Demon Hunter (5e Subclass)

From D&D Wiki

Jump to: navigation, search

Demon Hunter[edit]

astri-lohne-zevrx-final.jpg
Zevrad Stargazer, a Demon Hunter by Astri Lohne

The demon hunter is the one that has chosen to embrace the darkness for the benefit of all. Through their studies of the occult, the connections they have made with darkness, and rites that long-forgotten, demon hunters have obtained power, a dark, sinister, power.

While demon hunters abhor evil and those that practice it, they have chosen to embrace evil in order to overcome it. Possessing dark powers provided through study and dark rituals involving the lower planes, demon hunters turn the darkness against evil teaching their prey that they too should fear what is lurking in the shadows. However, the deeper the demon hunters delve into the sources of dark power the harder it becomes to maintain their humanity, and the more they begin to resemble those they attempt to destroy.

To hunt evil, one must know evil. In order to better understand the forces which they face, and on occasion, enact, the Demon Hunter must spend time delving into the secrets of the occult. However, there are far too many areas in which evil can grow and for this reason, demon hunters tend to specialize in a specific area of study.

Fiendish Studies

Starting at 3rd level, you carefully researched fiends in order to slay them. You gain the following benefits:

  • You have advantage on Wisdom (Survival) checks made to track fiends, and on Intelligence checks to recall information about them.
  • You learn how to speak, read and write in infernal and abyssal.
  • You can cast the find familiar spell as a ritual. When you cast this spell, you can choose one of the following additional forms for your familiar: imp or quasit. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack of its own.
Demonic Transformation

At 3rd level, as an action, you can magically transform into a demon-humanoid hybrid. While transformed, you gain the following benefits:

  • You gain temporary hit points equal to 5 x your Fighter level.
  • While unarmored, your AC equals 10 + your Constitution modifier + your proficiency bonus.
  • You can see trough normal and magical darkness, up to a range of 60 feet.
  • Your movement speed increases in 10 feet.
  • Choose one of the following damage types: fire, necrotic or poison. You are resistant to this damage type. If you choose poison, you also have advantage on saving throws against the poisoned condition.
  • Your hands become claws. While unarmed, you can use your hand as a melee martial weapon you wield, that has the finesse property and causes 1d6 slashing damage on a hit.
  • You can use your bonus action to take the Dash or Disengage actions, or to make one attack with your claw.
  • Whenever you hit a creature with a melee attack while transformed, you can use your reaction to cause additional 1d6 damage with that attack. The type equals your immunity type.

Your transformation lasts until your temporary hit points granted by the transformation are reduced to 0. Once you use this transformation, you can't do it again until you finish a long rest.

Whenever you use your Second Wind feature, you can also assume your Demon Hunter form as part of the same bonus action, without spending an use of your feature.

Dark Gift

When you reach the 7th level, you begin to learn to embrace the demonic energy that now lives in your blood. While transformed, you gain the following additional benefits:

  • Your claw attacks cause additional 1d6 damage. The type is the same of your chosen immunity. In addition, attacks with the claws ignore resistances and immunity to non-magical slashing damage.
  • Choose one of the following damage types: acid, cold, fire, poison or necrotic. You gain immunity to that type. If you choose poison, you become immune to the poisoned condition.
  • You can now see into darkness (normal and magical) up to a range of 120 feet.
  • As a bonus action, you can teleport to a place you can see within 60 feet, that is covered in dim light or darkness. You disappear and appear into a pillar of flames, and accompanied by a scent of sulfur.
Powers of the Abyss

Starting at 10th level, you learn to unleash and control more of the demon within. Choose one of the following damage types: poison, necrotic or fire. You gain resistance to the type even when not transformed.

You also can no longer be frightened, and are immune to the charmed condition imposed by fiends.

Perfected Form

At 15th level, your demonic form reaches the pinnacle of its power. While you are transformed, you gain the following benefits:

  • Your claw attacks cause an extra 1d6 damage of the type of your immunity (for a total of 2d6 extra damage).
  • Your size becomes Large, and all your melee attacks have the reach property.
  • You gain leathery wings, that give you a flying speed equal to your walking speed.
  • When you take damage you can use your reaction to halve that damage. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Dark Transformation

At 18th level, you reach the full potential of your demonic form. You regain your uses of your Demonic Transformation after completing a short or a long rest.

Optional Class Feature[edit]

Demonic Apotheosis (Optional Class Feature: Replaces 4th Extra Attack at 20th level)

When you reach the 20th level, whenever you roll initiative and have no uses of your Demonic Form, you regain one use. In addition, your creature type changes to fiend.

0.00
(0 votes)

Back to Main Page5e HomebrewCharacter OptionsSubclasses

Home of user-generated,
homebrew pages!


Advertisements: