Devil Hunter, 3rd Variant (5e Class)
Devil Hunter[edit]
Some claim demons are nothing but empty husks, capable of no emotion outside of pure hatred. Unstoppable killing machines, hellbent on causing unfathomable suffering to every living being unlucky enough to cross their path. But there exist few people in this world who disagree with that belief. An elite group of extremely skilled fighters, possessing hidden demonic power of their own. However, beyond their skill and experience they possess an even greater weapon: Style. “Why just beat your enemy when you can make them wish they never crawled out of their fiery hole in the ground in the first place?” is the ideology of those who bear the title “Devil Hunter”. Anyways, enough chatter. Let’s get to it!
[Disclaimer: when making this class, we opted for E & I, Gunslinger, and Blue Rose to be based on hand crossbows rather than guns. If your campaign setting has guns within it, you may change them accordingly.]
Devil Hunters are those who employ style as their weapon, dealing more damage the more stylishly they're fighting. Skilled with a diverse set of weaponry, they can adapt to nearly any situation they're faced with, and when their back’s against the wall, they have an ace in the hole: Devil Trigger.
Creating a Devil Hunter[edit]
Dante, the Legendary Devil Hunter, with Vergil, The Alpha and the Omega, and Nero, the Deadweight |
- Quick Build
You can make a Legendary Devil Hunter quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma or Constitution. Second, choose the Faction Agent background. Third, choose a dungeoneer's pack
You can make a Deadweight quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the Knight of the Order background. Third, choose artisans tools.
You can make an Alpha and the Omega quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Intelligence or Constitution. Second, choose the Haunted One background. Third, choose an explorer’s pack
Class Features
As a Devil Hunter you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Devil Hunter level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Devil Hunter level after 1st
- Proficiencies
Armor: None
Weapons: All weapons
Tools: Dependant on Path
Saving Throws: Dependant on Path
Skills: Choose two skills from Acrobatics, Athletics, History, Insight, Intimidation, Investigation, Perception, and Survival.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) an explorer's pack or (b) a dungeoneer's pack or (c) artisan's tools
- If you are using starting wealth, you have 5d4x10 in funds.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Style Ranks, Defining Path, Unarmored Defense |
2nd | +2 | Devil Arms |
3rd | +2 | Path Feature |
4th | +2 | Ability Score Improvement |
5th | +3 | Style Rank Improvement, Extra Attack |
6th | +3 | Ability Score Improvemen, Path Feature |
7th | +3 | Path Feature, Evasion, Mind Purity |
8th | +3 | Ability Score Improvement, Devilish Reflexes |
9th | +4 | Devil Arms, Taste the Blood |
10th | +4 | Ability Score Improvemen, Style Rank Improvement |
11th | +4 | Quickened Movement Feature, Extra Attack |
12th | +4 | Ability Score Improvement |
13th | +5 | Path Feature |
14th | +5 | Ability Score Improvemen, Style Rank Improvement |
15th | +5 | Path Feature, Timeless Body |
16th | +5 | Ability Score Improvement |
17th | +6 | Path Feature, True Form |
18th | +6 | — |
19th | +6 | Ability Score Improvement |
20th | +6 | Final Path Feature |
Style Ranks[edit]
Starting at 1st level, you have a counter referred to as your style meter. Whenever you deal damage, you add that amount to your style meter as well. Whenever you are hit, you subtract the damage you took from your style meter. As soon as you reach one of the thresholds listed below, you gain the following benefits.
Rank | Damage Requirement | Bonus |
---|---|---|
Eh... | 0 | +0 |
Dismal | 10 | +1d4 damage dealt |
Crazy! | 30 | +2d4 damage dealt. |
Badass! | 60 | +3d4 damage dealt. |
Apocalyptic! | 100 | +4d4 damage dealt. |
Savage! | 150 | +5d4 damage dealt. |
Sick Skills!! | 210 | +6d4 damage dealt. |
Smokin’ Sexy Style!!! | 280 | +8d4 damage dealt. |
When you roll initiative, you start at rank E and gain ranks during combat. You can taunt an enemy within 35 feet of you as a bonus action to take half the damage needed to gain the next rank, however you are vulnerable to all damage from that enemy until the start of your next turn. For example, you have dealt 50 damage and are at rank C. You taunt as a bonus action, adding 15 extra damage towards your style meter, getting you to rank B. Hundred over 280 adds another damage die and every hundred after 380 adds a +1. Taunting on consecutive turns without dealing damage does not add to the Style Meter.
Defining Path[edit]
At 1st level, you choose the path you take in life. Choose between Legendary Devil Hunter, Deadweight, and the Alpha and the Omega all detailed at the end of the class description. Your choice grants you features 1st level and again at 3rd, 7th, and 15th level.
Unarmored Defense[edit]
Starting at 1st level or acquired during the game, while you are not wearing armor and not wielding a shield, your AC is equal to 10 + your Dexterity modifier + path-dependent ability modifire.
Devil Arms[edit]
Depending on your Path, you gain different weapons or tools to assist you on your journey. This feature grants you different weapons and tools at 2nd and again at 9th level.
Ability Score Improvement[edit]
When you reach 4th level, and again at 6th, 8th, 10th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. Proficiency The bonus will increase by 0.5 at each level. As normal, you cannot increase an ability score above 20 using this feature. instead you can choose an available resource in the resource chapter.
