Devil Hunter V2

by jemiller2

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Devil Hunter: V2

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, Charisma your highest ability score, following with Dexterity or Strength, depending on the weapons you wish to use. Second, take the Folk Hero, Urban Bounty Hunter, or Haunted One background.

Class Features

As a 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, shortswords, greatswords
  • Tools: One type of musical instrument

  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Athletics, Acrobatics 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, (b) a shortsword, (c) a rapier, or (d) a greatsword
  • (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.

Devil Hunter Archetype

At 1st level, you choose an archetype for which to hone your fiendish powers. Choose Dark Knight, Devil Breaker, Mysterious One, or Dark Slayer, 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.

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.

Demon Slayer

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 aberration, celestial, devils, or fiends within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. You know the type (aberration, celestial, devil, or fiend) of any being whose presence you sense, but not its identity or capabilities.

You can use this feature a number of times equal to 1 + your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.

In addition, when attacking a devil or fiend, you get +2 to the damage of attacks. You also have advantage on Wisdom checks to track devils and fiends and Intelligence checks when it comes to recalling or learning new information about devils and fiends.

Fighting Style

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.

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 moves, known as Stylish Arts. You start knowing three such Arts: Charged Shot, Witty Taunt, and High Time, as well as traits given by your Archtype (see Stylish Arts in your chosen Archtype). You learn more stylish features as you gain levels in this class.

Unless otherwise stated, Stylish Arts are performed with your currently held Melee weapon, and benefit from any traits or properties that weapon has. For example, a weapon with a property that adds +1 damage or 2D6 Fire Damage adds that damage to the Stylish Art. Unless otherwise stated, the damage type of a Stylish Art is also determined by the weapon being used. An Art using a longsword does slashing damage, while using a rapier will cause piercing. The weapon damage die is not added to the damage of Stylish Arts, unless states in the rules for the Art (a greatsword does not add 2d6 damage).

Stylish Arts may not land Critical Hits.

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.

Stylish Arts use Charisma to determine their hit rolls. 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 = 8 + your proficiency bonus +

your Charisma modifier
  • Stylish Art: Charged Shot: You can spend 1 style point to infuse your ranged weapon with fiendish energy when you take the Attack Action with a ranged weapon. When you do so, add force damage equal to your Distortion Die to the attack damage. This does not count as an Art for Stylish Combos, only the base Attack Action counts.

  • Stylish Art: Witty Taunt: As an action, you may spend 1 Style point to taunt your enemy in a way that only a Devil Hunter can. When you use this Art, you cast the Vicious Mockery cantrip at 1 target enemy creature, at lowest tier. Your casting attribute for this spell is Charisma. The Wisdom test they take is against your Style Save DC. The target must also use all of its movement and actions to attack you on its next turn. This is not a Stylish Art that counts as using your weapon.

  • Stylish Art: High Time: You have learned to move and attack with such force and speed that you are able to perform acrobatic combat feats in the air, as well as send your enemies flying.

  • You may spend 1 Style Point as an action to target a creature that is Large or smaller. Make an attack roll. If you hit, the creature takes damage equal to your Distortion die. The creature must then pass constitution check against your Style DC. If passed, nothing happens. If failed, the creature is launched 10 feet in the air, then falls and lands in front of you. You may then follow up with Stylish combos as normal.

  • Starting at 10th level, you may either then let the target fall back to the ground as normal, in which case they land prone, and follow up with a Stylish Combo, or use an action to follow up with Aerial Rave, provided you have the actions to do so.

Distortion

Your stylish features may use a Distortion die, a d4. This die changes as you gain devil hunter levels, as shown in the Distortion column of the Devil Hunter table.

Devil Arms

Starting at Level 3, you bind yourself to favored weapons, pouring a fraction of your power into it, and creating and unbreakable bond with it (except by you) as long as you live.

You can transform a weapon into a Devil Arm by performing a Special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. You can then dismiss the weapon, shunting it into an extradimensional space. It will then be one of the weapons you may summon. You can’t affect an artifact or a sentient weapon in this way, though you can do this to a magic weapon. The weapon ceases being your Devil Arm if you die or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks. There is no limit to the number of Devil Arms you may have.

You can use a Bonus action to summon a Devil Arm in your empty hand. You can choose which one appears, if you have multiple. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage. You may count a Devil Arm as having the Finesse and Light trait, if it does not already have it and does not have the Heavy trait. You are proficient with all Devil Arms.

