Demon Hunter

Crouched on a slope, a dark elf observes the demonic camp with his blind eyes and plans for the next attack. The anger and disgust of what he perceives is strong, and even though the inner demon greets the blood of his own brothers, the demon hunter knows very well that he would have no chance on his own.

In the darkness of a room, an orc mutilates his body prey to the delirium caused by the demonic soul that pervades him.

Tattoos in bright colors shine on the chest of a human, attracting the attention of an unfortunate imp. The hunter snaps at his prey and sinks his teeth into his neck tearing the flesh. The taste of demonic flesh arouses a brutal fury that drives him to want even more.

In a world oppressed by corruption and war, demon hunters are the last bastion against the evil influence of demons. By sacrificing their lives for the good of others, they merge their soul with that of a demon to obtain superior powers, convinced of the saying that "fire should be fought with fire".

Sacrifice Everything

What is power without the consciousness of having to use it for a higher good? This is what distinguishes a demon hunter from any other wizard and enchanter. In their study of the arcane arts, some individuals have developed the awareness that their skills and knowledge must be placed at the service of others against the demonic forces that infest the universe. Even at the cost of sacrificing everything!

Investigators of the Arcane

Before becoming demon hunters, the adepts are among the best magicians and enchanters in circulation. Their thirst for knowledge is not satisfied through the ritual that transforms them, but rather is cultivated as the most powerful weapon available in the eternal fight against the Burning Legion of the insane Sargeras.

Creating a Demon Hunter

When creating a demon hunter, the player must reflect well on the story behind his character. Where did you study in your youth? What drove him to transformation, the desire to help or the search for unlimited power? Do you live your condition of social exclusion as a poor price to pay or longing for your past life?

Similarly as for the class of the warlock, the player will have to agree with the DM to establish the influence that the demonic entity with which he will share the body and the soul will have on his psyche, on his behaviors and on his memory.

What kind of relationship is there between the demon hunter and the guest demon? Does the latter agree to submit to the will of the hunter or try to rebel? Is the hunter's mind subjugated by his host or can he easily keep him at bay?

Quick Build

You can create a demon hunter quickly by following these suggestions. First, Intellect and Strength should be the highest characteristic scores. Even the Constitution can be taken into consideration, especially for the Path of Cooperation. Then you choose the sage background.

1

VUVUZELA | DEMON HUNTER

Demon Hunter
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spelleasting, Arcane Tattoos 3 2
2nd +2 Path of Damnation 3 3
3rd +2 3 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 Restless Guest 4 4 3 2
6th +3 Extra Attack, Path of Damnation feature 4 4 3 3
7th +3 4 4 3 3 1
8th +3 Ability Score Improvement 4 4 3 3 2
9th +4 Restless Guest improvement 4 4 3 3 3 1
10th +4 Path of Damnation feature 5 4 3 3 3 2
11th +4 Mana Burn 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 5 4 3 3 3 2 1 1
14th +5 Magical Infusion, Path of Damnation feature 5 4 3 3 3 2 1 1
15th +5 Restless Guest improvement 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1
17th +6 5 4 3 3 3 2 1 1 1 1
18th +6 Restless Guest improvement 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Eternal Hunt 5 4 3 3 3 3 2 2 1 1

Class Features

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

Hit Points


  • Hit Dice: 1d8 per demon hunter level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per demon hunter level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons, martial weapon
  • Tools: None
  • Saving Throws: Strenght, Intellect
  • Skills: Choose two skills from Acrobatics, Athletics, Insight, Investigation, Perception. Religion, and Stealth

Equipment

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

  • (a) two shortswords or (b) any two martial weapons
  • (a) a Scholar's Pack or (b) an Explorer's Pack
  • (a) a Component Pouch or (b) an Arcane Focus
  • A spellbook

Spellcasting

As a student of areane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See chapter 10 for the general rules of spelleasting and the end of the document for the demon hunter spell list.

Cantrips

At 1st leveI, you know three eantrips of your choice from the demon hunter spell list. You learn additional demon hunter cantrips of your choice at higher leveIs, as shown in the Cantrips Known column of the Demon Hunter table.

Spellbook

At 1st level, you have a spellbook containing four 1st-level demon hunter spells of your choice.

2

VUVUZELA | DEMON HUNTER

Your Spellbook

The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.

Copyng a Spell inlo the Book. When you find a demon hunter spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.

Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

Replacing the Book. You can copy a spell from your own spellbook into another book - for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.

