Better than the holier than thou action of a paladin I must say. Pity actually, there are not more of these warriors around, as they can prove to be quite the ally in battle.
I digress, All anyone reading this need to know, is don't piss a demon hunter off. They are more likely to produce devils that way.
-- Viatorem
Demon Hunter
descriptions. A demon hunter should be embodying evil to slay more evil? How on earth would killing the manifestation of demonic energy with that very same energy ever work? It's much easier to embody the hatred of a being devised to kill them. A demon hates radiance after all."
-- Zion Vilint, Master of the Zion Collective
A lady holds a silent breath as she slides a bolt into her crossbow. Hidden behind debris she watches as a bone devil stalks the remains of a village it has destroyed. Knowing that the devil is unsuspecting, she bolts out of her hiding spot to lay waste to the fiend, as her companion emboldens her presence
The creatures surround the man, hiding out of sight amidst the shadows. stalking him, preparing. They have been gathering for hours as he waits, calm, collected. They prepare their numbers for their imminent attacks, launching into sight hoping to catch him off guard. He smiles, for the prey have finally gathered for the predator.
A haggard halfling wanders out of what was once a town. The buildings have collapsed walls, and burn marks, while the center of town is but a patch of scorched earth, the devils that had been there prior, but ash in the wind.
Upon the fields of slaughter, a lone human transforms, bearing the form of an angel. He makes quick work of the gnolls that descend on his location, drawing his blade from their corpses and heading in the direction of the demon Yeenoghu, for it is time for them to settle their battle.
Bond of the Fallen
Demons hunters are those who are lucky enough to cross paths with a fallen divinity, or other powerful celestials. Though not a god, an angel can still grant power, and before you lay one broken, dying, tainted by the demons it fought. Looking in its eyes, you can tell that it still refuses to give up. Alternatively, an angel or powerful demon hunter may share a part of their divine essence with you, allowing you to combat future threats, and help others, by forming a demi-angel within you. Its war has not ended, and it is ready to do anything to complete its task, and so it offers you a deal, allowing it to recuperate within your body. When you die, its body will reform and it can return to battle, in the meantime it will train you, altering your body to withstand the horrors of the demonic planes, and granting you power that few achieve in their lifetimes.
The Pinnacle of Hunters
Warriors of the mortal realms, demon hunters specialize in hunting the monsters that threaten the mortal planes, be them demons, devils, or the likes of the undead liches, and aberrant aberrations. They learn to track their targets as the apex predators of the realms, using an assortment of knowledge, skill and magic to find any hunt, wherever it may choose to hide. They move stealthily through the destruction of their foes, and strike when the enemy least expects it. Demon hunters focus their combat training on techniques that will slay fiends quickly, so that they may help those in need quickly and efficiently.
Thanks to their familiarity with fiends, demon hunters acquire the ability to cast spells that utilize the divine powers granted to them by the angels, much as a cleric or paladin would. Their spells, like their combat abilities, emphasize speed, stealth, and the decimation of all that is deemed unholy and demonic. A demon hunter’s talents and abilities are honed with the grim purpose of fighting a never ending war against the most formidable of enemies.
An Encounter of Fate
Inevitably we must recognize that Demon Hunters are a relatively uncommon occurrence. While small dedication of religious hunters and paladins look out for angels in need, and are always willing to assist with the worldly invasion of demons and devils, the blood war, and similar conflicts usually take place outside the mortal realms. Only under excruciating would a situation fall upon a mortal and angel where an angel must utilize the functions of a Demon Hunter to preserve it's life, and by that point it's first come, first served.
When determining the origins of your Fateful Encounter, consider what circumstances brought about an angel to your presence. Were you in the right place at the wrong time? Are the circumstances that brought you together a coincidence, or at the behest of some grand scheme?
Fateful Encounter
d6 | Origin |
---|---|
1 | You are a member of a hunters collective dedicated to offering support to Celestials from the Mortal Realms. You have been selected as the host to a mortally wounded angel. |
2 | A gate from the blood war opened within your village, with a small force of demons and celestials pouring out in the heat of battle. You came across a celestial amidst the chaos and agreed to the hosting of its soul. |
3 | You were a casualty of a village raid. A passing demon hunter took pity on you, reviving you with a portion of it's divine essence, and generating a new angel's soul. |
4 | You were summoned by a force unknown to you to a dying angel. You know not why you had been selected, but you recognize what they want you to do. |
5 | You actively seek out a weakened angel to attain their power, and as of recently, you have proven your efforts fruitful. |
6 | Your family has worked under the powers of a powerful Celestial being to help produce additional troops for an outer planar war. You are the latest generation to be implanted with an angels soul. |
Counterpart's Attitude
As a behold, who wishing to be deemed as great, once wrote "Every relationship is a two-way street." demon hunters are burdened with sharing a body with two, often varyingly different, personalities. Demon hunters are originally mortal, and may even hold differing opinions on the world around them, in comparison to the angel talking in the back of their mind. Being a demon hunter gives a different meaning to the angel on your shoulder. Literally.
