Legendary Devil Hunter (5e Class)
From D&D Wiki
Work In Progress |
Devil Hunter[edit]
A tiefling warrior smirks as he steps onto the battlefield, gripping his crossbow and blade. He lets out a smug laugh as he dives into the crowd of fiends. Before they even have a chance to react, he sweeps through their numbers, quickly swapping through his large arsenal of blades and bows. With one final smirk, the man's body transforms, becoming as fiendish as the creatures around him. He thrusts his greatsword into the crowd, tearing through all their bodies, leaving naught but shadows in his wake.
Amidst a blood soaked battlefield, a half-elf duelist plants his longsword into the ground, rotating the hilt as it revs with fiery energy. He laughs triumphantly as he thrusts his right arm outward, projecting a large spectral arm which drags his opponent toward him. With a quick transformation into a fiendish form and a brutal swing of his blade, the half-elf explosively cleaves his foe in half.
A human stands alone, perusing the contents of a book. With a twirl of his cane and a flip of the page, nightmarish fiends manifest before him. Graceful as a conductor, he directs them in graceful harmony, obliterating the straw target in front of him. As he calmly closes the book, the fiends vanish, ready to be called upon again at a moment's notice.
With equal parts style, brutality, and poise, the devil hunter moves like a bat out of hell to cleave the battlefield in twain. A variety of armaments, maneuvers, and allies serve these awe-inspiring hunters to transform life-or-death engagements into their own personal entertainment. Though they come in many forms, devil hunters are all tenacious warriors who share a common goal and will dive into the darkest depths in their quest to exterminate the minions of the Underworld. Fiends of all kinds beware—these slayers are packing devilish power fearsome enough to make even the devil cry.
Birthright of Fiends[edit]
Though they are called devil hunters, their quarry is not limited to fiends. Rather, devil hunters derive their name from powers from their ties to devils and demons alike. Some are the descendants of such fiends, while other may have been affected by fiends in more mysterious ways. The touch of demon, a deal gone wrong with a devil, or a haphazard journey to the Abyss may have awakened the fiend inside.
Though light on their feet and quick with their blades, the bloodline of fiends makes devil hunters incredibly resilient, among other benefits. By learning to harness these fiendish powers and mastering their combat prowess, they discover and perfect new ways of unleashing fury on the battlefield.
Masters of Style[edit]
Masters of Style For a devil hunter, the mastery of style is of utmost importance. Style is the lifeblood of combat for devil hunters, keeping their fights entertaining, but also graceful and light. Devil hunters harness this power to create fiendish effects and perform beyond their bodies' capabilities. As they gain experience, their flair and elegance allow them to sweep through their foes, leaving only a show for those to watch.
Creating a Legendary Devil Hunter[edit]
As you make your devil hunter character, think about the origin of your power, and what that may entail. Are you a descendant of a legendary devil with a legacy to fulfill? Are you merely someone who had an unfortunate encounter with the Abyss? Or are you the product of your ancestor's dealings with a devil?
How do you feel about the fiendish power that resonates within you? Do you embrace it, or is it a mark of embarrassment? Is it a blessing or curse? Did you seek this power, or did it seek you? Did you have the option to refuse it, and do you wish you had? What do you intend to do with your power? Was it given to you to protect others? Or to subjugate them?
Equally important is why you fight. For a devil hunter, fights are sources of entertainment. Do you hold back to give your opponents a fair chance? Or do you unleash all that you have to see how long they may last? What kind of warrior are you motivated to be? Is there a certain person or creature that you are trying to defeat? Or do you seek a rival that can match your abilities? Consider how you might feel when faced with a foe beyond your abilities, and how you may feel after winning or losing against it.
- Quick Build
You can make a devil hunter quickly by following these suggestions. First, Charisma your highest ability score, following with Dexterity or Strength, depending on the weapons you wish to use. Second, take the Folk Hero, Urban Bounty Hunter, or Haunted One background.
Class Features
As a Legendary Devil Hunter you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Legendary Devil Hunter level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Legendary Devil Hunter level after 1st
- Proficiencies
Armor: Light Armor
Weapons: Simple weapons and martial weapons
Tools: One type of musical instrument
Saving Throws: Constitution, Charisma
Skills: Choose three from Athletics, Acrobatics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A longsword or (b) A shortsword or (c) A greatsword
- (a) A light crossbow and 20 bolts or (b) A shortsword
- (a) A dungeoneer's pack or (b) A explorer's pack
- (a) Two hand crossbows and 40 bolts or (b) Two Heavy Pistols and Bullets (18)
- If you are using starting wealth, you have Alternatively, you can ignore the equipment here and, in your background, and buy 4d4 × 10gp worth of equipment from Chapter 5 of the Player's Handbook. in funds.
