Devil Hunter, Imp.2023.2 (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:
Saving Throws: Dexterity; Second choice of Constitution, Intelligence, or Charisma
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 |
2nd | +2 | Path Feature |
3rd | +2 | Path Feature |
4th | +2 | Ability Score Improvement |
5th | +3 | Style Rank Improvement, Extra Attack |
6th | +3 | Path Feature |
7th | +3 | Path Feature |
8th | +3 | Ability Score Improvement |
9th | +4 | Path Feature |
10th | +4 | Style Rank Improvement |
11th | +4 | Quickened Movement Feature, Evasion |
12th | +4 | Ability Score Improvement |
13th | +5 | Path Feature |
14th | +5 | — |
15th | +5 | Path Feature, Style Rank Improvement |
16th | +5 | Ability Score Improvement |
17th | +6 | Path Feature |
18th | +6 | Path Feature |
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 said attack. As soon as you reach one of the thresholds listed below, you gain the following benefits.
When you roll initiative, you start at rank E and gain ranks during combat. You can taunt as a bonus action to gain the damage needed for the next rank, however, you are vulnerable to all damage until the start of your next turn.
For example, you have dealt 25 damage and are at rank C. You taunt as a bonus action, adding 25 extra damage towards your style meter, getting you to rank B. Taunting on consecutive turns without dealing damage does not add to the Style Meter.
Add +1 to Style Rank Modifier for each non-consecutive Different weapon or ability. Style Rank Modifier = X reset the modifier on: new turn, consecutive weapon or ability, and exiting combat.
For example, Swing with one attack previously and hitting with another attack or ability at rank B = 1d4+2(2) = 1d4+4 damage
Rank | Damage Requirement | Bonus |
---|---|---|
Eh... | 0 | - |
Dismal | 10 | +(X) damage dealt |
Crazy! | 25 | +1d4+(X) damage dealt. |
Badass! | 50 | +1d4+2(X) damage dealt. |
Apocalyptic! | 75 | +2d4+2(X) damage dealt. |
Savage! | 100 | +2d4+3(X) damage dealt. |
Sick Skills!! | 125 | +3d4+4(X) damage dealt. |
Smokin’ Sexy Style!!! | 150 | +4d4+4(X) damage dealt. |
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 2nd, 3rd, 5th, 6th, 7th, 9th, 13th, 15th, 17th, 18th,and 20th level.
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 1st, 2nd and at 3rd level.
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 12th, 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. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.
Style Rank Improvement[edit]
When you reach 5th level and again at 10th and 15th, you gain upgrades for your Style Rank feature:
- Level 5, the die used for extra damage based on your style rank change to d6. Modifier used is +2.
- Level 10, the die used for extra damage based on your style rank change to d8. Modifier used is +3.
- Level 15, the die used for extra damage based on your style rank change to d10. Modifier used is +4.
Evasion[edit]
Beginning at 11th 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.
Quickened Movement Feature[edit]
You have a newfound knack for combat, and you are constantly prepared to fight. At 11th level you get advantage on initiative rolls and during your first turn in combat, all your attacks have advantage.
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’s getting crazy! Let’s Rock!
Tool Proficiencies: None Saving Throws: Dexterity and Charisma
Unarmored Defense[edit]
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.
Rebellion[edit]
At 1st level, you are equipped with the fragment of a legendary demon, the mystical sword Rebellion. It deals 1d8 magical slashing damage and has the Versatile property.
You may also use the ability "High time" as an attack on your turn.
- High time
- You may use Rebellion to knock an enemy high into the air, the target must make a Strength saving throw against your spell save DC (Charisma), if they fail, they are stunned until the start of their next turn, if they succeed, they are not stunned.
Ebony & Ivory[edit]
At the 2nd level, you summon two exquisitely crafted hand-crossbows. These weapons can only be fired when used in conjunction, this means you can shoot both of them one after another as a ranged attack. They each deal 1d4 piercing damage, and do not have the loading property. However, ammunition is still required. Their range is 30 / 120.
