Devil Hunter
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
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
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 allows them to sweep through their foes, leaving only a show for those to watch.
Flippant and Fearless
Devil hunters are never without quips, especially in the face of danger. They enjoy showing off and taunting their foes as often as possible. Whether to entertain themselves, or provoke openings, devil hunters revel in the art of provocation.
Fighting Philosophies
All devil hunters have their own personal styles of combat, despite sharing in their desires for stylish action. Such styles reflect their battle philosophies and how they carry themselves in a fight.
Fighting Philosophies
d6 | Philosophies |
---|---|
1 | You have an aloof style of combat, heading straight into the face of danger with a devil-may-care attitude. |
2 | You take combat with a serious attitude, seeking to crush your foes with whatever it takes. |
3 | You face combat with a calm and strategic manner, even reciting poetry as you decimate your opponents. |
4 | Might controls everything, and without strength you cannot protect anything, let alone yourself. |
5 | You are playful in combat and enjoy toying with your foes until they bore you. |
6 | You are fierce and tough in battle, showing no weaknesses or openings to friend and foe alike. |
Creating a Devil Hunter
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, make Charisma your highest ability score, following with Strength or Dexterity, depending on what kinds of weapons you would like to use. Second, take the Folk Hero background.
The Devil Hunter
Level | Proficiency Bonus | Style Points | Distortion | Features |
---|---|---|---|---|
1st | +2 | ─ | ─ | Unarmored Defense, Devil Sense |
2nd | +2 | 2 | 1d4 | Fighting Style, Style Points |
3rd | +2 | 3 | 1d4 | Devil Hunter Archetype, Provocation |
4th | +2 | 4 | 1d4 | Ability Score Improvement |
5th | +3 | 5 | 1d6 | Extra Attack, Speed |
6th | +3 | 6 | 1d6 | Archetype Feature |
7th | +3 | 7 | 1d6 | Shall Never Surrender |
8th | +3 | 8 | 1d6 | Ability Score Improvement |
9th | +4 | 9 | 1d6 | Taste the Blood |
10th | +4 | 10 | 1d6 | Enhanced Stylish Arts |
11th | +4 | 11 | 1d8 | Archetype Feature |
12th | +4 | 12 | 1d8 | Ability Score Improvement |
13th | +5 | 13 | 1d8 | Fiendish Resilience |
14th | +5 | 14 | 1d8 | Archetype Feature |
15th | +5 | 15 | 1d8 | Timeless Body |
16th | +5 | 16 | 1d8 | Ability Score Improvement |
17th | +6 | 17 | 1d10 | Devils Never Cry |
18th | +6 | 18 | 1d10 | Archetype Feature |
19th | +6 | 19 | 1d10 | Ability Score Improvement |
20th | +6 | 20 | 1d10 | Trigger Heart |
Class Features
As a devil hunter, you gain the following class features.
Hit Points
- Hit Dice: 1d10 per devil hunter level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per devil hunter level after 1st
Proficiencies
- Armor: Light armor
- Weapons: Simple weapons, hand crossbows, longswords, rapiers, scimitars, shortswords
- Tools: One type of musical instrument
- Saving Throws: Constitution, Charisma
- Skills: Choose two from Athletics, Insight, Intimidation, Investigation, Perception, Performance, Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a longsword or (b) a shortsword
- (a) a light crossbow and 20 bolts or (b) a shortsword
- (a) a dungeoneer's pack or (b) an explorer's pack
- Two hand crossbows and 40 bolts
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.
Multiclassing
The prerequisites for multiclassing into a devil hunter are a Strength or Dexterity score of 13 and a Charisma score of 13. When you multiclass into devil hunter, you gain proficiency in simple weapons and shortswords.
Unarmored Defense
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
Beginning 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 aberrations, celestials, 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, 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.
Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose a fighting style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again. You may also choose Blind Fighting, Thrown Weapon Fighting, or Unarmed Fighting, as listed in Tasha's Cauldron of Everything.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
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.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.
Style Points
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 style points. Your devil hunter level determines the number of points you have, as shown by the Style Points column of the Devil Hunter table.
You can spend these points to fuel various stylish features. You start knowing two such features: Stinger and Charged Shot. You learn more stylish features as you gain levels in this class.
When you spend a style point, 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 Save DC
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.
