Devil Hunter, Variant (5e Class)
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Devil Hunter[edit]
A man with silver hair fights a high ranking devil, but seemingly cannot hurt it. However, as time goes on and the man keeps blocking, dodging and mocking the devil, each attack he makes with his diverse weaponry seems to hurt more and more. Suddenly, the man looks more like a devil than the devil he's fighting, and he starts to seemingly heal from the minor wounds he has gotten, and his attacks become even more powerful. Eventually, the devil succumbs to an attack that could have killed it in 2 or 3 hits. The man stands victorious, now looking human again, and also extremely stylish.
Devil Hunters are people who use style as their weapon, getting stronger the more stylishly they're fighting. Skilled with a diverse set of weaponry, they can adapt to nearly any situation they're put in, and even when they can't, they have the power of the devils they have killed: Devil Trigger.
Creating a Devil Hunter[edit]
- Quick Build
You can make a Devil Hunter quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Soldier background. Third, choose a chain shirt, a rapier and shield, light crossbow and 20 bolts and a dungeoneer'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: Light, Medium armor, Shields
Weapons: Simple and Martial weapons
Tools: None
Saving Throws: Dexterity, 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) chain shirt or (b) leather armor, a longbow and 20 arrows
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) a light crossbow and 20 bolts or (b) two handaxes
- (a) a dungeoneer's pack or (b) an explorer's pack
- If you are using starting wealth, you have 5d4x10 in funds.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Style Ranks |
2nd | +2 | Fighting Style, Action Surge |
3rd | +2 | Path Feature |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack |
6th | +3 | Devil Trigger |
7th | +3 | Path Feature |
8th | +3 | Ability Score Improvement |
9th | +4 | Iron will |
10th | +4 | Additional Fighting Style |
11th | +4 | Combo starter |
12th | +4 | Ability Score Improvement |
13th | +5 | Devil Trigger Improvement |
14th | +5 | Ability Score Improvement |
15th | +5 | Path Feature |
16th | +5 | Ability Score Improvement |
17th | +6 | — |
18th | +6 | Sin Devil Trigger |
19th | +6 | Ability Score Improvement |
20th | +6 | Quadruple S |
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 half of the damage need for the next rank, however, you are vulnerable to all damage 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.
Rank | Damage Requirement | Bonus |
---|---|---|
E | 0 | +0 damage dealt |
D | 10 | +2 damage dealt. |
C | 30 | +4 damage dealt. |
B | 60 | +6 damage dealt. |
A | 100 | +8 damage dealt. |
S | 150 | +10 damage dealt. |
SS | 210 | +12 damage dealt. |
SSS | 280 | +14 damage dealt. |
Fighting Style[edit]
At 2nd level, choose one of the following options.
- Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
- Defense
While you are wearing armor, you gain a +1 bonus to AC.
- Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Action Surge[edit]
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Devil Hunter path[edit]
At 3rd level, you chose a path. Choose between the Bounty Hunter and the Dark Slayer, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th and 15th level.
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 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. 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.
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 lasts for 1 minute and 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.
-Heal for 2d4+con modifier
You can also end your transformation on your turn as a bonus action. You may use this ability for an amount of times equal to your proficiency bonus per long rest.
Iron Will[edit]
At 9th Level, you get proficiency in Wisdom saving throws.
Additional Fighting Style[edit]
At 10th level you may choose an additional fighting style from the list of styles mentioned at the start of the class.
Combo Starter[edit]
At 11 Level You get advantage on Initiative rolls and on your first turn in combat all your attacks have advantage.
Devil Trigger Improvement[edit]
At 13th level, when you are in Devil Trigger you regain health equal to your charisma modifier at the start of each of your turns, and you gain temporary hp equal to your level in this class.
Sin Devil Trigger[edit]
At 18th level, you may use 3 of your Devil Trigger uses and an action to stab yourself with a melee weapon, causing you to enter 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 nonmagical physical damage, and resistance to all magical physical damage.
-You heal for 6d10+con modifier
-You have a flying speed of 60 feet.