When you determine the attitude of your counterpart, consider the circumstances that lead to your lifelong partnership. How does your counterpart feel about becoming a hollow shell of its former glory, or how it feels about the life recently given to it?
When a body lives with two souls inside it, an equiliberum must be reached. Take example from the Kalashtar race.
-- Morberos
Counterpart Attitudes
d6 | Attitude |
---|---|
1 | Your counterpart is quite thankful for your assistance in saving their life, and is quite helpful, aiding you in whatever way it can. |
2 | Your counterpart chooses to rest, only ever responding to you when you call upon it, and hibernating the remainder of the time. |
3 | Your counterpart loathes the situation it has found itself in. It tends to lash out at you, and becomes very active amidst battle. It is brimming with pent up rage. |
4 | A youthful spirit, having come into existence recently, your counterpart is naive and inexperienced in comparison to others. |
5 | You counterpart is a strict warrior soul. Constantly telling you to spend more time seeking battle against the fiends without time for rest. |
6 | Your counterpart thinks of you as it's lesser, demanding you act and behave as it so dictates, as if it already was the soul owner of the body. |
Hallowed Mark
As is typical of a demon hunter, the angel within you transforms your body so as to grant you their abilities, and eventually recreate the body to the point that after the hunter dies, the body can be used by the angel. As a common side effect of this process, a demon hunter will begin to exhibit physical changes even when not in their metamorphosis state.
If your demon hunter has a Hollowed Mark, it hay be one that's easily concealed, or shown with pride. A demon hunter may even use their hallowed mark as a means of attracting their targets to them.
Hallowed Marks
d6 | Mark |
---|---|
1 | You develop heterochromia, your second eye taking on the color, and radiance, of your counterpart. |
2 | You hair color changes to a platinum blond, metalic gold, crimson red, or other unnatural color. |
3 | Your hair always grows to a length of 12 inches. If you cut your hair, it grows back to the original length within an hour. |
4 | Each time you wake up, you discover that a blemish, or scar has disappeared. |
5 | A couple tufts of feathers grow from your shoulder blades. |
6 | Your Skin is an unnatural color, such as orange. |
Creating a Demon Hunter
As you create your demon hunter character, consider what led you to the presence of an angel or other celestial/ godlike power, and what led you to accept its powers and become its
Demon Hunter
Level | Proficiency Bonus | Features | Radiant Strikes | Cantrips Known | Spells Known | Spell Slot | Slot Level |
---|---|---|---|---|---|---|---|
1st | +2 | Radiant Strikes, Targets of Enmity | 1d6 | — | — | — | — |
2nd | +2 | Fighting Style, Pact Magic | 1d6 | 1 | 2 | 1 | 1st |
3rd | +2 | Hunter's Path, Metamorphosis | 1d6 | 1 | 2 | 1 | 1st |
4th | +2 | Ability Score Increase, Martial Versatility (Optional) | 1d6 | 2 | 3 | 1 | 1st |
5th | +3 | Extra Attack | 1d8 | 2 | 3 | 1 | 2nd |
6th | +3 | Hunter's Sense | 1d8 | 2 | 4 | 1 | 2nd |
7th | +3 | Hunter's Path Feature | 1d8 | 2 | 4 | 1 | 2nd |
8th | +3 | Ability Score Increase, Martial Versatility (Optional) | 1d8 | 2 | 5 | 2 | 2nd |
9th | +4 | Upgraded Metamorphosis | 1d8 | 3 | 5 | 2 | 3rd |
10th | +4 | ─ | 1d8 | 3 | 6 | 2 | 3rd |
11th | +4 | Hunter's Path Feature | 1d10 | 3 | 6 | 2 | 3rd |
12th | +4 | Ability Score Increase, Martial Versatility (Optional) | 1d10 | 3 | 7 | 2 | 3rd |
13th | +5 | Demonic Resistance | 1d10 | 3 | 7 | 2 | 4th |
14th | +5 | Hunter's Path Feature | 1d10 | 3 | 8 | 2 | 4th |
15th | +5 | ─ | 1d10 | 4 | 8 | 3 | 4th |
16th | +5 | Ability Score Increase, Martial Versatility (Optional) | 1d10 | 4 | 9 | 3 | 4th |
17th | +6 | ─ | 1d12 | 4 | 9 | 3 | 5th |
18th | +6 | Hunter's Path Feature | 1d12 | 4 | 10 | 3 | 5th |
19th | +6 | Ability Score Increase, Martial Versatility (Optional) | 1d12 | 4 | 10 | 3 | 5th |
20th | +6 | True Metamorphosis | 1d12 | 4 | 11 | 4 | 5th |
host? Was your village caught in the battle between the angel and a demon? Was your sister stolen as a child by cultists for a dark ritual and now you seek the power to destroy what
was summoned? Was it by happenstance that you came across the body of a dying angel, who had escaped from the outer realms only to lay there dying in the woods? Or perhaps you are a part of a special order that fights alongside angels, and acts as hosts in extreme situations, teaching you the secrets of fighting the abyss and hells while preparing you to save the life of a divine warrior. You might be a normal person who wound up in a situation that you can barely handle, and now must fight for your life.
Why do you hate more than demons, going so far as to train to target another species beyond demons and devils?
Did a monster kill someone you loved or was it employed by the likes of Orcus? Or do you deem them as dangerous as the demons you squander, actively attempting to protect people
from multiple fronts? Is your adventuring career a means to an end, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to socialize with those who haven't faced horrors from the outer realms, or do you welcome the relief from solitude that they offer?
Quick Build
You can make a demon hunter quickly by following these suggestions. First make Dexterity your highest ability score, followed by Charisma. Second choose the acolyte 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: Light armor, medium armor
Weapons: Simple weapons, martial weapons
Tools: Alchemist’s supplies, thieves' tools
Saving Throws: Dexterity, Charisma
Skills: Choose three skills from Acrobatics, Athletics, Arcana, Deception, History, Insight, Investigation, Nature, Perception, Stealth, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a rapier or (b) a shortsword
- (a) a hand crossbow with 20 bolts or (b) a light crossbow with 20 bolts
- (a) a dungeoneer's pack or (b) An explorer’s pack
- Studded leather armor, a dagger, and an arcane focus
Radiant Strikes
Beginning at 1st level, you know how to imbue divine energy into your strikes. Once per turn, you can use a radiant point to deal an extra 1d6 radiant damage to one creature you hit with an Attack. The Attack must use a Finesse or a ranged weapon.
Your number of radiant points is equal to double your proficiency bonus.
When you spend a radiant point, it is unavailable until you finish a short or long rest, at the end of which all of your radiant points return.
The amount of the extra damage increases as you gain levels in this class, as shown in the Radiant Strikes column of the Demon Hunter table.
Targets of Enmity
At 1st level, thanks to the aid of your symbiotic hunter's bond, you have advantage on all checks to track or recall information on fiends and one more target of choice: aberrations, celestials, elementals, fey, monstrosities, or undead.
At 6th level, you gain a +1 on all attack and damage rolls made against your Target of Enmity targets. This bonus becomes +2 at 10th level, and +3 at 14th level.
Whenever you complete a long rest, you can choose to refocus your skills for the upcoming day. Choose a different target of choice. This new target replaces your original choice, and becomes your new Target of Enmity.
Fighting Style
At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Archery
You gain a +2 bonus to Attack rolls you make with ranged weapons.
Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Close Quarters Shooter (UA)
When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
Defense
While wearing armor, you gain a +1 bonus to AC.
Titan Fighting
You gain a +2 bonus to melee weapon attack rolls you make against Large or larger creatures.
Thrown Weapon Fighting (UA)
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.
Two-Weapon Fighting
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second attack.
Tunnel Fighter (UA)
As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
Pact Magic
Also at 2nd level you have accomplished a form of symbiosis with a dying angel. Thanks to the teachings of the angel you have learned to control the power within you, calling upon strong magic, granting you stronger spells, though limiting the amount of arcane power you can expel. See Spells Rules for the general rules of spellcasting and the Spells Listing for the demon hunter spell list.