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn. The number of attacks increases to three when you reach 9th level in this class. The number of attacks increases to four when you reach 17th level in this class.
Style Rank Improvement[edit]
When you reach 5th level and again at 10th and 14th, you gain upgrades for your Style Rank feature:
- 5th level
The die used for extra damage based on your style rank change to d8. Add +1 to Style Rank for each non-consecutive attack.
- 10th level
The die used for extra damage based on your style rank change to d10. Add +3 to Style Rank for each non-consecutive attack.
- 14th level
The die used for extra damage based on your style rank change to d12. Add +5 to Style Rank for each non-consecutive attack.
Evasion[edit]
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Mind Purity[edit]
Staring at 7th level, you become immune to the frightened and charmed conditions.
Devilish Reflexes[edit]
Beginning at 8th level, you develop an uncanny ability to narrowly avoid attacks and traps. You gain advantage on Dexterity saving throws.
Taste the Blood[edit]
At 9th level, your infernal blood makes you immune to disease and poison.
Quickened Movement Feature[edit]
At 11th, you have a newfound knack for combat, and you are constantly prepared to fight. Depending on your path, the name of the ability will be different, but the benefits will be the same.
Timeless Body[edit]
At 15th level, your infernal blood sustains your body so that you suffer none of the frailty of old age, and you can't be aged magically. You can not die of old age.
True Form[edit]
At 18th level, you have unlocked your True Form, and depending on your path, this form will change. For Legendary Devil Hunter and The Alpha and the Omega, you will unlock the ability Sin Devil Trigger. For Deadweight, you will unlock Devil Trigger.
Final Path Feature[edit]
At 20th level, your journey is over and you unlock your final ability. This changes depending on which path you take. For Legendary Devil Hunter and The Alpha and the Omega, you will unlock the ability Quadruple S. For Deadweight, you will unlock the ability Unbreakable Breakers.
Legendary Devil Hunter[edit]
The Legendary Devil Hunter path utilizes multiple fighting styles to adapt to any situation, with plenty of style to spare. This party is going crazy! Let's Rock! Tool Proficiencies: None Saving Throws: Dexterity and Charisma on weapons that use the strength modifier, you can add your dexterity modifier. Unarmored Defense: Charisma
Rebellion[edit]
At 1st level, you are equipped with the shard of a legendary demon, the mystical sword Rebellion. Deals 1d8 magic slashing damage at 1st level, 1d10 at 5th, 1d12 at 8th, 2d12 at 10th. and has the Versatile property, you can use your Dexterity or Strength modifier in Rebellion to either roll the Hit Die or the Damage Die to use it with style on your enemies. You can also use "High time" skill as an attack on your turn.
- High Time
- You can use Rebellion to launch an enemy into the air, the target must make a Constitution saving throw against your spell save DC (Dexterity), if it fails, it is stunned until the start of your next turn, if they succeed, they are not stunned.
Ebony & Ivory[edit]
At 2nd level, you gain two exquisitely crafted crossbows or handguns. These weapons can only be fired when used together, which means you can shoot both of them once as a ranged attack. They deal 1d6+1d4 piercing damage and do not have the charge property. However, His range is 30/120.
Playstyles[edit]
At 3rd level, you may utilize each of the following 4 playstyles. You can switch freely between the 4 playstyles a number of times equal to half your character’s level, rounded down. The number of changes you possess refreshes at the beginning of your next turn.
- Trickster
When using this playstyle, your movement speed increases by 10 feet and you may use the dash, dodge and disengage action as a bonus action.
- Swordmaster
Helm Breaker: Immediately after you use High time and the target is stunned, you may use Helm Breaker freely. This attack does max damage with Rebellion and throws the target to the ground.
- BoltSlinger
When using this playstyle, your ranged attacks deal an extra 2d4 damage.
- Royal Guard
When using this playstyle, if an enemy attacks you, you may make a check to halve the damage of that attack. You must pass a dexterity check of 10 to succeed, if you fail, you take half damage and use one charge. If you succeed, you do not consume a charge. You have an amount of charges equal to half your level rounded down. When you run out of charges, you can no longer use royal guard. You regain all charges after a long rest Once you gain Devil Trigger, it instead utilizes charges of Devil Trigger.
Devil Trigger[edit]
Beginning at 6th level, on your turn, you can tap into demonic energies as a bonus action and enter a new form. This form consumes 1 charge and heal 4 hitpoints per turn. While in this form, you have the following benefits:
- You can add your Proficiency bonus on all damage rolls you make.
- Your can add you Proficiency bonus to your strength roll.
- You gain advantage on attacks and DC roll.
You can also end your transformation on your turn as a bonus action. You have an amount of charges equal to your level. While in devil trigger you are immune to any debuff you got. You regain these charges on a long rest. You can also regain these charges by doing damage, when you deal a total of 55 damage or kill the enemy, you gain back a charge of Devil Trigger. You cannot go over the limit due to regaining a charge. In addition you gain Fire damage to all attack you make.
Stylish provocation[edit]
At 6th level, You learn how use your devil power to terrify any creature. You gain proficiency in Intimidation and persuasion skill, In addition if you entering Devil Trigger form creature that can see you must make a Wisdom saving throw against your spell save DC (Christmas). On a failed save, each creature is frightened until they successful on saving throw or you out of Devil trigger form.