You may also use the ability "Coyote-A" as an attack on your turn
- Coyote-A
- You switch to your custom hand-crossbow "shotgun" fired once dealing 2d6 piercing damage. does not have the loading property. However, twice the ammunition is still required. range is 5 / 15
Balrog & King Cerberus[edit]
At 3rd level, you summon the gauntlets, greaves, and shoulder pads created with the sealed power of the king of Fire Hell. Multiple attack rolls consecutively have a -2 cumulatively
- 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 1d2 per punch. As an attack action make up to six attack rolls. But there’s a trick up your sleeve, after 4 successfully landed punches, flames engulf your arms, trigger Ignition Mode, enhancing the power of your punches!
- Kick Mode
Intense strings of mighty kicks characterize this style!
Each kick deals 1d4. As an attack action make up to three attack rolls. Ready to kick things up a notch? Use your action to violently breakdance and heat up the battle! Doing so will ,trigger Ignition Mode, “Ignite the Flame” and enhancing the power of your kicks!
- Ignition Mode
Powers up your attacks with Balrog attacks in both modes! When in Ignition Mode and in Blow Mode, Balrog deals a total of 1d2 bludgeoning + 1d4 fire damage! When in Ignition Mode and in Kick Mode, Balrog deals a total of 1d4 bludgeoning + 1d8 fire damage! This effect lasts for 2 turns before the flames dissipate.
You may also use the ability "King Cerberus" as an attack action on your turn
- King Cerberus
- You summon your nun-chuck, make up to three attack rolls, dealing 1d6 lightning damage. The attack has reach.
Playstyles[edit]
At 3rd level, you may utilize each of the following 4 playstyles. You can alternate 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:
You may use the disengage action as a bonus action.
Ground trick: Move 10ft
- 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:
Ebony & Ivory; Rapid shot: Make one more attack
Coyote-A; Fireworks: Attack each enemy in range
- Royal Guard
When using this playstyle, if an enemy attacks you, you may make a check to halve the damage of that attack. Make a Dexterity saving throw equal to the enemy's Charisma DC (12 + Proficiency bonus + Charisma Modifier) to succeed. On success you take half damage and do not consume a charge. On a failure you take half damage and expend a charge. You have a number of charges equal to half of 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. While in this form, you have the following benefits:
- You can add your Proficiency bonus on all damage rolls you make.
- Your movement speed increases by 10 feet.
- You gain advantage on all attacks.
You have an amount of charges equal to one third your level rounded down. You can also regain these charges by doing damage, when you deal a total of 50 damage, you gain back a charge of Devil Trigger. You cannot go over the limit due to regaining a charge. You regain these charges on a long rest. This form consumes one charge at the end of your turn.
You can also end your transformation on your turn as a bonus action.
Improved Playstyle[edit]
At 7th level, your playstyles improve.
- Trickster
Air Trick: As a bonus action, after Ground Trick you may teleport to an enemy you can see within 20ft.
Dash as a bonus action
- Swordmaster
When using this playstyle, Rebellion is a finesse weapon
Roundtrip: Immediately after you use Helm Breaker, as a bonus action hurl your sword at an enemy within 30 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 a turn, coming back at the start of the second turn, or earlier if you decide to call it back. If they pass the saving throw, they are hit by it once for maximum damage, and it comes back as normal.
- 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 30 foot radius must make a Dexterity saving throw against your spell save DC (Charisma). If they fail, they take 2d4 + 2d4. If they succeed, they take half damage.
- Royal Guard
Enemy Charisma DC (10 + Proficiency bonus + Charisma Modifier)
For each successful Royal Guard, you gain a stack per damage negated. The maximum amount of stacks is 100. As an action, you can activate Release, which will consume all stacks, dealing force damage to the enemy per stack.
The stacks last until your next long rest.
Balrog & King Cerberus improvement[edit]
At 9th level.
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.
For King Cerberus: Lightning Percussion
Lightning Percussion: Choose a target within 20 feet, you extend your nun-chucks beyond their normal limit and attack that target for 4d8 lightning damage. This ability counts as one attack. You can only use this ability three times, regaining the use of this ability on a long rest.
Devil Trigger Improvement[edit]
At 13th level, when you are in Devil Trigger you regain health equal to your charisma modifier + 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 can dodge.
Air Trick's range increases to 50ft
- Swordmaster
When using this playstyle, once per turn your melee weapon attacks cause an extra die of damage.