Cantrips
You know one cantrip of your choice from the demon hunter spell list. You learn additional demon hunter 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 to cast your demon hunter spells of 1st through 5th level. 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 demon hunter spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 9th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.
Spells Known of 1st Level and Higher
At 2nd level, you know two 1st-level spells of your choice from the demon hunter spell list.
The Spells Known column of the demon hunter table shows when you learn more demon hunter 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 11th level, for
example, you learn a new demon hunter spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the demon hunter spells you know and replace it with another spell from the demon hunter spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your demon hunter spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma 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
Spell attack modifier
Spellcasting Focus
You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your demon hunter spells.
Hunter's Path
When you reach the 3rd level, you can select a Hunter's Path. This choice gives you a feature at 3rd, 7th,
11th, 14th and 18th level.
Metamorphosis
At 3rd level, your symbiotic relationship with your angel has started to transform your body. You can use your action to partially transform your appearance briefly. Dampened divine energy flows from your back like false wings, and you give off an aura of divine anger. Each creature of your choice that is within 20 ft. and is aware of you must succeed on Wisdom saving throw against your spell save DC or become Frightened until the end of your next turn. If a creature's saving throw is successful, the creature is immune to the Frightened effects of Metamorphosis for the next 24 hours.
You can use this feature a number of days equal to your proficiency bonus, regaining expended points whenever you complete a long rest.
Ability Score Increase
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 two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Martial Versatility (Optional)
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to demon hunters. This replacement represents a shift of focus in your martial practice.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Hunter's Sense
Upon reaching 6th level, your symbiotic relationship has altered your senses, causing the presence of strong evil registers on your senses like a noxious odor. You can sense the presence of any fiend or other Target of Enmity within 20 feet of you. You know the type of any being whose presence you sense, but not its identity or location. Within the same radius, you cannot be surprised by fiends and your Target of Enmity, and said creatures cannot gain advantage on attack rolls against you as a result of being hidden from you.
Additionally, your body continues to change and adapt to the form of your angelic counterpart, you start to pick up on the ways people talk around you. You gain advantage on all Wisdom (Insight) checks to tell if someone is telling a lie.
When you reach 10th level, the range of this feature increases to 30 ft., 40 ft. at 14th level, and 50 ft. at 18th level.
Upgraded Metamorphosis
When you reach 9th level, your symbiotic relationship with your angel has transformed your body to a point where you can temporarily manifest its true form. Whenever you use your Metamorphosis feature, divine energy flows from your back creating strange ethereal wings, and you now channel an aura of divine anger, granting Metamorphosis the following abilities:
- Your wings shed bright light in a 10-foot radius and dim light for an additional 10 feet.
- When you land an attack against an opponent, you deal an additional 1d6 radiant damage
- While under the transformation you are under the effects of a feather fall spell.
Your transformation now lasts for 1 minute, as does your aura of divine anger, causing creatures that have failed their Wisdom save against your Metamorphosis feature to be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Demonic Resistance
When you reach the 13th level, your knowledge of your foes has extended to their arcane abilities. You gain advantage on all saving throws against spells cast against you by fiends and your Target of Enmity.
True Metamorphosis
At 20th level, the angel within you has finished transforming your body, enhancing your Metamorphosis feature, and altering your base physiology. All damage rolls made against fiends and your other Target of Enmity targets include additional radiant damage equal to your Charisma modifier, and you can now telepathically communicate with creatures within 60 ft. of you, though this doesn't overcome language barriers.
Additionally, when you activate Metamorphosis, you gain the following properties:
- Your wings have fully manifested, you have a flying speed of 30 ft.
- Attack rolls made against Targets of Enmity are made at advantage.
- Radiant damage against fiends is doubled.
- You gain true sight of 30 ft.
Your transformation now lasts for 10 minute, and after using this feature, you must finish a short or long rest before you can use it again.
Hunter's Path
A demon hunter's Path is the path a demon hunter takes to achieve their end goals. Angels can transform a mortal body in many ways, and can help them towards different forms of mutation. These paths are what differentiates one demon hunter from another, and shows how they prefer to go about dealing with their common enemies.
Path of the Annihilator
Those who choose the Path of the Annihilator don't understand the meaning of mercy when it comes to fighting against the forces of evil. A lot of creatures are evil, fiends are only part of it, therefore everything will be used to accomplish the sacred task: the annihilation of every evil being.
