Demon Hunter - 5e - v9.1

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Demon Hunter

A tall Half-Elf skirts the battlefield, staying hidden from his greatest foe. When the time is right and his foe at its weakest, he leaps from the shadows to strike with furious abandon.

Wading wholeheartedly into the fray, a stout Dwarf shrugs off the blows of his enemies, all while keeping his foes attention off his allies.

Leaping towards her enemies, a partially transformed High Elf steals the power of the very demons she hunts, using it against them in a dangerous dance of power.

Hunters of Evil

The first Demon Hunters came about during the Great War, and were originally a small sect of paladins devoted entirely to the eradication of fiends and any influence they may have in the mortal world. In the time since, Demon Hunters have stopped taking oaths and no longer swear fealty to a deity or an ideal, but they still maintain their heritage in their combat styles and the conviction with which they hunt their prey.

Modern Demon Hunters are people who have taken it upon themselves to eradicate evil in its purest form. They study and, in some rare cases, emulate demons and fiends in order to truly eradicate them. Demon Hunters are those people with the most staunch beliefs, and the deepest convictions.

Most Demon Hunters simply study demons, learning weaknesses and training to bolster their abilities against them, but some Demon Hunters go so far as to copy and desecrate their own bodies, taking on aspects of the very evil they hunt. While most demon hunters are welcome in society, these few are almost universally shunned for their willingness to copy their foes.

Demon Hunters use their agility and cunning intelligence in tandem to outwit and destroy demons of all kinds. Though they tend to tailor their abilities to hunting demons, the skills of a Demon Hunter make them uniquely suited to hunting monsters of all types, and some Hunters choose instead to focus their time on hunting Monstrosities, Aberrations, or Undead as well.

Creating a Demon Hunter

When creating your Demon Hunter, consider why you've chosen to pursue the destruction of your foes. Did you have a terrifying experience with a single devil, who now is the target of your passion? Or were you somehow tainted by demons and resent the influence they had on you? Perhaps your path was chosen for you by a family tradition or paying an ancient debt.

The Demon Hunter
Level Proficiency Bonus Features Hunter's Bane Cantrips 1st 2nd 3rd 4th 5th
1st +2 Unnatural Awareness, Spellcasting 2 2
2nd +2 Fighting Style, Hunter's Bane 2 2 2
3rd +2 Hunter's Path, Path Spells 2 2 3
4th +2 Ability Score Improvement 2 2 3
5th +3 Extra Attack 3 2 4 2
6th +3 Relentless Pursuit 3 2 4 2
7th +3 Path Feature 3 2 4 3
8th +3 Ability Score Improvement 3 2 4 3
9th +4 4 2 4 3 2
10th +4 Hell Hunter 4 3 4 3 2
11th +4 Path Feature 4 3 4 3 3
12th +4 Ability Score Improvement 4 3 4 3 3
13th +5 4 3 4 3 3 1
14th +5 Hunter's Resolve 4 3 4 3 3 1
15th +5 Path Feature 4 3 4 3 3 2
16th +5 Ability Score Improvement 4 3 4 3 3 2
17th +6 4 3 4 3 3 3 1
18th +6 Masterful Bane 4 3 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 4 3 3 3 2
20th +6 Path Feature 4 3 4 3 3 3 2

Quick Build

You can build a Demon hunter quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Intelligence or Constitution. Second, choose the Outlander background.

Class Features

Hit Points

Hit Dice 1d10 per Demon Hunter Level

Hit points at 1st level 10 + your Constitution modifier

Hit points at higher levels 1d10 (or 6) + your Constitution modifier per Demon Hunter level after first.

Proficiencies

Armor Light, Medium Armor

Weapons Simple and Martial weapons

Tools Exorcist's Kit

Saving Throws Dexterity, Intelligence

Skills Choose two from Acrobatics, Arcana, Deception, Insight, Intimidation, Investigation, Perception, Religion, and Survival.