Your Devil Arm disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

Starting at 11th level, you may transform relic weapons into Devil Arms.

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. You may instead choose a feat instead of increasing any ability scores.

Devilish Reflexes

Beginning at 4th level, you develop an uncanny ability to narrowly avoid surprise attacks and traps. You gain advantage on Dexterity saving throws. You may also use your Dexterity, instead of Strength, to determine your Jumping range.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. This increases to attacking three times per Attack action at level 11.

Stylish Combos

Devil Hunters are able to string multiple types of attacks and Arts together to make for a truly stylish, and devastating, show out of combat. Starting at 5th level, you may perform Stylish Arts with Bonus Actions and Opportunity Attacks. You may not perform the same Stylish Art more than once per turn

Your movement speed gets reduced to half after you use a bonus action to perform an Attack or Stylish Art.

Speed

Also at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.

Shall Never Surrender

Starting at 7th level, your fiendish blood allows you to recover from even the deadliest of injuries. You have advantage on death saving throws. If you are unconscious but stable, roll a d20 at the beginning of your turn. On a 19 or 20, you regain 1 hit point.

Taste the Blood

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. You also gain new Arts for your Archtype. See Enhanced Stylish Arts in your Archtype.

  • Stylish Art: Honeycomb Fire: Any target you hit with a ranged attack takes an extra 1d4 force damage when you use Charged Shot.

  • Stylish Art: Scathing Remarks: You may use the Witty Taunt Stylish Art 3 times per short or long rest instead of only twice. You may now also target up to 2 enemies with the Art.

  • Stylish Art: Aerial Rave: When you successfully launch a creature with High Time, you may spend 1 Stylish point as an action to leap into the air with the target and follow up with an number of attacks equal to your Attack action. You have advantage on these attack rolls, and the damage is equal to your Distortion Die. The final attack brings yourself and the target back to the ground. The target lands prone in front of you. You do not take fall damage from this, your target does. You may follow this up with Stylish Combos as usual, provided you have enough bonus actions left to do so.

Stylish Bonus Actions

Starting at 10th level, you gain special actions known as Stylish Bonus Actions. These actions may be used as Bonus Actions or Reactions, and may only be used to perform Stylish Arts. At the start of each turn, you gain 1 Stylish Bonus Action at 10th level. The number of Stylish Bonus Actions you get increases to 2 at 15th level and 3 at 20th level. Any Stylish Bonus Actions not used are lost at the start of your turn, replaced by the new actions.

In addition, at the start of each turn, you regain 1 Stylish point. You may not go over your starting amount for your level. This increases to regaining 2 points at 15th level, and 3 at 20th level.

Fiendish Resilience

At 13th level, your fiendish body has learned to react more effectively to threats. You gain proficiency in either Constitution, Intelligence, Strength, 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 not die of old age.

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, and you gain one extra use of Devil Trigger. At the start of each of your turns, you gain HP equal to your Constitution modifier, up to your maximum Hit Points. Additionally, when you roll for initiative and have no style points, you regain 3 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.

Style Change

When you choose this archetype at 1st level, you develop four specialized styles of combat. Choose trickster, swordmaster, royal guard, or gunslinger. During your turn, you may use a bonus action or a Stylish action to change to a different Style.

Trickster. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.

Swordmaster. Increase the damage of melee weapons by +1. Additionally, once per turn, when you hit a creature with an Attack or Stylish Art, you may cause it to take damage equal to your Charisma modifier (minimum of 1).

Royal Guard. When you take damage, you may use a reaction to reduce the amount by an amount equal to your Constitution modifier (minimum of 1).

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. You ignore the Loading attribute on ranged weapons.

Stylish Arts

  • Stylish Art: Stinger: This Art requires the use of a Sword and may not be used if you are not holding one or do not have one as a Devil Arm. If you do not have one held, you automatically dismiss your currently held Devil Arm and summon the sword. You can spend 1 style point as an action to move up to 30 feet in a straight line, stopping at the first creature you encounter and making a single attack roll against it. The damage is equal to your Distortion Die + Charisma modifier. This movement does not provoke opportunity attacks. The target must pass a Strength test against your Style DC, or be pushed back 5 feet, landing prone.