Level | Proficiency Bonus |
Features | Devilish Style Points | Distortion Die |
---|---|---|---|---|
1st | +2 | Unarmored Defense, Devil Sense | - | - |
2nd | +2 | Fighting Style, Devilish Style Points, Distortion Die | 20 | d4 |
3rd | +2 | Devil Hunter Archetype, Devil Arms | 30 | d4 |
4th | +2 | Ability Score Improvement | 40 | d4 |
5th | +3 | Extra Attack, Stylish Combos | 50 | d6 |
6th | +3 | Devil Hunter Archetype Feature | 60 | d6 |
7th | +3 | Devil's Fortitude, Demonic Provocation | 70 | d6 |
8th | +3 | Ability Score Improvement | 80 | d6 |
9th | +4 | Shall Never Surrender, Taste the Blood | 90 | d6 |
10th | +4 | Enhanced Stylish Arts, Stylish Bonus Actions | 100 | d6 |
11th | +4 | Devil Hunter Archetype Feature | 110 | d8 |
12th | +4 | Ability Score Improvement | 120 | d8 |
13th | +5 | Fiendish Resilience | 130 | d8 |
14th | +5 | Devil Hunter Archetype Feature | 140 | d8 |
15th | +5 | Timeless Body | 150 | d8 |
16th | +5 | Ability Score Improvement | 160 | d8 |
17th | +6 | Devils Never Cry | 170 | d10 |
18th | +6 | Devil Hunter Archetype Feature | 180 | d10 |
19th | +6 | Ability Score Improvement | 190 | d10 |
20th | +6 | Trigger Heart | 200 | d10 |
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.
Devil Sense[edit]
At 1st level, you can use your action to focus your fiendish awareness on the area around you. Until the end of your next turn, you know the location of any aberration, celestial, devils, or fiends within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. You know the type (aberration, celestial, devil, or fiend) of any being whose presence you sense, but not its identity or capabilities.
You can use this feature a number of times equal to 1 + your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.
In addition, when attacking a devil or fiend, you get +2 to the damage of attacks. You also have advantage on Wisdom checks to track devils and fiends and Intelligence checks when it comes to recalling or learning new information about devils and fiends.
Fighting Style[edit]
Starting at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
- Sharpshooter:
You gain a +2 bonus to attack rolls you make with ranged weapons.
- Blind Fighting:
Being unable to see a creature doesn’t impose disadvantage on your attack rolls against it, provided the creature isn’t hidden from you.
- Close-Range:
You gain a +1 to ranged attacks. Additionally, you no longer attack at disadvantage when you use a ranged weapon within 5ft of a creature.
- Mariner:
You have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
- 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.
- Great Weapon Fighting:
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Interception:
When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus. You must be wielding a shield or a simple or melee martial weapon to use this reaction.
- Protection:
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield or melee martial weapon.
- Ambidextrous:
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
- Tunnel Fighter:
As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5ft while within your reach.
- Thrown Weapon Fighting:
You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.
- Unarmed Fighting:
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.
- Gun Fu:
Your unarmed strikes can deal bludgeoning damage equal to 1d4 + your Dexterity modifier. When you make a weapon attack using a pistol you may make an unarmed strike as a bonus action. This effect also works vice versa when using an unarmed attack, allowing you to make one weapon attack with your pistol. Additionally, when using a pistol, you no longer attack at disadvantage when within 5ft of a creature.
- Lancer
When wielding a lance, you no longer suffer disadvantage on attack rolls against a creature within 5ft of you and lances may now be wielded in one hand. Additionally, Lances you wield now deal 2d6 instead of 1d12.
- Brawler:
While wielding an improvised weapon, you are considered proficient. Your unarmed attacks and improvised weapon damage rolls now add your proficiency bonus to the roll.
- Rider
You gain the benefits of the Mounted Combatant feat.
Devilish Style Points[edit]
Starting at 2nd level, your devilish power allows you to harness style and grace with every movement. Your ability to tap into style is represented by a number of Devilish Style Points. Your Devil Hunter level determines the number of points you have, as shown by the Devilish Style Points column of the Devil Hunter table.
You can spend these points to fuel various stylish features. You start knowing two such features: Charged Shot, Witty Taunt, and High Time. You learn more stylish features as you gain levels in this class.
When you spend a Devilish Style Points, it is unavailable until you finish a short or long rest, at the end of which your style is replenished anew.
Some of your style features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Style Arts DC = 8 + your proficiency bonus + your Charisma modifier.
- Stylish Art- Charged Shot
- You can spend 5 Devilish Style Points to infuse your ranged weapon with fiendish energy when you take the Attack Action with a ranged weapon. When you do so, add force damage equal to your Distortion Die to the attack damage ignore the loading property until the end of your turn.
- Stylish Art- Witty Taunt
- As an action, you may spend 5 Devilish Style Points to taunt your enemy in a way that only a Devil Hunter can. When you use this Art, you cast the Vicious Mockery cantrip at 1 target enemy creature, at lowest tier. Your casting attribute for this spell is Charisma. The Wisdom test they take is against your Style Save DC. The target must also use all of its movement and actions to attack you on its next turn. This is not a Stylish Art that counts as using your weapon.