Starting Equipment

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

  • (a) Two Shortswords or (b) one martial melee weapon
  • (a) Leather armor or (b) scale mail armor
  • A longbow and 20 arrows
  • An exorcist's kit (purified salt, candles, incense)
  • (a) a Dungeoneer’s pack or (b) an Explorer’s Pack
Multiclassing and the Demon Hunter

If your group uses the optional rule on multiclassing in 5th edition sourcebooks, here's what you need to know if you choose demon hunter as one of your classes.

Ability Score Minimum. As a multiclass character, you must have a Dexterity and Intelligence score of at least 13 to take a level in this class, or to take a level in another class if you are already a demon hunter.

Proficiencies Gained. If demon hunter isn't your initial class, here are the proficiencies you gain when you take your first level as a demon hunter: light armor, medium armor, simple and martial weapons.

Spell Slots. Add half your levels (rounded down) in the demon hunter class to the appropriate levels from other classes to determine your available spell slots.

Unnatural Awareness

At 1st level, your knowledge and study of your fiendish foes and their ilk gives you heightened awareness of their habits and movements. You learn the Infernal and Abyssal languages, and you have advantage on Wisdom (Survival) checks to track fiends, as well as on Intelligence checks to recall information about them.

Additionally, your time studying your foes and other evils allows you to detect their very presence. As an action, you can open your awareness to detect such forces. For 10 minutes, you know the location of all fiends within 60 feet of you that are not behind total cover. You know the location of creatures you sense, and if you have previously encountered a creature you sense, you recognize it as well.

At the end of a short or long rest, or by expending a spell slot of any level (no action required), you may change the creature type associated with this feature to one of the following: aberration, fiend, monstrosity, or undead.

You can use this feature a number of times equal to your proficiency bonus. When you finish a long rest, you regain all expended uses.

Spellcasting

At 1st level, you have learned to draw on hellish magic through your sheer intellect and coercion of the Hells to cast spells. See chapter 10 for the general rules of spellcasting and below for the Demon Hunter spell list.

Preparing and Casting Spells

You know two cantrips of your choice from the Demon Hunter spell list, and learn one additional cantrip at 10th level. The Demon Hunter table shows how many spell slots you have to cast your spells. To cast one of your Demon Hunter spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of Demon Hunter spells that are available for you to cast, choosing from the Demon Hunter spell list. When you do so, choose a number of Demon Hunter spells equal to your Intelligence modifier + half your Demon Hunter level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 5th-level Demon Hunter, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell fog cloud, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of Demon Hunter spells requires time spent in study: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your Demon Hunter spells, since their power derives from your knowledge and study of your enemies. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Demon Hunter spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spellcasting Focus

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

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.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Two-Handed Weapon Mastery

While wielding a melee weapon with the two-handed property and not wearing heavy armor or using a shield, you may use dexterity for the attack and damage rolls with that weapon.

Hunter's Bane

At 2nd level, you can channel primal energy directly from the Lower Planes, using that energy to fuel magical effects. You start with three such effects: Suppression, Spellbreaker, and Harrowing Strike, which are described below. Other Demon Hunter features give additional Hunter's Bane effect options. You may use Hunter's Bane only once per turn, choosing one effect to create from among those you have from this class.

You can use Hunter's Bane twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach certain Demon Hunter levels, as shown in the Hunter's Bane column of the Demon Hunter table.

If a Hunter's Bane effect requires a saving throw, the DC equals the Spell Save DC from this class’s Spellcasting feature.

  • Suppression. When you hit a creature with a melee weapon attack, you may magically reduce the target's defenses. Until the beginning of your next turn, any damage immunities the creature has become damage resistances, and damage resistances are suppressed, providing no benefit.
  • Spellbreaker. When you hit with a melee attack that forces a creature to make a constitution saving throw to maintain concentration on a spell, you may invoke this hunters bane effect. The creature must make the save against your spell save DC, and your spell save DC for this save is increased by an amount equal your proficiency bonus. Creatures of the type chosen for your Unnatural Awareness feature make this save at disadvantage.
  • Harrowing Strike. When you hit a creature with a melee weapon attack, you can imbue your weapon with hellish magic. If it isn't already, your melee weapon is considered magical until the beginning of your next turn, and the triggering attack deals 2d6 additional damage of the weapon's type. The number of additional damage dice increases with your level, and is equal to your proficiency bonus.