  • Stylish Art: Drive: As an action, you may spend 1 to 3 Style points. Target a creature within 15 feet, and make a number of attack rolls equal to the number of points you spend. The damage of this Art is necrotic, and equal to your Distortion die.

Devil Arm Master

Starting at 3rd level, you may transform a weapon into a Devil Arm in half the time normally needed. Additionally, summoning and dismissing a Devil Arm is a Free Action. You may do this to switch between weapons before rolling for any Extra Attacks, and before using a Stylish Art. Twice per short or long rest, doing so will give you 1 Style point. This goes up to 3 times at 11th level, and 4 times at 14th level.

If you change weapons between Stylish Combos actions, or when require due to a Stylish Art, you may repeat actions use during this turn.

Devil Trigger

Beginning at 6th level, you learn how to tap into the demon raging inside of you. On your turn, you can pull your Devil Trigger as a bonus action and gain the following benefits:

  • You gain temporary hit points equal to your devil hunter level. These temporary hit points last until the end of your Devil Trigger.
  • You gain Resistance to Necrotic and Fire damage
  • When you deal damage with your Stylish Arts, add your Charisma modifier to that damage.
  • Once per turn, you can deal extra necrotic damage equal to half your devil hunter level to a creature you hit with a weapon attack.

Your Devil Trigger lasts for 10 minutes, and ends early if you are reduced to 0 hit points or die. You can use this feature twice, and you regain all expended uses of it when you finish a short or long rest.

Enhanced Stylish Arts

  • Stylish Art: Million Stab: When you use Stinger, you may increase the attack rolls from 1 to 3, but the target does not have a chance to be pushed, and the attack does not get the added Charisma Modifier damage.
  • Stylish Art: Round Trip: Spend 1 Style Point as an action. Every creature within 10 feet of you must pass a dexterity save against your Style DC or take damage equal to your your Distortion Die, taking half damage on a pass.
  • Stylish Art: Crystal: This Art requires the use of a Polearm and may not be used if you are not holding one or do not have one as a Devil Arm. If you do not have one held, you automatically dismiss your currently held weapon and summon the polearm Devil Arm if you have one. Spend 2 Style Point as an action, every creature up to 10 feet in front of you must make a Dexterity save against your Style DC or take cold damage equal to 2 rolls of your Distortion Die, taking half damage on a pass.
  • Stylish Art: Revolver: This Art requires the use of a Polearm and may not be used if you are not holding one or do not have one as a Devil Arm. If you do not have one held, you automatically dismiss your currently held Devil Arm and summon the polearm. As an action, spend 2 Style Points to make a number of attack rolls equal to the number of attacks you'd get from an Attack action. The damage of this attack is lightning damage equal to your Distortion Die.
  • Stylish Art: Balrog Assault: You unleash a barrage or punches and kicks at the enemy. As an action, spend 1 to 3 Style Points to make a number of unarmed attack rolls equal to the number of points spent +2. The damage of this Art is fire damage equal to your your Distortion die.

Sin Devil Trigger

At 11th level, you gain the ability to unleash the full extent of fiendish power inside. You can expend two uses 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 Size increases to Large
  • The extra necrotic damage once per turn when you hit with a weapon attack increases to an amount equal to your devil hunter level.
  • You gain access to the Stylish Art known as The Luce
  • Starting at 15th Level, when you take the Attack action on your turn, you can make an additional attack as part of the 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.

  • Stylish Art: The Luce: You channel the power of your Sin Devil Trigger into bolts of pure energy that shoot out at your enemies. As an action, spend up to 6 Style Points to use this Art. Select up to 3 targets that you can see within 40 feet of you. Make a number of attack equal to the number of points spent, divided evenly between the targets. These attacks hit automatically. The damage from this attack is force damage equal to 2 rolls of your Distortion Die + your Charisma Modifier. You may only use this Art once per Sin Devil Trigger. Your turn ends after using this Art.

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 and additional Stylish Arts depending on your current style:

Trickster. Opportunity attacks made against you have disadvantage.

  • Stylish Art: Air Trick: As a action, you may spend 2 Style points to teleport up to 20 feet to any open space. This is not a Stylish Art that counts as using your weapon.

Swordmaster. When you hit a creature with a melee weapon attack, you can reroll a damage die and choose which dice are used for the damage roll. You also gain an Extra Attack when attacking with a melee weapon, giving 4 attacks per Attack action.