Improved Playstyle[edit]
At 7th level, your playstyles improve.
- Trickster
Air Trick: As a bonus action, you may teleport to an enemy you can see within 60ft.
- Swordmaster
When using this playstyle, once per turn your melee weapon attacks cause two extra die of damage.
- BoltSlinger
Rainstorm: As an action, your character leaps high into the air and spins around, wildly firing Ebony and Ivory in all directions as they descend. All enemies in a 20 foot radius must make a Dexterity saving throw against your spell save DC (Dexterity). If they fail, they take 4d4. If they succeed, they take half damage.
- Royal Guard
For each successful Royal Guard, you gain a stack. The maximum amount of stacks is 10. As an action, you can activate Release, dealing 10 force damage to the enemy per stack. Using Release will consume all stacks of Royal Guard. The stacks last until your next long rest.
Balrog[edit]
At 9th level, you forge the gauntlets, greaves, and shoulder pads created with the sealed power of the king of Fire Hell.
- 2 in 1!
Balrog consists of 2 different fighting modes: Blow Mode, and Kick Mode. You may use a bonus action to swap between Blow Mode or Kick Mode.
- Blow Mode
Flurries of punches followed by insanely powerful killer blows, this mode strikes fear into even the most hardened demons. Each blow deals 2d4 magical bludgeoning per punch and enemies have disadvantage on attacks against you. But there’s a trick up your sleeve, after 4 successfully landed punches, flames engulf your arms, enhancing the power of your punches! This status is called Ignition Mode and powers up your attacks with Balrog in both modes! When in Ignition Mode and in Blow Mode, Balrog deals a total of 3d4 bludgeoning + 2d8 fire damage! This effect lasts for 2 turns before the flames dissipate. Heat it up!
- Kick Mode
Intense strings of mighty kicks characterize this style! Each kick deals 2d6. Ready to kick things up a notch? Use your action to violently breakdance and heat up the battle! Doing so will trigger Ignition Mode, or if you want to be more stylish, it will “Ignite the Flame” and grant you fire damage in addition to your already existent damage! The total damage you will be doing is 3d6 magical bludgeoning + 2d8 fire damage. Similarly to Blow Mode, this effect ends after 2 turns.
Let’s Get This Party Started![edit]
At 11th level you get advantage on initiative rolls and during your first turn in combat, all your action have advantage.
Devil Trigger Improvement[edit]
At 13th level, when you are in Devil Trigger you regain health equal to your player level + proficiency bonus at the start of each of your turns.
Playstyle Mastery[edit]
At 15th level, you master your playstyles.
- Trickster
As a bonus action, you may freely cast the Mirror Image spell. This effect disappears if you change off of Trickster.
- Swordmaster
This amount of moves is getting crazy! Depending on what weapons you use, you gain new abilities!
For Rebellion / Devil Sword: Roundtrip
Roundtrip: As an attack, you can hurl your sword at an enemy within 60 feet. They must make a Dexterity saving throw against your spell save DC (Charisma). If they fail, they are hit by the sword for the maximum amount of damage, their movement is set to 0, and the sword stays there spinning in place for two turns, coming back at the start of the third turn, or earlier if you decide to call it back. The enemy is stuck within the swords range for the duration of those two turns, as their movement is set to 0. If they pass the saving throw, they are hit by it once for maximum damage, and it comes back as normal. When you receive your Devil Sword, instead of throwing it, you summon a spectral duplicate of your Devil Sword and throw that instead. The ability acts the same, except for when the sword returns. Instead of the spectral sword returning after the two turns or returning early, it simply vanishes.
For Balrog: Rising Phoenix / Around the World
Rising Phoenix: When in Blow Mode and Ignition Mode, you may use all your attacks to violently uppercut one enemy, dealing triple the normal damage, but instantly ending Ignition Mode.
Around the World: When in Kick Mode and Ignition Mode, you may use all your attacks to viciously kick an enemy an absurd amount of times, juggling them in the air, dealing triple the normal damage die, but also ending Ignition Mode.
The damage of these moves go past resistances and immunities
For Polearms: Revolution
Revolution: Flail your polearm wildly in front of you, racking up hits, and finish with a demobilizing swipe. This ability uses all your attacks to hit one enemy, but each hit does one more damage die than it usually does. The enemy must then pass a Constitution saving throw against your spell save DC (Charisma) or be knocked prone. Once you use this ability, you cannot use it again until next combat. If you miss all of your attacks with this ability, you regain the use of this ability.
For Axes: Devil May I Axe you a Question
Devil May I Axe you a Question: If trees could feel fear, they’d understand your enemies situation. You spin around wildly, ending in an incredibly destructive chop. Choose a target within a range that equals your movement speed. With your axe in hand, you wildly spin around while making your way to your designated target. If you cross by an enemy within reach on your way to your designated target, they must make a Dexterity saving throw against your spell save DC (Charisma) or be hit for your weapons damage + 2 more damage die and knocked prone on a failed save or hit for normal damage and not knocked prone on a passed save. When you reach your target, roll to hit with disadvantage, but if you hit, you deal 4 times the normal damage. Regardless of if you hit the last attack or not, you cannot use this ability again until the next combat. Spin to win!