Path of the Annihilator Features
Level | Feature |
---|---|
3rd | Detect Evil |
7th | Relentless Assault |
11th | Anger Against Evil |
14th | Resistance Against Evil |
18th | Annihilator of Evil |
Detect Evil
Starting at 3rd level, your metamorphosis shows the true nature of those around you. When you use your metamorphosis feature, select a number of creatures equal to your charisma modifier within 30 ft, of you. Each creature must make a Wisdom saving throw against your spell save DC. On a failure, you learn the creatures alignment.
Relentless Assault
Beginning at 7th level, when you're hit by a melee attack, you can use your reaction to make a melee attack roll against that creature. If your assailant is a creature which has been marked as evil by your Detect Evil feature, you can also use your Radiant Strikes feature on the attack, without expending a radiant point.
Anger Against Evil
Starting at 11th level, you use a bonus action to determine the alignment of a single creature within 30 ft. of you. If the creature is of an evil alignment, then you gain the effect of the spell hunter's mark on the creature without the concentration.
You can use this feature twice per long
rest.
At 15th level you can detect the
alignment of 2 creatures with a single
use of this feature, and can use the
feature 3 times per long rest, and four
times at 18th, while detecting up to
three creatures alignments per use.
Resistance Against Evil
At 14th level, you have an unbearable
will against those of villains.
Whenever a creature you have
detected as evil makes an Attack roll
against you, you can add a 1d4 roll
to your AC.
Annihilator of Evil
Reaching 18th level, no one can deceive you from their real nature. The Detect Evil feature is now active outside of Metamorphosis and its range has increased to 60 ft.
Also when you use your Metamorphosis feature you choose to gain a temporary new target of enmity for the duration of your metamorphosis which can be of any type you want.
It's quite obvious the similarities between demon hunters and aasimar, such as me and Raureif. It makes you wonder if demon hunters were suppose to be the original aasimars, with an angel to guide them, and the powers to help.
Or perhaps it is us who are the originals, and the celestials have used this as an inspiration for creating another system of surviva- bility.
-- Iorki P.
Path of the Archangel
You hold one ultimate goal: Revive the angel. You subscribe to combat, less to destroy creatures of evil, but to reinforce your body so that when it is passed onto the divine, your angel will be prepared to fight future battles at a level far superior to most, and with little to no risk of returning to a symbiotic state. The most religious of the your trade, demon hunters of the Path of the Archangel believe their purpose is to be a servant, rather than a partner, and are granted better control over their divine essence to achieve this goal.
Path of the Archangel Features
Level | Feature |
---|---|
3rd | Essence Expanse |
7th | Form of the Archangel |
11th | Celestial Resistance |
14th | Divine Aura |
18th | Temporary Return |
Essence Expanse
Starting at 3rd level, your proficiency with your divine essence has altered the course of your mutations. You can now expend a radiant point as an action to heal an ally within 5 feet of you for a number of hit points equal to 1 Radiant Strike die + your Charisma modifier, and you can cast the spell aid once per long rest without expending a spell slot.
Additionally, after 3rd level, any form of metamorphosis is altered and takes on a more divine form.
When you reach 9th level your Upgraded metamorphosis ability is altered, and the following changes are made:
- Your wings shed bright light in a 20-foot radius and dim light for an additional 20 feet.
- When you land an attack against an opponent, you deal an additional 1d6 radiant damage.
Additionally when you reach 20th level, you can add your Charisma modifier to the radiant damage of the True Metamorphosis feature.
Form of the Archangel
Starting at 7th level, you gain the ability to temporarily grow and take on the appearance of a celestial being. As a bonus action, you assume this archangel form, which lasts for 1 minute, or until you end it as a bonus action or are incapacitated.
You undergo the following changes while in your archangel form:
-
Your size becomes Large, unless you were larger.
-
Your reach increases by 5 feet.
-
You gain a number of temporary hit points at the start of each of your turns. The number equals half your demon hunter level. When the form ends, you lose any temporary hit points you have from it.
You can use this feature a number of times equal to your proficiency bonus, and regain expended uses after completing a long rest.
Celestial Resistance
Starting at 11th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your demon hunter level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your demon hunter level + your Charisma modifier.
Divine Aura
Starting at 14th level, your Form of the Archangel form emanates a magical aura that fortifies your injured allies. When any ally starts their turn within 30 feet of your archangel form, that ally regains a number of hit points equal to your Charisma modifier. This aura has no effect on constructs and undead.