- Stylish Art- High Time
- You have learned to move and attack with such force and speed that you are able to perform acrobatic combat feats in the air, as well as send your enemies flying.
You may spend 10 Devilish Style Points as an action to target a creature that is Large or smaller. Make an attack roll. If you hit, the creature takes damage equal to your melee attack + Distortion Die. The creature must then pass Constitution check against your Style DC. If passed, nothing happens. If failed, the creature is launched 10 feet in the air, then falls and lands in front of you knocked prone. You may then follow up with Stylish combos as normal.
- Distortion
Your stylish features may use a Distortion Die, a d4. This die changes as you gain Devil hunter levels, as shown in the Distortion column of the Devil Hunter table.
Devil Hunter Archetype[edit]
Starting at 3rd level, you choose an archetype for which to hone your fiendish powers. Choose Dark Knight, Dark Slayer, Devil Breaker, Mysterious One, Fiendish Fatale, or Mannequin, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 6th, 11th, 14th, and 18th level.
Devil Arms[edit]
At Level 3, you bind yourself to favored weapons, pouring a fraction of your power into it, and creating and unbreakable bond with it (except by you) as long as you live.
You can transform a weapon into a Devil Arm by performing a Special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. You can then dismiss the weapon, shunting it into an extradimensional space. It will then be one of the weapons you may summon. You can’t affect an artifact or a sentient weapon in this way, though you can do this to a magic weapon. The weapon ceases being your Devil Arm if you die or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks. There is no limit to the number of Devil Arms you may have.
You can use a Bonus action to summon a Devil Arm in your empty hand. You can choose which one appears, if you have multiple. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage. You may count a Devil Arm as having the Finesse and Light trait, if it does not already have it and does not have the Heavy trait. You are proficient with all Devil Arms.
Your Devil Arm disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
Finally at 11th level, you may transform relic weapons into Devil Arms.
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.
Stylish Combos[edit]
Devil Hunters are able to string multiple types of attacks and Arts together to make for a truly stylish, and devastating, show out of combat. Starting at 5th level, you may perform Stylish Arts with Bonus Actions and Opportunity Attacks. You may not perform the same Stylish Art more than once per turn
Your movement speed gets reduced to half after you use a bonus action to perform an Attack or Stylish Art.
Devil's Fortitude[edit]
Starting at 7th level, you gain advantage in saving throws against frightened, charmed, mind control effects and any affect that would attempt to alter your mind.
Demonic Provocation[edit]
At 7th level, you develop a knack for making a show out of everything. Whenever you make a Charisma base check to treat a roll of 9 or lower on the d20 as a 10. Additionally, your speed increases by 10 feet while you aren't wearing heavy armor.
Shall Never Surrender[edit]
Starting at 9th level, your fiendish blood allows you to recover from even the deadliest of injuries. You have advantage on death saving throws. If you are unconscious but stable, roll a d20 at the beginning of your turn. On a 19 or 20, you regain 1 hit point.
Taste the Blood[edit]
At 9th level, your infernal blood makes you immune to disease and poison.
Enhanced Stylish Arts[edit]
Starting at 10th level, the power of your stylish arts grows, granting additional effects when you use them. You also gain new Arts for your Archetype. See Enhanced Stylish Arts in your Archetype.
- Stylish Art- Honeycomb Fire
- You can spend an X amount of 5 Devilish Style Points to add an extra Distortion Die when you use Charged Shot equal to your Proficiency Bonus.
- Stylish Art- Scathing Remarks
- You may use the Witty Taunt Stylish Art, you may spend an extra 15 Devilish Style Points also target up to a number of enemies equal to your Proficiency Bonus with the Art.
- Stylish Art- Aerial Rave
- When you successfully launch a creature with High Time, you may spend 20 Devilish Style Points as an action to leap into the air with the target and follow up with a number of attacks equal to your Attack action. The damage is a number of Distortion Die equal to your Proficiency Bonus. The final attack brings yourself and the target back to the ground. The target lands prone in front of you. You do not take fall damage from this.
Stylish Bonus Actions[edit]
At 10th level, you gain special actions known as Stylish Bonus Actions. These actions may be used as Bonus Actions or Reactions and may only be used to perform Stylish Arts. At the start of each turn, you gain 1 Stylish Bonus Action at 10th level. The number of Stylish Bonus Actions you get increases to 2 at 15th level and 3 at 20th level. Any Stylish Bonus Actions not used are lost at the start of your turn, replaced by the new actions.
Fiendish Resilience[edit]
Starting at 13th level, your fiendish body has learned to react more effectively to threats. You gain proficiency in either Strength or Dexterity saving throws (your choice).
Timeless Body[edit]
Starting 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 cannot die of old age.
Devils Never Cry[edit]
Starting at 17th level, your body becomes extremely resilient to all manners of harm. If your total for a Constitution saving throw is less than your Constitution score, you can use that score in place of the total.