If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many demon hunters keep backup spellbooks in a safe place.

Spellcasting Ability

lntelligence is your spellcasting abilily for your demon hunter spells, since you learn your spells through dedicated study and memorization. You use your Intelligenee whenever a spell refers to your spel1casting 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

Ritual Casting

you can cast a demon hunter spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.


Credit: Dongbiao

Spellcasting Focus

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

Learning Spells of 1st Level and Higher

Eaeh time you gain a demon hunter level, you can add two demon hunter spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Demon Hunter table. On your adventures, you might find other spells that you can add to your spellbook (see the "Your Spellbook" sidebar).

Preparing and Casting Spells

The Demon Hunter table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, 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. To do so, choose a number of demon hunter spells from your spellbook equal to your Intelligence modifier + your demon hunter level (minimum of one spell). The spells must be of a level for which you have spell slot.

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 studying your spellbook and memorizing the incantations and gestures you must make to east the spell: at least 1 minute per spelllevel for each spell on your list.

3

VUVUZELA | DEMON HUNTER

Arcane Tattoos

Demon hunters use to paint their bodies with particular tattoos infused with arcane energy that allow the control of demonic souls. You can choose to store a 6th level spell slots or lower in tattoos that can be used within 24 hours or until the next long rest to cure itself of 1d4 per spell slot level.

Spell slots stored in tattoos are spent until the next long rest. The number of storable spells slots is equal to 1 + demon hunter's Constitution modifier (minimum one slot).

Demon hunter can use this feature as a bonus action.

Path of Damnation

When you reach the 2nd level, you can choose a Path of Damnation. The demon hunter undergoes a grueling ritual through which he feeds the remains of a demon or devil, forever binding their souls.

The demon hunter acquires competence in a language spoken by the demon or devil and changes his body with characteristics peculiar to the Fiend (horns, wings, tail ...). Furthermore, the effort deprives the demon hunter of his natural sight that he is substituted with Blindsight.

From now on, it will have disadvantage on Charisma checks, excluding Intimidation, against Humanoids (excluding party members and friendly humanoids or other demon hunters) and advantage Charisma and Intellect checks against any Fiends.

The demon hunter needs a long rest to fully regain consciousness after undergoing this ritual.

The choice gives you features at the 2nd level and again at the 6th, 10th and 14th levels.

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.

Restless Guest

Reached the 5th level, the soul of the Fiend begins to regain consciousness of himself, feeling a deep envy for his fellow beings still endowed with a material body.

Add 1d6 to melee damage to an Fiend and 1d4 to any spell damage to an Fiend. Add a further die to damage on levels 9th, 15th and 18th.

If in combat the demon hunter arrives at less than 5 hit points, the soul of the Fiend tries to take the upper hand. Make a Constitution check against the Fiend for each combat round in which you are below 5 hit points. If you fail, the Fiend takes control of your physical body and acts according to its will. Being healed or reaching 0 hit points break the will of the world.

Extra Attack

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Mana Burn

At the 11th level, you have achieved such a capacity to dominate the arcane forces that you can use their power to strengthen you. The demon hunter puts his hands to a magical effect within 60 feet and must pass an Intellect saving throw against the enemy caster's DC to break the effect. If he overcomes it, he can decide whether to heal himself to 1d4 per level of the broken spell or to collapse the spell in an explosion of arcane energy that causes 1d6 force damage per spell level to all creatures in an area of 20 feet.

Magical Infusion

When it reaches the 14th level, a demon hunter is able to make his magic energy flow into objects. His melee attacks are always considered magical in order to overcome the resistances of certain creatures. By spending a spell slot of 5th level or lower, you can enchant a weapon held by an ally by touching it for a number of hours equal to the spell slot used.

Eternal Hunt

When it reaches the 20th level, the demon hunter gets amazing abilities due to your connection with the soul of the Fiend. Thanks to his developed senses, he has advantage in all the skill tests in which he has qualification. In addition, you always gain advantage to the shots to hit against a Fiend.

Paths of Damnation

Each demon hunter chooses how to approach the demonic soul with whom he lives. This influences the way in which it exploits the new power gained.

Path of Cooperation

In the extreme sacrifice, you saw the possibility of increasing your abilities beyond measure. Conscious of the indissoluble union with the Fiend, you have decided to accept compromises and adopt a lifestyle that is more similar to your guest.

Tough Constitution

The vile energy flows into your tissues. From the 2nd level, the Demon Hunter's Armor Class is 10 + his Dexterity modifier + his Constitution modifier. The demon hunter loses this benefit if he wears armor.