  • Stylish Art: Dance Macabre:
    As an action, you may spend 3 style points to use this Art. Make 5 attack rolls against an enemy in range. This may only be done once per short or long rest. The damage is melee weapon damage + necrotic damage equal to you Distortion Die.

Royal Guard. Bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by half your Charisma modifier (minimum of 1, rounded up). You gain 2 extra Reactions per turn. Reactions not used by the start of your next turn are lost.

  • Stylish Art: Just Guard: As a Reaction to being hit by an attack or spell, you may spend 1 Stylish Points to attempt to nullify the hit. Take a Constitution test, with advantage, against the attack roll. If successful, the attack you guard against is stopped and counts as missing instead. This is not an attack and does not use your weapon, and is not used in Stylish Combos. You may only use this a number of times equal to your Constitution Modifier.

  • Stylish Art: Royal Release: As a free action, when you successfully stop an attack with Just Guard, you may spend 1 style point to release the energy from the attack back at the attacker. The creature that attacked you takes Force damage equal to your Constitution modifier + your Charisma modifier + your Distortion die. You may only do this twice, and regain uses after a short or long rest. This is not a Stylish Art that counts as using your weapon, and is not used in Stylish Combos.

Gunslinger. Attacks made with ranged weapons ignore half cover and three-quarters cover. Your ranged attacks also Crit on a 19 or 20. You may use 2 one-handed ranged weapons and benefit from Two Weapon Fighting, and ignore the Loading and Ammunition attribute.

Quadruple S

At 18th level, your battle rhythm allows you to instinctively control your Sin Devil Trigger. Whenever you hit a creature with 4 Attack rolls and/or Stylish Art rolls on the same turn, you can gain the benefits of your Sin Devil Trigger until the beginning 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 1st 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 1st 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. This unarmed strike can be done in place of a weapon attack during the Attack Action.

You may not use a weapon in the hand that is taken over by the Devil Bringer. However, Devil Arms count as not having the Two-Handed trait when wielded by you, allowing you to use them with your 1 open hand. You still benefit from the Great Weapon Fighting Style if this was taken.

Stylish Arts

  • Stylish Art: Streak: You can spend 1 Style Point as an action to move up to 20 feet in a straight line, stopping at the first creature you encounter. Make an attack roll against it and up to 2 additional creatures adjacent to it. The damage is equal to your Distortion die. All creatures hit by this are pushed away from you 5 feet, and knocked prone.
  • Stylish Art: Buster: As an action, you may spend 1 Style Point to attempt to grab and slam a enemy with your Devil Bringer. Choose one enemy of Large or smaller size and within range of your Devil Breaker (10 feet). Your target must take a Dexterity save against your Style DC. If this test is failed, you pull the target to you, and slam them to the ground. They are moved to the closest unoccupied space to your front, take force damage equal to your Distortion die, and are knocked prone. This is not a Stylish Art that counts as using your weapon.

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 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.

Enhanced Stylish Arts

  • Stylish Art: Shuffle: As a reaction, you may spend 1 Style Point when hit by an attack. Take a Dexterity test. On a pass, the attack misses instead. On a fail, you take half damage from the attack. Then, make 1 attack roll towards the attacker using your melee weapon. This does not count as a Stylish Art of the purpose of Stylish Combos.
  • Stylish Art: Bringer Knuckle: As an action, you may spend up to 3 Style Points to make a number of attacks equal to the points spent with your Devil Bringer.

Devil Trigger

At 11th level, you learn how to tap into the demon inside yearning to break free. On your turn, you can pull your Devil Trigger as a bonus action and gain the following benefits:

  • You gain a flying speed equal to your movement speed.
  • You gain Resistance to Necrotic and Fire damage
  • Once per Devil Trigger, whenever you roll your Distortion die for damage, you may roll it again and add the result as extra damage.
  • You can use the Showdown and Maximum Bet stylish arts.

Your Devil Trigger lasts for a 5 minutes, and ends early if you are reduced to 0 hit points or die. You can use this feature two times, and you regain all expended uses of it when you finish a long rest.

You also gain the following Stylish Arts:

  • Stylish Art: Showdown: Once per Devil Trigger, you may use your action to spend up to 4 style points to unleash a flurry of attacks with your Exceed weapon. Make a number of attacks rolls equal to the number of style points spent +1. The damage of these attacks is equal your Charisma modifier + your Distortion Die. Using this Art ends your turn.

