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Demon Hunter

Demon hunters are dark, shadowy warriors who are shunned by the greater ​night elf​ society. They made
a pact, long ago, to fight against the forces of chaos using its own terrible powers against it. These
mysterious warriors ritually blind themselves so that they develop 'spectral sight' that allows them to
see myriad forms of magic. This, in turn, means that ​undead​ stand out with necromantic magics,
demons​ stand out with ​fel magics​, and so on. They wield demonically charged warblades in battle and
even call upon demonic energies to augment their formidable combat skills. Although they are counted
as some of the mightiest warriors within the night elves' society, the demon hunters are always
maligned and misunderstood for making their selfless pact with darkness.
Demon hunters are specialists in fighting demonic outsiders, and sacrifice both body and mind to gain
alien and terrifying powers.
Although most commonly found amongst the Night Elves (with the Night Elf Illidan Stormrage being the
first known Demon Hunter) and the Illidari, the abilities can be learned by many who fight demons, such
as secretive high elven organizations, human wizarding societies, or even draenei or orcish inquisitorial
orders. Demon hunters utilize warglaives, which are specially-altered short-swords.

Special: ​The Demon Hunter class can be unlocked by a ritual of self-scarification and mana vampirism
against a demon. The character then may choose the Demon Hunter class echanging their old class on a
1:1 ratio, such as death knights or warlocks do with their previous classes of paladin or mage and
shaman (respectively).

CREATING A DEMON HUNTER

QUICK BUILD
You can make a demon hunter quickly by following these suggestions. First, Agility should be your
highest ability score, followed by Intellect. Second, choose the hermit background.

CLASS FEATURES
Weapons: ​Simple, and martial weapons.
Tools: ​None

Saving Throws: ​Agility, Intellect


Skills: ​Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and
Survival

As a demon hunter, you have the following class features.


HIT POINTS
Hit Dice​ 1d8 per demon hunter level
Hit Points at 1st Level ​8 + your Stamina modifier
Hit Points at Higher Levels​ 1d8 (or 5) + your Stamina modifier per demon hunter level after 1st

PROFICIENCIES
Armor: ​Light armor
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
● (a) 2 one handed, martial weapons or (b) 2 warglaives
● Leather armor, an explorer’s pack, and magical tattoos.

Demon Hunter Class


L​evel Proficiency Unarmored Movement Fel Points Features
1st +2 — — Unarmored Defense, Spectral Sight
2nd +2 +10 ft. 2 Fel Points, Fighting Style
3rd +2 +10 ft. 3 ​ Demonic Sigils, Mana Burn
4th +2 +10 ft. 4 Ability Score Improvement
5th +3 +10 ft. 5 Extra Attack, Immolation
6th +3 +15 ft. 6 Dark Metamorphosis,
Sigil feature, Eternal Hunt
7th +3 +15 ft. 7 Evasion, Demonic Thirst
8th +3 +15 ft. 8 Ability Score Improvement
9th +4 +15 ft. 9 Hunter’s Tongue
10th +4 +20 ft. 10 Sigil feature
11th +4 +20 ft. 11 Chaotic Rend
12th +4 +20 ft. 12 Ability Score Improvement
13th +5 +20 ft. 13 Summoning Mastery
14th +5 +25 ft. 14 Sigil feature
15th +5 +25 ft. 15 Dread Foe
16th +5 +25 ft. 16 Ability Score Improvement
17th +6 +25 ft. 17 Imprison, Fel Athenaeum
18th +6 +30 ft. 18 Sigil feature
19th +6 +30 ft. 19 Ability Score Improvement
20th +6 +30 ft. 20 Demonic Ascendance

Unarmoured Defense
When you are not wearing any armour your AC is equal to 10 + Dexterity modifier + Intelligence
modifier.

Spectral Sight
Also starting at 1st level, you gain the supernatural ability to automatically detect demons and celestials
on sight so long as they are within 30 feet or closer. This is treated as the ​Analyze Aura​ spell. After three
rounds of observation, you can also detect if a creature has active mana (such as by being a spellcaster
or while subject to an active spell). Similarly, you know if there is a place or object within 30 feet that
has been magically consecrated or descecrated.
This vision can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin
sheet of lead, or 3 feet of wood or dirt.
Special I: ​Alternatively, the character can opt to not gain this benefit and gain Darkvision 60 feet instead.