While in Sin Devil Trigger, you do not gain the benefits of the playstyles from the Bounty Hunter path. You may end Sin Devil Trigger early by performing the Judgement attack, dealing 20d10 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. Doing this will give you 2 levels of exhaustion.
Quadruple S[edit]
At 20th level, when your style rank is SSS, you can enter Sin Devil Trigger requiring no action. This ends at the start of your next turn. During this time, you cannot preform the Judgement attack, nor does it require any uses of Devil Trigger.
Bounty Hunter[edit]
the Bounty Hunter path utilizes playstyles to adapt to nearly any situation
Playstyles[edit]
At 3rd level, you may choose one of these playstyles at the start of your turn.
- Trickster
When using this playstyle, your movement speed increases by 10 feet.
- Swordmaster
When using this playstyle, once per turn your melee weapon attacks cause an extra die of damage.
- Ranger Master
When using this playstyle, your ranged attacks against flying enemies have advantage.
- Royal Guard
When using this playstyle, your AC increases by 2, however you cannot attack and can only move up to half of your movement.
Improved playstyle[edit]
At 7th level, your playstyles improve
- Trickster
You may use the dash, dodge and disengage action as a bonus action
- Swordmaster
You may use your bonus action to make an extra melee attack. If you are using two weapon fighting, this feature gives you a second attack with your off-hand weapon
- Ranger Master
Once per turn when you attack a creature, and hit, with a ranged attack you add one extra damage die.
- Royal Guard
As an action on your next turn, you may deal force damage equal to all the damage you took during the previous round to an enemy within 5 feet of you.
Playstyle mastery[edit]
At 15th level, you master your playstyles. You can use these abilities for an amount of times equal to your charisma modifier, with the exception of Swordmaster.
- Trickster
Once per turn, as a bonus action you may teleport to an enemy you can see within 60ft of you before making an attack.
- Swordmaster
Your crit range is increased by one with a melee weapon.
- Ranged Master
When using a ranged weapon, you may choose to only make one powerful attack with extra benefits. There are two options. You may shoot a shot in a 60 foot line. Each enemy makes a dexterity saving throw against your spell save DC(Charisma). On a failed save, a creature takes 5d10+your charisma modifier force damage, or half as much on a successful save. You may also make an attack roll against a creature. If hit, the creature takes 5d10+your charisma modifier force damage, and the shot explodes. Each creature within 10 feet of the creature makes a dexterity saving throw against your spell save DC(Charisma), and takes the same amount of damage on a failed save, or half as much with a successful save.
- Royal Guard
While in Royal Guard, you have resistance to all damage.
Dark Slayer[edit]
The Dark Slayer path utilizes summoned swords and fine swordsmanship to defeat enemies
Summoned Swords[edit]
At 3rd level, when you take the attack action, you may choose to attack with a spectral sword instead. This sword has a range of 30 feet, deals 1d8+Charisma force damage, and uses your Charisma to make a ranged attack. This counts as an attack action for the purposes of Extra Attack, and you are proficient with it.
Judgement Cut[edit]
At 7th level, as an action you may expend a use of your devil trigger to cut creatures in a certain area from a distance. Choose a 10 foot area centered on a point within 30 feet of you. All enemies make a dexterity saving throw against your spell save DC(Charisma). 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 that and isn't stunned.
Sword Barrier[edit]
Also at 7th level, as an action you may expend a use of your devil trigger to conjure spectral swords and make them spin around you for one minute. A creature that starts its turn within 5 feet of you takes 1d10 force damage during that one minute.
Judgement Cut: End[edit]
At 15th level, as an action you may expend a use of your devil trigger to attack in a 20 foot area around you. Creatures within the area make a dexterity saving throw against your spell save DC(Charisma). A creature that fails the saving throw takes 8d8 force damage, or half as much on a successful save.
Devil Trigger Mastery[edit]
At 15th level your Devil Trigger uses now restore on a short rest.
Extra Attack[edit]
At 15th level, you can attack three times, instead of once, whenever you take the attack action on your turn.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Devil Hunter class, you must meet these prerequisites: 13 charisma and 13 dexterity
Proficiencies. When you multiclass into the Devil Hunter class, you gain the following proficiencies: Martial weapons and shields
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