Devil Hunter (5e Subclass)
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Devil Hunter[edit]
Fighter Martial Archetype
Devils, Demons, Abominations & even everyday beasts; All of these of these threats endanger the common folk no matter where one may reside. But this is no reason to give into despair! Instead why not take this threat as an opportunity to make a name for yourself. The archetypal Devil Hunter focuses on combatting of high evils & doing so in a way that thwart their plans with a combination of Style, Power, & hard to discern tactics.
Martial Archetype (Devil Hunter)
3rd: Style System[edit]
Beginning when you choose to develop through the Devil Hunter archetype at 3rd level, a plethora of combat options become available for to utilize. You are not able to acquire all of these features all at once, however, the order in which you acquire the following styles of "Gunslinger, *Royal Release, SwordMaster, & Trickster" is almost entirely up to your discretion as you reach the Devil Hunter levels of 3rd, 7th, 10th, & 15th.
The only exception here is that Royal Release can not be your starting Devil Hunter style as its features are heavily influenced as an offshoot of the Extra Attack mechanic.
Style acquisition Trickster[edit]
Unflinching
"Starting when you acquire the Trickster style all manner of ruses come effortlessly to you; Finding yourself unfazed by even the most daunting of foes, heck often times able to laugh in their faces unconcerned of their intent. When you are subjected to the following conditions of charmed, frightened, grappled & restrained you may instead choose to roll the relevant Charisma checks in place of the original Save as described in the following table.
Condition | Skill replacement | |
---|---|---|
charmed | Deception | |
frightened | Intimidation | |
grappled and restrained | Performance |
Taunt
- Max uses = (Proficiency-bonus/Short Rest)
You are able to arrogantly flourish your weapon(s) to try & make a foe within 30ft (who can hear & see you) become Angered & Provoked into believing your not even taking this fight seriously. As a Bonus-action the foe must roll a Wisdom Save vs your Intimidation ability check or become Taunted until the start of your next turn.
- On failure of the saving throw, any attack rolls the taunted-creature makes against targets other then yourself have an attack roll penalty equal to your Intimidation-modifier until the start of your next turn. If your Intimidation-modifier would equal (+6 or greater) you have the option of either treating the Taunt features penalty as a static modifier (Maximum -5) or as a Disadvantage roll but never both from Taunt alone.
- If the foe instead targets yourself while affected by Taunt their penalty is equal to only your Charisma modifier).
Style acquisition Gunslinger[edit]
"Heh no time to waste now magic works for bullets, right? when you acquire this style"
Blue Rose
- (Requires Extra Attack)
- (Restriction: Can not be used within an Anti-Magic Field)
- By using a quick & dirty incantation while you are wielding a Crossbow or Firearm you are proficient in you can (while taking the attack action) now simulate the original projectile with magic thus allowing you to ignore the weapons Loading property once per turn & only use 1 piece of ammunition in the process. This simulated projectile however can not be held & latter fired off as a reaction.
Blitz
- Max uses = (Proficiency-bonus/Long Rest)
- You've learned to how tap into arcane energy on swift notice faster then the blink of an eye. As a Reaction you're able to cast one the of 3 following spells Magic Missile (2nd Level) , Cloud of Daggers (2nd Level) , & Melf's Magic Arrow (2nd Level) being able to substitute the need for fulfilling Somatic components with either a Crossbow or Firearm (Your casting ability for these spells is Charisma). Every time you invoke this feature in combat your placement in the Initiative tracker is altered by a factor of "x". This reduction never causes your characters turn to refresh within the same combat round. This reduction will persist until the end of the combat, delaying your future turns.
- Initiative-Penalty "x" = (Proficiency-bonus Subtract 6)
Style acquisition Royal Release[edit]
"Starting when you acquire the Royal Release Style
Royal Guard
- You've come to master both the weight of your weaponry & their defensive applications (no matter how bizzare). So long as you've made a minimum of one attack roll with your Primary-Action on this current turn, you are able to Declare Royal Guard (Free action); By doing so you end you Primary-Action, forgoing to continue with the further strikes granted by the Extra-attack feature. Until the start of your next turn the Extra attacks you sacrificed & your normal Reaction are converted into Royal Reactions. The three special reaction options "Smoke Step, Blazing Muscle, & Red Queen" all require a Royal Reaction to use; However Royal Reactions on their own can be used for other Reaction features.
Smoke Step
- Expend one Royal Reaction to teleport upto 15ft that doesn't provoke Opportunity-attacks, nor (in combat only) activate Mundane & or Magical traps. (This feature is repeatable with extra Royal Reactions)
Blazing Muscle
- [Requires a Reach weapon in your hands & that no-one to be standing within 10ft of yourself]
- Expend one Royal Reaction to unleash an unpredictable spinning flurry of weapon swings defending yourself. These weapon swings possess the ability to deflect (but not reflect) Mundane & or Magical projectiles that are either A) Directly targeting yourself or B) Will be flying directly through a 10ft (Cube/Hexagonal-ring) of reach centered on yourself. The 1st Single-target or Area-of-effect projectile that flies towards this flurry now has its (Attack-roll & or Save DC) reduced by a penalty equal to half of your proficiency rounded down. After this projectile collides, the Blazing Muscle Royal Reaction will conclude. (This feature is repeatable with extra Royal Reactions)
Red Queen
- [Requires that you have missed one of the attack rolls you made before Declaring Royal Guard]
- By expending one Royal Reaction you can make a highspeed melee strike against an enemy in range, this attack also has the ability to interrupt Instantaneous-Duration spells with spellcasting-speeds as described in the following table forcing a Concentration saving throw in the process. If the Concentration save is failed, the spell fizzles & the action is wasted but the casters spell-slot is not consumed.