Temporary Return
Starting at 18th level, Death can temporarily revive the angel within. When you have to make a death saving throw at the start of your turn, you can instead have your angel take over your body, and enter into your choice of Form of the Archangel or Metamorphosis. You regain hit points equal to half your hit point maximum, and stand up if you so choose. Each creature of your choice that is within 15 feet of you takes radiant damage equal to 2d6 + your Charisma modifier, and is blinded until the end of the current turn.
The use of this feature does not expend a use of your Form of the Archangel or Metamorphosis feature. Once you use this feature, you can’t use it again until you finish a long rest.
Path of the Deadeye
You are less confrontational than others of your skill. Where most demon hunters will let their presence become aware to their enemies, performing close quarters skirmishes, you prefer to conduct your battles from farther back. Excellent snipers, and eagle-eyed scouts, demon hunters on the Path of the Deadeye are perilous foes who can defeat an entire war band so long as they are kept at range.
Path of the Deadeye Features
Level | Feature |
---|---|
3rd | Deadly Precision |
7th | Rapid Strike |
11th | Snap Shot |
14th | Heaven's Snipper |
18th | Divine Shot |
Deadly Precision
Beginning when you choose this archetype at 3rd level, your aim becomes deadly. As a bonus action, you can take careful aim at a creature you can see that is within range of a ranged weapon you're wielding. Until the end of this turn, your next ranged attack with against that target gain two benefits:
- The attacks gain advantage.
- On each hit, the weapon deals additional damage to the target equal to half your demon hunter level rounded down.
You can use this feature three times, regaining all expended uses when you finish a long rest.
Rapid Strike
Starting at 7th level, you learn to trade accuracy for swift strikes. If you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a reaction.
Snap Shot
At 11th level, your symbiotic partner has augmented your speed. You learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.
Furthermore, your new mutation has come with additional benefits. You also gain proficiency in your choice of the Insight, Investigation, Perception, or Survival skill.
Heaven's Snipper
Starting at 14th level, you train to be effective in skirmishes. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.
If you take the Attack action on your first turn of combat, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.
Additionally Your walking speed increases by 10 ft.
Divine Shot
At 18th level, you are capable of consolidated your divine energy into the form of an arrow or bolt. Whenever you make a ranged weapon attack with a weapon that consume ammunition, you gain the following abilities:
- No ammunition is consumed by the Attack.
- The damage of the ammunition is changed to radiant.
- You gain a +2 bonus to the Attack and damage rolls of the base weapon.
Additionally you can release a divine bolt to strike down powerful demons and foes. You fire this bolt from any
ranged weapon you carry, dealing 3d10 radiant damage on a normal strike, or 4d10 damage against fiends or a Target of Enmity.
You must complete a long rest before you can fire off a divine bolt again.
Path of the Forsaken
You desire more power, tainting your new form with the blood and souls of demons. A more brutal form, demon hunters on the Path of the Forsaken tend to act on primal instinct, and will sooner turn themselves into a monster to achieve their goals, then worry about what consequences these actions may have.
Path of the Forsaken Features
Level | Feature |
---|---|
3rd | Demonic Alteration |
7th | Burning Regret |
11th | Fearless Beast |
14th | Dawn of the Devil |
18th | Demonic Gift |
Demonic Alteration
Starting at 3rd level, your absorption of demonic energy has altered the course of your mutations. Your Radiant Strikes feature now deals fire damage, you can cast the spell darkness once per long rest without expending a spell slot, and you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet. With this feature, you can see normally in darkness, both magical and nonmagical, and are capable of discerning color.
Additionally, after 3rd level, any form of metamorphosis is altered and takes on a more demonic form. When you reach 9th level your Upgraded metamorphosis ability is altered, and the following changes are made:
- Bright light within 10 ft of you is dimmed, and dim light within 10 ft. is treated as darkness.
- When you land an attack against an opponent, you deal an additional 1d6 of fire damage instead of radiant.
When you reach 20th level, the radiant damage of True Metamorphosis is also changed to fire.
Burning Regret
Beginning at 7th level, the demonic energy within you grows restless and vengeful. When you find your control over the energy slipping, it surges outwards licking the limbs of those who attack you with the fires of hell.
If you are reduced to 0 hit points, you can use your reaction to unleash your demonic energy. Each creature within 10 feet of you takes fire damage equal to half your demon hunter level + your Charisma modifier.
Once you use this feature, you can't use it again until you finish a long rest.