For Nunchucks: Lightning Percussion
Lightning Percussion: Choose a target within 20 feet, you extend your nunchucks beyond their normal limit and attack that target for 3d6 bludgeoning + 4d8 lightning damage. This ability counts as one attack. You can only use this ability three times, regaining the use of this ability at the start of next combat.
- BoltSlinger
Twosome Time: You may shoot at two enemies at once when using a ranged attack.
- Royal Guard
When making a successful Royal Guard check, you will take no damage, gain a stack of Royal Guard, and receive a charge of Devil Trigger. Royal Guard stacks now deal 15 damage per stack. Also something fun you can do if you roll a natural 20 on the royal guard check you may choose to as a reaction to use release and have it hit for sure.
Quicksilver[edit]
How about we slow things down a bit? At 15 level you've grown a deeper understanding with your demonic heritage allowing you to to even just a bit move faster then the eye can see. As an action cast haste on yourself you can do those once for free per long rest.
You may use this ability again at the cost of 10 devil trigger gauge.
Devil Sword[edit]
At level 17, you concentrate colossal amounts of demonic energy into Rebellion, forging your Devil Sword. Infused with demonic power and your own power alike, well, let’s just say this is a party you don’t want to miss. 3d12 magical slashing damage with the versatile property with a +3 to attack and damage rolls. And due to the sword being infused with your energy, it has become one with you, allowing you to summon it whenever you deem necessary. Rebellion’s abilities carry over.
Sin Devil Trigger[edit]
At 17th level, you may use all of your Devil Trigger charges and an action to absorb your Devil Sword into yourself, transforming you into Sin Devil Trigger. This form lasts for 1 minute, and you gain the following benefits additionally to the benefits of Devil Trigger:
- You may add your Strength modifier to all attack and damage rolls.
- You have immunity to all non-magical physical damage, and resistance to all magical damage.
- You have a flying speed of 60 feet.
- You gain Truesight 60 feet
- Regain health equal to your Charisma modifier + proficiency bonus
While in Sin Devil Trigger, you do not gain the benefits of the playstyles from the Legendary Devil Hunter path. You may end Sin Devil Trigger early by performing the Judgement attack, dealing 20d10 force damage to all creatures within 60 feet of you that fail a dexterity saving throw against your spell save DC (Charisma), or half as much on a successful save.
Quadruple S[edit]
At 20th level, when your style rank is “Smokin' Sexy Style!!!”, you can enter Sin Devil Trigger freely. This ends at the start of your next turn. You cannot perform the Judgement attack during this time.
Deadweight[edit]
The Deadweight path uses the lack of an arm to their advantage, creating artificial limbs called Devil Breakers to destroy their enemies.
Tool Proficiencies: Artisan’s tools Saving Throws: Strength and Constitution Unarmored Defense: Constitution
Red Queen[edit]
At 1st level, you are equipped with an incredibly powerful sword. Red Queen deals 1d8 slashing damage at 1st level, 1d10 at 5th, 1d12 at 8th, 2d12 at 10th. and has the Finesse property.
Blue Rose[edit]
At 2nd level, you are outfitted with an exquisitely crafted hand crossbow which launches two bolts simultaneously. Blue Rose deals 2d4 damage and has a range of 30 / 120 feet, and does not have the Loading property.
Wire Snatch[edit]
At 2nd level, due to your lack of an arm, you have decided to make the base of a new one with scraps around you, creating a makeshift grappling hook. As a bonus action on your turn, choose an enemy you can see within 30 feet, if the enemy is medium or smaller, you grab them and pull them towards you. If they are large or larger, you pull yourself towards them. You can use this ability a number of times equal to your proficiency bonus per combat, regaining the charges at the start of next combat.
Devil Breakers[edit]
At 3rd level, you finish constructing one of the prosthetic arms in the table below. Each of which have amazing abilities and each one is as effective in combat as they are equally sick as hell. Choose one of the Devil Breakers from the list to gain immediately and unlock the blueprint for. You unlock more Devil Breakers at levels 6th, 7th, 13th, 15th, and 17th. When you unlock new Devil Breakers, you only unlock the blueprint for new Devil Breakers. Devil Breakers also have two sets of abilities, one is the default ability of the breaker that can be used at will, and the second ability is called the Breaker’s “Break Age” and is significantly more powerful than the basic ability, however, it causes the Breaker to shatter. Changing Breakers is a delicate process, and due to this, whenever you change breakers, it takes your entire action to do so. Strength is the stat used for attacks and save dcs with the breakers
- Overture
Basic: You thrust your hand toward your enemy and electrify them, you deal 2d6 lightning damage. This attack has advantage if the target is wearing metal armor.
Break Age: You grab your enemy and disconnect your arm, transforming it into a time-bomb. The arm explodes after two turns, or alternatively, it can be manually detonated if the target is shot. The explosion deals 4d10 force damage.
- Gerbera GP01
Basic: As a reaction to an enemy attacking you, you can make a Strength check to launch yourself 10 feet away in any direction, avoiding the attack.
Basic 2: As a reaction to an enemy attacking you with a ranged weapon, make a Strength check to focus the power of Gerbera in front of you, reflecting the projectile back to the attacker.
Break Age: You fire all the condensed energy within your arm in one blast. This blast of energy forms a line 100 feet long and 5 feet wide that blasts out from Gerbera in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 force damage on a failed save, or half as much damage on a successful one.