Fel Strikes

The presence of the soul of the Fiend pervades the demon hunter of Fel magic. Starting at the 2nd level, when a demon hunter hits a creature with a melee attack, he can spend a spell slot to inflict necrotic damage to the target, in addition to melee damage. The extra damage is 1d8 for a 1st level spell slot, plus 1d8 for each spell level above the 1st, up to a maximum of 6d8. Damage increases by 1d8 if the target is a Fiend.

4

VUVUZELA | DEMON HUNTER

Fiendish Metamorphosis

At the 6th level, the demon hunter learns how to make the most of the renewed power of the soul of his Unclean; for 30 seconds, the demon hunter takes on even more monstrous features, such as increased dimensions and accentuated demonic features. Your AC is set to 18 and your Strength modifier increases by +1. If you're in combat, you can decide to apply one of the following effects each turn:

  • For each attack action, you can deal the same melee damage to an additional enemy that is within 5 feet of the target.
  • You can use a turn to force an enemy to attack you until the effect of metamorphosis is exhausted. The enemy must overcome a saving throw on Charisma or is forced to attack you until your metamorphosis is active. The enemy can repeat the save throw at each turn.

During the metamorphosis, you have disadvantage on the Intellect checks and on spell attack. From level 16th, you can decide to extend the effect of your metamorphosis by more than 30 seconds by passing a Constitution check against your Fiend. If you fail it, the metamorphosis stops and you take 2d10 damage. The metamorphosis can be reused after a long rest.

Encouraging Presence

Your mere presence gives courage to your allies and inspires fear of your enemies. From the 10th level, your allies in an area of 10 feet have advantage on Wisdom and Charisma checks.

Strengthen Bond

After so many adventures, the soul of your Immondo no longer sees you as a jailer, but rather as a powerful ally. Starting from the 14th level, when you are reduced to O hit points, you can drop to 1 hit point for two turns instead and you become immune to all bludgeoning, piercing and slashing damages. You can't use spells.

The effect does not add up with other similar effects (such as Relentless Endurance of the Half-Orcs) and, during these two turns, your allies lose any benefit deriving from you, including Encouraging Presence. At the end of the two turns, you return to 0 hit points and fall unconscious. You can use this benefit again after a long rest.

Path of Clear Mind

Contact with the soul of the Fiendl will have changed your physical characteristics, but has not broken your will. The flattery of a superior power has not affected your awareness of having to eradicate evil from the world.

Jailer of Souls

Starting at the 2nd level, you can use a bonus action to trap the soul of a Fiend. The Fiend must overcome a Wisdom saving throw, otherwise he remains incapacitated for 3 turns. The Fiend can repeat the saving throw at each turn. On the 10th and 18th levels you can incapacitate an additional Fiend or increase a turn (up to a maximum of 6 in total) to the magic trap inflicted on your target.

Arcana Mastery

Absorbing the soul of the Fiend and binding it to you has enhanced your scholarly abilities. On the 2nd level and again on the 6th, 12th and 18th you can choose a 6th or lower level spell from your Spellbook. The spell is always considered prepared and does not count in order to determine the number of spells that the demon hunter can prepare every day.

Eye Beam

At the 6th level, demon hunter learns how to harness the energy of the soul of the Fiend and hurl it out of your body. As an action, he can casts a ray of gleaming energy from the eyes, inflicting 3d12 lightning damage to all creatures including a 40 feet line. The targets can dodge the attack by passing a Dexterity Saving throw against the Demon Hunter CD. Add 1d12 on damage rolls to levels 10th, 15th and 19th. You can reuse this ability after a long or short rest.

Fel Rush

From the 10th level demon hunter can uses hisr out-of-the-ordinary physical abilities to suddenly increase combat speed. With a bonus action, you can decide to apply one of the following effects in combat:

  • Perform a disengage action and jump backwards to an empty space up to 50 feet or forward up to 40 feet.
  • By spendig a spell slot of 6th level or lower, you can use your speed to make prone a creature of size Large or smaller and inflict 3d10 force damage.

Supreme Intellect

From the 14th level, demon hunter always add your Intellect modifier to the damage caused by the spells. Also, the demon hunter can not lose concentration on a spell when he suffers damage.

