User:Quincy/Demon Hunter

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I am not the author of this class - this is merely a transcribed copy of my favorite revision of the extremely overpowered demon hunter class. Please respect the rules of userpages and do not edit this page. Quincy (talk) 13:05, 14 January 2018 (MST)

Demon hunters are typically rogues and fighters that have entered a pact with a Vengeful Angel or Devil to exterminate demons. They prefer close combat, and will use their weapons and spells to do maximum harm. Their tenacity in combat with the effective use of finesse and magic makes them very deadly.

Creating a Demon Hunter[edit]

Demon Hunters are exceptionally good damage dealers, especially when it comes to fiends. They have entered into a pact contract with a vengeful angel or devil, releasing their talent and cunning at the fear of demons. They prefer close combat, and will use their weapons and spells to do maximum harm. Their tenacity in combat with the effective use of finesse and magic makes them very deadly. There is even a possibility of making a campaign with 3 different character all being Demon Hunters and having exceptionally differing ways of fighting.

Quick Build[edit]

If you like a stealthier fight - Pick Deathblade (Primary Stat - Dex)

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Demon Hunter (Angel)

If you like to be on the front lines battling Hell itself - Pick Power Fiend (Primary Stat - Str/Dex/Con)

If you like being a master of magic, manipulating the malevolent energies to your desire - Pick Arcane Devastator (Primary Stat - wis)

Class Features

As a Demon Hunter you gain the following class features.

Hit Points

Hit Dice: 1d10 per Demon Hunter level
Hit Points at 1st Level: 1d10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Demon Hunter level after 1st

Proficiencies

Armor: Light armor, medium armor
Weapons: Simple Weapons, martial Weapons
Tools: None
Saving Throws: Dexterity and Charisma
Skills: Choose five from Acrobatics, Arcana, Athletics, Deception, Insight, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.

Equipment

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

  • (a) dungeoneer's pack or (b) explorer's pack
  • (a) Studded leather armor or or (b) Breastplate
  • (a) any martial melee weapon and a Shield or or (b) any two martial weapons
  • (a) Hand Crossbow and 20 bolts or or (b) 5 javelins
  • (a) Arcane focus and 2 short swords or or (b) component pouch and 2 daggers

Table: The Demon Hunter

Level Proficiency
Bonus
Features Cantrips Known Spells Known Spell Slots Slot Level
1st +2 Pact Magic, Expertise, Eldritch Strike 4 4 2 1st
2nd +2 Eyes of the Hunter, Faster Hands 5 5 3 1st
3rd +2 Rune Bonding, Archetype feature 5 6 3 2nd
4th +2 Ability Score Improvement 6 7 4 2nd
5th +3 Extra Attack 6 8 4 2rd
6th +3 Expertise, Ability Score Improvement 6 9 5 3rd
7th +3 Lesser Metamorphosis 6 10 5 3rd
8th +3 Ability Score Improvement 6 11 6 3th
9th +4 Archetype feature 6 12 6 4th
10th +4 Eldritch Strike 7 13 7 4th
11th +4 Metamorphosis 7 13 7 4th
12th +4 Ability Score Improvement 7 14 8 5th
13th +5 Archetype feature 7 14 8 5th
14th +5 Blindsense 7 15 9 5th
15th +5 Eldritch Strike 8 15 9 6th
16th +5 Ability Score Improvement 8 16 10 6th
17th +6 Archetype feature 8 16 10 6th
18th +6 Slayer 8 17 11 7th
19th +6 Ability Score Improvement 8 17 11 7th
20th +6 Greater Metamorphosis 9 18 12 7th

Pact Magic[edit]

Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See chapter 10 for the general rules of spellcasting.You use the warlock spells list

Cantrips. You know two cantrips of your choice from the warlock spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Demon Hunter table.