- BoltSlinger
Ebony & Ivory; Rapid shot: Make three more attacks
Coyote-A; Point blank: Double damage at 5ft
- Royal Guard
Enemy Charisma DC (8 + Proficiency bonus + Charisma Modifier)
When making a successful Royal Guard check, you will take no damage and receive a charge of Devil Trigger. Royal Guard stack cap is now 150. On a failure you take half damage and expend a charge.
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.
Devil Sword: 2d8 magical slashing damage with a +3 to attack and damage rolls. Versatile property (2d10).
Rebellion’s abilities carry over. You can now summon Devil Sword as a bonus action as long as you are on the same plane of existence.
Sin Devil Trigger[edit]
At 18th 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 Charisma modifier to all attack and damage rolls.
- You have immunity to all non-magical physical damage, and resistance to all magical physical damage.
- You have a flying speed of 60 feet.
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 10d10 force damage to all creatures within 30 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[edit]
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.
Red Queen[edit]
At 1st level, you are equipped with an incredibly powerful sword. Red Queen deals 1d8 slashing damage 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.
- 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!
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!
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 18th 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 damage rolls you make.
- Your movement speed increases by 10 feet.
- You gain advantage on all attacks
- You regain health equal to your proficiency bonus 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 half your level rounded down. 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.
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.
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 Intelligence
Unarmored Defense[edit]
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Intelligence modifier.
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 and has the Versatile(1d10) and Finesse properties. 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 (Intelligence), 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.
Mirage Blades[edit]
At 2nd level, you unlock some form of power that allows you to create spectral short swords that are suspended in the air. You may make ranged attacks with these blades. They deal 1d6 magical piercing damage and their range is 30 / 120. After you attack with these blades, they disappear after 30 seconds.
Trick Actions[edit]
At 3rd 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.
- 3rd level, 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 5 feet away in a direction of your choice. You may do this a number of times equal to half your level rounded up, regaining uses at the start of your turn. In addition to this, you may use the dash, dodge and disengage action as a bonus action.
- 7th level, Air Trick
- As a bonus action, you may teleport to an enemy you can see within 60ft.
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. While in this form, you have the following benefits:
- You can add your Proficiency bonus on all damage rolls you make.
- Your movement speed increases by 10 feet.
- You gain advantage on all attacks
You can also end your transformation on your turn as a bonus action. You have an amount of charges equal to half your level rounded down. 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.
Judgement Cut[edit]
At 7th 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 dexterity saving throw against your spell save DC (Intelligence). A creature that fails the saving throw takes 4d6 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 cannot use this attack on consecutive turns, however, you may use it multiple times in one turn due to Extra Attack.
Concentration[edit]
At 7th 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, you gain one stack of concentration. At level 1 of concentration, Yamato gains the reach property, Mirage Edge deals twice the damage die. At level 2 of the concentration gauge, Yamato gains an additional damage die, and Mirage Edge deals triple the damage die.
Mirage Edge[edit]
At 9th 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 2d8 magical slashing damage. It can be summoned at will, and can be one-handed alongside Yamato. It also has the abilities Roundtrip, High time, and Helm Breaker.
- High time
- You may use Mirage Edge to knock an enemy high into the air, the target must make a Constitution saving throw against your spell save DC (Intelligence), if they fail, they are stunned until the start of their next turn, if they succeed, they are not stunned.
- 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 Mirage Edge and throws the target to the ground.
- 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 (Intelligence). 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.
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 30 foot radius around you. Creatures within the area make a Dexterity saving throw against your spell save DC (Intelligence). A creature that fails the saving throw takes 8d8 force damage, or half as much on a successful save. You cannot use this on consecutive turns.
Doppelgänger[edit]
At 15th 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. This ability acts as Devil Trigger and consumes a charge every turn.
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. 2d10 magical slashing damage with the Versatile(2d12) and Finesse properties, in addition to this, it has 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. You may also use Yamato to create portals that last for as long as you want, and you may teleport to anywhere you choose.
Sin Devil Trigger[edit]
At 18th 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 physical damage.
- You have a flying speed of 60 feet.
You may end Sin Devil Trigger early by performing the True Judgement Cut: End attack, dealing 20d10 force damage to all creatures within 60 feet of you that fail a dexterity saving throw against your spell save DC (Intelligence), 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