Trigger Heart[edit]
Starting at 20th level, the duration of your Devil Trigger is doubled, and you gain one extra use of Devil Trigger. At the start of each of your turns, you gain HP equal to your Constitution modifier, up to your maximum Hit Points. Additionally, when you roll for initiative and have no style points, you regain 30 style points.
Devil Hunter Archetypes[edit]
Devil hunters utilize their fiendish powers and styles of combat in different ways. The devil hunter archetype you choose reflects your approach.
Dark Knight[edit]
Blending stylish charisma with powerful versatility, Dark Knights harness the power of their fiendish blood to overwhelm foes of many shapes and sizes on the battlefield and look great while doing it.
- Devil Arm Master
When you choose this archetype at 3rd level, you may transform a weapon into a Devil Arm in half the time normally needed. Additionally, summoning and dismissing a Devil Arm is a Free Action. You may do this to switch between weapons before rolling for any Extra Attacks, and before using a Stylish Art. Twice per short or long rest, doing so will give you 5 Devilish Style Points. This goes up to 3 times at 11th level, and 4 times at 14th level.
If you change weapons between Stylish Combos actions, or when require due to a Stylish Art, you may repeat actions use during this turn.
- Style Change
When you choose this archetype at 3rd level, you develop four specialized styles of combat. Choose trickster, swordmaster, royal guard, or gunslinger. During your turn, you may use a bonus action or a Stylish action to change to a different Style.
- Trickster.
During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn. Additionally, you can spend 5 Devilish Style Points as a bonus action to gain the benefits of the Dodge and Disengage actions until the end of your turn. While under these benefits, your jump distance is also doubled, and you can move vertically along any solid surface with no movement penalty.
- Swordmaster.
When you make an attack of opportunity with a melee weapon that you are proficient with, you have advantage on the attack roll. Additionally, when you hit a creature with Stinger, you can reroll the Distortion Die and choose which die is used for the damage roll.
- Royal Guard.
When you take damage, you may use a reaction to reduce the amount by an amount equal to your Charisma modifier (minimum of 1). Additionally, you can spend 5 Devilish Style Points when you use this reaction to further reduce the damage by an amount equal to twice your Constitution modifier.
- Gunslinger.
Attacks made with ranged weapons that you are proficient with do not suffer disadvantage due to attacking at long range or being within 5 feet of a hostile creature. Additionally, when you hit a creature with Charged Shot, you can surround the target with spinning summoned swords until the end of your next turn. If the target willingly moves before then, it immediately takes necrotic damage equal to two rolls of your Distortion Die.
- Devil Trigger
Beginning at 6th level, you learn how to tap into the demon raging inside of you. On your turn, you can pull your Devil Trigger as a bonus action and gain the following benefits:
- You gain temporary hit points equal to your devil hunter level. These temporary hit points last until the end of your Devil Trigger.
- You gain Resistance to Necrotic and Fire damage
- When you deal damage with your Stylish Arts, add your Charisma modifier to that damage.
- Once per turn, you can deal extra necrotic damage equal to half your devil hunter level to a creature you hit with a weapon attack.
Your Devil Trigger lasts for 10 minutes and ends early if you are reduced to 0 hit points or die. You can use this feature twice, and you regain all expended uses of it when you finish a short or long rest.
- Sin Devil Trigger
At 11th level, you gain the ability to unleash the full extent of fiendish power inside. You can expend a use of Devil Trigger as a bonus action to activate Sin Devil Trigger and gain the normal effects of your Devil Trigger, along with the following benefits:
- You gain a flying speed of 60 feet.
- The extra necrotic damage once per turn when you hit with a weapon attack increases to an amount equal to your devil hunter level.
- When you take the Attack action on your turn, you can use your bonus action to make an additional attack. When you pull your Devil Trigger, you may make this additional attack as part of your bonus action.
Your Sin Devil Trigger lasts for a number of rounds equal to half your devil hunter level and ends early if you are reduced to 0 hit points or die. Once you use this feature, you must finish a long rest before you can use it again.
- Enhanced Style Change
Beginning at 14th level, your Devil Trigger empowers your styles. While you are under the effects of Devil Trigger, you gain the following benefits depending on your current style:
- Trickster.
Opportunity attacks made against you have disadvantage. Additionally, you can take the Dash action as a bonus action.
- Swordmaster.
Whenever you make a melee weapon attack against a creature and miss, you can use your reaction to cause the creature to take necrotic damage equal to your Charisma modifier (minimum of 1). Additionally, when you use Stinger, you can reroll any number of damage die and choose which dice are used for the damage roll.
- Royal Guard.
In combat, you get a special reaction that you can take once on every creature's turn, except your turn. You can use this special reaction only to use the reaction granted by Royal Guard, and you can't use it on the same turn that you take your normal reaction. Additionally, piercing, slashing, and bludgeoning damage you take from non-magical weapons is reduced by half your Charisma modifier (minimum of 1).
- Gunslinger.
Attacks made with ranged weapons ignore half cover and three-quarters cover. Additionally, when a target is surrounded by your spinning summoned swords, it has disadvantage on attack rolls against creatures other than you.