Hunter's Path

At 3rd level you choose a Hunter's Path to follow. The path you choose greatly influences how you battle your demonic foes. Choose the Path of Shadows, Path of Devastation, or the Path of Transformation. This choice grants you features at 3rd level, and again at 7th, 11th, 15th, and 20th levels.

Path Spells

Each path has a list of associated spells. You gain access to these spells at the levels specified in the path description. Once you gain access to a path spell, you always have it prepared. Path spells don’t count against the number of spells you can prepare each day.

If you gain a path spell that doesn’t appear on the demon hunter spell list, the spell is nonetheless a demon hunter spell for you.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Relentless Pursuit

At 6th level, you become as relentless as the Demons you hunt. Your speed increases by 10 feet, and non-magical difficult terrain does not reduce your speed.

Hell Hunter

By 10th level, your study of demons, fiends, and their lairs gives you a better understanding of tracking vile creatures. You cannot become lost by non-magical means and you gain proficiency with two additional demon hunter skills of your choice. Additionally, choose two skills with which you are proficient. These skills could be the two you chose for this feature, or different skills. You may add double your proficiency bonus with the chosen skills when related to creatures of the type chosen for your Unnatural Awareness feature.

Hunter's Resolve

Beginning at 14th level, your time spent fighting fiends and their ilk allows you to more easily shrug off their effects. You gain proficiency with constitution and charisma saving throws.

Additionally, when you are subjected to a spell or effect that allows you to make a saving throw at the end of your turn to end the effect, you may instead do so at the beginning of your turn.

Masterful Bane

At 18th level, you are the pinnacle of hunters. When you roll initiative, you regain one use of your Hunter's Bane feature.

Additionally, when you use your Hunter's Bane feature, you may choose to invoke two effects, instead of one. However, you may still use Hunter's Bane only once per turn. Invoking the second effect does not consume an additional use of Hunter's Bane.

Hunter's Path

Path of Shadows

A Demon Hunter following the Path of Shadows uses his knowledge of these foul creatures to stay hidden from them, striking at the opportune moment and inflicting as much damage as possible before slipping away. These hunters prefer to catch their quarry when it is at its weakest, and attempt to set ambushes for their greatest foes.

Shadow Hunter

At 3rd level when you take this archetype you are more easily able to get the drop on your enemies. You may take the hide action as a bonus action, and while in dim light or darkness, you have advantage on Dexterity (Stealth) checks.

Additionally, you can see normally in both magical and non-magical darkness to a range of 120 feet.

Hunter's Bane: Planebinding

Also at 3rd level, you gain the Planebinding effect for use with your Hunter's Bane feature.

  • Planebinding. When you hit a creature with a melee weapon attack, you may invoke this effect. The affected creature must make a charisma saving throw. On a failed save, for the next minute the affected creature cannot teleport or use planar travel. Creatures of the type chosen for your Unnatural Awareness feature make this save at disadvantage, and you must concentrate on this effect as if concentrating on a spell.
Path of Shadows Spells
Demon Hunter Level Spells
3rd disguise self, snare
5th darkness, silence
9th nondetection, magic circle
13th freedom of movement, locate creature
17th mislead, seeming

Perpetual Darkness

At 7th level, you gain the ability to more readily summon darkness. You may cast darkness as a 2nd level spell at-will, requiring no spell slot or material components. You may also cast it at higher levels with any other spell slots you have of the appropriate level, requiring no material components.

Prey on the Slow

At 11th level, your study of fiends and their habits allows your intelligence to help destroy your enemies. You may add your intelligence modifier to your initiative roll, and to your melee weapon damage rolls.

