Demon Hunter Class


“The enemy came into our world, their only desire to extinguish all life. They slaughtered our loved ones. They razed our homes, our cities, and our sacred places. You tried to stop them... and you failed. Now you see that there is no sacrifice too great if it brings an end to the Burning Legion.”

-- Illidan Stormrage

Demonbound

Before any demon hunter can begin their training, they must first go through a grueling ritual in which tattoos infused with searing arcane and scorching fel magic are etched into their skin. Once bound by these ritualistic signs, a demon's spirit is then summoned into the would-be demon hunter's body, merging its mind and consciousness with the warrior. Many go insane, many more simply die, but those few who survive with their minds intact are forever bound to the demon's powers, using its unrelenting anger at being contained and its magic as a fuel for their powers.

Many demon hunters exhibit strange quirks after being bound to a demon, even taking on aspects of the demon's personality. Some say that even bound it still whispers in their ears, but no one can say for certain if this is truly the demon's work, or just the imaginations of the mind.

Marked by Fel

Binding a demon to their body marks a demon hunter forever. No longer can they pass as a normal person or exist simply in polite society. Socially, a demon hunter is barely tolerated at best, and outright feared and reviled at worst. Many do not trust them, fearing that the bound demon may unleash itself at any point against an unready populous. It is for this reason that so many demon hunters live in seclusion honing their craft, or associating solely with adventurers who might accept them for their skills.

The hope that they might simply conceal their changes is made more difficult by the effects of the binding. Demon hunters exhibit a variety of physical changes. All of them lose their eyes, replaced with searing orbs of pure felfire that they hide behind blindfolds, but these are not the only changes - enlarged and clawed hands with craggy skin, thick and powerful horns, scaled bat-like wings, feet that form into cloven hooves, or whip-like demonic tails. While not every demon hunter as all of these, each has at least a few. Some of the changes seem to be determined by the type of demon bound to their body, though others seem unrelated. The chaotic energies within them manifest in unexpected and unknown ways.

Warriors of Grace

Demon Hunters are deadly and agile foes, trained to wield their signature warglaive weapons as if performing a dance. The methods of a demon hunter's training are kept a close secret, and so even trained martial experts are often uanble to wield warglaives unless they spend specific time and effort to learn their intricacies. When on the battlefield, they cut through their foes with ruthless efficiency and deadly fel flames.

Demon hunters as an order are dedicated to the eradication of, as their name implies, demons. Each would only agree to the deadly ritual in the first place if they had lost everything worth living for, and now lived only for revenge and hatred. It is this that makes them the perfect weapon, and only a marginally appropriate travelling companion, yet even this hatred can be tempered with time, and a demon hunter who has lost everything may - eventually - find something new to live for.

The ritual is not something so easily undone though, and no one has ever returned from the path of the demon hunter once walked. At least, not yet.

Martial Melee Weapon
Name Cost Damage Weight Properties
Warglaive 15gp 1d8 Slashing 4lbs Finesse, Special

Special: Warglaives require a Dexterity score of 13 in order to wield. Warglaives count as Light weapons when they are being dualwielded with another Warglaive. If you take the attack action with a Warglaive, you gain a special bonus action that turn that can only be used on a Two-Weapon Fighting attack.

Demon Hunter
Level Proficiency Bonus Features
1st +2 Fury, Chaos Strike, Demon's Blade
2nd +2 Mana Burn, Vengeful Retreat
3rd +2 Chosen Path
4th +2 Ability Score Improvement, Double Jump
5th +3 Extra Attack, Glide
6th +3 Immolation Aura
7th +3 Path Feature, Torment
8th +3 Ability Score Improvement
9th +4 Improved Chaos Strike, Disrupt
10th +4 Path Feature
11th +4 Momentum
12th +4 Ability Score Improvement, Spectral Sight
13th +5 Fel Eruption, Shatter Souls
14th +5 Consume Magic
15th +5 Path Feature
16th +5 Ability Score Improvement
17th +6 Dark Shadows
18th +6 Imprison, Netherwalk
19th +6 Ability Score Improvement
20th +6 Path Feature

Class Features

As a Demon Hunter, you gain the following class features.