- Quadruple S
At 18th level, your battle rhythm allows you to instinctively control your Sin Devil Trigger. Whenever you hit a creature with two weapon attacks on the same turn, you can gain the benefits of your Sin Devil Trigger until the end of your next turn, regardless of how many uses you may have.
You can use this feature a number of times equal to your Charisma modifier (minimum of 1). You regain all expended uses when you finish a long rest.
Alpha & Omega[edit]
Alpha & Omega are calm, honorable, and fearless. They utilize speed and strategy, able to teleport and strike at the most opportune moments. Combining summoned projections of swords with brutal attacks, they dominate the battlefield.
- Fiendish Vanguard
When you choose this archetype at 3rd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.
- Summoned Swords
When you choose this archetype at 3rd level, you can create projections of swords to fire at your foes.
You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet, and benefits from Charged Shot. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is force, and its damage die is a d4. This die changes as you gain Devil Hunter levels as shown in the Distortion column of the Devil Hunter table.
Attacks made using Summoned Swords do not suffer disadvantage due to being within 5 feet of a hostile creature.
When you hit a creature or object using this feature, you can spend 5 Devilish Style Points to teleport to an unoccupied space within 5 feet of the target.
When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.
- Doppelganger
Beginning at 6th level, you learn how to project a fraction of your devilish power to manifest a magical copy of yourself. You gain the following trait:
- Doppelganger.
You can use a bonus action to split off a piece of your demonic energy as a ghostly echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, blue-gray image of you that lasts for 5 minutes or until it is destroyed, until you dismiss it as a bonus action, or until you're incapacitated.
Your Doppelganger has AC equal to yours, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). Choose the direction it is facing after the move. If your echo is ever more than 40 feet from you at the end of your turn, it is destroyed.
As a bonus action, you can teleport, magically swapping places with your Doppelganger at a cost of 15 feet of your movement, regardless of the distance between the two of you.
Your Doppelganger copies any Stylish Arts or Attack Actions you perform. It requires the same hit roll as you. Any damage caused by it is counted as Force damage, and is reduced to half, rounded down, to a minimum of 1. It does not change the direction it is facing when coping your actions. It does not copy any Summoned Swords attacks or techniques, instead making a single melee attack directly to its front, whether there is a target there or not. (Example: If you use Rapid Slash, your Doppelganger will do so as well, moving in a straight line in the direction it was facing. If you take the Attack action, the Doppelganger does so as well, and attacks the same number of times as you). Your doppelganger's actions will not hit you.
Your Doppelganger can intercept attacks made against you. As a reaction, you can have it teleport to an unoccupied space within 5 feet of you. The doppelganger is the new target of the attack. If there is no open space, the doppelganger cannot intercept the attack.
Your Doppelganger lasts for 5 minutes and ends early if you are reduced to 0 hit points or die, or if the Doppelganger is reduced to 0 hit points. You can use this feature twice, and you regain all expended uses of it when you finish a short or long rest.
- Summoned Sword Techniques
Also at 6th level, while in your Devil Trigger form, you may expend Devilish Style Points to perform special techniques with your Summoned Swords. You learn one of these techniques. You learn another technique at 11th level, 14th level, and 18th level.
Each time you learn a new Summoned Sword Technique, you can also replace one Summoned Sword Technique you know with a different one.
- Blistering Swords.
When you take the Attack action and use Summoned Swords as a part of it, you can spend 5 Devilish Style Points to make the Summoned Swords attack twice as a bonus action.
- Heavy Rain Swords.
You can use an action to expend 10 Devilish Style Points to rain down Summoned Swords. Choose a point within 60 feet. Each creature within 5 feet of the point must make a Dexterity saving throw or take force damage equal to two rolls of your Distortion Die. On a successful save, the creature takes half as much damage. The damage increases when you reach certain levels in this class, increasing to three rolls at 11th level, and four rolls at 17th level.
- Spiral Swords.
You can use a bonus action to expend 5 Devilish Style Points to surround yourself with 10 spinning Summoned Swords. Any creature that begins its turn within 5 feet of you must make a Dexterity saving throw or take damage equal to that of your Summoned Swords. Regardless of the success or failure of the saving throw, a sword is consumed. The swords last until all 10 swords are consumed, or if you dismiss them as a bonus action.
- Storm Swords.
You can use an action to expend 10 Devilish Style Points to surround a target within 30 feet with spinning Summoned Swords until the end of your next turn. If the target willingly moves before then, it immediately takes force damage equal to three rolls of your Distortion Die, and the swords are consumed. The damage increases when you reach certain levels in this class, increasing to four rolls at 11th level, and five rolls at 17th level.
- Sin Devil Trigger
At 11th level, you gain the ability to unleash the full extent of fiendish power inside. As a bonus action you may expend 1 use of Doppelganger to activate Sin Devil Trigger and gain the following benefits:
- You gain temporary hit points equal to your devil hunter level. These temporary hit points last until the end of your Devil Trigger.
