Devil Hunter (5e Class)

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Devil Hunter[edit]

Some do not speak, some cannot shut up. This group of strange warriors have been within our shadow for a long time, but I see no evil deeds from them. As I have seen it, they hunt everything otherworldly and fiendish. ~ Unknown

A weakened man walks through the crowded market, bumping into almost everyone, his eyes black as death and his steps silent. All of a sudden, this man turns into a fiend, screaming out its lungs, stunning everyone around. Guards attempt to take down the beast, but they are too weak to do so and are defeated in an one sided battle. As the battle calms down, another man slowly walks towards the fiend, not being phased by its power. The fiend rushes the man and within the second of guards being in shock of this man appearing out of nowhere and being attacked at the same time, the battle is over. A small silhouette of his hands moving through thin air seemed to obliterate the beast at the spot where it attacked. The man looked around; and seeing that no one is in danger, he moved on, not to be seen again.

Devil Hunters are people (any humanoid, really) who have been fiend scarred in a certain way that would define them. Either as a child(More common) or as an older individual. These "scars" appear differently for each person. Black marks on the body, deformed body part or anything in between. Usually with time, the scarred individual can use the fiend's power for themselves and their goals. Either to hunt down the same fiend or a more personal goal. Devil Hunters lose all sense of physical weaponry and armor because the power that they were given by the "scar" allows them to use one or two (Depending on the Hunter style) weapons that they will always use in battle.

It is said that the path of the Devil Hunter chooses its champions, but some say it is a simple curse, ready to take over the land. Regardless of that, the Devil Hunters have always kept to themselves, rushing into the light only if there would be an immediate danger of a fiend or a similar creature around.

Creating a Devil Hunter[edit]

Four styles of Devil Hunters. Ranger, Trickster, Swordmaster and Guardian. Each with their own way of fighting.

Quick Build

You can make a Devil Hunter quickly by following these suggestions. First, read through the styles of the Devil Hunters and choose one of the following: Swordmaster, Guardian, Ranger or Trickster. Second, Dexterity should be your highest ability score, followed by Strength, Constitution, Wisdom or Charisma, depending on what style you choose on level 1. Third, choose the Haunted One background.

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


Armor: None
Weapons: None
Tools: One type of a freely chosen tool.
Saving Throws: Dexterity and Strength/Constitution/Wisdom/Charisma (Swordmaster/Guardian/Ranger/Trickster respectively)
Skills: Choose 3 from: Athletics, Acrobatics, Sleight of Hand, Stealth, Arcana, Invesitgation, Perception, Survival, Insight, Persuasion, Deception


You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A set of smoke bombs. or (b) A minor health potion (1d4+1)
  • (a) A long leather coat dyed in a certain color (Player's choice) or (b) A set of hide clothes

Table: The Devil Hunter

Level Proficiency
Features Bound Weapon Die - S Bound Weapon Die - G Bound Weapon Die - R Bound Weapon Die - T
1st +2 Bound Weapon, Devil Hunter Style, Devil Hunter Style Feature, Devil Hunter Style Feature 1d4 1d6 1d8 1d4
2nd +2 Devil Hunter Style Feature 1d4 1d6 1d8 1d4
3rd +2 Devil Hunter Style Feature 1d4 1d6 1d8 1d4
4th +2 Ability Score Improvement 1d4 1d6 1d8 1d4
5th +3 1d6 1d6 1d8 1d4
6th +3 Devil Hunter Style Feature 1d6 1d6 1d8 2d4
7th +3 Devil Hunter Style Feature 1d6 1d6 1d8 2d4
8th +3 Ability Score Improvement 1d6 1d6 1d8 2d4
9th +4 Devil Trigger 1d8 1d6 1d8 2d4
10th +4 Devil Hunter Style Feature 1d8 1d6 1d8 2d4
11th +4 1d8 1d8 1d8 3d4
12th +4 Ability Score Improvement 1d8 1d8 1d8 3d4
13th +5 Devil Hunter Style Feature 1d10 1d8 1d10 3d4
14th +5 1d10 1d8 1d10 3d4
15th +5 Devil Hunter Style Feature 1d10 1d8 1d10 4d4
16th +5 Ability Score Improvement 1d10 1d8 1d10 4d4
17th +6 Devil Hunter Style Feature 1d12 1d8 1d10 4d4
18th +6 1d12 1d8 1d10 4d4
19th +6 Ability Score Improvement 1d12 1d8 1d10 4d4
20th +6 Devil Hunter Style Feature 1d12 1d8 1d10 5d4

Bound Weapon[edit]

Your fiend scar, gives you new natural powers. One of these powers is to summon your bound weapon. This weapon is completely a part of you and wielding any other weapon seems unnatural. Bound weapons are summoned to attack and are dismissed immediately after the action has concluded. This allows the Devil Hunter to have their hands free for other actions if there are any available. All bound weapons are considered light and finesse. Each style has a bound weapon die they use. Each style has a bound weapon ruling that you must abide to:

Swordmaster: Swordmaster is allowed any melee weapon that is available in the known DnD universe and is only allowed one.

Guardian: Guardian is allowed to have a simple melee and a simple ranged weapon.

Ranger: Ranger is allowed a dagger and any ranged weapon.

Trickster: Trickster is only allowed to have a one or two daggers, depending on how the player wants to play them.

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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.

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Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

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2nd Level

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3rd Level

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4th Level

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5th Level

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