Stinger
When you take the Attack action with a melee weapon that you are proficient with on your turn, you can spend 1 style point as a bonus action to move up to 30 feet in a straight line, stopping at the first creature you attack, adding necrotic damage equal to your Distortion die to the damage roll on a hit. This movement does not provoke opportunity attacks.
Charged Shot
When you take the Attack action with a ranged weapon or up to two melee weapons with the thrown property that you are proficient with on your turn, you can spend 1 style point as a bonus action to infuse your weapon with fiendish energy. You add your Distortion die to all ranged weapon attack rolls with that weapon and ignore the loading property until the end of your turn.
Devil Hunter Archetype
At 3rd level, you choose an archetype for which to hone your fiendish powers. Choose Dark Knight, Devil Breaker, Mysterious One, Dark Slayer, 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 7th, 11th, 14th, and 18th level.
Provocation
Beginning at 3rd level, you develop a knack for making a show out of everything. Whenever you make a Charisma (Performance) check to dance, showboat, or taunt, treat a roll of 9 or lower on the d20 as an 10.
Additionally, you know the vicious mockery cantrip. Charisma is your spellcasting modifier for this spell. When a creature of signficant threat (DM's discretion) fails the saving throw, you can regain an expended style point. You can cast this cantrip as a bonus action a number of times equal to your proficiency bonus. You regain all expended uses on a long rest.
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.
Speed
Also at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.
Shall Never Surrender
At 7th level, your fiendish blood allows you to recover from 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
At 9th level, your infernal blood makes you immune to disease and poison.
Enhanced Stylish Arts
At 10th level, the power of your stylish arts grows, granting additional effects when you use them.
Million Stab. You can make an additional attack with that melee weapon as part of your Attack action when you use Stinger.
Honeycomb Fire. Any target you hit with a ranged weapon attack takes an extra 1d4 damage of the weapon's type when you use Charged Shot. You retain this benefit until the end of your current turn.
Fiendish Resilience
At 13th level, your fiendish body has learned to react more effectively to threats. You gain proficiency in either Dexterity or Wisdom saving throws (your choice).
Timeless Body
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 can still die of old age, however. In addition, you no longer need food or water.
Devils Never Cry
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
At 20th level, the duration of your Devil Trigger is doubled. Additionally, when you roll for initiative and have no style points, you regain 4 style points.
Devil Hunter Archetypes
Devil hunters utilize their fiendish powers and styles of combat in different ways. The devil hunter archetype you choose reflects your approach.
Dark Knight
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 gain proficiency with martial weapons. When you finish a long rest, you can touch a number of weapons that you are proficient with equal to your proficiency bonus, turning them into your Devil Arms. If one of your Devil Arms has a bonus to its attack rolls, the bonus is shared with the other Devil Arms, with only the highest bonus applying.
Additionally, drawing or stowing a Devil Arm does not require an object action. When you hit with a different Devil Arm other than the first Devil Arm you attack with on a turn, you can add your distortion die to the damage roll.
Style Change
When you choose this archetype at 3rd level, you develop four specialized styles of combat. Choose trickster, swordmaster, royal guard, or gunslinger.
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 a style point 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 a style point 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.
You can change your style (no action required) up to a number of times equal to your Charisma modifier (minimum of once). When you have no uses available, you can spend a style point to change your style. You regain all expended uses and can also change your style at the end of a short or long rest.
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 can use your Charisma modifier instead of Strength or Dexterity for attack and damage rolls of any melee weapons.
- 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.
Devil Breaker
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 necrotic damage. While this arm is free, you can make an unarmed strike with your Devil Bringer, rolling your Distortion die in place of the normal damage, and you 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, using 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 3 style points to deal fire damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for 1 style point, plus 1d8 for each style point higher than 1. The damage increases by 1d8 if the target is an aberration or fiend.
The number of 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.
- 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 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.
Showdown. Once per Devil Trigger, you may use your action to spend up to 5 style points to unleash a flurry of attacks with your Exceed weapon. Make a number of attacks with your Exceed weapon equal to twice the number of style points spent. 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 its damage die is your Distortion die.
Snatch/Hell Bound
Beginning at 14th level, you may use your action to spend 1 style point 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 take an extra 1d8 fire damage. If you also use 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
The Mysterious One employs the aid of fiends, often to make up for the power they lack. While their companions are often unable to kill creatures, their strength more than enough allows their contractor to slip in for the finishing blows.
Aficionado of the Arts
When you reach 3rd level, you gain proficiency with calligrapher's supplies or painter's supplies (your choice). Your proficiency bonus is doubled for any ability check you make that uses that tool or an instrument with which you are proficient.