Fel Points
By 2nd level,​ you have tapped into a well of chaotic power known as ‘Fel Points’. You have a number of
Fel Points that is equal to your Demon Hunter levels. You may spend Fel Points to use chaotic abilities.
You regenerate these points on a short rest. Two abilities are;

Fel Rush
You may spend your action and one Fel Points to rush forwards 30 feet, and make a melee attack on an
enemy that you pass. You may spend extra chaos points to increase the amount of enemies you may
attack as you pass.

Vengeful Retreat
You may spend your action and two Fel Points to leap backwards and away from the enemy, dealing 1d4
slashing damage. You move 30 feet backwards and this movement does not promote attacks of
opportunity.

Some abilities you use require the enemy to make a saving throw. The save DC is equal to 8 + your
proficiency + your intelligence.

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.

Agile Defense
While you are not 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.

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. 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.

Unarmed Fighting
When you take this fighting style you gain proficiency in your unarmed weapons (if you did not already)
and increase their damage die by 1 step. At 11th level, you increase your unarmed damage die by 2
steps.

Demonic Sigils
At 3rd level the demon hunter learns how to channel their fel power through demonic markings inked
into their skin. Choose between the Sigils of Havoc, the Sigils of Vengeance or the Sigils of Sorcery.
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.

The Eternal Hunt


At 10th level, your knowledge of demons and their nature has begun to expand. You gain advantage on
any checks made to discern what type of demon a fiend is. Additionally, you gain advantage on checks to
track demons and fiends.

Demonic Thirst
Starting at 7th level, when you have slain a demon, you can eat the flesh, drink the blood, or otherwise
consume the demon’s body to gain fel energy back. You gain 1 fel point per HD that the demon
possessed. This is useable on any fiend type creatures.
You can also gain one use of their innate special abilities, usable only once, although this costs no mana.
The demon hunter cannot use this ability to cast a spell that has a spell level equal to or more than half
his Demon Hunter level.
After benefitting from Demonic Thirst against a fiend, your weapons are always treated as magical
versus demons for 1 hour, as the residual fel energies are being used by you against the demons'
defenses.
For Example: ​Draining a Felhound allows the demon hunter to utilize their Mana Burn innate ability, or a
succubus’s Sleep or Modify Memory spell.

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 fireball spell. When you are subjected to an effect that allows you to make
an Agility 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.

Hunter’s Tongues
At 9th level, your study of the way demons and creatures of the lower planes has granted you great
knowledge of how to deceive your foes. You learn Eredun, without the Curse, and gain advantage on
social checks with fiends.

Dark Metamorphosis
Starting at 10th level, you may use a bonus action to metamorphosize into a demonic creature. You may
stay in this state 10 minutes, and gain the following benefits while metamorphosized. The state can be
left with a bonus action, and once it has been used, it cannot be used again for a short rest.
● You gain the benefit of ​mage armor​, and add your level to your maximum hit points so long as
you are transformed. Your Strength becomes 18, or remains as it is (if higher than 18).
● You gain demonic wings, allowing you to glide so long as you are in the form. For every 10 feet
of distance you fall, you can move 30 feet in any direction. You can also instead take no fall
damage so long as you can exercise your wings. If you are restrained or otherwise encumbered,
you cannot make use of your wings.
● You may attack with your horns or claws as melee weapon attacks, dealing 1d6 piercing damage
or 1d4 slashing damage respectively (plus your strength as normal), and fly at a speed of 30 ft.
(you can hover). Your melee weapons are treated as if they are +1 weapons. These are treated
as light natural weapons.
● While transformed, you are treated as a fiend for all spell-related variables, and add +1 to the
DCs of all your special abilities.

In return, you may retain one trait indefinitely, as your metamorphosis is more internal than external.

● Claws: ​You may retain your claws (see above). You may draw back your claws at will to hide
them (does not cost an action).
● Wings: ​You may retain your wings.
● Horns: ​You may retain your horns (see above). You may not hide them.

Chaotic Rend
At 11th level you have become so suffused with chaotic power that each of your strikes rends the very
soul of your target. Your attacks deal an extra 1d6 fel damage.

Summoning Mastery
At 13th level, you have learnt how to discern demonic summoning runes. You gain proficiency in checks
to figure out information about the summoning of fiends and demons.
Dread Foe
Starting at 15th level, you may use a bonus action to vault, moving at half your total speed in a way that
does not provoke reactions. Whenever you do provoke reactions from movement, you can make an
attack of opportunity. The distance of a vault’s jump is treated as if the demon hunter was always under
the effects of the Jump spell.
Your weapons are also always treated as if magical when attacking demons.