Additionally, when you roll initiative, you may move up to your speed and, if you stop within melee range of a creature, make one melee weapon attack against that creature with advantage.

Undetectable

Upon reaching 15th level, you take on the chracteristics of some of the most powerful demons. You can't be targeted by divination magic or perceived through magical scrying sensors unless you choose to be.

Additionally, you may use your action to become invisible for 10 minutes, including all items you are wearing or carrying. This effect ends upon you making an attack or forcing an enemy to make a saving throw. You may use this feature a number of times equal to your proficiency bonus, and regain expended uses upon completion of a long rest.

Consumed by Shadows

At 20th level, your time spent in the shadows and hiding from your foes propels you to the pinnacle of stealth. When you make a Dexterity (Stealth) check to hide, creatures do not gain benefit from special senses such as Truesight, Blindsight, Devil's Sight, Tremorsense, or similar.

Additionally, as a bonus action you may choose a target you can see within 60 feet that you wish to designate for termination. The first melee weapon attack you make within the next minute that hits the chosen target is an automatic critical hit. Once used, you must complete a long rest before using this feature again.

Path of Devastation

Those who follow the Path of Devastation focus their learning on the ways to best stand toe-to-toe with demons. These hunters may not be the most cunning, but they are the most capable when one needs to square off against a demon on its own turf, going head to head and taking it down.

Demon's Blade

At 3rd level when you take this Path, your study of demons and their tactics in turn sharpens your resolve, and allows your skill with your weapons to defend you in combat. When wielding a melee weapon and not wearing heavy armor or using a shield, you gain a +2 bonus to your AC.

Hunter's Bane: Shattered Weapon

Also at 3rd level, you gain the Shattered Weapon effect for use with your Hunter's Bane feature.

  • Shattered Weapon. When you hit a creature with a melee weapon attack, you may cause your weapon to explode in a shower of magical steel blades. Creatures of your choice within 20 ft of you take piercing damage equal to your intelligence modifier, and all affected creatures have disadvantage on attack rolls against targets other than you until the beginning of your next turn. Your weapon magically reforms in your hand immediately after dealing this damage.
Path of Devastation Spells
Demon Hunter Level Spells
3rd armor of agathys, compelled duel
5th enthrall, hold person
9th dispel magic, slow
13th compulsion, death ward
17th legend lore, steel wind strike

Evasion

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a pit fiend's fireball 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.

Shards of Hell

At 11th level, your control over your shattered weapon increases. When you use your Shattered Weapon feature, you gain two magical steel shards that orbit around you. As a bonus action, you may expend a shard to make a ranged weapon attack against a creature you can see within 60 ft. of you. On a hit, the target takes 1d8 piercing damage and has disadvantage on attacks against targets other than you until the start of your next turn. These shards last for 1 hour or until used, and you do not add your ability modifier to the damage. Being within 5 ft of a creature does not impose disadvantage on the attack roll.

Infernal Resilience

At 15th level, your resolve heightens and you are able to more easily withstand the rigors of combat against your foes. You gain immunity to the frightened and poisoned conditions, and you gain resistance to fire and poison damage.

Into the Fray

At 20th level, you are at the pinnacle of your craft. Standing toe-to-toe and trading blows with your foes grants you the ability to shrug off even the most powerful attacks. You gain a bonus to your AC and saving throws equal to your intelligence modifier, and gain resistance to all damage dealt by creatures of the type chosen for your Unnatural Awareness feature.

Additionally, your Shards of Hell now deal 1d10 piercing damage on a hit.

Path of Transformation

Demon Hunters on the Path of Transformation take the powers of the very evils they hunt as their own, turning that power against their foes. These renegades are the most ruthless and determined hunters, skirting the line between champion against evil, and falling to evil themselves. Those on the Path of Transformation often swear away their own life, vowing that once their sworn foe is dead they will willingly end their own life as well, in order to rid the world of the demonic taint they tap into while hunting down their foes.