- You gain Resistance to Necrotic and Fire damage
- When you take the Attack action and use Summoned Swords as part of it, double the number of Summoned Swords used.
- You gain a flying speed of 60 feet.
- Your Size increases to Large
- Judgement Cut End has its range increased to 30 feet.
- When you deal damage with your Stylish Arts, add your Charisma modifier to that damage.
Your Sin Devil Trigger lasts for a number of rounds equal to half your devil hunter level and ends early if you are reduced to 0 hit points or die. Once you use this feature, you must finish a long rest before you can use it again.
- Concentration
At 14th level, you develop the ability to draw upon untapped pools of power through concentration. When you take the Dodge action, you may use a bonus action to regain up to a number of expended Devilish Style Points equal to half your Proficiency Bonus x10. You can use this feature a number of times equal to half your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.
- Judgement Cut End
At 18th level, while in Sin Devil Trigger, you gain access to a new Stylish Arts skill, Judgment Cut End, and can unleash a flurry of attacks that have the power to distort spacetime itself.
- Stylish Art: Judgment Cut End
- As an action, you may spend up to 50 Devilish Style Points. Select 10 creatures you can see within 30 feet. You may choose creatures of size Large as a target twice, and anything Huge or bigger three times. Each target takes Force damage equal to you 3D10 + Distortion Die + Charisma Modifier. You can then teleport to an unoccupied space you can see within 30 feet. This does not trigger opportunity attacks. Your Doppelganger cannot copy this Art, instead making a single Attack action in the direction it is facing. You may only use this Art once per short or long rest. Using this Art ends your turn.
Additionally, you can then teleport to an unoccupied space you can see within 30 feet.
Devil Breaker[edit]
Utilizing fiendish energies that have changed their very bodies, Devil Breakers combine relentless strength with pure style to brutally beat their foes into submission.
- Daredevil
When you choose this archetype at 3rd level, you gain proficiency in Acrobatics and Intimidation, if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses those skills.
- Devil Bringer
When you choose this archetype at 3rd level, devilish energies morph your right or left arm (your choice), allowing you to harness a large spectral arm, called the Devil Bringer.
The Devil Bringer is a natural weapon with a reach of 10 feet and deals bonus necrotic damage equal to your Distortion Die. While this arm is free, you can make an unarmed strike with your Devil Bringer, you can use your Charisma modifier in place of Strength. Additionally, when you hit with the Devil Bringer as part of the Attack action on your turn, you can use a bonus action to attempt to grapple or shove the target, you can use your Charisma modifier in place of your Strength modifier.
- Exceed
At 6th level, you can modify your weapons to explode with energy. You can work on a melee weapon that you are proficient with and that lacks the two-handed property over the course of 1 hour, which can be done over the course of a short rest. That weapon is modified into an Exceed weapon and counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
The weapon ceases being an Exceed weapon if you die, if you modify another weapon, or if you spend 1 hour to disable it.
When you hit a creature with a melee attack from your Exceed weapon, you can spend up to 5 Devilish Style Points to a maximum of 15 Devilish Style Points to deal fire damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for 5 Devilish Style Points, plus 1d8 for 5 Devilish Style Points each higher than 5. The tier Die increases by 2 (d12) if the target is an aberration or fiend.
The number of Devilish Style Points you can spend increases to 4 at 11th level, and 5 at 17th level.
- Devil Trigger
At 11th level, you learn how to tap into the demon inside yearning to break free. On your turn, you can pull your Devil Trigger as a bonus action and gain the following benefits:
- You gain a flying speed equal to your movement speed.
- You gain Resistance to Necrotic and Fire damage
- Once per Devil Trigger, whenever you roll your Distortion Die for damage, you may roll it again and add the result as extra damage.
- You can use the Showdown and Maximum Bet stylish arts.
Your Devil Trigger lasts for a 5 minutes and ends early if you are reduced to 0 hit points or die. You can use this feature two times, and you regain all expended uses of it when you finish a long rest.
You also gain the following Stylish Arts:
- Showdown.
Once per Devil Trigger, you may use your action to spend up to 50 Devilish Style Points to unleash a flurry of attacks with your Exceed weapon. Make a number of attacks with your Exceed weapon equal to twice your Proficiency Bonus. You don't add your ability modifier to the damage, unless that modifier is negative.
- Maximum Bet.
While you are under the effects of your Devil Trigger, you can unleash a powerful slash of fiendish energy using your Exceed weapon. You can forgo one of your attacks to make a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Exceed weapon's modifier to its attack and damage rolls. Its damage is necrotic, and a bonus damage die equal to your Distortion Die.
- Snatch/Hell Bound
Beginning at 14th level, you may use your action to spend 5 Devilish Style Points to snatch a creature that is Large or smaller within 60 feet. The target must succeed on a Strength saving throw or be pulled within 5 feet of you. If the target succeeds, you may instead pull yourself within 5 feet of the target. If the target is behind total cover, this feature fails.
You can also use this feature on objects to pull them towards you, or yourself towards them depending on the weight (DM's discretion).