- Punch Line
Basic: Get em’ girl! You launch your arm out of its socket like a rocket to deal 2d4 bludgeoning damage for 2 turns. You can perform other actions while this ability is active.
Basic 2: Riding hot! Use your bonus action to mount Punch Line like a surfboard, flying past enemies with both ease and flair. Enemies have disadvantage on attack rolls and cannot make attacks of opportunity. This doubles your movement speed, but you cannot attack while in this state. You must use a bonus action to dismount.
Break Age: Blastoff! Charge up Punch Line’s boosters to deliver a devilly devastating uppercut! Deal 6d4 bludgeoning damage.
- Buster Arm
Basic / Break Age: Bust and Break, until it is done. In contrast to the previous Breakers, Buster Arm only has one ability. You attempt to grapple an enemy, but they have advantage against being grappled, unless they are under a different condition such as stunned. However, if they are grappled, you inflict 12d10 force damage, and then they are no longer grappled. The Buster Arm only breaks if you manage to grapple an enemy.
- Ragtime
Basic: You may freely cast the Slow spell. Nobody move!
A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the Effect ends for it.
Break Age: You throw your arm at the ground, shattering it, which casts the slow spell at 3 times the range, and every enemy within the range must make the save. Take your time!
- Sweet Surrender
Basic: You activate the arm, which causes it to vibrate, healing minor wounds you might have accumulated during battle. Heal a number of hit points equal to your level + constitution mod per turn. The maximum amount of turns you may do this is 5 turns per combat.
Break Age: You detach your arm and destroy it, causing healing energy to flow through you and your allies. After you end your turn, any damage dealt is stored in the arm. You may use a reaction to destroy the arm, and whenever you destroy the arm, you and your allies heal that much health.
Crafting Devil Breakers[edit]
To craft a Devil Breaker, you would need the appropriate blueprint for the Devil Breaker, Smith’s Tools, and 100 Gold Pieces. Creating a Devil Breaker also takes 24 hours.
Exceed[edit]
At 3rd level, you gain the ability to increase the metaphorical and literal fire power of Red Queen. As a bonus action, you may rev your sword to gain a charge. This charge deals 2d4 additional fire damage. Red Queen gains additional Exceed charges at levels 6 and 9. I’m baggin’ this bitch!
Color Up[edit]
At 3rd level, you gain new ammunition for Blue Rose. Use a bonus action to load this ammunition, and increase the damage die by 1. (2d4 -> 3d4)
Second Exceed[edit]
At 6th level, you have tinkered with Red Queen and unlocked the second Exceed charge. You have also unlocked a new feature! Whenever you deal a critical hit in combat, you gain 1 Exceed charge!
Stylish provocation[edit]
At 6th level, You learn how use your devil power to terrify any creature. You gain proficiency in Intimidation skill, you can use your Constitution instead of your Charisma modifier In addition if you entering Devil Trigger form creature that can see you must make a Wisdom saving throw against your spell save DC (Wisdom). On a failed save, each creature is frightened until they successful on saving throw or you out of Devil trigger form.
Charge Shot[edit]
At 7th level, after loading Blue Rose with Color Up ammunition, you may wait another turn to charge your weapon with demonic power, adding 2d4 to the damage of Blue Rose. Other actions may be performed while you are charging your ability, but firing Blue Rose will cancel the charge.
Max Exceed[edit]
At 9th level, you have nearly unlocked Red Queen’s full potential, unlocking the last Exceed charge, and at the same time, a new ability! Now, whenever you deal a critical hit in combat, instead of gaining 1 Exceed charge, you gain all 3!
The Time Has Come and So Have I[edit]
At 11th level you get advantage on initiative rolls and during your first turn in combat, all your action have advantage. I’ll laugh last cause’ you came to die!
Crimson Queen[edit]
At 17th level, you have unlocked the true potential of Red Queen. 2d10 magical slashing damage with the finesse property with a +3 to attack and damage rolls. In addition to this, whenever you use your bonus action to rev Crimson Queen, you gain 3 exceed charges.
Devil Trigger[edit]
At 17th level, you remember your demonic heritage and pull your Devil Trigger. This grows back your arm when not using a breaker, and on your turn, you can tap into demonic energies as a bonus action and enter a new form. This form consumes 1 charge per turn. While in this form, you have the following benefits:
- You can add your Proficiency Bonus on all attack rolls you make.
- Your movement speed increases by 10 feet.
- You gain advantage on all attacks
- You gain Truesight 60 feet
- You regain health equal to your proficiency bonus plus your constitution modifier at the start of each of your turns.
You can also end your transformation on your turn as a bonus action. You have an amount of charges equal to your level. You regain these charges on a long rest. You can also regain these charges by doing damage, when you deal a total of 75 damage, you gain back a charge of Devil Trigger. You cannot go over the limit due to regaining a charge. In addition you gain radiant damage to all attack you make.
Devil Buster[edit]
At 18th level, your Devil Trigger enhances your wire snatch ability, reaching out with an arm of pure demonic energy to pull enemies toward you. This ability behaves the same as Wire Snatch, but the range is increased to 50 feet. Along with this, your Devil Trigger enhances your physical strength, allowing you to perform a weaker, but still badass, version of Buster Arm’s Break Age ability without Buster Arm equipped. This attack deals 6d8 magical bludgeoning damage in your normal form, 8d8 force damage in Devil Trigger, and functions identically to Buster Arm’s Break Age attack except the enemy does not have advantage against being grappled.
