Demon Hunter, Variant (3.5e Class)

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Demon Hunter[edit]

Created through the unholy union of a willing mortal and a willing or unwilling demon, the demon hunter uses his newly gained dark powers to manipulate, ambush, or overpower his enemies. Demon Hunters gain their powers when a mortal uses binding magics to shackle a demon inside his body. The effect of such a binding varies depending on the demon bound to the mortal, however the mortal will always gain demonic features of some sort. In addition to this a demon hunter's very personality tends to shift to the demons will, whatever that may be. Demon hunters usually seek either retribution after their unholy creation or they seek out more power to sate their hunger.

Making a demon hunter[edit]

Demon hunters are first created by choosing one of three demon types to bind to, each of which drastically alters the playstyle of the demon hunter. A demon hunter can bind himself to a Balor if he/she prefers to fight their opponents head on and bring war and ruin upon those unfortunate enough to be their foes, a succubus if he/she wishes to carefully manipulate and trick their foes into furthering his/her goals, or a Quasit if he/she desires to stay hidden in the shadows, tactfully waiting until the time is ripe to strike their opponents. As such the demon hunter serves a multitude of roles within a party depending on what demon they have bound themselves to, however it is important to note that a demon hunter can only bind themselves to a demon once in their lives, the demon they have chosen is what they are forever bound to.


Races: Any race can become a demon hunter although how common it is varies from race to race depending on their ability to overcome foes.

Alignment: Any

Starting Gold: 5d4×10 gp


Table: The Demon Hunter

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th
1st +1 +0 +2 +0 Binding, Char. Creation Feat 4 2
2nd +2 +0 +3 +0 5 3
3rd +3 +1 +3 +1 5 4 1
4th +4 +1 +4 +1 5 5 1
5th +5 +1 +4 +1 5 5 2
6th +6/+1 +2 +5 +2 5 5 3 1
7th +7/+2 +2 +5 +2 5 5 4 1
8th +8/+3 +2 +6 +2 5 5 5 2 1
9th +9/+4 +3 +6 +3 5 5 5 3 1
10th +10/+5 +3 +7 +3 Bonus Feat 5 5 5 3 2
11th +11/+6/+1 +3 +7 +3 5 5 5 4 2
12th +12/+7/+2 +4 +8 +4 5 5 5 5 2
13th +13/+8/+3 +4 +8 +4 5 5 5 5 3
14th +14/+9/+4 +4 +9 +4 5 5 5 5 3
15th +15/+10/+5 +5 +9 +5 Unleash Demon, Bonus Feat 5 5 5 5 4
16th +16/+11/+6/+1 +5 +10 +5 5 5 5 5 4
17th +17/+12/+7/+2 +5 +10 +5 5 5 5 5 5
18th +18/+13/+8/+3 +6 +11 +6 5 5 5 5 5
19th +19/+14/+9/+4 +6 +11 +6 5 5 5 5 5
20th +20/+15/+10/+5 +6 +12 +6 Bonus Feat 5 5 5 5 5

Class Skills 4 + Int modifier per level, ×4 at 1st level)
<-class skills (and key abilities)->.

Class Features[edit]

Unleash Demon is a spell acquired at level 15 that allows the demon hunter to become whatever demon he/she is bound to for 1 round/3 levels, or for 6 seconds/3 levels.

Binding.[edit]

A demon hunter must bind themselves to one of the following demons.

Balor

Demon hunters who choose this gain ram horns on their forehead, large, leathery bat wings growing out of their back, eyes and a mouth that seem to glow like magma and a very muscular build as well as the ability to slam their enemies for 1d4+strength damage and gain +2 strength modifier.


Succubus

Demon hunters who choose this tend to gain a very shapely form, develop several small horns that trace over the brow, and tend to have a slight purplish glow to their eyes and gain +2 Charisma modifier


Quasit

Demon hunters who choose this gain two small horns on their forehead as well as a thin, black carapace over their torso which grants them +2 dex modifier as well as +10 speed.



Weapon and Armor Proficiency:[edit]

Balor


Proficient with all armor classes, except shields, and is proficient in one-handed and two-handed simple weapons, and one-handed and two-handed martial weapons.

Succubus


Proficient with light armor, and light melee simple weapons

Quasit


Proficient with light and medium armor, and light melee simple weapons.

Spells:[edit]

Demon hunters choose their spells from the following list:

0


Detect Poison: Detects poison in one creature or small object.

Detect Magic: Detects spells and magic items within 60 ft.

Read Magic: Read scrolls and spellbooks.

Acid Splash: Orb deals 1d3 acid damage.

Ray of Frost: Ray deals 1d3 cold damage.

Touch of Fatigue: Touch attack fatigues target.


1st


Comprehend Languages: You understand all spoken and written languages.

Detect Secret Doors: Reveals hidden doors within 60 ft.

Detect Undead: Reveals undead within 60 ft.

Identify M: Determines properties of magic item.

True Strike: +20 on your next attack roll.

Mount: Summons riding horse for 2 hours/level.

Obscuring Mist: Fog surrounds you.

Summon Monster I: Calls extraplanar creature to fight for you.

Burning Hands: 1d4/level fire damage (max 5d4).

Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.

Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.

Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage.


2nd


Detect Thoughts: Allows “listening” to surface thoughts.

Locate Object: Senses direction toward object (specific or type).

See Invisibility: Reveals invisible creatures or objects.

Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.

Fog Cloud: Fog obscures vision.

Summon Monster II: Calls extraplanar creature to fight for you.

Web: Fills 20-ft.-radius spread with sticky spiderwebs.

Continual Flame M: Makes a permanent, heatless torch.