Nightmare Familiar
At 3rd level, you learn to channel your fiendish powers to bring forth a contracted demon familiar. You learn the find familiar spell and can spend 2 style points to cast it without expending a spell slot or material components.
When you cast the spell, you can choose one of the normal forms for your familiar or an imp form. Regardless, the familiar is always a fiend.
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own. If your familiar's attack reduces a creature's hit points below 1, the creature's hit points become 1 and it becomes stunned until the end of your familiar's next turn.
Shadow Prowler
At 6th level, you gain the ability to call forth a manifestation of nightmares to harass your foes. As a bonus action, you can spend 3 style points to magically summon Shadow, a quadruped beast that can morph into weapons, to target one creature you can see within 120 feet of you. Shadow uses the dire wolf's statistics (see the Monster Manual or appendix C in the Player's Handbook), with the following changes:
- Shadow is size Medium, not Large, and it counts as a fiend, not a beast.
- It appears with a number of temporary hit points equal to half your devil hunter level.
- It can move through other creatures and objects as if they were difficult terrain. Shadow takes 5 force damage if it ends its turn inside an object.
- At the start of its turn, Shadow automatically knows its target's location. If the target was hidden, it is no longer hidden from Shadow.
Shadow appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for Shadow. On its turn, it can move only towards its target by the most direct route, and it can use its action only to attack its target. Shadow can make opportunity attacks, but only against its target. If Shadow's attack reduces a creature's hit points below 1, the creature's hit points become 1 and it becomes stunned until the end of Shadow's next turn. Additionally, while Shadow is within 5 feet of the target, it can use its reaction to grant you advantage when you make an attack roll against the target. Shadow disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.
Devil Trigger
At 11th level, you can use your action to magically summon an amorphous massive hulking demon from very nightmares themselves. Choose an unoccupied 10 foot cube that you can see within 60 feet. Nightmare appears at the point. Additionally, each creature within 5 feet of Nightmare must make a Dexterity saving throw. A creature take 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
As part of that action, and on subsequent turns as an action while you are within 60 feet of Nightmare, you may activate Promotion, mounting Nightmare. While you are mounted on Nightmare, you are immune to all damage, but Nightmare is no longer immune to all damage.
Nightmare's attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Nightmare shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or to take the Dash, Disengage, or Help action.
Nightmare takes a number of turns equal to half your devil hunter level, and disappears early if it is reduced to 0 hit points or you die. Once you use this feature, you must finish a short or long rest before you can use it again.
Gambit
At 14th level, you gain the ability to slip through reality using your weapon as an anchor. When you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.
If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.
Royal Fork
At 18th level, you can use your action to spend up to 10 style points, summoning projections of cane to strike your foes. Target a number of creatures that you can see within 120 feet of you equal to the number of spent style points. Each creature must make a Dexterity saving throw, taking 10d10 force damage, or half as much on a successful save.
Nightmare
Large fiend, chaotic neutral
- Armor Class 16 (natural armor)
- Hit Points equal to three times your level in this class + your Charisma modifier + Nightmare's Constitution modifier
- Speed 20 ft.
STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 18 (+4) 4 (-3) 10 (+0) 6 (-2)
- Saving Throws Str +7, Con +8
- Damage Immunities all damage
- Condition Immunities blinded, charmed, deafened, grappled, restrained
- Senses blindsense 60 ft., passive Perception 10
- Languages understands the languages you speak
Amorphous. Nightmare can move through a space as narrow as 1 inch wide without squeezing.
Might of the Master. The following numbers increase by 1 when you proficiency bonus increases by 1: Nightmare's saving throws and the bonuses to hit and damage of its desperado.
Actions (Require Your Bonus Action)
Desperado. Melee Weapon Attack: +7 to hit, reach 10 ft., one target you can see. Hit: 4d6 + 5 bludgeoning damage.
Domination (1/Devil Trigger). Nightmares fires a powerful laser in a 30-foot line that is 10 feet wide. Each creature in that line must make a Dexterity saving throw against your style save DC, taking 12d6 necrotic damage on a failed save, or half as much damage on a successful one.
Dark Slayer
Dark Slayers 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
Starting 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
Starting 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 1 style point 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.
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.
- When you take the Attack action and use Summoned Swords as part of it, you can make another attack with Summoned Swords as a bonus action.