Hit Points

Hit Dice: 1d8 per demon hunter knight 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 level.

Proficiencies

Armor: Light Armour

Weapons: All simple weapons, Warglaives, Longbows

Saving Throws: Dexterity, Charisma

Skills: Choose two skills from the following list: Acrobatics, Perception, Intimidation, Nature, Deception, and Survival.

Equipment

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

  • Two warglaives
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • Leather Armour
  • Either a shortbow and 20 arrows or a longbow and 20 arrows

Fury

Demon Hunters are filled with pure fury, and use this demonic anger to fuel their abilities. A Demon Hunter has a pool of 100 Fury, which they can expend on a number of features. They regain all expended Fury on completion of a short or long rest. If you miss with an ability that expends Fury, you regain half the Fury you expended on it.

Demon hunter features that call for a saving throw have a save DC of 8 + your proficiency bonus + your charisma modifier, and use Charisma as the spellcasting ability for any spell attacks or ability checks.

Demon's Bite

The most basic skill of a Demon Hunter is one that regenerates their fury. On your turn when you take the attack action you can make any of your successful attack's a Demon's Bite. It deals normal damage and causes you to gain 5 Fury.

Chaos Strike

As they gain Fury, so do they spend it. When you make a weapon attack as part of the attack action you can turn it into a Chaos Strike. This deals an additional 1d6 fire damage, or 2d6 against Fiend type creatures.

Chaos Strike costs 40 Fury to use. If you roll 6 on the fire damage roll(s), you regain 20 Fury after using it.

Mana Burn

From 2nd level in place of one of your attacks you can burn the magic from one of your foes. Choose a target you can see within 30ft. The target takes 1d6 fire damage, or half as much on a successful Constitution saving throw. If the target is a spellcaster and fails their saving throw, they lose a spell slot of a level equal to the fire damage dealt (or the next highest), and takes additional fire damage equal to the spell slot burned. Concentration saves against Mana Burn are made with disadvantage.

At 8th and 16th level in this class the damage dice of Mana Burn increases to d8 and d10. Once used, Mana Burn cannot be used again for a number of turns equal to the roll of the damage dice, and costs 20 Fury to use.

Vengeful Retreat

Also from 2nd level, as a reaction to being hit with an attack you retaliate and flee. You may immediately make one weapon attack against the creature that damaged you if they're in range, and then leap back 15ft in one direction of your choosing. This movement does not provoke opportunity attacks.

Chosen Path

At 3rd level you choose which of your chosen paths to follow - the hard hitting Havoc, the defensive Vengeance, or the ranged Onslaught. These subclasses are described at the end of this class description. These paths grant you additional features at 3rd, 7th, 10th, 15th, and 20th 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.

Double Jump

Also at 4th level, your High Jump height is doubled.

Extra Attack

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

Glide

Also at 5th level, whenever you would take damage from falling, you use your reaction to spread spectral wings, allowing you to soar gently to the ground without tkaing any damage. You can also spread your wings to allow you to soar forward, allowing you to glide forward 5ft for each 5ft you fall, in the direction of your choosing.

Immolation Aura

From 6th level on your turn as a bonus action you can call up an aura of felfire around you, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. Enemy creatures adjacent to you must make a dexterity save or take 2d8 fire damage. They must repeat this if they end their turn adjacent to you. Damaging a creature with this causes you to regain 10 Fury, or 5 on a successful save.

Immolation Aura lasts 1d4+1 rounds, and must be concentrated as if it were a spell. It can be used once, refreshing on a short or long rest.

Torment

From 7th level as a bonus action on your turn you can attempt to Infuriate a creature you can see within 30ft. They must succeed on a Charisma saving throw, or be driven into a mad rage. On their next turn, the target must take a hostile damaging action against the closest creature to them.

Improved Chaos Strike

At 9th level your Chaos Strike changes based on your chosen path.

Havoc. Your Chaos Strike becomes Fel Blade. When you use this, all the damage Chaos Strike deals becomes Fire damage. It reduced or negated in any way. In addition, it can now move you up to 15ft towards the target of your attack before you make the attack roll, without provoking an opportunity attack.