- MAX-Act
At 18th level, your Exceed weapon is so enveloped in fiery energy that all of its attacks ignite. Whenever you hit a creature with your Exceed weapon, the creature takes an extra 1d8 fire damage. If you also use Devilish Style Points to deal extra fire damage, you add this damage to the extra damage.
Additionally, your Exceed weapon ignores resistance to fire damage.
Mysterious One[edit]
<!-Introduce this subclass here->
- <!-Class Feature->
When you choose this archetype at 3rd level,
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
Fiendish Fatale[edit]
Fiendish Fatales are devil hunters that excel at utilizing their charms, solving their problems with deception and intrigue. Able to both captivate and decimate their enemies with their fierce control over electricity, Fiendish Fatales are met with fear and awe by all they meet.
- Society Savant
When you choose this archetype at 3rd level, your infernal abilities give you a knack for stylish words. When you fail a Charisma (Deception) or Charisma (Persuasion) check, you can spend 5 Devilish Style Points to roll your Distortion Die and add the number rolled to the check, potentially turning failure into success.
Additionally, you gain proficiency with the disguise kit and forgery kit, if you don't already have it.
- Spark It Up
When you choose this archetype at 3rd level, you can generate electricity using your fiendish powers. You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Charisma modifier to its attack and damage rolls. Its damage is lightning, and its damage die is a d4. This die changes as you gain devil hunter levels, as shown in the Distortion Die column of the Devil Hunter table.
When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.
- Dress to Impress
Beginning at 6th level, your fiendish abilities allow you to easily adopt a disguise. As an action, you can make yourself including your clothing, armor, weapons, and other belongings on your person look different until the end of a short or long rest or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the disguise is up to you.
The changes wrought by this feature will hold up to physical inspection due to your advanced infernal powers. Another creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check.
These change last for 1 hour. Once you use this feature, you cannot use it again until you finish a short or long rest, unless you expend 10 Devilish Style Points to use it again.
- Devil Trigger
Beginning at 11th level, you learn how to tap into the demon raging inside of you. On your turn, you can pull your Devil Trigger as a bonus action and gain the following benefits:
- You gain temporary hit points equal to your devil hunter level. These temporary hit points last until the end of your Devil Trigger.
- You gain Resistance to Necrotic, Fire and Lightning damage.
- Once per turn, you can deal extra lightning damage equal to half your devil hunter level to a creature you hit with an attack.
- You can use your lightning to narrowly dodge an incoming attack. When you are hit by an attack, you can use your reaction to roll your Distortion Die and add the number to your AC for that attack, potentially turning it into a miss.
Your Devil Trigger lasts for 5 minutes and ends early if you are reduced to 0 hit points or die. You can use this feature three times, and you regain all expended uses of it when you finish a long rest.
- See You There
At 14th level, your control of lightning allows you to immerse yourself in it to traverse short distances quickly. You can use a bonus action to spend up to 5-30 Devilish Style Points and teleport up to 30 feet per 5 Devilish Style Points to an unoccupied space that you can see.
- Speak of the Devil
At 18th level, your mastery of your infernal powers lets you speak with an incredible capacity for conversation. You can cast the Glibness Spell once with this feature and regain the ability to do so when you finish a long rest. Charisma is your spellcasting modifier for this spell.
Mannequin[edit]
Augmenting their fiendish powers through the use of Devil Hearts, Mannequins are devil hunters created artificially by arcane magic. While their origins may not be as natural as other devil hunters, the versatility of their Devil Triggers make them a dangerous threat on the battlefield.
- Devil Heart
When you choose this archetype at 3rd level, you gain the ability to augment your fiendish abilities through the creation and use of Devil Hearts, small pieces of power that are attached to a trinket, such as an amulet or medallion.
You learn three different Devil Hearts of your choice, which are detailed under "Devil Hearts" below. Devil Hearts grant minor abilities with additional features while under the effects of your Devil Trigger. You learn an additional Devil Heart at 6th, 11th, 14th, and 18th level.
Additionally, when you gain a new Devil Heart, you can choose one of the Devil Hearts you already know and replace it with a new Devil Heart.
When you finish a short or long rest, you can equip two different Devil Hearts that you know, gaining their features. Starting at 6th level, the number of Devil Hearts you can equip increases to three, and at 14th level, the number increases to four.
- Devil Trigger
At 3rd level, you learn how to tap into the demon raging inside you. On your turn, you can pull your Devil Trigger as a bonus action and gain temporary hit points equal to your devil hunter level, in addition to the benefits of your equipped Devil Hearts. These temporary hit points last until the end of your Devil Trigger.
Your Devil Trigger lasts for 1 minute and ends early if you are reduced to 0 hit points or die. You can use this feature twice, and you regain all expended uses of it when you finish a short or long rest.
- Demon's Paradise
At 6th level, you learn how to ward your resting place against the threats of the unknown. During a short or long rest, you can touch a point in space and cause an invisible, 30-foot-radius sphere of magic to appear, centered at that point.