  • Stylish Art: Maximum Bet: Once per Devil Trigger, you may spend 1 Style Point to unleash a slash of energy towards your foe. Target a space up to 15 feet away. Make an attack roll against every creature between you and that point, and any creature at that point. The damage of this Art is Force and is equal to your Distortion die + Charisma Modifier.

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 take this Archtype at 1st 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. You many not use Two-Handed or Heavy weapons when you take this Devil Hunter Archtype.

Nightmare Familiar

At 1st level, you learn to channel your fiendish powers to bring forth a contracted demon familiar. You learn the Find Familiar spell and can spend 1 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.

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 next turn.

Stylish Arts

  • Stylish Art: Familiar Bullet: As an action, you may spend 1 Style Point to command your familiar to make a number of attacks equal to the number of attacks you would get with your attack action. These attacks have a range of 30 feet, and their damage is lightning damage equal to half a roll of your Distortion Die, rounded up. You may repeat this Stylish Art during Stylish Combos. If this 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 next turn. This is not a Stylish Art that counts as using your weapon.

Shadow Prowler

At 3rd level, you gain the ability to call forth a manifestation of nightmares to harass your foes. As a bonus action, you can spend 2 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 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, or any Arts originating from Shadow, 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 or after 5 minutes. If Shadow's target dies, you may spend 1 Style Point to select a new target for Shadow to pursue.

You also gain access to 2 new Stylish Arts, Breakthrough and Hedgehog, both of which require Shadow to be summoned. These Arts use your Charisma to hit, not Shadow's.

  • Stylish Art: Breakthrough: As an action, you may spend 1 Style Point. Shadow turns into a cloud of razor filled darkness, and moves up to 15 feet in a straight line, passing through all obstacles and creatures. Any creature it passes through must take a Dexerity test. On a fail, it takes slashing damage equal to your Distortion die, and half as much on a pass. This move does not provoke opportunity attacks. This counts as a Stylish Art used by you for the purpose of Stylish Combos. This is not a Stylish Art that counts as using your weapon.

  • Stylish Art: Hedgehog: As an action, you may spend 1 Style Point. Shadow momentarily transforms into a mound of spikes. Every enemy within 5 feet of shadow must take a Dexterity test. On a fail, they take piercing damage equal to your Distortion die, and are pushed back feet, directly away from shadow. On a pass, they take half that damage. This counts as a Stylish Art used by you for the purpose of Stylish Combos. This is not a Stylish Art that counts as using your weapon.

Round Robin

Starting at 6th level, your Familiar's loyalty towards you grows. As a reaction to being attacked, you may have your familiar teleport to an unoccupied space next to you. When you do so, your familiar becomes the new target of the attack, and the attacker takes Lighting damage equal to your Distortion Die.

If there is no open space, the familiar can not intercept the attack.

Enhanced Stylish Arts

These addition Arts require Shadow to be summoned:

  • Stylish Art: Arbiter: This Style Art follows the rules for High Time, yet is made by Shadow, not yourself. The damage type is slashing This is not a Stylish Art that counts as using your weapon.
  • Stylish Art: Buzzsaw: This Style Art follows the rules for Aerial Rave, yet is made by Shadow, not yourself. It uses your number of attacks, not Shadow's. The damage type is slashing. This is not a Stylish Art that counts as using your weapon.

Nightmare

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 actions it can take on its turn are the Attack and Dodge actions, 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, rounded up, and disappears afterwards. It 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 gain this Royal Fork Stylish Art:

  • Stylish Art: Royal Fork: You can use your action to spend up to 10 style points, summoning projections of your weapon 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 8d10 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.

Stylish Arts (Requires your action)

Stylish Art: Desperado: Melee Attack: +7 to hit, reach 10 ft., one target you can see. Hit: 4d6 + 5 bludgeoning damage. This counts as a Stylish Art used by you for the purpose of Stylish Combos.

Stylish Art: Domination (Once per 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. This counts as a Stylish Art used by you for the purpose of Stylish Combos.

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.

Summoned Swords

Starting when you choose this archetype at 1st 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. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is force, and its damage is equal to you Distortion Die.

When you hit a creature or location using this feature, you may teleport to an unoccupied space within 5 feet of the target as a Free Action. This may only be done a number of times equal to halve your Devil Hunter Level, rounded up. You regain all uses of this after a short or long rest.