Vengeance. Your Chaos Strike becomes Soul Shear. You can now hit two targets with it, using the same attack and damage rolls, so long as they're adjacent to each other.

Onslaught. Your Chaos Strike becomes Sigil Strike. After you hit with it, you can immediately expend 20 Fury to place a Sigil beneath the target creature, at no extra action cost. You cannot have the same Sigil active more than once.

Disrupt

From 9th level you can disrupt an enemy's spellcasting. As a reaction to a spell being cast within 30ft you can attempt to disrupt it. The spellcaster must succeed on a spellcasting ability check against your Fury save DC. If they fail, the spell fails and any spell slot expended is wasted. If they succeed, the spell takes effect as normal.

If the spell cast is of 4th level or higher, they can add their proficiency bonus to the spellcasting ability check.

Disrupt can be used once, refreshing on a short or long rest. You can expend 40 Fury to use this again, even after it has been used.

Momentum

A demon hunter thrives off striking the same target again and again. From 11th level after each successful weapon attack against a target you gain a +1 stacking damage bonus, which doubles on each successful attack up to a maximum of twice your proficiency bonus, on all further weapon attacks against that creature.

This resets to 0 if you attack another creature or if you go a round without attacking the creature. Missed attacks do not increase your Momentum damage, but they do prevent it from resetting.

Spectral Sight

From 12th level you learn how to peer beyond sight. As an action you can gain Spectral Sight, which grants you the effects of the Detect Magic and See Invisibility spells. Against Fiend type creatures, you also gain the effects of True Seeing. Spectral Sight lasts for 1 hour, must be concentrated on as if it were a spell, and can be used one, refreshing on a short or long rest.

Fel Eruption

From 13th level in place of one of your attacks you can expend 60 Fury to conjure up a deadly spike of felstone from the ground. Target a creature you can see within 30ft. They must succeed on a Strength saving throw or be impaled by the magical protrusion. This deals 3d8 piercing and 2d8 fire damage, and Stuns them until the end of your next turn. A successful save halves the damage, and prevents the stun. Fiend type creatures have disadvantage on this saving throw.

Shatter Soul

Also from 13th level you're able to shave off fragments of your target's souls to fuel your own powers. Whenever you reduce a creature of CR1/8 or higher to 0 hit points, kill them, or critically strike with a weapon attack, you shave off a Soul Fragment which you immediately gain.

You can use your action to consume Soul Fragments, gaining 1d4 hit points and 5 Fury for each fragment you consume. You may hold a maximum of 5 fragments at once, and all fragments are lost on completion of a short or long rest.

Consume Magic

From 14th level you're able to feast on the active magic of others. As a bonus action you can attempt to consume the spells currently affecting another creature you can see within 30 feet. Make a contested spellcasting ability check between yourself and the original spellcaster. If you succeed, you can consume and immediately end a number of spells on the target equal to the difference between the two checks, gaining 5 Fury for each successful spell consumed.

Consume Magic can be used once, refreshing on a short or long rest.

Dark Shadows

From 17th level in place of one of your attacks you can fill a 20ft radius area at your feet with cloying shadows that defend you and your allies. Whenever a friendly creature in the area would take damage, roll a d6. On a 6, the damage is negated by the shadows. Damage from Fiend type creatures is negated on a roll of 5 and 6, instead of just 6.

Dark Shadows must be concentrated on as if it were a spell. It can be used once, refreshing on a long rest.

Imprison

From 18th level you learn how to bind the enemies with demonic chains. In place of one of your attacks you can expend 50 Fury to attempt to Imprison a creature. They must succeed on a Constitution saving throw or be Incapacitated, Blinded, and Restrained for 1 minute. Fiend type creatures have disadvantage on this saving throw. A successful save negates these, but the chains linger still, affecting them with the Slow spell until the end of your next turn.

Imprison must be concentrated on as if it were a spell. It ends immediately after the target creature takes any damage.

Netherwalk

Also from 18th level you can use your action to step out of reality for just a moment. When you do so you step onto the Ethereal Plane, your speeds are doubled, you gain a fly speed equal to your movement speed, you can pass through objects and creatures without issue, and you become immune to all damage, but likewise you are unable to affect any other creatures in any way. While you are able to perceive the material plane and creatures within it without issue, only creatures that can perceive the Ethereal can see you.

