ends).
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Special: You may use a one-handed weapon as a heavy thrown weapon with a range of 5/10 for the attack.
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Ravage
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Demon Hunter Attack 25
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Sometimes, the only purpose of an attack is merely to savagely ravage the target.
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Daily Arcane, Implement, Psionic, Psychic, Weapon
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Standard Action
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Melee
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Target: One creature.
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Attack: Dexterity Vs. AC
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Hit: 7[W] + dexterity modifier damage
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Miss: Half Damage.
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Special: Before or after the attack, you may teleport your speed in any direction.
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Level 26: Epic Destiny Power[edit]
Benefit: You gain the level 26 power of your chosen epic destiny.
Level 27: Encounter Power[edit]
Benefit: You gain on of the following encounter powers or another Demon Hunter power of the same level.
Onslaught
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Demon Hunter Attack 27
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Your enemies real due to the onslaught of your vicious attacks, as you will stop at nothing in your relentless persuit.
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Encounter Arcane, Weapon, Psionic, Psychic
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Standard Action
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Melee
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Target: One, two, or three creatures
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Attack: Dexterity Vs. Fortitude, three attacks
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Hit: 2[W] + Dexterity modifier per attack
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Special: The target takes a -1 penalty to all defenses per attack, until the end of your next turn.
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Shear
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Demon Hunter Attack 27
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You shear and fracture the enemy's very will, tainting them with your demon power.
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Encounter Arcane, Implement, Psionic, Psychic
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Standard Action
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Melee, Ranged 10
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Target: One creature
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Attack: Dexterity Vs. Reflex
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Hit: 4[W] + Dexterity modifier
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Special: Until the end of the encounter, the enemy takes a -1 penalty to all defenses. You may also treat a one-handed weapon as a heavy thrown weapon for the attack, with a range of 5/10.
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Implosion
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Demon Hunter Attack 27
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You create a ripple in the space time continuum, sucking all enemy forces in to the location.
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Encounter Arcane, Weapon, Psionic, Psychic
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Standard Action
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Close Burst 3
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Target: All enemies in burst
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Attack: Dexterity Vs. AC
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Hit: 2[W] + Dexterity modifier
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Special: Each creature in the burst is pulled up to 3 squares, to a square adjacent or closer to you.
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Soul Reaper
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Demon Hunter Attack 27
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You are now a reaper of souls, a collecting of their very essence for your own demon heart.
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Encounter Arcane, Weapon, Psionic, Psychic
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Standard Action
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Melee
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Requirement: You must be wielding two melee weapons
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Target: One or two creatures
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Attack: Dexterity Vs. AC, two attacks
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Hit: 3[W] + Dexterity modifier and the target is immobilized until the end of your next turn.
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Special: If the target of one of your attacks dies from the attack, you may gain a "Soul Stone".
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Affliction
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Demon Hunter Attack 27
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The enemy's are overwhelmed by the chaos affliction, getting a glimpse in to the twisting nethers few mortals ever will, paralyzing them from action.
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Encounter Arcane, Implement, Psionic, Psychic
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Standard Action
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Melee
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Target: One or two creatures
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Attack: Dexterity, two attacks Vs. Will
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Hit: 4d8
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Special: The target is stunned until the end of your next turn.
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Incinerate
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Demon Hunter Attack 27
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The target merely is set alight, incinerating them in the flames.
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Encounter Arcane, Weapon, Psionic, Psychic
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Standard Action
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Ranged 10, Area burst 2
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Target: All enemies in burst
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Attack: Dexterity Vs. Reflex
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Hit: 3d10 + Dexterity modifier and the target
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Special: One creature within four squares takes extra damage equal to 1[W] modifier.
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Level 28: Ability Score Increase[edit]
Training, practice, and experience have molded your abilities. Even as you near your final destiny, you continue to hone your talents for the tests you will soon face.
Benefit: You increase two ability scores of your choice by 1.
Level 29: Daily Power[edit]
Benefit: You gain on of the following daily powers or another Demon Hunter power of the same level. Obliteration, Cry Havoc, Shattered Souls, Mind Sear
Obliteration
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Demon Hunter Attack 29
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You mindlessly continue with a blind fury, with the only objective in mind being pure obliteration.
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Daily Arcane, Implement, Psionic, Psychic, Weapon
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Standard Action
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Melee
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Requirement: You must be wielding two melee weapons.
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Target: One or two creatures
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Attack: Dexterity, two attacks Vs. AC
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Hit: 6[W] + dexterity fire damage
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Special: If the creature dies from the attack, you gain a "Soul Stone".
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Cry Havoc
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Demon Hunter Attack 29
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You cry Havoc, and let slip the dogs of war, unleashing a hell that smells above the earth, with carrion men groaning for a burial.
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Daily Arcane, Implement, Psionic, Psychic, Teleport
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Standard Action
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Close burst 10
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Target: Every creature in Burst.
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Effect: You may choose to teleport any creature within the blast 5 squares in any direction. In addition, you create a zone of darkness in the size of the blast that provides a -2 penalty to attack rolls while in the zone except for you. You may choose to summon a demon minion in an adjacent square to each creature, in unoccupied squares. The demons have half your health, your defenses and your skills and take up one square. They can make a move action with your speed once per turn as a free action. Each demon may make an attack against a single target once per turn as a free action, equal to your dexterity + implement modifier to hit, and that deals 1[W] damage + dexterity modifier damage on a successful hit, using your weapon modifier as damage. These minions and the zone last until the end of your next turn. With a sustain minor they can persist indefinitely until they are destroyed by taking damage equal to half your health, and the zone may persist as well. Each minion can provide a flanking bonus.
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Shattered Souls
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Demon Hunter Attack 29
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You shatter the poor unfortunate souls with the misfortune of being within your ire.
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Daily Arcane, Implement, Psionic, Psychic
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Standard Action
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Close burst 5
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Target: Each enemy in burst.
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Attack: Dexterity Vs. Will
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Hit: 4d8 + dexterity modifier damage
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Effect: Each creature hit by the attack takes a -1 penalty to defense and attack rolls (save ends). In addition until the end of the encounter, when they make an attack that doesn't include you, they suffer a -2 penalty to attack rolls.
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Mind Sear
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Demon Hunter Attack 29
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You sear the mind of the target, burning in to their memories your act of domination over them.
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Daily Arcane, Implement, Psionic, Psychic, Fire
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Standard Action
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Ranged 20
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Target: One creature.
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Attack: Dexterity Vs. Will
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Hit: 7d10 + dexterity modifier fire damage
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Miss: Half Damage.
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Effect: The target is blinded, deafened, and immobilized (save ends)
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Special: If the damage done to the target is over 30 damage, it is also dominated until the end of the encounter.
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Level 30: Epic Destiny Feature[edit]
Benefit: You gain the level 30 feature of your chosen epic destiny.
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