Fearless Beast
When you reach 11th level, the demonic energies have altered you further, altering even the way you think. You gain advantage on death saving throws, immunity to the frightened condition, and resistance to fire damage.
Dawn of the Devil
At 14th level the demonic energies you have been absorbing have tainted your physical form. Strange colored markings and scars cover your body, amidst other changes. You gain a resistance to fire damage, and the range of your aura of divine anger from the Metamorphosis feature is increased to 30 ft.
Demonic Gift
Starting at 18th level, when you hit a creature that is not a fiend with an attack, you can force a portion of the demonic energies in your body into theirs.
The creature takes 10d10 necrotic damage and is paralyzed until the end of their turn.
Once you use this feature, you can't use it again until you finish a long rest.
Path of the Stalker
You hone your skills to be quick and efficient. Being quick on your feet, and the first to react to any given situation, Demon hunters who embrace the Path of the Stalker are expert trackers, and have no qualms entering what some may call a sticky situation.
Path of the Stalker Features
Level | Feature |
---|---|
3rd | Quick Strike |
7th | Evasion |
11th | Stalker's Mobility |
14th | False Failure |
18th | Radiant Precision Strike |
Quick Strike
When you choose this path at 3rd level, you learn how slip away from your opponents amidst combat. 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.
Evasion
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Stalker's Mobility
At 11th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.
This bonus increases by 10 feet when you reach the 14th level, and an additional 10 feet at the 18th level. This increase will affect your True Metamorphosis flying speed at level 20.
False Failure
When you reach 14th level, you have taken the time to master your blade, so as to turn your worst failures into successes amidst combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest.
Radiant Precision Strike
At 18th level, You have fully weaponized the divine energy flowing within you. Whenever you use your Radiant Strikes feature you double the dice used.
When you use the Radiant Strike Feature against a fiend or a Target of Enmity, you triple the dice used.
Additionally when you use your True Metamorphosis feature, radiant damage against fiends is tripled.
Demon Hunter Spell List
Cantrips
- Create Bonfire
- Dancing Lights
- Light
- Mage Hand
- Mending
- Message
- Minor Illusion
- Prestidigitation
1st Level
- Cause Fear
- Charm Person
- Color Spray
- Comprehend Languages
- Detect Magic
- Detect Poison and Disease
- Disguise Self
- Divine Favour
- Entangle
- Faerie Fire
- Feather Fall
- Hellish Rebuke
- Identify
- Longstrider
- Protection From Good and Evil
- Purify Food and Drink
- Shield of Faith
2nd Level
- Alter Self
- Arcane Lock
- Blindness/Deafness
- Blur
- Detect Thoughts
- Enhance Ability
- Heat Metal
- Hold Person
- Invisibility
- Levitate
- Locate Object
- Magic Weapon
- Mirror Image
- Misty Step
- Phantasmal Force
- See Invisibility
- Suggestion
- Zone of Truth
3rd Level
- Blink
- Clairvoyance
- Counterspell
- Crusader’s Mantle
- Daylight
- Dispel magic
- Elemental Weapon
- Fear
- Glyph of Warding
- Magic Circle
- Major Image
- Melf's Minute Meteors
- Nondetection
- Protection From Energy
- Remove Curse
- Sending
- Sleet Storm
- Tongues
- Wind Wall
4th Level
- Arcane Eye
- Aura of Life
- Banishment
- Compulsion
- Confusion
- Control Water
- Death Ward
- Dimension Door
- Divination
- Freedom of Movement
- Greater Invisibility
- Hallucinatory Terrain
- Ice Storm
- Locate Creature
- Resilient Sphere
- Wall of Fire
5th Level
- Circle of Power
- Cone of Cold
- Contact Other Plane
- Destructive Wave
- Dominate Person
- Dream
- Dispel Good and Evil
- Geas
- Hold Monster
- Holy Weapon
- Legend Lore
- Modify Memory
- Scrying
- Seeming
- Telekinesis
- Teleportation Circle
- Wall of Force
Starting Equipment
When you create your demon hunter, you receive equipment based on a combination of your class and background. You can however choose to instead start out with a number of gold pieces based on the following chart and spend the gold on items from the equipment lists in Chapter 5 of the Players Handbook.
Starting Wealth
Class | Starting Gold |
---|---|
Demon Hunter | 3d6 x 10 gp |
Multiclassing
Multiclassing can allow you to gain levels in multiple classes. The following information will help you with multiclassing into the demon hunter class.