Darkness: 20-ft. radius of supernatural shadow.

Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.

Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).

Blindness/Deafness: Makes subject blinded or deafened.

Command Undead: Undead creature obeys your commands.

False Life: Gain 1d10 temporary hp +1/level (max +10).

Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.

Scare: Panics creatures of less than 6 HD.


3rd


Arcane Sight: Magical auras become visible to you.

Tongues: Speak any language.

Sepia Snake Sigil M: Creates text symbol that immobilizes reader.

Sleet Storm: Hampers vision and movement.

Stinking Cloud: Nauseating vapors, 1 round/level.

Summon Monster III: Calls extraplanar creature to fight for you.

Fireball: 1d6 damage per level, 20-ft. radius.

Ray of Exhaustion: Ray makes subject exhausted.

Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp.


4th


Arcane Eye: Invisible floating eye moves 30 ft./round.

Detect Scrying: Alerts you of magical eavesdropping.

Locate Creature: Indicates direction to familiar creature.

Scrying F: Spies on subject from a distance.

Black Tentacles: Tentacles grapple all within 20 ft. spread.

Solid Fog: Blocks vision and slows movement.

Summon Monster IV: Calls extraplanar creature to fight for you.

Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.

Resilient Sphere: Force globe protects but traps one subject.

Shout: Deafens all within cone and deals 5d6 sonic damage.

Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.

Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.

Contagion: Infects subject with chosen disease.

Enervation: Subject gains 1d4 negative levels.

Fear: Subjects within cone flee for 1 round/level.


Table: Demon Hunter Spells Known
Level Spells Known
0 1st 2nd 3rd 4th
1st 2 1
2nd 3 2
3rd 4 2 1
4th 4 3 1
5th 5 3 1
6th 5 4 2 1
7th 6 4 2 1
8th 6 5 3 2 1
9th 6 5 4 2 1
10th 6 6 4 2 1
11th 6 6 5 2 2
12th 6 6 5 3 2
13th 6 6 6 3 2
14th 6 6 6 4 3
15th 6 6 6 4 3
16th 6 6 6 5 4
17th 6 6 6 5 4
18th 6 6 6 6 5
19th 6 6 6 6 5
20th 6 6 6 6 6


Ex-Demon Hunters[edit]

While for the most part impossible to truly become an "ex-demon hunter", a demon hunter can notice their powers not work at random when they shift to a lawful/good or even neutral/good alignment, as the demon they are bound to openly begins to oppose their dominance. The closest a demon hunter can get to becoming an ex-demon hunter is to abandon their quest for power or retribution and simply go about life while suffering through their affliction, such demon hunters tend to live in isolation, away from the judgement of society.

Human Demon Hunter Starting Package[edit]

Weapons: Dagger, Sickle.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Knowledge: Arcana 4 int
Knowledge: Demon 4 int
Bluff 4 cha
Survival 4 wis
Climb 4 str
Move Silently 4 dex
Sense Motive 4 wis

Feat: Alertness.

Gear: Leather Armor, Backpack, Bedroll, 5x Rations, Waterskin.

Gold: 130gp.


Campaign Information[edit]

Playing a Demon Hunter[edit]

Religion: Demon hunter's tend to view religion in a very skeptical way, as most believe themselves cursed and forgotten by the gods. The few that do believe typically look at the gods as another source of power they must consume.

Other Classes: Other classes, especially ones of holy practice, tend to view demon hunters with disgust and general dislike, viewing them as the embodiment of what happens when one gives into temptation and their lust for power. Sorcerers tend to be the one's who can relate the most to a demon hunter, however even they for the most part will keep their distance.

Combat: A demon hunter uses a mix of magic and melee abilities when fighting his/her opponents. A demon hunter's primary attribute is his/her strength which he/she uses to both forcibly bend arcane powers to his/her will and to strengthen the blow he/she lands on his/her enemy.

Demon Hunter's in the World[edit]

This world stands divided, it's races eternally warring, yet there is one thing that we all have in common, a lust for power. We are simply the one's strong enough to seize it!
—Davalak Leader of the Cult of the Abyss, Human Demon Hunter

Demon hunters tend to remain isolated and hidden, preferring to not interact with strangers. The few demon hunters that do make themselves known, often volunteer their power as a mercenary.

Daily Life: Demon hunters tend to spend their days traveling the world seeking power and trying to obtain knowledge about where they can acquire more, some try to find ways of redemption for their act of binding with a demon, and some have chosen to pledge themselves to the demons in hopes of more power and immortality.

Notables: Davalak, First of the Demon Hunters and Leader of the Cult of the Abyss, Tovu, the only known demon hunter to have bound himself to five demons at once.

Organizations: Demon hunters typically arise when a demonic invasion is imminent, the latest demon hunters forming a cult know as the Cult of the Abyss under the guidance of the demons.

NPC Reactions: NPC's tend to treat demon hunter's with hatred and disgust, viewing them as the embodiment of temptation and weak will, many more view them as monsters and become frightened at the sight of them. None but the boldest of NPC's dare openly attack a demon hunter due to their frightening figure.

Demon Hunter Lore[edit]

Characters with ranks in knowledge:demons can research demon hunters to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge: demons
DC Result
5 Demon Hunters bind themselves to demons in a bid for power.
10 Demon Hunters typically wage an eternal struggle for dominance against their demon in their own minds.
15 A demon hunter possesses many arcane powers that make them very adept at detecting traps.
20 Demon Hunters were first formed as a way of combating the demons when the demons were first made known. The demon hunter was effectively a fight fire with fire kind of weapon. Today, however, many demon hunters usually serve under the demons instead.

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