The Demon Hunter

Agile Anti-Heroes

Demon hunters made a pact, long ago, to fight against the forces of chaos using their own terrible powers against it. They ritually blind themselves in exchange for spectral sight that enables them to better sense their prey. This enhanced awareness, together with their great agility and magical prowess, makes demon hunters unpredictable adversaries. They wield demonically charged warblades in battle and call upon demonic energies to augment their formidable combat skills. -Blizzard Entertainment

Note: Only Blood Elves may become this Prestige class due to in-game limitations.

Class Toolkit Abilities

Class Toolkit Abilities are a wide range of class spells and abilities that you can pick from. Each one will rank up to a level 2 version at level 4 which unlocks their most potent and versatile uses. You may pick 3 of these Class Toolkits to apply to your character but choose carefully. Once you choose you can only relearn new Abilities through completion of RP Quests which can replace abilities that you have learned that you wish to change.

Please see next page for the Toolkit Abilities Chart.


Passive Class Abilities

Demonic Binding

The training begins with the person slaying a demon, eating its heart, and drinking its blood. The fel power infusing their bodies after ingesting the demon's heart and blood causes the demon hunter to mutate, gaining demonic features such as scales, horns, or claws. As with all chaos-touched creatures, the forms that these traits will take can be quite unpredictable.

You consume the soul of a particular demon and gain its attributes, forever changing your form. Choose one demon to bind yourself to, permanently.

  • Felstalker: Gain +3 to Spell Defense and a +2 to Spellcraft. When you critically strike a spellcaster, you stun them for one turn.

  • Succubus: Gain +3 to Performance and +2 to Diplomacy. Once per encounter, you may roll one of these to Charm one target for the remainder of the encounter. Charmed targets may attempt to counter this affect with a Will Save if you command them to fight for you. Bosses are immune.

  • Felbat: Gain +3 Melee Attack, and +2 to Acrobatics. You are immune to fall damage unless bound. You may also freely fly for 2 turns, during which you may make Melee Attacks at range by throwing your glaives.

  • Mo'arg: Gain +3 to Disable Device and +2 to Knowledge. You are an expert Fel-Smith and can discern weak points in armor. With a successful Disable Device check of 15 or higher, your Melee Attacks have Advantage against a single target for the rest of the encounter. Useable once per encounter.

  • Doomguard: Gain +3 to Intimidation and +2 to Athletics. On a critical Melee strike, make an Intimidation roll. A 15 or higher will cause the target to flee combat. Bosses are immune.

  • Felguard: Gain +3 to Fortitude Saves and +2 to Melee Attack. You are battle-hardened and shrug off attacks that would fell a mortal. When you are reduced to 0 HP, instead power through and continue fighting, gaining 3 HP. Useable once per encounter.

  • Observer: Gain +3 to Spell Attack and +2 to Perception. Your Spectral Sight is enhanced, allowing you to automatically perceive stealthed, magical, and demonic entities without rolling, even if they are disguised.

Note that all Toolkit Abilities are not rolled for unless otherwise stated. Additionally, all Toolkit Abilities are Useable once per Encounter unless otherwise stated.

The Demon Hunter
Toolkit Ability Rank 1
Rank 2
Metamorphosis Give into your inner demon. Deal an immediate 3 damage to one target and an extra 1 damage per successful hit for 2 turns. Once per encounter. Active.
Give into your inner demon. Deal an immediate 4 damage to two targets and an extra 1 damage per successful hit for 3 turns. Once per encounter. Active.
Eye Beam Deal 3 damage to anyone in a line in front of you, but you are stunned for 1 turn afterwards. Once per encounter. Active.
Deal 4 damage to anyone in a line in front of you, but you are stunned for 1 turn afterwards. Once per encounter. Active.
Demon Spikes Anytime you are hit with a Melee Attack, you deal an immediate 1 damage to the attacker. You may use this 3 times before all Spikes are used up.
When you are hit with a Melee Attack, you deal 2 damage to the attacker. You may use this 4 times before all Spikes are used up.
Chaos Nova Your inner demon erupts into a fiery display of chaotic magic. Three targets in your melee range burn for 3 damage and are stunned for 2 turns. Allies may be caught in this. Once per encounter. Active.
Your inner demon erupts into a fiery display of chaotic magic. Four targets in your melee range burn for 4 damage and are stunned for 2 turns. Once per encounter. Active.
Shattered Souls When an enemy dies in melee range of you, you may consume a shard of their soul, healing for 2 HP per soul shard consumed. Passive.
When an enemy dies in melee range of you, you may consume a shard of their soul, healing for 2 HP per soul shard consumed. If you consume a Boss soul shard, you gain +3 Strength for 1 turn. Passive.