Credit: Konstanryuk

5

VUVUZELA | DEMON HUNTER

Cantrips (0 Level)
  • Booming Blade (SCAG)
  • Control Flames (XGtE)
  • Eldritch Blast
  • Fire Bolt
  • Green-Flame Blade (SCAG)
  • Magic Stone (XGtE)
  • Message
  • Minor Illusion
  • Prestidigitation
  • Produce Flame
  • Shocking Grasp
  • Thaumaturgy
  • True Strike
  • Vicious Mockery
1st Level
  • Arms of Hadar
  • Catapult (XGtE)
  • Chaos Bolt (XGtE)
  • Comprehend Languages
  • Detect Magic
  • Disguise Self
  • Expeditious Retreat
  • False Life
  • Hex
  • Identify
  • Illusory Script
  • Inflict Wounds
  • Jump
  • Mage Armor
  • Magic Missile
  • Searing Smite
2nd Level
  • Aganazzar's Schorcher (XGtE)
  • Blindness/Deafness
  • Blur
  • Branding Smite
  • Cloud of Daggers
  • Darkness
  • Find Steed
  • Magic Mouth
  • Magic Weapon
  • Maximillian's Earthen Grasp (XGtE)
  • Mind Spike (XGtE)
  • Misty Step
  • Nystul’s Magic Aura
  • Phantasmal Force
  • Scorching Ray
  • See invisibility
3rd Level
  • Blinding Smite
  • Catnap (XGtE)
  • Clairvoyance
  • Counterspell
  • Dispel Magic
  • Fireball
  • Fly
  • Glyph of Warding
  • Leomund’s Tiny Hut
  • Major Image
  • Melf's Minute Meteors (XGtE)
  • Nondetection
  • Remove Curse
  • Summon Lesser Demons (XGtE)
  • Tiny Servant (XGtE)
4th Level
  • Arcane Eye
  • Banishment
  • Blight
  • Confusion
  • Dimension Door
  • Divination
  • Find Greater Steed (XGtE)
  • Phantasmal Killer
  • Shadow of Moil (XGtE)
  • Sickening Radiance (XGtE)
  • Staggering Smite
  • Summon Greater Demon (XGtE)
5th Level
  • Animate Objects
  • Circle of Power
  • Contact Other Plane
  • Creation
  • Destructive Wave
  • Far Step (XGtE)
  • Geas
  • Immolation (XGtE)
  • Infernal Calling (XGtE)
  • Legend Lore
  • Mislead
  • Scrying
  • Synaptic Static (XGtE)
  • Teleportation Circle
6th Level
  • Arcane Gate
  • Blade Barrier
  • Disintegrate
  • Forbiddance
  • Globe of Invulnerability
  • Heroes’ Feast
  • Investiture of Flame (XGtE)
  • Mental Prison (XGtE)
  • Otto’s Irresistible Dance
  • Planar Ally
  • Programmed Illusion
  • Tenser's Transformation (XGtE)
  • True Seeing
7th Level
  • Forcecage
  • Plane Shift
  • Power Word Pain (XGtE)
  • Symbol
8th Level
  • Antimagic Field
  • Dominate Monster
  • Labyrinth
  • Power Word Stun
9th Level
  • Foresight
  • Gate
  • Imprisonment
  • Invulnerability (XGtE)
  • Power Word Kill
  • Psychic Scream (XGtE)
  • Weird

(SCAG): spells contained in "Sword Coast Adventurerer's Guide"


(XGtE): spells contained in "Xanathar's Guide to Everything"

Multiclassing

If your character does not start with the demon hunter class, he only gets the following skills when he / she demon hunters:

  • Light armor, simple weapons, martial weapon

A character must have an Intelligence and Strength score of at least 13 to be able to multiclass a demon hunter.

Spell Slots. If the character has more than one caster class, he must use the table in chapter 6 to determine the total number of spell slots. The spell hunters of the demon hunter are added together as bard, cleric, druid, wizard and sorcerer.

6

VUVUZELA | DEMON HUNTER

DUNGEONS & DRAGONS, D&D, the 5th edition dragon logo and all other Wizards of the Coast product names, and their respective logos are owned by Wizards of the Coast in the US and other states.

This work contains material owned by Wizards of the Coast and / or their authors.

This work contains material owned by Blizzard Entertainment and / or their authors.

All the original texts in this work are copyright 2018 by Simone "Vuvuzela" De Vivo.

The artwork used is owned by their artists, as reported where it was possible to report it.

We thank the Naturalcrit.com website for its valuable tool, which makes the dreams of every D&D Master reality!

Demon Hunter - 2.2 Version

7

VUVUZELA | DEMON HUNTER