Demon Hunter
A lone night elf clutching a pair of curved blades, peers to the ground as enemies surround him on all sides, before leaping backwards over the heads of his enemies, swinging his swords at one of them in the process.
A blood elf sprints to the distant aid of her allies, a pair of heavy warglaives in her hands, she releases the fel within, leaving a trail of fire in her path as she rushes at inhumane speed to their aid to jump on the nearest enemy.
A heavily built human standing afar as his allies engage a massive demon, in two swift motions he effortlessly slings his warglaives through the air at the demon, making deep gouges in its hide before returning to his firm grasp.
These hunters have sworn their life to a sacred cause, although their motivation may vary, demon hunters are one of Azeroth's most fearless defenders, these agile hunters carry exceptional skill against the foe they face. They wield both superhuman strength and the devastating effects of fel magic, carrying out both with extreme precision.
Feared and Revered
Society often shun demon hunters. Most don't understand the sacrifice that they make, therefore, many choose to become outcasts from their societies. Eyes are commonly turned at them when they wade through towns, most distrust and fear them for what they have become.
Even though most of the world is untrusting of demon hunters, it matters not to the hunters themselves, because they are protectors of the common folk against the threat of the Burning Legion. They are not righteous like paladins that fight for the Holy Light, or selfless like some rogues and warriors. They are the force that battles evil and although shunned by society, their aid is appreciated by experienced fighters.
Power Granted for a Price
Demon hunters are not trained like warriors are, they are created. It is a harsh and incurable process, leaving scars on the individual that will never heal. Most who attempt to undergo the rites to become a demon hunter end up dying from the horrors of what now possess them, or kills themselves because of what they have seen.
At the very core of becoming a demon hunter is the consumption of a demon's soul in a ceremony, forever binding it to the demon hunter and suppressing it from taking control through magical inscriptions on the hunters skin, infused with fel. Finishing the binding of the soul to the demon hunter by burning out their eyes with a magically imbued blade, forever binding the chaotic soul of the demon to the hunter. Other processes are done to create a demon hunter, slowly creating a demon hunter by removing much of who they were in their past lives.
Creating a Demon Hunter
As you make your demon hunter character, consider why your character decided to undergo the deadly rituals. Were your family slaughtered by demons of the Burning Legion? Did you strive for greater power through fel and how to control it? Were you full of rage and anger and wished to put it to use beyond raw strength? Perhaps you went through their rituals unwillingly, and by a miracle survived the demons attempts to take control? Think of the demon hunters that put you through the rituals and did the rites on you, your relationship to them, are you angry at them for what they have done? pleased with their accomplishment?
Demon hunter
Level | Proficiency Bonus | Features |
---|---|---|
1st | +2 | Illidari Initiation, Spectral Sight |
2nd | +2 | Metamorphosis (one use), Soul Rending |
3rd | +2 | Hunter's Discipline |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack |
6th | +3 | Fel Infusion (2) |
7th | +3 | Discipline feature, Spectral Sight Improvement |
8th | +3 | Ability Score Improvement |
9th | +4 | Improved Demonic Form |
10th | +4 | Discipline feature |
11th | +4 | Metamorphosis (two uses) |
12th | +4 | Ability Score Improvement |
13th | +5 | Fel Infusion (3) |
14th | +5 | Demonic Consumption |
15th | +5 | Discipline feature |
16th | +5 | Ability Score Improvement |
17th | +6 | Fel Infusion (4) |
18th | +6 | Discipline feature |
19th | +6 | Ability Score Improvement |
20th | +6 | Terrifying Transformation |
Think about what effect the transformation has had on you, physically as well as mentally. All demon hunters who survive the transformation grows horns, varying from tiny studs to massive horns stretching the length of their head. Some demon hunters grow scales on parts of their body, claws on their hands, or have entire limbs misshapen into a crude limb of a demonic being. No demon hunter goes through the rites unchanged, and no two hunters come out with the same mutations.
Quick Build
You can make a Demon Hunter quickly by following these suggestions. First, make Dexterity your highest ability score. Your next highest score should be Constitution. Second, choose the Outlander background.
Class Features
As a demon hunter, you gain the following class features.
Hit Points
Hit Dice: 1d8 per demon hunter level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution modifier per demon hunter level after 1st
Proficiencies
Armor: None
Weapons: Simple weapons, warglaives, scimitars, short swords
Tools: None
Saving Throws: Dexterity, Intelligence
Skills: Choose two from Acrobatics, Arcana, Athletics, Insight, Intimidation, Investigation, Stealth, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) 2 warglaives or (b) 2 scimitars
- (a) two handaxes
- (a) a dungeoneer's pack or (b) an exploerer's pack
Saving Throw DC
The DC for your abilities is calculated as follows:
Fel Save DC = 8 + Proficiency Bonus + Your Dexterity modifier
Illidari Initiation
You are an Illidari initiate, having survived the rutless trials of the Illidari and having received training that would have killed lesser beings. This grants you the following benefits:
- While you are not wearing any armor, your Armor Class equals 11 + your Dexterity modifier + your Constitution modifier.
