Azeroth Demon Hunter (5e Class)

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Creating a Demon Hunter[edit]

Demon hunters, disciples of Illidan Stormrage, uphold a dark legacy, one that frightens their allies and enemies alike. The Illidari embrace fel and chaotic magics—energies that have long threatened the world of Azeroth—believing them necessary to challenge their greatest foes. Wielding the powers of demons they’ve slain, they develop demonic features that incite revulsion and dread in both their allies and their enemies. Dexterous and deadly, the demon hunter turns the twisted power of the Abyss against it. Drawing on fel forces to fuel their attacks, Demon Hunters pursue their prey with uncanny agility, dodging away from danger and closing on enemies in the blink of an eye. Whether wielding their powers for good or evil, these deadly warriors are forces to be reckoned with.

Quick Build[edit]

You can make a demon hunter quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Intelligence and Constitution. Second, choose the soldier background.

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 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Demon Hunter level after 1st

Proficiencies

Armor: None
Weapons: Simple weapons, longswords, rapiers, and shortswords
Tools: Alchemist's tools, thieves' tools
Saving Throws: Dexterity, Intelligence
Skills: Choose two from Acrobatics, Athletics, Deception, Intimidation, Perception, and Stealth.

Equipment

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

  • (a) Dungeoneer's pack or (b) Explorer's pack

Table: The Demon Hunter

Level Proficiency
Bonus
Features Chaos Die Talents Known
1st +2 Demonic Lore,Demonic Wards, Immolation Aura 1d4
2nd +2 Torment, Talents 1d4 2
3rd +2 Specialization 1d4 2
4th +2 Ability Score Improvement, Demonic Wings 1d4 2
5th +3 Extra Attack 1d6 3
6th +3 Specialization Feature 1d6 3
7th +3 Glide, Spectral Sight 1d6 4
8th +3 Ability Score Improvement 1d6 4
9th +4 Throw Glaive 1d6 5
10th +4 Specialization Feature 1d6 5
11th +4 Metamorphosis 1d8 5
12th +4 Ability Score Improvement 1d8 6
13th +5 1d8 6
14th +5 Specialization Feature 1d8 6
15th +5 1d8 7
16th +5 Ability Score Improvement 1d8 7
17th +6 Disrupt 1d10 7
18th +6 Specialization Feature 1d10 8
19th +6 Ability Score Improvement 1d10 8
20th +6 Chaos Brand 1d10 8

Demonic Wards[edit]

Starting at 1st level, your tattoos grants you protection. Your AC while unarmored equals 13 + your Constitution modifier (minimum AC of 14).

Demonic Lore[edit]

At 1st level when you choose this class, you have great knowledge about everything related to fiends. You have advantage on Wisdom checks related to track or detect fiends, and on Intelligence saving throws to recall information about them.

In addition, you gain learn how to speak, read and write in abyssal and infernal.

Immolation Aura[edit]

Starting at 1st level, you can surround yourself with an aura of fire as an Action.

The aura lasts for 1 minute and a radius of 5 feet around you. While the aura is active, any other creature that starts its turn within the aura or moves inside it for the first time take fire damage equal to your Chaos Die, this damage treats a fiend's immunity to fire damage as resistance.


You can use this feature a number of times equal to your proficiency bonus, and regain your uses of it after completing a long rest.

Torment[edit]

Starting at 2nd level, you are able to taunt your enemies. As a bonus action, choose a creature that can see you within 30 feet. That creature must succeed on a wisdom saving throw against your chaos save DC, or until the end of its next turn, the creature have disadvantage on attack rolls against creatures other than you, and on its turn, must use its movement to walk close as possible to you.

Chaos save DC = 8 + proficiency bonus + constitution modifier

Talents[edit]

Starting at 2nd level, you can choose a talent from the demonic talents list, that improves your style of combat in your chosen specialization.

Most talents have a specialization prerequisite, meaning you must be from that specialization to choose the respective talent.

Specialization[edit]

Starting at 3rd level, you can choose a specialization in your hunt of fiends. You can choose between the offensive Havoc specialization, or the defensive Vengeance specialization. Your choice give you features at 3rd, 6th, 10th, 14th and 18th levels.

Fury

Your hatred for demons fuels your soul with power. This fury is represented by the amount of fury points you have. Your fury starts at 0. When you use Immolation, you gain a number of fury points equal to your proficiency bonus, and you can have a maximum number of fury equal to your Demon Hunter level.

Your fury is reduced to 0 when you finish a long rest.

Demonic Wings[edit]

Starting at 4th level, you grow demonic wings from your back. These wings are not strong enough to allow you flight, but give you a boost to your natural jump. Your jump height is increased by 5.

Evasion[edit]

At 7th level, your instinctive agility lets you dodge out of the way of certain hits. When you are hit with an attack roll your chaos dice if the result is 6 or higher the attack misses you instead, additionally when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, may roll your chaos dice and add the result to the saving throw, you may do this after rolling the dice but before knowing whether you succeeded or failed.

You may use this feature a number of times equal to your dexterity modifier + 1, regaining all uses upon finishing a long or short rest.

Spectral Sight[edit]

Starting at 7th level, you awaken your spectral sight, a magical sight in the world that allows you to sense your prey. To gain the spectral sight, you must gouge out your eyes, which makes you blind. You are immune to effects that rely on you seeing the effect.

Spectral sight gives you blindsight up to a range of 30 feet, and you can also sense the presence of fiends up to a range of 120 feet.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 18th level, you can increase one ability score of you 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[edit]

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

Throw Glaive[edit]

At 9th level, you learn how to create a glaive of chaotic energy. You can manifest these glaives on your empty hand, without using an action. The glaive is a melee weapon that causes 1d6 force damage, with the light, finesse and thrown (30/60) properties, and disappear after the attack hit or misses.