Spell Slots. The demon hunter table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a long rest. For example, when you are 6th level, you have four 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st-Level and Higher. At 1st level, you know two 1st-level spells of your choice from the warlock spell list. The Spells Known column of the Demon Hunter table shows when you learn more spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability. wisdom is your spellcasting ability for your Demon Hunter spells, so you use your wisdom whenever a spell refers to your spellcasting ability. In addition, you use your wisdom modifier when setting the saving throw DC for a Demon Hunter spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spell Focus. You can use an arcane focus (found in chapter 5) as a spellcasting focus for your spells.

Fiendish Foreseeing[edit]

When you sleep you dream of fiends, gaining insight into demonic activity in the area. These typically come in the form of nightmares and, while useful, can quickly become a source of strife. When you take a Long Rest, roll a d20. During this dream you gain insight into future dealings with fiends. This could be anything from knowledge of a demon's or devil's location, to knowing how and when someone will die to a fiend. The results are up to your DM to decide.

You can tell the whereabouts of nearby fiends. You know know the exact location of any fiends within 120 feet. You gain the ability to speak Abyssal and Infernal. (or other relevant fiend-related language in the campaign)

Expertise[edit]

At 1st level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiencies. At 6th level, you can choose two more of your proficiencies to gain this benefit.

Eldritch Strike[edit]

When you hit a creature with a weapon attack, you can expend one spell slot to deal radiant or force (your choice) damage to the target, in addition to the weapon's damage. The extra damage is 1d10 + your Charisma modifier for a 1st-level spell slot, plus 1d10 for each spell level higher than 1st, to a maximum of 7d10. The damage increases by 3d10 if the target is a fiend. Once you reach 10th level, you can push the target of your eldritch strike 15 feet. Once you reach 17th level, the damage of your eldritch strike increases by 1d10, or by 2d10 against fiends.

Eyes of the Hunter[edit]

At 2nd level, you can see normally in darkness, both magical and non-magical, to a distance of 120 feet. You also gain advantage on checks made to detect the presence of magic (Arcana).

Faster Hands[edit]

At 2nd level, you have trained your hands at the handling of crossbows. You ignore the loading quality of crossbows with At 2nd level, you already have trained your hands at handling of crossbows. You ignore the loading quality of crossbows with which you are proficient and being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls with light or hand crossbows which are bonded to you. Also, light crossbows which you're holding, gains the "light" quality and you can make a attack with any crossbow you are holding at the cost of a bonus action, the number of attacks which you can make with this ability rises to 2 at 9th level, and 3 at 14th level.

Rune Bonding[edit]

At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the runes. Once you have etched runes into the weapon, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence,you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

You can have up to three bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a fourth weapon, you must break the bond with one which you have a bond.

If the runes are removed from the weapon, you lose the bond. Bonded weapons are treated as magic weapons and can be used as an arcane focus. You gain a +1 bonus to attack and damage rolls with bonded weapons. The bonus to attack and damage rolls increases by 1 once you reach 9th level (+2) and again at 17th level (+3).

Demon Hunter Archetypes[edit]

At 3rd level, you choose an archetype that you emulate in the exercise of your Hunter abilities: Deathblade, Power Fiend, or Arcane Devastator, all detailed at the end of the class description. Your archetype choice grants you features at 3rd level and again at 9th, 13th, and 17th level.

Ability Score Increase[edit]

When you reach 4th level, and again at 6th, 8th, 12th, 16th and 19th level, you can increase one ability score of you 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.

Lesser Metamorphosis[edit]

Beginning at 7th level, your fury is your patron's fury. During combat you can use your bonus action to unlock your inner self, granting you some of your patron's power. Lesser Metamorphosis lasts for up to 10 minutes. Once you've used this feature, you can't use it again until you've finished a long rest. While Lesser Metamorphosis is active, you gain the following benefits:

  • You are immune to fire damage.
  • You gain a flying speed of 60 feet, and can hover. You may wish to grow wings similar to your patron, either devilish or angelic.
  • Creatures that have sight of you must succeed a DC 15 Wisdom saving throw or be frightened of you while you remain in their line of sight. Creatures frightened this way can use their action to try to shake the fear with a DC 15 Wisdom Saving throw. Creatures that save against this effect are immune to it for 24 hours.
  • Your basic body features grow more like your Patron, Angelic or Devilish. What exact features are up to you and your DM to decide, but it must make you look Celestial or Fiendish. You are otherwise unchanged.