- On your first turn in combat, you have advantage on attack rolls against creatures that have yet to act.
- You may treat melee weapons that do not have the heavy or two-handed property as if they had the finesse and light properties, in addition to their other properties.
- When you have a Wisdom (Survival) check to track demons, or an Intelligence check to recall information about them, you double your proficiency bonus for the check if it is added.
- You can speak, read, and write Infernal.
Spectral Sight
You have ritually blinded yourself, infusing your eye sockets with magic, giving yourself a new sight. You can see normally in both normal and magical darkness within 60 feet of you. You are able to discern colors in darkness. Additionally, you are immune to the blinded condition.
At 7th level, you can hone your spectral sight to the flow of magic around you. You are able to cast the detect magic spell at will, without the need for the components of the spell.
Metamorphosis
Starting at 2nd level, you can call forth your inner demon. As a bonus action, you can enter your demon form. While in your demon form you gain the following benefits:
- Your AC increases by 2.
- You have resistance to fire damage.
- Your attacks deal additional damage equal to your Proficiency Bonus.
- You are considered a demon.
Your metamorphosis lasts for 1 minute. It ends early if you are knocked unconscious.
Once you have transformed, you must finish a short or long rest before you can transform again. Starting at 11th level, you can transform twice between rests.
Soul Rending
Additionally at 2nd level, you have learned how to tear fragments of a soul apart from creatures around you. Whenever a creature dies within 5 feet of you, you can use your reaction to gain temporary hit points equal to your Constitution modifier + half your demon hunter level.
Hunter's Discipline
At 3rd level, you choose a focused discipline that shapes the way you hunt and eradicate demons. Choose the Discipline of Havoc or the Discipline of Vengeance, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 10th, 15th, and 18th levels.
Ability Score Improvement
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
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Fel Infusion
Beginning at 6th level, in your study of demonic lore and secrets you have learned how to augment your body and mind. You gain two fel infusions of your choice. Your infusion options are detailed at the end of the class description. You learn one additional infusion at 13th and 17th level.
Additionally, when you gain a level in this class, you can choose one of the infusions you know and replace it with another infusion that you could learn at that level.
Improved Demonic Form
At 9th level, you gain better control over your demon form, allowing you to pull more power from the fel to fuel your strength. While transformed you gain a fly speed equal to your walk speed.
Demonic Consumption
Beginning at 14th level, you have a chance to enter your demon form whenever you gain temporary hit points from the Soul Rending feature. Whenever you gain temporary hit points from Soul Consumption, roll a percentile dice. If you roll a number equal to or lower than your demon hunter level, you transform until the end of your next turn.
If you are already in your demon form, you have advantage on attacks until the end of your next turn.
Terrifying Transformation
Starting at 20th level, you have mastered your control over the fel. Your demon form gains the following benefits:
- When you enter demon form, you gain 20 temporary hit points.
- Your movement speed is increased by 20 feet.
- At the start of each of your turns, creatures of your choice within 10 feet of you take 2d10 fire damage.
- When you take the attack action, you can make one additional attack as part of that action.
Discipline of Havoc
These hunters choose to master a fast and destructive combat prowess. They sow chaos and ruin across the battlefields they fight in and earn the fear of their opponents.
Chaos Strike
Beginning when you choose this archetype at 3rd level, you have learned to infuse your attacks with fel energy. Once per turn when you deal damage with an attack, it deals an additional 1d8 fire damage.
While you are in demon form, the damage dealt by this feature is dealt to creatures of your choice within 5 feet of the creature you hit as well.
Fel Rush
Beginning at 7th level, you learn to move with blinding speed and fury. Your movement increases by 10 feet and when you reduce a creature to 0 hit points, you can move up to half your speed towards a hostile creature.
In addition, any creature you hit with a melee attack cannot make opportunity attacks against you.
Blade Dance
Starting at 10th level, you can strike out in a rapid series of attacks against foes within your reach. When you make a melee weapon attack, you can cause the attack to hit any creature within your reach.
While you are in demon form, this attack has an additional 5 feet of reach and scores a critical hit on a roll of 19 or 20 on the attack roll.
You can use this feature a number of time equal to your Constitution modifier (minimum of one). You regain all expended uses when you finish a long rest.