If you hit a creature with a ranged weapon attack made with the glaive, you can use a bonus action to cause it to ricochet, and make an attack against another creature within 30 feet of the first target that you are able to see.

Metamorphosis[edit]

When you reach the 11th level, you can assume a demonic form using an action. Metamorphosis benefits last for 1 minute and, once this ability is used, it can't be used again until you finish a long rest.

While under the effects of metamorphosis, you gain the following benefits:

You are able to use your wings to fly, gaining a flying speed equal to your movement speed, which is increased by 10.

You gain temporary hit points equal to 10 times your proficiency bonus.

When taking the attack action you can make a ranged attack with the range of 80ft, it deals damage equal to your normal weapon attack with the weapon you had before transforming but it deals fire damage, which ignores resistances and treats immunity to fire damage as resistance.

You add your proficiency bonus to any damage you deal.

Disrupt[edit]

At 17th level, you are able to suppress the arcane power of spellcasters. Whenever a creature you can see within 60 feet cast a spell, you can use your reaction to force that creature to make a Wisdom saving throw against your Fury save DC. On a failure, the target's spell fails and the spell slot used is lost, and the creature can't cast spells from that school until the end of its next turn.

Chaos Brand[edit]

At 20th level, your attacks brand your enemies. Whenever you roll your chaos die to deal damage against a creature you have hit with a melee weapon attack in this turn, and roll a 1 or 2, you can reroll the die, choosing the new result.

Specializations[edit]

During their journey, demon hunters are able to choose one of two specializations that are described below: the fast and deadly Havoc, or the enduring protector Vengeance.

Havoc[edit]

Wielding the power of their enemies against themselves, havoc demon hunters are fast and powerful warriors, and channel the power of chaos to unleash destruction upon their foes. They are agile and mobile, being able to quickly dash through the battlefield, unleashing a torrent of strikes upon their enemies.

Fury Feature: Chaos Strike

Starting at 3rd level, once per turn, you can spend 1 fury to cause additional damage with a melee weapon attack equal to a roll of your Chaos Die. Doing so causes the damage of your attack to become magical.

You regain 1 fury if you roll 3 or lower on the Chaos Die.

Demon's Bite

Also at 6th level, when you make a melee attack against a hostile creature, you can turn that attack into a demon's bite. Doing so causes the attack to deal half the damage, and cause you to regain 1 fury.

Fel Rush

At 10th level, you can use an Action to rush forward, incinerating anything on your path. Choose a line of 20-foot by 5 feet. All creatures inside that line must succeed on a Dexterity saving throw against your Chaos save DC, or suffer fire damage equal to two rolls of your Chaos die.

You then teleport to an unoccupied space within 5 feet of the last creature in the area of the rush.

Fury Feature: Blade Dance

When you reach the 14th level, you are able to use an Action to make a single melee weapon attack with a one handed weapon, against each creature within reach.

Blur

When you reach the 18th level, you can use the fel energy to distort your image, causing attacks to potentially miss you. Doing so requires a Bonus Action, and the effect lasts for 1 minute.

When a creature make an attack against you, roll your Chaos Die. The attack miss if your roll 5 or lower. On a hit, reduce the damage by the number rolled on the die.

You can use this feature once, regaining the ability to do so after completing a short or a long rest.

Vengeance[edit]

Demon hunters who specialize in vengeance use the power of suffering and hatred to deliver destruction upon their enemies. They are able to burn and torture their enemies, and using that pain to boost their own vitality, so they can protect their allies from harm.

One of the most feared abilities of these demon hunters is that of consuming their foes souls, which they do to restore their own vitality.

Demon Spikes

Starting at 3rd level, you can use your bonus action to coat your skin with demonic spikes. The spikes last for 1 minute, and while your body is covered by them and you are not wearing armor, you gain the following benefits:

  • Your AC increases in +2.
  • Any creature that hit you with an unarmed strike or an attack with a natural weapon takes piercing damage equal to a roll of your Chaos Die.
  • Whenever you hit a creature with an unarmed strike, win a grapple contest against a creature or start your turn grappling a creature, that creature takes piercing damage equal to your Chaos die.

You can use this feature a number of times equal to your proficiency bonus, and regain the ability to do so after completing a long rest.

Shear

At 6th level, you can make a strike that tears apart the target's very soul, restoring your vitality in the process. When you hit a creature with an attack, you can choose to cause half damage. When you do so, you regain a number of hit points equal to your Chaos Die.

To use this feature you must be below half your maximum of hit points, and using this ability will never put you above half your maximum hit points.

Infernal Strike

At 10th level, you can use an Action to choose an unoccupied space you can see within 30 feet. You leap towards it, and all creatures within 5-foot of the area you land must succeed on a Dexterity saving throw against your Chaos save DC, or take damage equal to four rolls of your Chaos Die.

Fury Feature: Soul Cleave

When you reach the 14th level, you can use an Action and spend 5 fury to unleash a powerful strike infused with fel energy. You force all creatures in a 15-foot cone to make a Constitution saving throw against your Chaos save DC. On a failed save, the targets take necrotic damage equal to two rolls of your Chaos Die, and you regain half the amount of damage caused with this feature.

To use this feature you must be below half your maximum of hit points, and using this ability will never put you above half your maximum hit points.

Thick Skin

At 18th level, fel energy thickens your skin. You gain resistance to bludgeoning, piercing and slashing damage from non-magical attacks.

Talent List[edit]

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