You gain these benefits in your normal form.
Unbreakable Breakers[edit]
At 20th level you have perfected your Devil Breakers, fixing the rampant explosion issue. Break Age attacks no longer detonate your Devil Breakers. Additionally, a redesign to the base of your Devil Breakers allows them to be swapped much more efficiently. You may now take a bonus action to swap instead of a full action.
Alpha and the Omega[edit]
The Alpha and the Omega path utilizes swift swordsmanship to defeat enemies, building their concentration to gain even more power over the course of the battle. Now I’m motivated!
Tool Proficiencies: None
Saving Throws: Dexterity and Wisdom
Unarmored Defense: Wisdom
Yamato[edit]
At 1st level, you are equipped with the sword Yamato, the sword used to separate the mortal world and demon world. Although it is currently depowered, it deals 1d8 magical slashing damage at 1st level, 1d10 at 5th, 1d12 at 8th, 2d12 at 10th lvl. It has the Finesse property. You also gain the abilities Upper slash and Aerial cleave.
- Upper Slash
- You may use Yamato to knock an enemy high into the air, the target must make a Constitution saving throw against your spell save DC (Wisdom), if they fail, they are stunned until the start of their next turn, if they succeed, they are not stunned.
- Aerial Cleave
- Immediately after you use Upper Slash and the target is stunned, you may use Aerial Cleave freely. This attack does max damage with Yamato and throws the target back down to the ground,
Trick Actions[edit]
At 2nd level, you become more methodical with your movements, this increases your fighting prowess, as it allows you to make complex movements with relative ease. You may use the abilities listed below when you reach the appropriate level. You also gain 10 additional movement speed. This bonus increases when you reach certain, 20ft at 5th, 25ft at 8th, 30ft at 10th, 35ft at 12th, 40ft at 15th. You gain trick action benefit if you aren't wearing armor only
- Trick Dodge
- When you are attacked, you may make a Dexterity saving throw equal to the enemy's Intelligence DC (8 + Proficiency bonus + Intelligence Modifier) and vanish at the very last second before an enemy hits you, reappearing 10 feet away in a direction of your choice. You may do this a number of times equal to your level, regaining uses on a long rest. In addition to this, you may use the dash, dodge and disengage action as a bonus action.
- Air Trick
- As a bonus action, you may teleport within 60ft.
- Trick parry
- While you wielding your Devil arm, you can use your reaction to deflect the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your level.
Beowulf[edit]
At 2nd level, you can now equip set of flash gauntlets and greaves Devil Arm, it deals 1d8+ magical force damage,1d10 at 8th, 1d12 at 12th lvl. you can use your Dexterity or Strength modifier in Beowulf to either roll the Hit Die or the Damage Die. You also gain the abilities Rising Dragon, Starfall and Lunar Phase. In additional while equiping Beowulf you can use ready action to perform kick as a bonus action.
- Rising Dragon
- Lunge toward an enemy and launch them into the air with a heavy uppercut, the target must make a Constitution saving throw against your spell save DC (Wisdom), if they fail, they take Beowulf double damage and stunned until the start of their next turn, if they succeed, they are not stunned. In additional while in Devil Trigger this move deal triple damage.
- Starfall
- Immediately after you use Rising Dragon or landing hit Beowulf, you may use Starfall to dive down feet first to send them hurtling away 20 feet if the target is stunned they take Beowulf maximum damage, If the target is not stunned, it must roll a Constitution saving throw against your spell save DC (Wisdom), if it fails the saving throw it takes Beowulf Maximum damage but not be push away. In addition while in Devil Trigger this move deal double damage.
- Lunar Phase
- This move can be use at level 5th. Chose target within 20 feet and perform vicious spin attack, finishing with a forceful heel kick. Target must make a Dexterity saving throw against your spell save DC (Wisdom)
a target that fails the saving throw takes Beowulf triple damage, or half as much on a successful save. In addition you can use this move as a extra attack.
Mirage Blades[edit]
At 3rd level, you unlock some form of power that allows you to create spectral short swords that are suspended in the air. As a bonus action you may make ranged attacks with these blades. They deal magical piercing 1d6+your proficiency bonus and their range is 30 / 120. After you attack with these blades, they disappear after 30 seconds. As you gain levels in this class, your mirage blades gain damage increases, 2d6 at 5th level, 3d6 at 12th level, 4d6 at 16th level,
- 5th level, Spiral Swords
You summon multiple spectral swords that spin around you for 1 minute and damage anyone that comes close. Each creature that enters a 5ft cube around you will take slashing damage equal your Mirage Blades damage additionally if a creature starts its turn within the 5ft cube they take slashing damage until they leave the 5ft cube. You can use this feature Two times per long rest. You gain an additional use at 8th, 10th 12th and 15th level.
- 7th level, Heavy Sword Rain
You summon tens of spectral swords above all creatures within a 25ft cube. Creatures under the swords must make a Dexterity saving throw or take 6d6 slashing damage and are stunned, half as much on a successful save and they are not stunned.
Yamato additional moveset[edit]
At 5th level your Yamato gain new four moveset , In addition you can use upper slash as a bonus action.