Eye Beam
Beginning at 15th level, you can focus your sight and fire a beam of pure felfire. As an action, you create a 5-foot wide line extending 10 feet from you. Any creatures within this line must make a Dexterity saving throw. A creature takes fire damage equal to 4d10 + your demon hunter level on a failed save, or half as much damage on a success.
While you are in demon form, the line extends an additional 5 feet and deals an additional 2d10 fire damage.
You can use this feature once, and must finish a short or long rest before using it again.
Fel Bombardment
Beginning at 18th level, you can call forth a rain of devastation from a hellish plane. As a bonus action, you tear open a small portal above your head. This portal lasts until the end of your next turn. Each time you or an ally within 30 feet of the portal deal damage to a single creature, a bolt of fel energy fires forth from the portal, striking the creature that was damaged for 1d8 fire damage.
Once you have used this feature, you must finish a short or long rest before you can use it again.
While you are in demon form, the bolts deal 2d8 fire damage.
Discipline of Vengeance
These hunters choose to master fel sigils and incantations. They use the fel to harden their bodies, cause agony, and control the battlefield.
Demonic Plating
Beginning when you choose this archetype at 3rd level, you can cause your skin to harden, allowing you to shrug off even the heaviest of blows. As a bonus action, you can increase your Armor Class by 1. This effect lasts until the start of your next turn. This bonus increases to 2 at 9th level, and to 3 at 15th level.
You may use this a number of time equal to your Constitution modifier (minimum of one). When you finish a short or long rest, you regain all expended uses.
Fel Sigils
At 7th level, you gain mastery over demonic sigils. You learn Sigil of Flame and Sigil of Chains. You learn Sigil of Silence at 13th level, and Sigil of Bloodletting at 17th level. You may use a number of these sigils equal to your Constitution modifier (minimum of one). When you finish a long rest, you regain all expended uses.
Infernal Charge
At 10th level, you can invoke your demonic power to leap great distances. As a bonus action, you can leap to an unoccupied space within range of your movement. Creatures within 5 feet of where you land take fire damage equal to your Constitution modifier.
While you are in demon form, creatures within 5 feet of where you land take an additional 2d8 fire damage.
Immolation Aura
Beginning at 15th level, you are able to wreath yourself in demonic flames. As a bonus action, you can burst into fel flames for a number of rounds equal to your Constitution modifier. While you are surrounded by these flames, creatures that start their turn within 5 feet of you take fire damage equal to your proficiency bonus.
Additionally, any creature you deal fire damage to while this feature is active become branded by fel fire until the start of your next turn. Whenever a branded creature deals damage to you with an attack, that damage is reduced by an amount equal to your proficiency bonus.
Once you use this feature, you cannot use it again until you finish a short or long rest.
Unnatural Malice
At 18th level, you are able to harness your demonic powers to bolster your strength. When you use your Demonic Plating feature, you gain a +3 bonus to your attack and damage rolls until the start of your next turn. Additionally, whenever you hit a creature while you have this bonus, you deal additional fire damage equal to half your demon hunter level to the target and creatures of your choice within 5 feet of them.
Sigil of Flame
As an action, you can mark a point you can see within 30 feet with a fel sigil. This sigil has a 10 foot radius. Creatures within the sigil must make a Dexterity saving throw or take fire damage equal to your demon hunter level, or half as much damage on a successful saving throw.
While you are in demon form, this sigil's radius increases by 10 feet.
Sigil of Chains
As an action, you can mark a point you can see within 30 feet with a fel sigil. This sigil has a 10 foot radius. Creatures within the sigil must succeed on a Strength saving throw or become restrained by fel chains. A creature cannot take reactions while restrained in this way. A creature can use their action to make an Athletics or Acrobatics check to free them self.
While you are in demon form, creatures who fail their saving throw also take necrotic damage equal to your demon hunter level.
Sigil of Silence
When you see a creature casting a spell within 30 feet of you, you can use your reaction to place a sigil under their feet. The target and creatures of your choice within 10 feet of them must succeed on a Constitution saving throw or take necrotic damage equal to your demon hunter level and become silenced until the start of your next turn.
Sigil of Bloodletting
As an action, you can mark a point you can see within 30 feet with a fel sigil. This sigil has a 15 foot radius. Creatures of your choice within the sigil must make a Constitution saving throw. A creature takes necrotic damage equal to your demon hunter level on a failed save, or half as
much damage on a success. A creature
who fails their saving throw is also
marked for bloodletting until the end
of your next turn. When a marked
creature takes damage, they take
additional necrotic damage equal
to your Constitution modifier.
While you are in demon form,
marked creatures are vulnerable
to damage you deal.
Fel Infusions
If a fel infusion has a prerequisite, you must meet it to learn the infusion. You can learn the infusion at the same time that you meet its prerequisite. A level prerequisite refers to your level in this class.