Conditions | Standard Action | Standard Bonus Action | Reaction | Legendary Action | Legendary Bonus Action | |
---|---|---|---|---|---|---|
Devil Hunter with Mage Slayer & Enemy without War Caster | Always interrupt | Always interrupt | Disadvantage concentration save | Standard concentration save | Advantage concentration save | |
Standard | Always interrupt | Disadvantage concentration save | Standard concentration save | Advantage concentration save | Never interrupt | |
Enemy with War Caster & Devil Hunter without Mage Slayer | Disadvantage concentration save | Standard concentration save | Advantage concentration save | Never interrupt | Never interrupt |
Style acquisition Sword Master[edit]
"Starting when you acquire the Sword master Style
Stinger
- When you are wielding single Two-handed propertied weapon, you now have access to a special combat Primary-Action Stinger.
- By using this Action you propel yourself & weapon foreword in a 20Ft line dealing damage to any enemies in the path. If your Two-handed weapon has the Reach property you still move only 20Ft however your weapon thrust damages anything within a 30Ft line. The damage for the Stinger action is equal to (Two-sets of your weapons damage Die/Dice + your Strength modifier) on a failed Dexterity Saving throw or half as much on a successful save. This damage output improves at your Fighter Extra-Attack Levels as shown in this table.
Fighter level | Extra-Attack | Damage output | |
---|---|---|---|
level 5 | Extra Attack | Three-sets of your weapons damage Die/Dice + (your Strength modifier) | |
level 11 | Extra Attack (2) | Four-sets of your weapons damage Die/Dice + (your Strength modifier x 2) | |
level 20 | Extra Attack (3) | Five-sets of your weapons damage Die/Dice + (your Strength modifier x 2) |
Stinger Save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Cavaliere:
- You now have the ability to wield any Two-handed Weapon (that lacks the Reach property) with only one hand. The weaponry you are allowed to pair with your Two-handed weapon expand as you gain this subclasses other Styles as described in this table.
# of Styles | Permitted pairings |
---|---|
Sword Master only | Shields only. |
2 styles | Shields or any Light propertied weapon. |
3 styles | Shields , any one-handed weapon. |
All 4 styles | Shields , any one-handed weapon, & heavy weapons that lack the Reach property. |
Soul of Yamato:
- (Restriction: Weapons used for this feature must not either have the Light or Two-handed properties)
- You now may choose to Doublehand a typically single-handed melee weapon in a way that allows you to channel a special arcane magic. Once per turn while Doublehanding your weapon of choice, you may channel this power into a projectile that is launched from the swing of your weapon that extends your melee attacks reach by +25Ft. If the weapon innately has the Thrown Property the weapons Effective & Maximum ranges are improved by +20Ft & +40Ft as well.
Quicksilver:
- (Requirement You must be wielding two weapons that both have the Light Property.)
- (Restriction The Duel-Wielder Feat does not expand the the list of Quicksilver compatible weapons.)
Starting when you acquire the Sword Master Style, your ability for for Duel-wielding strikes improves significantly, some might even attribute it to a form of minor time dilatation (but what do they know). When Two-weapon fighting with weapons compatible for this feature, the number of melee attacks you are allowed make via the Two-weapon-fighting exclusive Bonus-Action "off-hand strike" is now equal to (Base 1 + # of styles acquired (+ *Conditionals)).
*In the event that you find yourself in possession of a Scimitar of Speed or a similar Light Propertied magic weapon that allows you to make an extra-attack-roll as a Bonus-Action; Add that extra strike to the Maximum number of Quicksilver Strike. (Maximum +2 strikes)
18th: Devil Trigger[edit]
"You have grown so many degrees of familiar with the nightmarish foes you face on a regular basis, some could try & liken it to an iteration of La Divina Commedia; Hell to claim that the aspects & or powers wielded by these foes against you, have had no secondhand influence on your personal abilities would be a blatant lie.
Beginning at the 18th level "These powers flow effortlessly through you, pooling into a wellspring just ready to be channeled into an pseudo-demonic transformation That you can activate once-per long-rest & lasts for 1-minute. The transformation state granting you the following improvements to your Devil Hunter features.
- Unflinching: Now grants you immunity to the Frightened condition
- Taunt: Now utilizes your full Intimidation-modifier as an uncapped penalty, regardless of if the foe is targeting yourself or other creatures friendly to you.
- Blue Rose: Now allows you to fully ignore the Loading property of all weapons that have it, siege weapons included. (for siege weapons this does not bypass the necessity of taking an action to aim the weapon & then another action to fire said weapon.)
- Blitz: Has its ("x")Initiative-penalty improved to a (+2)Initiative-bonus .
- Blazing Muscle: No longer requires a reach weapon to be wielded but still demands that no-one be standing within 10ft of yourself.
- Red Queen: Can now be used on your standard reaction & no longer requires having missed an attack on your turn.
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