Imprison
At 17th level you gain the ability to imprison a being in a cage of blighted power. The being has its
movement speed reduced to zero and is unable to attack. If the being is damaged this effect ends, and it
also ends if the being succeeds on a Spirit saving throw. If a fiend, devil or demon is imprisoned it also
gains weakness to all damage. You may use this ability once per short rest.

Fel Athenaeum
You have gained access to a grand library of knowledge on all demons and fiends. You may perform a
ritual that costs 150 gold in readily available reagents such as charcoal and brimstone to summon a
tome full of knowledge on a specific type of demon. This ritual takes an hour and may be performed
during a short or long rest. This gives you access to knowledge about resistances, weakness, summoning
rituals and the modus operandi of one type of demon until you recast the ritual.
Demonic Ascendance
At 20th level your Dark Metamorphosis becomes permanent. You gain all bonuses and weaknesses with
it. You also do not die when killed, but are sent to the Twisting Nether.

Demonic Mark
At 3rd level you must choose between a demonic mark, Havoc or Vengeance.

Havoc
A strong wielder of chaotic Fel Magic, able to destroy and dismantle his enemies with the power of the
demons they slay.

Eye Beam
At 3rd level you gain the ability to fire a blast of Fel energy from your eye sockets in exchange for 3
chaos points.. You deal 3d8 damage to all enemies in front of you, 2d8 damage to anyone directly
behind them and 1d8 damage to anyone directly behind them. Eye beam’s range is 15 feet. The enemy
may make a dexterity saving throw to half the damage.

Throw Glaive
At 6th level, you can expend 3 chaos points and summon a blade of Fel energy and hurl it at a target.
You make a ranged attack upon an enemy and two within 15 feet. If successful, deal your regular attack
damage and afflict the enemy with Felblight, dealing 1d4 damage at the start of an enemy’s turn for one
minute or until they can make a constitution saving throw.

Havoc Metamorphosis
At 10th level, your Metamorphosis morphs to add specialized mutations, you add additional abilities
onto your dark metamorphosis ability. When you use metamorphosis you gain the following properties.

Your speed increases by 10.


Your attacks, and all attacks against you, have advantage.

Blade Dance
At 14th level, you gain the ability to perform a blade dance by spending 3 chaos points. All enemies
within a 5 foot circle around you must make a dexterity saving throw. If they succeed they take half
damage but if they fail they take full damage. You deal 2d8 slashing damage. You also gain the effects as
if you had used the dodge action.

Fel Barrage
At 18th level you have learnt how to let out a blast of chaotic Fel power, stunning and damaging all who
surround you. Everyone surrounding you You also deal 5d8 necrotic damage that deal full damage
against people that have resistance to necrotic damage and half damage to those with immunity. Once
you have used this ability you cannot use it again until you have finished a long rest.

Vengeance
A defensive pact, those who take vengeance shrug off blows that would kill mortal men, using the power
of the Fel to heal and reduce damage.
You gain resistance to nonmagical bludgeoning, slashing, piercing damage and fire, electric, cold, poison
and necrotic damage.
You gain weakness to radiant and psychic damage.

Fiery Brand
At 3rdlevel, you have the power to invoke a runic brand of flames upon the enemy. As an action, you
may force an enemy to make a wisdom saving throw, or they suffer disadvantage when attacking you or
anyone within melee range of you. This lasts until the beginning of your next turn. You may use this
feature an amount of times equal to your intelligence modifier.

Demon Spikes
At 10th level you have the knowledge of how to summon horrid, ebony spikes to enhance your armour.
You gain +1 AC and you may use a reaction to add 3 AC after being attacked but before the attack is
resolved. This costs one chaos point.

Improved Immolation
At 14th level you have learnt how to burst out fire offensively. You can spend 3 chaos points to let out a
burst of flames around you, dealing 2d8 fire damage to everyone within a 15 foot radius. Anyone who
has taken damage will also take another 1d8 fire damage at the end of their turn until they can make a
constitution saving throw.

Sigils
At 18th level you have mastered your power and have gained Sigils that can be used to harm or hinder
enemies. Each Sigils costs five chaos points to use and each Sigils has a ten foot radius.

Sigil of Chains
Enemies thin the Sigil have their speed reduced to zero for one minute. They may make a strength
saving throw at the beginning of their turn to break this effect.

Sigil of Misery
All enemies within the Sigil must make a wisdom saving throw to avoid being feared for one minute or
until they can make a wisdom saving throw at the beginning of their turns to resist this effect.

Sigil of Silence
Everyone within the Sigil is silenced for one minute.

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