The process of learning to transform is a closely guarded secret amongst the Demon Hunters. It is often arduous and painful, and each rite is unique to the individual demon hunter. Sometimes the ritual requires contact with an artifact of fiendish power; or it may require a blood sacrifice. It may even be brought about by the individual's tenacity and unrelenting passion for their craft and dedication to their goals.

Fiendish Awareness

At 3rd level when you take this path, you take on aspects of the fiends you hunt. Your eyes become a deep black and your skin tightens and fades to grey, red, or green. This transformation is permanent.

Additionally, when related to fiends, you may use your Unnatural Awareness feature an unlimited number of times.

Hunter's Bane: Transformation

Also at 3rd level, you gain the Transformation effect for use with your Hunter's Bane feature.

As a bonus action, you transform into a fiendish form, the statistics for which are in the Fiendish Transformation stat block below, which uses your Intelligence Modifier (Int Mod) in several places. You stay in that form for 10 minutes or until you use Hunter's Bane: Transformation again, have the Incapacitated condition, or die. You can also end Hunter's Bane: Transformation early as a bonus action.

When used, you may choose the appearance of your fiendish form. Your chosen appearance has no effect on the fiend's game statistics. While in this form, its game statistics replace yours, except for your Intelligence, Wisdom, and Charisma scores, and your ability to handle objects is determined by the form’s limbs, rather than your own. You retain your personality, memories, ability to speak, and demon hunter class features (including saving throws and skill proficiencies). You lose access to all other features from any source, and you cannot cast spells (you can continue to concentrate on one).

When you transform, you choose whether your equipment falls to the ground in your space or merges into your new form. Equipment that merges with the form has no effect until you leave the form.


Fiendish Transformation

medium or large (your choice upon transformation)


  • Armor Class 13 + Int Mod (natural armor)
  • Hit Points 10 + (three times your level)
  • Speed 40 ft.

STR DEX CON
20 (+5) 11 (+0) 16 (+3)

  • Saving Throws Str +5 plus Int Mod
  • Spell Save DC Equals your spell save DC
  • Skills Athletics +5 plus Int Mod, Perception +0 plus Int Mod
  • Damage Resistances fire, poison
  • Senses darkvision 60 ft., passive perception 10 + Int Mod
  • Languages the languages you know
  • Proficiency Bonus equals your proficiency bonus

Devil's Sight. Magical darkness doesn't impede your darkvision.

Magic Weapons. The Transformation's weapon attacks are magical.

Actions

Bite. Melee Weapon Attack: your spell attack modifier to hit, Reach 5 ft., one target. Hit: 1d8 + Int Mod necrotic damage

Claw. Melee Weapon Attack: your spell attack modifier to hit, Reach 5 ft., one target. Hit: 1d10 + Int Mod slashing damage

Hurl Flame. Ranged Spell Attack: your spell attack modifier to hit, Range 150 ft., one target. Hit: 1d6 + Int Mod fire damage



Playing the Path of Transformation

The Path of Transformation is more complex than many other subclasses in 5th Edition. When creating your character, and when you level up, it is recommended that you create a separate character sheet for your Hunter's Bane: Transformation.

When you transform, simply switch to the appropriate character sheet. In this way you can save time at the game table and help smooth out the flow of play.

Path of Transformation Spells
Demon Hunter Level Spells
3rd illusory script, longstrider
5th alter self, see invisibility
9th fear, tongues
13th banishment, stoneskin
17th far step, scrying

Fiendish Infusion

Upon reaching 7th level, you gain a measure of control over your transformation. Your Hunter's Bane: Transformation gains a flying speed equal to its walking speed.

Additionally, you take on aspects of the fiends you study, even while in your normal form. Choose one of the following effects. You gain the effect while in your normal form and while under the effects of your Hunter's Bane: Transformation feature. Your body takes on physical traits of the chosen fiend.

Barlgura Running Leap. You may extend your long jump and high jump by an amount equal to half your speed when you have a running start.

Nupperibo Driven Tracker. You can flawlessly track any creature that has taken damage from your Harrowing Strike feature in the last 24 hours.