Netherwalk lasts until the start of your next turn. If Netherwalk ends while you are within another object or creature, you are immediately shunted to the nearest unoccupied space and take equal to twice the number of feet you are moved. This damage cannot be reduced or resisted in any way.

Netherwalk can be used once, refreshing on a short or long rest.

Paths

Havoc

Havoc Demon Hunters strike hard and fast, cutting through their foes with reckless abandon and speed.

Fel Rush

From 3rd level you can cut a path through your foes. As a bonus action you can dash 20ft in a straight line in a horizontal direction of your choosing, passing through any creatures in your path, without provoking opportunity attacks. When you do so, you make a single attack and damage roll against any creatures you pass through with one of your warglaives.

Fel Rush costs 20 Fury to use.

Blazing Path

Also at 3rd level, you're able to move faster than others. Your base movement speed is increased by 10ft, and opportunity attacks against you have disadvantage.

Metamorphosis of Havoc

From 7th level as a bonus action you can unleash your inner demon, manifesting in the following ways.

  • Your size increases to Large.
  • Each attack you make (including Fel Rush) deals additional fire damage equal to your Charisma modifier.
  • You gain a fly speed (hover) equal to your movement speed.

Metamorphosis lasts for 1 minute and can be used once, refreshing on a long rest.

Eye Beam

From 10th level in place of one of your attacks you can unleash a burst of fel from your eyes, blasting creatures in a 10ft wide, 30ft long line for 4d10 fire damage, or half as much on a sucessful dexterity save. It deals critical damage if Metamorphosis is active.

Eye Beam can be used once, refreshing when you roll initiative, and on a short or long rest.

Improved Fel Rush

From 15th level your Fel Rush gains additional momentum. You can now choose its distance, so long as it is between 20 and 40 feet. In addition, Fel Rush does not cost any Fury if you used Fel Rush on the previous turn.

Demonic

From 20th level your Eye Beam now ignite your demonic power. After you use your Eye Beam feature, you immediately activate your Metamorphosis feature. This lasts until the end of your next turn.

Vengeance

Vengeance Demon Hunters are the vanguard, diving deep into enemy lines and standing tall even in the face of deadly foes.

Demon Spikes

From 3rd level you can manifest thick spikes of felstone from your skin. As a bonus action you can expend 20 Fury to activate Demon Spikes. While this is active, your AC is increased by your charisma modifier (minimum 1). In addition, you can use the spikes to parry. Whenever an attack roll hits you, you can make your own attack roll. If your attack roll exceeds the one that hit you, the attack is deflected, and does not affect you.

Demon Spikes lasts for 1d4+1 rounds.

Fel Tattoos

Also from 3rd level, your demonic tattoos boost your resilience. You have +1 to your maximum hit points for each demon hunter level you have.

Metamorphosis of Vengeance

From 7th level as a bonus action you can unleash your inner demon, manifesting in the following ways.

  • Your size increases to Large.
  • Fire damage you deal grants you temporary hit points equal to half the damage dealt.
  • You reduce all damage taken by an amount equal to your Charisma modifier (to a minimum of 1 damage taken)
  • You gain Demon Spikes for the duration.

Metamorphosis lasts for 1 minute and can be used once, refreshing on a long rest.

Infernal Strike

From 10th level you can manifest your demon form for just a fraction of a moment. In place of one of your attacks, you can leap up to 30ft in a direction of your choosing, slamming down on the chosen point with a fel-infused fist. Creatures within a 10ft radius of your impact point take damage equal to one of your warglaive strikes plus fire damage equal to your charisma modifier, or half as much on a successful Dexterity saving throw.

Infernal Strike can be used once, refreshing on Initiative, or a short or long rest.

Improved Demon Spikes

From 15th level your Demon Spikes are improved. They now last for 1 minute. In addition, whenever you you either parry an attack or it misses by an amount equal to or less than your charisma modifier, the blades lash out, dealing 2d8 slashing damage. Creatures damaged by this are also affected by your Torment feature.