Metamorphosis[edit]

Beginning at 11th level, your connection with your patron grows. During combat you can use your bonus action to unlock your inner self, granting you some of your patron's power. Metamorphosis lasts for up to 30 minutes. Once you've used this feature, you can't use it again until you've finished a long rest. While Metamorphosis is active, you gain the following benefits:

  • You are immune to fire and poison damage.
  • Creatures that have sight of you must succeed a DC 18 Wisdom saving throw or be frightened of you while you remain in their line of sight. Creatures frightened this way can use their action to try to shake the fear with a DC 18 Wisdom Saving throw. Creatures that save against this effect are immune to it for 24 hours.
  • You gain truesight to a range of 60 feet.
  • Your basic body features grow more like your Patron, Angelic or Devilish. What exact features are up to you and your DM to decide, but it must make you look Celestial or Fiendish. You are otherwise unchanged.
  • You gain a flying speed of 90 feet, and can hover. You may wish to grow wings similar to your patron, either devilish or angelic.

Blindsense[edit]

Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 30 feet of you.

Slayer[edit]

At 18th level, once per long rest you can attempt to slay a creature hit with your eldritch strike. The attack automatically becomes a critical, and the target must make a Constitution save against your spellcasting DC. On a failed save the creature dies immediately if the attack dealt damage of at least half the target's maximum hit points and is stunned until the end of their next turn if not.

Greater Metamorphosis[edit]

At 20th level, you and your patron become one. During combat you can use your bonus action to unlock your inner self, granting you your patron's power. Greater Metamorphosis lasts for up to 1 hour. Once you've used this feature, you can't use it again until you've finished a long rest. While Greater Metamorphosis is active, you gain the following benefits:

  • You are immune to fire and poison.
  • You gain truesight to a range of 120 feet.
  • Creatures that have sight of you must succeed a DC 20 Wisdom saving throw or be frightened of you while you remain in their line of sight. Creatures feared this way can use their action to try to shake the fear with a DC 20 Wisdom Saving throw. Creatures that save against this effect are immune to it for 24 hours.
  • Your attacks also deal an additional 2d10 Force damage with every hit.
  • You gain advantage on all attacks made during the transformation.
  • Your basic body features grow more like your Patron, Angelic or Devilish. What exact features are up to you and your DM to decide, but it must make you look Celestial or Fiendish. You are otherwise unchanged.
  • You gain the ability to cast two level 6-9 spell from the list of available warlock spells, these spells can only be used once each, and do not consume a spell slot.
  • You gain a flying speed of 120 feet, and can hover. You may wish to grow wings similar to your patron, either devilish or angelic.
  • You gain one legendary action that does not replenish until you use Metamorphosis again. This can be used at the end of any creatures turn.

Demon Hunter Archetypes[edit]

Demon hunters have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different Hunters steer those talents in varying directions.

Your choice of archetype is a reflection of your focus—not necessarily an indication of your chosen profession, but a description of your preferred techniques.

Deathblade[edit]

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Deathblade

You focus your training on the grim art of death. Those who adhere to this archetype use their speed and deception to fell enemies quickly and precisely.

Favored Enemy

Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.

Grim Artist

At 3rd level, your confidence instills you with the speed you need to act quickly in combat. Add your Charisma modifier to your initiative rolls.

Return to Shadows

Starting at 3rd level, when you kill an enemy, you can hide once as a free action the same turn.

Impersonator

At 9th level, your knowledge of social interactions is exemplified. You have advantage on Charisma (Deception) checks when impersonating another creature and advantage on insight checks when speaking to another creature that can understand you.