- You can expend style points to perform Summoned Swords Techniques.
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.
Summoned Sword Techniques
Also at 6th level, while in your Devil Trigger form, you may expend 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 1 style point to make the Summoned Swords attack twice as a bonus action.
Heavy Rain Swords. You can use an action to expend 2 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 1 style point 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 2 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. 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.
- Your melee weapon attacks gain a reach of 30 feet, ignoring half cover and three-quarters cover. When you hit a creature with a melee weapon attack, the attack deals force damage, and the creature takes extra damage equal to your Charisma modifier (minimum 1).
- When you deal damage with your Summoned Sword Techniques, 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 style points equal to half your total style points. You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.
Judgement Cut End
At 18th level, you can unleash a flurry of attacks that have the power to distort spacetime itself. While you are under the effects of Devil Trigger and you use Concentration, you may forgo the benefits of Concentration to make a devastating attack. Choose up to five creatures that you can see within 30 feet. Make a melee weapon attack against each target. On a hit, a target takes 5d10 force damage, in addition to the weapon's damage.
You can then teleport to an unoccupied space you can see within 30 feet.
Fiendish Fatale
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 a style point to roll your distortion die and add the number rolled to the check, potentially turning failure into success. You expend the style point only if the roll succeeds.
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 2 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.
- 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 4 style points and teleport up to 20 feet per style point to an unoccupied space that you can see. Your speed is then reduced to 0 until the end of your turn.
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
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 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 a style point 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
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 a style point 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 a style point 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 a style point 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 a style point 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 2 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 a style point 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.
Version/Date Released
Version 1.3 / 15-JUN-2021
Credits
The "Devil Hunter" is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Made and formatted using GMBinder.
Class Designer: /u/GaleRoar
Special thanks to my friends, as well as the community of /r/UnearthedArcana who gave me much feedback and many suggestions!
Art Credit
Xanathar's Guide to Everything Stains by /u/FallenWyvern.
Devil May Cry 5 art by Daigo Ikeno (cover).
Official Devil May Cry 5 concept art by Daigo Ikeno and Capcom (pg. 2, 4, 8, 9).
Official Devil May Cry 5 renders by Capcom (pg. 2, 10, 13).
Official Devil May Cry 3: Dante's Awakening renders by Capcom (pg. 3, 11).
Official Devil May Cry 3: Dante's Awakening art by Daigo Ikeno and Capcom (pg. 6-7).
Devil May Cry 5 1st anniversary celebration art by Tomio Ogata (pg. 12).
TEPPEN art by Marisa Oh and Capcom (pg. 14).
Devil May Cry Order of the Sword icon by ico-con on Newgrounds (pg. 2). https://www.newgrounds.com/art/view/ico-non/icon-devil-may-cry
Design Considerations
Dark Knight
Dark Knight is based on Dante, relying more on Devil Trigger uptime than others. It focuses more on mixing and matching different weapons to adapt to the fight.
Dark Knight is more finely tuned to combat, which should take about 1/3 of the game. Compared to the tool and skill proficiencies in the other archetypes, Dark Knight falls behind in both the exploration and social pillars.
As of v1.3, Dark Knight is back and better than ever, with a large number of new ways to use style points, as well as Stinger and Charged Shot. Many of these changes incorporate a lot of the feedback I've received, and hopefully bring it up to spec with the other devil hunter archetypes. Also, note that Devil Arm Master only shares the attack roll bonus, and not the damage roll bonus, which was implemented to keep Dark Knight from being that much more powerful.
If you're worried about its power, many of the Dark Knight's strongest features come with Sin Devil Trigger, which is typically late into campaigns at 11th level. If you believe it is too powerful, consider reducing its duration to one-third of your devil hunter level. If you still think Style Change is too limiting, increase the number of free changes to twice your Charisma modifier.
Devil Breaker
Devil Breaker is based on Nero, relying on a singular weapon with many tools to supplement. The Devil Bringer brings a decent amount of utility to fights, while Exceed brings strong burst damage to the table. Unlike Dark Knight, its Devil Trigger restores on a long rest, making it more of an important power boost.
Showdown is the Devil Breaker's most power ability due to its high attack potential. However, it can only be used once per Devil Trigger and can't benefit from an added ability modifier to damage. Pair that with its high style point cost, and it becomes a rare desperate attempt at critfishing for Exceed. If you believe it is still too strong, consider removing critical hits when Showdown is used.