Prerequisites
To qualify for a new class, you must meet the ability score prerequisites for both your current class, and the class you wish to multiclass into.
Prerequisites
Class | Ability Score Minimum |
---|---|
Demon Hunter | Dexterity 13 and Charisma 13 |
Proficiencies
When you gain a level in a class other than your first, you only gain some of that class's starting proficiencies, as shown in the Multiclassing Proficiencies table.
Multiclassing Proficiencies
Class | Proficiencies Gained | |
---|---|---|
Demon Hunter | Light armor, medium armor, simple weapons, hand crossbow, heavy crossbow, shortsword, rapier |
Spellcasting
If you have both the Spellcasting class feature and the Pact Magic class feature from the demon hunter class, you can use the spell slots you gain from the Pact Magic feature to cast spells you know or have prepared from classes with the Spellcasting class feature, and you can use the spell slots you gain from the Spellcasting class feature to cast demon hunter spells you know.
Demon Hunter with Warlock
If multiclassing demon hunter with warlock levels, add a third of your demonhunter levels (rounded down) to your warlock level and consult the warlock progression table in the Player’s Handbook for total Spell Slots, Cantrips known, and Spell Slot Level.
Epic Level Demon Hunter
This section is meant to be an extension of the core class, and is designed to work with the Epic Levels document created by redditer by /u/Henry_smithy.
Team Brievary holds no affiliation with /u/Henry_smithy. Use this content at your own discretion.
Epic Level Demon Hunter
Level | Proficiency Bonus | Features | Radiant Strikes | Cantrips Known | Spells Known | Spell Slot | Slot Level |
---|---|---|---|---|---|---|---|
21st | +7 | Shifting Movement | 1d12 | 4 | 11 | 4 | 5th |
22nd | +7 | — | 1d12 | 4 | 12 | 4 | 5th |
23rd | +7 | Gift of the Damned | 1d20 | 4 | 12 | 4 | 5th |
24th | +7 | Ability Score Improvement | 1d20 | 4 | 13 | 4 | 5th |
25th | +8 | Divine Manifestation | 1d20 | 4 | 13 | 5 | 5th |
Shifting Movement
You understand the boundaries of the realms. You can spend 3 radiant points to cast a modified version of dimension door that can move you up to 500 dr. as a bonus action.
Gift of the Damned
You have seen as much bloodshed as the damned souls of the hells. Your symbiotic partner has also witness death beyond count, and together you have formed a method to prevent more from falling in your presence. You can shift a portion of the divine essence of the angel within you to cast resurrection on one target. Once you have used this feature, you must wait 7 days before you can cast it again, replenishing the divine essence sacrificed.
There is a possibility that the resurrected soul will awaken as a demon hunter, and the essence can form it's own conscience, becoming an angel one day.
Divine Manifestation
Beginning at 25th level, your body undergoes a change rarely seen within demon hunters. You have long since surpassed the abilities of even the best of the demon hunters, and you are no longer a mere host to a angel, but have become a celestial yourself, the two souls merging into one new being. You are now considered a celestial for the purposes of spells and features, and a translucent form of your wings are always visible, though metamorphosis much be used to fully manifest them.
Once you have undergone this change, you also gain the following benefits.
Angelic Assistance. You can expend a radiant point as a bonus action to heal another creature. The target regains 22 (4d8+4) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Divine Resistance. When you fail a saving throw against a spell of 5th level or lower, you can choose to succeed instead. Once you've used this feature, you must finish a short or long rest before you use it again.
Credits
Created by Nicholas Hoar
Contributors: Stoneman
Proofreaders/Balancers: /u/CuppaJoe12, /u/Darcosuchus, /u/estein1030, /u/Felljustice, /u/lidanma, /u/LittleOdin, /u/Mr_Couver, /u/Soliantar1631, /u/ThatGuyWhoUsesXray. /u/TrinityMagicianArt in Order of Appearance
"Demon Hunter" by Martin Glenn Rane
"knight with a sword facing the lava demon in hell, digital art style, illustration painting" by Tithi Luadthong
"crossbow" by ZABO LIGHT
"Coerce Guild Symbol" by ensuiiusne
"Demon Hunter" by Aleksey Bayura
"Angel in disguise" by cyl1981
"fallen angel grill" by Distr
"Assassin" by aditya777
"Burning Village" by Jeremy Adams
"Demon hunter" by Nick Deligaris