Last Resort

From 20th level your vengeance is unending. Whenever you are reduced to 0 hit points or killed outright, you are instead immediately returned to life at half your maximum hit points, and Metamorphosis immediately activates for 1 minute.

Last Resort can activate once, refreshing after 1d4+1 long rests.

Onslaught

Onslaught Demon Hunters follow the path of the strategist, choosing to forego the traditional melee combat for the bow and deploying magic sigils that twist the battlefield to their direction.

Unbound Chaos

Unlike Havoc and Vengeance Demon Hunters, those who follow the path of Onslaught do so at range.

From 3rd level you gain the Unbound Chaos feature, which modifies your Demon's Bite and Chaos Blade features to now function with only ranged weapon attacks instead of only melee weapon attacks.

Fel Sigils

Onslaught Demon Hunters control the battlefield at range, harrying their foes and assailing them with magic. Once per turn, as either a bonus action or in place of one of your attacks, you may choose to deploy a Sigil from the following list at a point you can see on the ground within 30ft. Casting a sigil requires you to expend 20 Fury.

Each sigil is clearly visible, and remains in place until the start of your next turn, at which point its magic activates, affecting any creatures within the area specified.


Sigil of Chains. Creatures in a 15ft radius must succeed on a Strength saving throw or be pulled a close to the central point as possible. Regardless of a successful save or not, all creatures in the area have their speeds halved until the end of their next turn.

Sigil of Flame. Creatures in a 15ft radius take 4d8 fire damage, or half as much on a successful saving throw.

Sigil of Silence. Creatures in a 10ft radius must succeed on a Constitution saving throw or be Silenced for 1d4+1 rounds. While Silenced they cannot speak or cast spells that have a Verbal component. They may make a new save at the end of their turns to end the effect early.

Sigil of Anguish. Creatures in a 15ft radius must succeed on an Intelligence saving throw or be overcome by anguish. They deal half damage with all effects and features until the end of their next turn.

Sigil of Misery. Creatures in a 10ft radius must succeed on a Wisdom saving throw or be Frightened for 1d4+1 rounds. While Frightened by this effect their movement speed is set to 0. They can make a new saving throw to end the effect at the end of each turn, and whenever they take damage from a creature other than the Demon Hunter.

Sigil of Time. Creatures in a 10ft radius must succeed on a Charisma saving throw or be forced to choose on their next turn between Moving or taking an Action - they cannot do both.

Metamorphosis of Onslaught

From 7th level as a bonus action you can unleash your inner demon, manifesting in the following ways.

  • Your size increases to Large.
  • Your ranged weapons now launch arrows made of concentrated fel instead of usual ammunition. These arrows change the weapon damage dice to 2d8, deal fire damage, bypass resistance and immunity to fire damage, and critically strike on an attack roll of 19-20, instead of just 20.

Metamorphosis lasts for 1 minute and can be used once, refreshing on a long rest.

Fiery Brand

From 10th level in place of one of your weapon attacks you can attempt to brand a creature within 60ft with a fiery mark. Make a ranged spell attack roll against them. If it hits, the mark deals 2d8 + charisma modifier fire damage and persists for 1d4+1 rounds.

While marked, the creature cannot turn Invisible, and whenever it is hit by an an attack roll it takes additional fire damage equal to your Charisma modifier.

Fiery Brand can be use once, refreshing when you roll initiative, and on completion of a short or long rest.

Improved Fel Sigils

From 15th level whenever a creature fails its saving throw against one of your Sigils, it immediately shatters a soul fragment from them.

In addition, when place a sigil you can either choose to Quicken or Master it.

When you Quicken a sigil, you can place another one at the same time at another location. You must select a different sigil when you do so, and cannot have the same sigil deployed twice at the same time. When you Master a sigil, all your allies are immune to its effects, without having to make any saving throws.

Feast of Souls

From 20th level your hunger manifests in a more explosive manner. Whenever you gain a soul fragment with your Shatter Soul feature, roll a d6. On a 6, you instantly gain Metamorphosis until the end of your next turn.

In addition, whenever you consume five soul fragments, in addition to its normal benefits you also gain Metamorphosis until the end of your next turn.

Finally, you can now consume soul fragments as either an action or a bonus action.