If you believe Exceed is too weak because of its damage type, change the Exceed dice from d8s to d10s.
Mysterious One
Mysterious One is based on V, relying on summons to deal damage to render the enemy stunned, then dealing the finishing blow. Its Devil Trigger is much shorter, but has the potential to both guard the Mysterious One and deal sizable damage. While the archetype may seem rather cluttered, the action economy works well with a little start up time, as the familiar (meant to be Griffon) and Shadow move on their own initiatives. While Nightmare uses a bonus action, it is far stronger and less common, comparatively.
Mysterious One best supports ranged weapons due to its features not specifying melee weapons.
Bringing plenty of utility with a familiar and plenty of area-of-effect damage, Mysterious One brings plenty of strength to all aspects of the game without having the single target damage of Dark Knight or Devil Breaker.
Challenging Devil Hunters
The Devil Hunter's greatest strength is the number of attacks they can perform in the earlygame, and how durable they can be in the lategame. Consider their saving throw proficiencies (Constitution and Charisma) and how susceptible they may be to effects with Intelligence or Wisdom saving throws.
If your player isn't playing a Mysterious One, their weakest point is reliable AoE damage. Consider using swarms of low damage or low HP monsters, as the action economy can easily overcome a Devil Hunter.
Dark Slayer
Dark Slayer is based on Vergil, similar in concept to Dante. It, however, focuses larger on the Summoned Swords that are so iconic to him. As of v1.3, it's received some minor buffs so that it isn't left behind by Dark Knight.
Dark Slayer, like Dark Knight is very tuned to combat. It will also fall behind in exploration and social pillars, as well, which should take up a good bit of the game.
Once again, Dark Slayer's strongest abilities come from Sin Devil Trigger, which is late into most campaigns at 11th level. If you believe it is too powerful, consider reducing its duration to one-third of your devil hunter level, like with Dark Knight.
Fiendish Fatale
Fiendish Fatale is based on Trish, focusing more on the social pillar of D&D, rather than on the combat like the other archetypes.
As its primary strength is in social checks and deception, the Fiendish Fatale is great for acting the face of the party, but isn't going to be nearly as powerful in combat. Like the other archetypes, however, it'll fall behind in the exploration pillar of the game.
If you feel that the archetype is too weak in combat, you can potentially increase its extra damage during Devil Trigger to the entire devil hunter level. If you feel like it is too strong in the social pillar, you can make Society Savant function similar to Bardic Inspiration, where you choose to use it before you know if it succeeds or fails and consume the style point even if you fail.
Mannequin
Mannequin is based on Lucia from Devil May Cry 2, focusing on the Devil Heart system from the game to mix and match features. To compensate, its main features are less powerful.
Mannequin has some features that can help in the exploration pillar, like Demon's Paradise (a callback to her familial tie to Matier) helping during rests, or the Aqua Heart allowing the party to breathe underwater. While her Devil Trigger is much more powerful in nature, it also doesn't last nearly as long, but is easily recharged so that the player doesn't always feel like they need to save it.
If you feel that the archetype is too strong, you can change its Devil Trigger to the 3/long rest system that the Devil Breaker has, while possibly increasing the duration to compensate.
Combo/Style Rank System
You may have noticed that there isn't a combo/style rank system in this class. The reason for this is that it just wouldn't work within the bounds and philosophy of the game. Adding an extra attack is an incredibly impactful ability, which is why the Fighter is the only class that can freely make more than two attacks with the Attack action.
Considering the average duration of a combat encounter is usually around 4-6 rounds, a style rank system wouldn't work either. It would be too easy for your enemies to die before you even get to SSS rank, let alone the fact that your attacks can miss. While in the Devil May Cry series, you can hit an enemy just by tapping a button, in 5th Edition, you still have a sizable change to miss, especially against a creature with high AC.
Weapon Summoning
Dante and Vergil are known for being able to summon their weapons, but I chose not to work this into the design since it would bind the character's weapon choices too much, compared to Nero who only ever uses the Red Queen. It also might be too much compared to Eldritch Knight.
That said, there wouldn't be anything abhorrently overpowered with inserting it into the subclasses, or just making it part of a magic weapon.
Quadruple S
Quadruple S is meant to give you an additional attack as a bonus action on the turn it is activated. If you were already in Devil Trigger, the extra Necrotic damage doesn't trigger an additional time, and you would go back to Devil Trigger at the end of your next turn. The temporary hit points would remain until the end of Devil Trigger.