- Rising Star
- Dash forward within 20 feet Yamato to knock an enemy high into the air, target mush make a Constitution saving throw against 8 + your proficiency bonus + your Dexterity modifier. if they fail, they are stunned until the start of their next turn, if they succeed, they are not stunned, In additional this move deal equal Yamato damage two time. While in devils trigger this move deal equal Yamato damage three time. In addition you can use this move as a bonus action.
- Aerial rave
- After you use Upper Slash or Rising Star , you may use Aerial Rave freely. If the target is stunned they Immediately take Yamato triple damage three time. If the target is not stunned mush make a Dexterity saving throw against your spell save DC (Wisdom), Target that fails the saving throw take Yamato triple damage , or half as much on a successful save. In addition you can use Aerial Cleave after you perform Arial Rave.
- Rapid slash
- Dash forward through enemy within 30 feet, relentlessly slashing everything in your path. Target within your path mush make a Dexterity saving throw against 8 + your proficiency bonus + your Dexterity modifier. Target that fails the saving throw take Yamato double damage, or half as much on a successful save.
- Improve Aerial Cleave
- If you use when target is not stunned, target mush make a Dexterity saving throw against spell save DC (wisdom), Target that fails the saving throw take Yamato damage max damage, or half as much on a successful save.
Devil Trigger[edit]
Beginning at 6th level, on your turn, you can tap into demonic energies as a bonus action and enter a new form. This form consumes 1 charge per turn and heals 4 per turn. While in this form, you have the following benefits:
- You can add your Proficiency bonus on all damage rolls you make.
- Your can add you Proficiency bonus to your strength roll.
- You gain advantage on attacks and DC roll.
You can also end your transformation on your turn as a bonus action. You have an amount of charges equal to your level. While in devil trigger you are immune to any debuff you got. You regain these charges on a long rest or half on a short rest. You can also regain these charges by doing damage, when you deal a total of 55 damage or kill the enemy, you gain back a charge of Devil Trigger. You cannot go over the limit due to regaining a charge. In addition you gain necrotic damage to all attack you make.
Concentration[edit]
At 6th level, During battle, your abilities are enhanced by your focus on the battle. This focus is measured through the Concentration Gauge. This gauge consists of a total of 2 levels. Each level enhances your attacks and natural abilities. Each level requires 3 stacks to reach, meaning level 1 is gained at 3 stacks of concentration and level 2 is 6 stacks. Every time you take damage, you lose 1 stack of Concentration, and for each successful Trick Action or landing hit, you gain one stack of concentration. At level 1 of concentration, Yamato gains the reach property, Mirage Edge deals twice the damage die(Including Style) and Beowulf gain +2 on attack roll. At level 2 of the concentration gauge, Yamato gains an additional damage die, and Mirage Edge deals triple the damage die(Including Style) and Beowulf gain advantage on attack roll .
Judgement Cut[edit]
At 6th level, as an attack, you can slash through space and time itself and eviscerate your enemies without so much as moving your sword slightly out of the scabbard. Choose a 10 foot area centered on a point within 30 feet of you. All enemies within that area make a constitution saving throw against your spell save DC (Wisdom). A creature that fails the saving throw takes 6d6 force damage and is stunned until the end of your next turn. On a successful save a creature takes half of the damage and is not stunned. You may do this a number of times equal to half your level rounded up, regaining uses at the start of your turn. You cannot use this attack on consecutive turns, however, you may use it multiple times in one turn due to Extra Attack. In addition while in Devil Trigger you can chose 2 areas to perform Judgement cut, if in Sin you can chose 3 areas instead.
Stylish provocation[edit]
At 6th level, You learn how use your devil power to terrify any creature. You gain proficiency in Intimidation skill, you can use your Wisdom instead of your Charisma modifier In addition if you entering Devil Trigger form creature that can see you must make a Wisdom saving throw against your spell save DC (Wisdom). On a failed save, each creature is frightened until they successful on saving throw or you out of Devil trigger form.
Mirage Edge[edit]
At 8th level, You decide to create a permanent version of a Mirage Blade, but instead opting to use it as a melee weapon. Mirage Edge deals 4d8 magical slashing damage. It can be summoned at will, and can be one-handed alongside Yamato , adding extra attacks when used(Yamato plus extra attacks then Mirage Edge plus extra attacks). You can use your Dexterity or Strength modifier in Mirage Edge to either roll the Hit Die or the Damage Die to use it with style on your enemies. It also has the abilities Roundtrip, Million Stab, Stinger and Drive.
- Stinger
- Lunge toward an enemy within 30 feet and skewer them with a deadly thrust. The target must make a dexterity saving throw against your spell save DC (Wisdom) or take Mirage edge damage and their movement is set to 0 and can't use reaction until the start of their next turn.
- Million Stab
- Perform blinding whirlwind of stabs target must make a Constitution saving throw against your spell save DC (Wisdom) or take Mirage Edge max damage. You can use this move after you use "Stinger" and the target fails on saving throw to make the target take Mirage Edge max damage automatically.
- Roundtrip
- As an attack, you can hurl your sword at an enemy within 60 feet. They must make a Dexterity saving throw against your Wisdom. If they fail, they are hit by the sword for the maximum amount of damage, their movement is set to 0 can't use reaction, and the sword stays there spinning in place for two turns, coming back at the start of the third turn, or earlier if you decide to call it back. The enemy is stuck within the swords range for the duration of those two turns, as their movement is set to 0. If they pass the saving throw, they are hit by it once for maximum damage, and it comes back as normal. When you receive your Devil Sword, instead of throwing it, you summon a spectral duplicate of your Devil Sword and throw that instead. The ability acts the same, except for when the sword returns. Instead of the spectral sword returning after the two turns or returning early, it simply vanishes.