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.

Stylish Arts

  • Stylish Art: Rapid Slash: You may spend 1 Style Point as an action to move up to 20 feet in a straight line. You are not stopped by enemies in this path. Make a single attack roll against every enemy passed. The damage of this art is equal to your Distortion die. This movement does not provoke opportunity attacks.
  • Stylish Art: Judgment Cut: As an action, you may spend 1 to 3 Style Points. Choose a creature within 15 feet. Make a number of attack rolls against a target creature equal to the number of Style Points spent. The damage is Force damage equal to to your Distortion die. This Art ignores half cover and three-quarters cover.
  • Stylish Art: Trick Dodge: As a reaction to being hit by an attack or spell, you may spend 2 Style points to teleport up to 10 feet to any open space. The attack counts as having missed. This is not a Stylish Art that counts as using your weapon.

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.

Doppelganger

Beginning at 6th level, you learn how to project a fraction of your devilish power to manifest a magical copy of yourself. You gain the following trait:

Doppelganger You can use a bonus action to split off a piece of your demonic energy as a ghostly echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, blue-gray image of you that lasts for 5 minutes or until it is destroyed, until you dismiss it as a bonus action, or until you're incapacitated.

Your Doppelganger has AC equal to yours, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). Choose the direction it is facing after the move. If your echo is ever more than 40 feet from you at the end of your turn, it is destroyed.

As a bonus action, you can teleport, magically swapping places with your doppelganger at a cost of 15 feet of your movement, regardless of the distance between the two of you.

Your Doppelganger copies any Stylish Arts or Attack Actions you perform. It requires the same hit roll as you. Any damage caused by it is counted as Force damage, and is reduced to half, rounded down, to a minimum of 1. It does not change the direction it is facing when coping your actions. It does not copy any Summoned Swords attacks or techniques, instead making a single melee attack directly to it's front, whether there is a target there or not. (Example: If you use Rapid Slash, your Doppelganger will do so as well, moving in a straight line in the direction it was facing. If you take the Attack action, the Doppelganger does so as well, and attacks the same number of times as you). Your doppelganger's actions will not hit you.

Your Doppelganger can intercept attacks made against you. As a reaction, you can have it teleport to an unoccupied space within 5 feet of you. The doppelganger is the new target of the attack. If there is no open space, the doppelganger can not intercept the attack.

Your Doppelganger lasts for 5 minutes, and ends early if you are reduced to 0 hit points or die, or if the Doppelganger is reduced to 0 hit points. You can use this feature twice, and you regain all expended uses of it when you finish a short or long rest.

Enhanced Style Arts

  • Stylish Art: Blistering Swords: Once per turn, when you take the Attack action and use Summoned Swords as a part of it, you can spend 1 style point to double the number of Summoned Sword attacks. Example: If you have 2 Attacks due to Extra Attack, you choose to use 1 attack with your melee weapon and 1 with Summoned Swords, you gain 2 Summoned Swords attacks by using Blistering Swords. If you use Summoned Swords with both attacks, you get 4 when using this Art. This is not a Stylish Art that counts as using your weapon.

  • Stylish Art: 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. The damage increases when you reach certain levels in this class, increasing to three rolls at 11th level, and four rolls at 17th level. This is not a Stylish Art that counts as using your weapon. Creatures hit by this Art reduce their speed by half.

  • Stylish Art: 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, ends its turn, or moves 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. This is not a Stylish Art that counts as using your weapon.

  • Stylish Art: 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 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. This is not a Stylish Art that counts as using your weapon.

Sin Devil Trigger

At 11th level, you gain the ability to unleash the full extent of fiendish power inside. As a bonus action you may expend 1 use of Doppelganger to activate Sin Devil Trigger and gain the following benefits:

  • You gain temporary hit points equal to your devil hunter level. These temporary hit points last until the end of your Devil Trigger.
  • You gain Resistance to Necrotic and Fire damage
  • When you take the Attack action and use Summoned Swords as part of it, double the number of Summoned Swords used.
  • You gain a flying speed of 60 feet.
  • Your Size increases to Large
  • Stylish Art Judgment Cut has its range increased to 30 feet.
  • When you deal damage with your Stylish Arts, add your Charisma modifier to that damage.