While within the sphere, you and your allies have advantage on Dexterity (Stealth) rolls against fiends and undead and cannot be targeted by any divination magic or perceived through magical scrying sensors.
The sphere vanishes at the end of the rest or when you leave the sphere.
- Wings of the Guardian
At 11th level, your mastery over your Devil Hearts allows you to share their effects with other. When you finish a short or long rest, choose up to five willing creatures and one of your equipped Devil Hearts.
Until you finish a short or long rest, those creatures gain the benefits of that Devil Heart, but cannot benefit from the additional effects from being under the effects of Devil Trigger, or from expending Devilish Style Points.
'Sharing Devil Hearts'. When sharing the effects of Devil Hearts that use either a devil hunter level or distortion die, use the devil hunter level or distortion die of the devil hunter sharing the effects.
- Against The Fate
At 14th level, you learn how to quickly adapt your Devil Hearts to the situation at hand. As a bonus action, you can spend 5 Devilish Style Points to replace one of your currently equipped Devil Hearts with one of the Devil Hearts you know.
- Chaotic Gloria
At 18th level, you can enter a state of incredible power. As a bonus action while under the effects of Devil Trigger, you can gain the benefits of all the Devil Hearts that you know.
These benefits last for a number of rounds equal to your Charisma modifier (minimum of 1) and ends early if your Devil Trigger ends. Once you use this feature, you must finish a long rest before you use it again.
Devil Hearts[edit]
These Devil Hearts are presented in alphabetical order. You can learn a Devil Heart at the same time you meet its prerequisites.
- Aerial Heart (11th level required).
You can use your reaction to reduce any falling damage you take by an amount equal to five times your devil hunter level. While under the effects of Devil Trigger, you gain a flying speed of 60 feet.
- Aqua Heart.
You can breathe underwater. While under the effects of Devil Trigger, you gain a swimming speed equal to your walking speed.
- Chrono Heart (11th level required).
When you make a Dexterity saving throw, you can spend 10 Devilish Style Points to roll your Distortion Die, adding the result to the saving throw. You can choose to use this feature after you make your roll, but before the DM determines whether the saving throw succeeds or fails. When you pull your Devil Trigger, you can also choose to gain the effects of the Haste Spell until the end of your Devil Trigger, including the wave of lethargy once your Devil Trigger ends. Once you use this part of the feature, you cannot do so again until you finish a long rest, even if you remove and later re-equip this Devil Heart.
- Electro Heart.
Once per round, when you hit a creature with a weapon attack, you can roll your distortion die and add it as lightning damage. While under the effects of Devil Trigger, you can expend 5 Devilish Style Points and cause the lightning to leap to another creature within 30 feet of the target. The new creature must make a Dexterity saving throw, taking the lightning damage on a failed save, or half as much on a successful one. The number of creatures you can target increases when you reach certain levels in this class, increasing to two at 6th level, three at 11th level, and four at 17th level.
- Flame Heart.
Once per round, when you hit a creature with a weapon attack, you can roll your distortion die and add it as fire damage. While under the effects of Devil Trigger, you can expend 5 Devilish Style Points to incinerate the creature. At the start of the creature's turns, it takes fire damage equal to a roll of your Distortion Die until the creature uses an action to put out the flames. The damage increases when you reach certain levels in this class, increasing to two rolls at 6th level, three rolls at 11th level, and four rolls at 17th level.
- Frost Heart.
Once per round, when you hit a creature with a weapon attack, you can roll your Distortion Die and add it as cold damage. While under the effects of Devil Trigger, you can expend 5 Devilish Style Points to partially freeze the creature. When the creature makes its next attack roll before the end of its turn, you can roll one distortion die and subtract the number rolled from the creature's attack roll. When you reach 11th level in this class, you apply this effect to all of the creature's attack rolls before the end of its turn.
- Healing Heart (6th level required).
As an action, you can spend 15 Devilish Style Points and roll a Distortion Die. You regain a number of hit points equal to the number rolled plus your Charisma modifier. While under the effects of Devil Trigger, at the start of each of your turn, you regain hit points equal to 3 + your Constitution modifier if you have no more than half your hit points left.
- Offense Heart (6th level required).
Your weapon attacks score a critical hit on a roll of 19 or 20. While under the effects of Devil Trigger, when you hit a creature with a weapon attack, you can reroll a damage die and choose which dice are used for the damage roll.
- Quick Heart.
When you make a Dexterity check, you can spend 5 Devilish Style Points to roll your Distortion Die, adding the result to the ability check. You can choose to use this feature after you make your roll, but before the DM determines whether the check succeeds or fails. While under the effects of Devil Trigger, your speed is doubled.
Multiclassing[edit]
Prerequisites. The prerequisites for multiclassing into a devil hunter are a Strength or Dexterity score of 15 and a Charisma score of 15.
Proficiencies. When you multiclass into devil hunter, you gain proficiency in simple weapons and marital weapons.
Back to Main Page → 5e Homebrew → Classes