Bulezau Telepathy. Your gain telepathy to a range of 30 ft. You must share a language with the target to communicate in this way.

Advanced Transformation

At 11th level, you are more readily able to access your magic while transformed. While you are transformed by Hunter's Bane: Transformation, your Bite and Claw attacks deal one additional die of damage, and you can use a bonus action to expend one demon hunter spell slot to regain 1d8 hit points per level of the spell slot expended.

Additionally, once per long rest you may use Hunter's Bane: Transformation without expending a use of Hunter's Bane. All other rules regarding Hunter's Bane still apply.

Fiendish Vigor

Upon reaching 15th level, you gain a sharper control over your transformation. Your Hunter's Bane: Transformation gains advantage on saving throws against spells and magical effects.

Additionally, you take on aspects of even greater fiends while in your normal form. Choose one of the following effects. You gain the effect while in your normal form and while under the effects of your Hunter's Bane: Transformation feature. Your body takes on physical traits of the chosen fiend.

Yochlol Spider Climb. You gain a climbing speed equal to your walking speed, and can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Marilith Teleport. As an action, you may teleport, along with any equipment you are wearing or carrying, up to 60 feet to an unoccupied space you can see. You may use this feature a number of times equal to your proficiency bonus, and regain expended uses upon completion of a long rest.

Shadow Demon Incorporeal Movement. As an action, you can become incorporeal for 1 minute. During this time you can move through other creatures and objects as if they were difficult terrain. You take 5 (1d10) force damage if you end your turn inside an object. You may use this feature a number of times equal to your proficiency bonus, and regain expended uses upon completion of a long rest.

Become the Enemy

At 20th level, your transformation gains the tenacity and willpower of a Pit Fiend. Your Hunter's Bane: Transformation gains truesight to a range of 60 ft. and proficiency in wisdom saving throws.

Additionally, while transformed, you may use your action to cast fireball as a 3rd level spell at-will, requiring no spell slots or material components.

Cantrips
  • Blade Ward
  • Control Flames
  • Fire Bolt
  • Light
  • Message
  • Primal Savagery
  • Resistance
1st Level
  • Absorb Elements
  • Alarm
  • Armor of Agathys
  • Arms of Hadar
  • Bane*
  • Chaos Bolt
  • Command
  • Compelled Duel*
  • Comprehend Languages
  • Detect Evil and Good*
  • Detect Poison and Disease*
  • Disguise Self
  • Earth Tremor
  • Ensnaring Strike*
  • Fog Cloud*
  • Hellish Rebuke
  • Hunter's Mark*
  • Identify
  • Inflict Wounds
  • Searing Smite*
  • Snare
  • Wrathful Smite*
2nd Level
  • Augury
  • Blur*
  • Crown of Madness*
  • Darkness*
  • Darkvision
  • Detect Thoughts*
  • Find Traps
  • Flame Blade*
  • Hold Person*
  • Kinetic Jaunt*
  • Knock
  • Locate Object
  • Magic Weapon*
  • Mind Spike*
  • Nystul's Magic Aura
  • Pass Without Trace*
  • See Invisibility
  • Shadow Blade*
  • Suggestion
  • Zone of Truth
3rd Level
  • Blinding Smite*
  • Dispel Magic
  • Elemental Weapon*
  • Fear*
  • Magic Circle
  • Nondetection
  • Remove Curse
  • Slow*
4th Level
  • Arcane Eye*
  • Banishment*
  • Blight
  • Confusion*
  • Death Ward
  • Elemental Bane*
  • Freedom of Movement
  • Locate Creature*
  • Shadow of Moil*
  • Staggering Smite*
5th Level
  • Destructive Wave
  • Dispel Evil and Good*
  • Far Step*
  • Hold Monster*
  • Legend Lore
  • Scrying*
  • Steel Wind Strike




*: Spells marked with * require concentration

Disclaimer

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2022 by Neil Evans and published under the Community Content Agreement for Dungeon Masters Guild.

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