- Drive
- Create a shockwave from your sword to attack an enemy within 30 feet. This move deal damage equal your Mirage Edge damage. You can use this one per turn. In addition you can use this move in extra attack.
Mirage Edge and Yamato can be used together in the form of a Two-Weapon Fighting Style. The weapons combine damage and be considered 2 handed. When dual wielding the weapons, the user is able to spend all their extra attacks to multiply the damage dealt double the amount of extra attacks by the weapons(Not including style points). Meaning at 9th level they would be able to multiply the damage dealt by 4 as they have 2 extra attacks.
Performance Boost[edit]
At 9th level, while in devil trigger or sin dt you can use a bonus action to heal 8d12 but at a cost of 2 points of devil trigger. How ever while in devil trigger instead of losing 1 bar of dt per term while in devil trigger you lose 1 bar every 2 turns.
Doppelgänger[edit]
At 9th level, You are in need of an ally, so you decide the best help you could use is your own. As a bonus action, you may consume 3 charges of Devil Trigger to create a doppelgänger of yourself. This doppelgänger has a quarter of your maximum health, and can do anything you can do, and it acts on your turn.
Void Slash[edit]
At 10th level, you create a new ability from your time using Yamato. Void Slash would be added on and used as Aerial Cleave and Upper Slash. The opponent will have to roll an Wisdom saving throw against your spell DC (Wisdom), if they fail Yamato gains triple damage on the attack made(Not including style), applies a slow. Affected target’s speed set to 0, it takes a −2 penalty to AC , it can’t use reactions and gain disadvantage on savingthrow. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn. If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted. A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.
Now I’m a Little Motivated[edit]
At 11th level, you have advantage on initiative rolls, saving throws and during your first turn in combat, all of action roll have advantage.
Devil Trigger Improvement[edit]
At 13th level, when you are in Devil Trigger you regain health equal to your player level + proficiency bonus at the start of each of your turns.
Judgement Cut: End[edit]
At 15th level, You may use all of your attacks to use this ability. You focus all your motivation into your Judgement Cut, this attack covers a 45 foot radius around you. Creatures within the area make a Dexterity saving throw against your spell save DC (Wisdom). A creature that fails the saving throw takes 12d12+12 force damage, or half as much on a successful save. You cannot use this on consecutive turns. Judgement Cut: End damage cannot be reduce.
True Hell on Earth[edit]
At 15th level, you discover potent energy within yourself. True Hell on Earth is unleashed, raising your hand into the sky absorbing the light and slamming it into the ground creating an explosion within a 45ft radius damaging enemies for 10d10+10 fire. The move knocks enemies and allies back 10ft if they fail a Strength saving throw against your spell DC (Wisdom). The user can also choose to have the explosion knock up for a Dexterity saving throw against your spell DC (Wisdom). If used in Devil Trigger Hell on Earth now has swords that get summoned above the enemy adding a 10d10 magical, causing for a Strength save against your spell DC (Wisdon) in addition to the original attacks of Hell on Earth. You cannot use this attack on consecutive turns, however, you may boost it by 8d8 in one turn equal to the amount of extra attacks not used. True Hell on Earth damage cannot be reduce.
Devil Sword[edit]
At level 17, you concentrate colossal amounts of demonic energy into Yamato, renewing its once lost strength. This forges your Devil Sword. Infused with demonic power and your own power alike, well, let’s just say this is a party you don’t want to miss. 2d20 magical slashing in addition to this, it has a +3 to attack and damage rolls and your Yamato can overcoming resistance and immunity to magical or nonmagical attacks and damage. And due to the sword being infused with your energy, it has become one with you, allowing you to summon it whenever you deem necessary. You may also use Yamato to create portals that last for as long as you want, and you may teleport to anywhere you choose. In additional your Judgement cut damage change to 6d6
Sin Devil Trigger[edit]
At 17th level, you may use all of your Devil Trigger charges and an action to absorb your Devil Sword into yourself, transforming you into Sin Devil Trigger. This form lasts for 1 minute, and you gain the following benefits additionally to the benefits of Devil Trigger:
- You may add your Strength modifier to all attack and damage rolls.
- You have immunity to all non-magical physical damage, and resistance to all magical damage.
- You have a flying speed of 60 feet.
- You gain Truesight 60 feet
- Regain health equal to your Wisdom modifier + proficiency bonus
You may end Sin Devil Trigger early by performing the True Judgement Cut: End attack, dealing 20d12 force damage to all creatures within 60 feet of you that fail a dexterity saving throw against your spell save DC (Wisdom), or half as much on a successful save.
Quadruple S[edit]
At 20th level, when your style rank is “Smokin' Sexy Style!!!”, you can enter Sin Devil Trigger freely. This ends at the start of your next turn. You cannot perform the True Judgement Cut: End attack during this time.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Devil Hunter class, you must meet these prerequisites: 13 Dexterity and 13 Constitution
Proficiencies. When you multiclass into the Devil Hunter class, you gain the following proficiencies: All Weapons and Acrobatics
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