Your Sin Devil Trigger lasts for a number of rounds equal to half your devil hunter level, and ends early if you are reduced to 0 hit points or die. Once you use this feature, you must finish a long rest before you can use it again.

Concentration

At 14th level, you develop the ability to draw upon untapped pools of power through concentration. When you take the Dodge action, you may use a bonus action to regain up to a number of expended 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.

Judgment Cut End

At 18th level, while in Sin Devil Trigger, you gain access to a new Stylish Arts skill, Judgment Cut End, and can unleash a flurry of attacks that have the power to distort spacetime itself.

  • Stylish Art: Judgment Cut End: As an action, you may spend up to 10 Style points. Select a number of creatures you can see within 30 feet, equal to the number of points spent. You may choose creatures of size Large as a target twice, and anything Huge or bigger three times. Each target takes Force damage equal to you 3D10 + Distortion Die + Charisma Modifier. You can then teleport to an unoccupied space you can see within 30 feet. This does not trigger opportunity attacks. Your Doppelganger can not copy this Art, instead making a single Attack action in the direction it is facing. You may only use this Art once per short or long rest. Using this Art ends your turn.
The Devil Hunter
Level Proficiency Bonus Style Points Distortion Features
1st +2 Unarmored Defense, Demon Slayer, Devil Hunter Archetype
2nd +2 2 1d4 Fighting Style, Style Points, Devil Arms
3rd +2 3 1d4 Archtype Feature
4th +2 4 1d4 Ability Score Improvement, Provocation
5th +3 5 1d6 Extra Attack, Stylish Combos, 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 Extra Attack, Taste the Blood
10th +4 10 1d6 Stylish Bonus Actions, 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

Design Considerations

Restrictions

Consider restricting this class to Humans, Variant Humans, Half-Elves, and Tieflings. There are some race combos that may be too powerful, or may not make much sense paired with this class. Also consider not allowing Muticlassing with the class, also to avoid overpowered combinations.

Stylish Combos

This rule is used to similate how the characters in Devil May Cry string numerous attacks together in quick succession. Combos can usually only be used on one target at a time due to movement being reduced, and the damage is restricted on most Stylish Arts to only be equal to a roll of the Distortion Die, and may not land critical hits.

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.

If that isn't enough, 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.

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. Combine this with its high points cost and it causing the turn to end, and it will generally be used as a last ditch effort to finish something off.

If you believe Exceed is too weak, 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 Nightmare is much shorter than a Devil Trigger, 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, as well as act on the players turn via Stylish Arts. 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.

Dark Slayer

Dark Slayer is based on Vergil, similar in concept to Dante. It, however, focuses larger on the Summoned Swords and quick attacks that are so iconic to him.

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.

Doppelganger is a tricky trait to balance. If it proves to be too powerful or complicated, replace it with Devil Trigger from Dark Knight, and add the bonuses from Devil Trigger to Sin Devil Trigger.

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.

Challenging Devil Hunters

The Devil Hunter's greatest strength is the number of attacks they can perform in the early game, 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 Wisdom saving throws.

If your player isn't playing a Mysterious One, their weakest point is reliable AoE damage. Consider using swarms of monsters, as the action economy can easily overcome a Devil Hunters, especially in the earlier game.

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 beginning of your next turn. The temporary hit points would remain until the end of Devil Trigger.

###Stylish Art Damage Stylish Arts do not use the damage die of a weapon used to perform them, unless the Art says it does weapon damage in addition to Distortion Die (such as Dance Macabre). They only use the damage type (slashing, pierce, bludgeoning, etc). Any additional properties, such as +1 damage from being a magic weapon, ignoring armor, or adding +2D6 fire damage, is added to the damage of the Art. This is to keep Stylish Arts from being too powerful, while also not invalidating the player's weapon choices.

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 replacing the Devil Bringer feature with a free cantrip, or a 1st level spell that can be used a number of times equal to half your devil hunter level until the end of a long rest. Ideally, the Devil Hunter would be able to replace the spell at the end of a long rest.

Current Version/Date Released

Version 2 / 11/26/2020 Updated Class by /u/jemiller2 Added many new features and arts, rebalanced.

Original Version/Date Released

Version 1.1.1 / 04-09-2020 Location: https://www.gmbinder.com/share/-Ln9fc2RbZ_lBrils2d1/-M4VvrPQRCxq6_hAYsYY

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 Mishi Chua (cover).

 

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