Stinger and Showdown
You cannot use Stinger with Showdown, as you are not taking the Attack action.
Stinger and Maximum Bet
You can use Stinger with Maximum Bet, as you would be using the Attack action. However, as you must move before making the attack, the ranged attack will be made with disadvantage due to being within 5 feet of a hostile creature, unless you either incapacitate the enemy or have an effect that prevents said disadvantage.
Grappling With Devil Bringer
Grappling using the 10 ft reach of the Devil Bringer should shunt the target within 5 ft of you, but if that is not possible, the grapple should last until the end of the turn.
Where is Judgement Cut?
It's present in the Dark Slayer, just not named. The Dark Slayer's Sin Devil Trigger allows you make a distant melee attack that ignores cover and deal force damage. Sound familiar? If you think it should come earlier, you can replace the bonus action Summoned Swords with that feature, and add the Echo Knight's Manifest Echo feature in its place, though I can't guarantee how balanced that might be.
Why is JCE Just Steel Wind Strike?
I didn't have any powerful ideas on how to make it unique from Steel Wind Strike, but I didn't want to reference it in the document in case someone may not own Xanathar's. Ergo, it is different, but not by much. If you have better ideas, I would gladly like to receive them in feedback!
Provocation
With v1.3, Provocation now includes the Vicious Mockery cantrip, along with a way to use it as a bonus action, as well as a method to regain expended style points. Having a limited number of style points was a common complaint, though in line with the Monk's ki points. That said, I heard those complaints loud and clear and added this. If you think it's unfair to Monks, consider giving your Monk a similar feature, or just remove that part of Provocation.
Devil Breakers
While the Devil Breaker archetype uses the Devil Bringer, it does not have the Devil Breaker system present in Devil May Cry V. To implement this system, consider using this variant feature made by /u/JoshlynnTheBitch.
Changelog
v.1.3
- Provocation is now a 3rd level feature and grants the vicious mockery cantrip along with a special way to use it to regain expended style points.
- Dark Knight's Devil Arm Master feature now allows you to designate Devil Arms, which grant special benefits to a certain number of weapons that you designate.
- Dark Knight's Style Change and Enhanced Style Change features have undergone an overhaul.
- Dark Knight and Dark Slayer's Sin Devil Trigger features now only use one use of Devil Trigger, since they are still limited as once per long rest.
- Dark Slayer's Summoned Swords no longer suffer from disadvantage from being within 5 feet of a hostile creature, and now benefit form Charged Shot.
- Dark Slayer can now also teleport using Summoned Swords when hitting an object.
- Clarified Charisma as the spellcasting modifier for Fiendish Fatale's Speak of the Devil feature.
- Fixed Quick Heart erroneously mentioning a saving throw instead of ability check.
v.1.2.1
- Added the additional attack for Dark Knight's Sin Devil Trigger as part of the bonus action to use it.
- Added a note for more changes coming soon to Dark Knight.
- Heavy Rain Swords now deals half damage on a successful save.
v.1.2
- Added the Fiendish Fatale and Mannequin Archetypes.
- Added scimitars to the weapon proficiency list.
- Added a note that Blind Fighting, Thrown Weapon Fighting, and Unarmed Fighting can be chosen as fighting styles.
- Charged Shot can now be used with up to two melee weapons with the thrown property.
- Clarified Million Stab to only grant an additional attack with the used melee weapon.
- Clarified Honeycomb Fire to only work with ranged weapon attacks.
- The Swordmaster "Style Change" and "Enhanced Style Change" effects have been swapped.
- Quadruple S now lasts until the end of your next turn rather than the beginning.
- The Dark Slayer's Sin Devil Trigger's melee attacks now always deal force damage.
- Minor grammar and spelling fixes.
- Added numerous new notes in Design Considerations.
v1.1.1
- Added Dark Slayer to the Devil Hunter Archetype description.
- Removed the note on Million Stab and SDT since SDT no longer adds an attack to the Attack action.
v1.1
- Added the Dark Slayer Archetype.
- Provocation's minimum roll has changed from 8 to 10.
- Shall Never Surrender now grants advantage on death saving throws, also allowing you to roll even when stabilized.
- Changed Survivor to Devils Never Cry.
- The Dark Knight's Sin Devil Trigger now grants an attack as a bonus action rather than as part of the Attack action.
- Clarified the Devil Breaker's Devil Bringer as a natural weapon.
- General grammar and spelling fixes.