First Blood
When you attack a creature who isn't missing any hit points, you score a critical hit on a roll of 19 or 20 on the attack roll. You may also add your Proficiency bonus to your initiative when entering combat as long as one hostile creature is within your view.
Infernal Mirage
You can cast Alter Self at will.
Twisted Form
Your attacks deal an additional 1d4 damage as long as you are not in demon form.
Unshackled Movement
Prerequisite: 11th level
When you finish a long rest, you are considered under the effects of the freedom of movement spell.
Revitalizing Surge
Once per turn if you would gain temporary hit points from the Soul Rending feature, you also regain 1d6 hit points.
Last Stand
If you fall to 0 hit points, you instead enter your demon form until the start of your next turn and gain a number of hit points equal to your demon hunter level.
If you are already in demon form when you are reduced to 0 hit points, you instead gain hit points equal to half your demon hunter level and deal fire damage to all enemies within 10 feet of you equal to your demon hunter level.
Once you use this infusion, you cannot use it again until you finish a long rest.
Fel Wounding
Prerequisite: Havoc Discipline
Creatures damaged by Chaos Strike take an additional 1d4 damage at the start of their next turn.
Blurred Speed
Prerequisite: Havoc Discipline, 7th level
You are able to move through spaces occupied by other creatures so long as you don't stop there.
Demon Reborn
Prerequisite: Havoc Discipline, 15th level
If you reduce a creature to 0 hit points using Eye Beam or Blade Dance, you enter demon form until the end of your next turn.
If you are already in demon form, you instead can make one melee attack with advantage as a reaction.
Fel Devastation
Prerequisite: Havoc Discipline, 18th level
The damage dealt by Fel Bombardment increases to 1d10 (2d10 in demon form). It also lasts 1 additional turn before ending.
Demon Spikes
Prerequisite: Vengeance Discipline
Any creature who hits you with a melee attack while Demonic Plating is active takes 1d6 piercing damage, or 2d6 piercing damage if you are in demon form.
Flame Brand
Prerequisite: Vengeance Discipline, 7th level
Until the start of your next turn, your AC increases by 1 against any creatures you deal fire damage to.
Empowered Sigils
Prerequisite: Vengeance Discipline, 9th level
While you are in demon form, any sigil you could place using your action can instead be placed using your bonus action.
Fallout
Prerequisite: Vengeance Discipline, 10th level
When you use Infernal Charge, you may place a Sigil of Flame where you land.
Talents
Beginning at 5th level, you gain a talent from the following list. You gain additional talents at 10th and 15th level. You must meet the prerequisite for a talent to learn it.
Will of the Illidari
Prerequisite: 5th level
When you have temporary hit points from your Soul Rending feature, you gain the benefits of the bless spell.
Demonic Speed
Prerequisite: 5th level, Havoc Discipline
If your Metamorphosis feature is still usable, you have advantage on Initiative rolls and during the first round of combat your Chaos Strike feature deals an additional 2d8 fire damage.
Deflective Scales
Prerequisite: 5th level, Vengeance Discipline
When you use your Demonic Plating feature, if you are critically hit by an attack before the start of your next turn, you can instead make it a normal hit and end the Demonic Plating effect.
Unrestrained Fury
Prerequisite: 10th level
While you are below half your hit point maximum, you make attack rolls and saving throws with advantage.
Trail of Ruin
Prerequisite: 10th level, Havoc Discipline
When you use your Blade Dance feature and hit at least two creatures, you gain temporary hit points equal to the total damage dealt by the feature. While you have these temporary hit points, a creature that hits you with a melee attack takes fire damage equal to your Proficiency bonus.
Revel in Pain
Prerequisite: 10th level, Vengeance Discipline
Whenever a creature fails their saving throw against one of your sigils, you regain hit points equal to your Constitution modifier.
Rush of Chaos
Prerequisite: 15th level
When you would roll a percentile die for your Demonic Consumption feature, you now only need to roll equal to or under your demon hunter level + 10 in order to enter demon form until the end of your next turn.
Demonic
Prerequisite: 15th level, Havoc Discipline
When you use your Eye Beam feature, if at least 2 creatures fail their saving throw, you enter demon form until the end of your next turn. If you are in demon form when this talent triggers, you instead release a wave of chaotic magic causing creatures who failed their saving throw to become paralyzed until the end of your next turn.
Fel Devastation
Prerequisite: 15th level, Vengeance Discipline
As an action, you exhale a chaotic explosion of fel flames. Creatures of your choice within a 15-Foot cone in front of you must make a Dexterity saving throw. A creature takes fire damage equal to 3d10 + your demon hunter level on a failed save, or half as much damage on a success. You regain hit points equal to 1d6 for each creature that failed their saving throw.
Once you use this talent, you can't use it again until you finish a short or long rest.