Precision Striker

Starting at 13th level, you now critical hit when you roll 19 or 20 on attacks made with your rune bonded weapons.

Deathblade

Starting at 17th level, your eldritch strike deals additional damage to all creatures, not just fiends.

Power Fiend[edit]

Emulating the Power Fiend archetype means accepting your place as a bulwark between civilization and the terrors of the Nine Hells. As you walk the Power Fiend’s path, you learn specialized techniques for fighting the threats you face, from rampaging demons and hordes of elementals to towering giants and terrifying dragons.

Fighting Style

You gain one fighting style of your choice from the list below.

  • 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.
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Power Fiend
  • 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.
  • 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.
  • Two-Weapon Fighting - When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Powerful Athelete

Your speed increases by 10 feet, your jump distance is doubled, and you don't need to move at least 10 feet on foot before jumping to jump your full distance. Your speed increases by another 10 feet once you reach 13th level.

Relentless Assault

Starting at 3rd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you've used this feature, you can't use it again until you finish a long rest. You can use this feature twice before a rest once you reach 13th level.

Stalwart

Beginning at 9th level, your determination and powerful muscles make you very difficult to shove around. Whenever you are involuntarily pushed, you may reduce the distance you are pushed by 10 feet.

Unnatural Endurance

Starting at 9th level, whenever an effect other than lack of food or drink gives you one or more levels of exhaustion, you can reduce the number of exhaustion levels you receive to 0. Once you've used this feature, you can't use it again until you finish a short or long rest.

Extra Attack

Once you reach 13th level, you can attack three times, rather than twice, whenever you take the Attack action on your turn.

Unkillable

Starting at 17th level, you simply won't die. If damage reduces you to 0 hit points, you must make a Constitution saving throw with a DC equal to half the damage taken. On a success, you drop to 1 hit point instead.

Arcane Devastator[edit]

Some demon hunters are more adept at using their Pact Magic to it's full potential.

spell-caster.jpg
Arcane Devastator

You gain access to the following spells at their respective levels when picking new spells to learn.

Magic Storing

When you pick this archetype at 3rd level, you gain an additional spell slot. At 11th level, you gain another additional spell slot. For example, at level 20 you would have 14 spell slots instead of 12.

Agonizing Blast

Starting at 3rd level, whenever you cast eldritch blast, you may add your Charisma modifier to the damage of each beam. Once you reach 13th level, you may add twice your Charisma modifier to the damage of each beam instead.

Flexible Spell List

Starting at Level 3, you can exchange spells you know with other available spells after every short rest.

Book of Shadows

At 3rd level, your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list. While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.

You can inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list. The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can’t cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag. On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your Demon Hunter level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.

Close Quarter Caster

Beginning when you choose this archetype at 3rd level, your ranged spells that require attack rolls do not give disadvantage if you are within 5 feet of a hostile creature that can see you and that isn’t incapacitated.

Eldritch Boon

Starting at 5th level, you can cast the eldritch blast cantrip as bonus action. Additionally, whenever you cast eldritch blast, the number of beams you can create increases by two.

Magical Ambush

Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.

Furthermore, You have advantage on spell attack rolls against any creature that hasn’t taken a turn in the combat yet.

Improved Close Quarter Caster

Starting at 13th level, whenever you use your reaction to make attack, you can choose to cast eldritch blast instead.

Arcane Devastator

At 17th level, you can unleash a flurry of devastation upon your enemies. Whenever you cast a spell requiring a melee or ranged spell attack roll, you score a critical hit on a roll of 19-20.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Demon Hunter class, you must meet these prerequisites: Cannot be Good (if contracted with Devil) or Evil (if contracted with Angel); Must have at least 13 Strength or Dexterity, and 13 Charisma.

  • Once you choose a level in Demon Hunter, you cannot choose another class to level after taking the first level, lest you be subject to negative effects of the contract you make.

Proficiencies. When you multiclass into the Demon Hunter class, you gain the following proficiencies:

  • Light armor
  • One skill from the Demon Hunter skill list

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