Demon Hunter (5e Class)
From D&D Wiki
- 1 Demon Hunter
- 2 Creating a Demon Hunter
- 3 Class Features
- 4 Deathblade
- 5 Power Fiend
- 6 Arcane Devastator
- 7 Multiclassing
Demon hunters are those who make pacts with vengeful angels or devils to exterminate demons. Their pact grants them the ability to feel the life essences of fiends and undead, and allows them to harness magic to exterminate them. Their tenacity in combat with the effective use of finesse and magic makes them very deadly.
Those who choose this path tend to crave battle and power, and at times, are often known to enter a trance where they kill their targets with no remorse. By choosing to become a demon hunter, these individuals have chosen to a life of killing as they know their job doesn't stop with the death of one demon, it only ends with either the extermination of all demons or their death.
Creating a Demon Hunter
As you are creating a demon hunter, keep in mind how your character relates to society and why they took up monster hunting. Why are you devoted to a cause of killing demons? Why did you decide to make a deal with your patron? Was it for revenge, power, or does it serve some other purpose? Why would your character decide to group up with others? A demon hunter without a goal or cause is lost. Without others, demon hunters often fall into an endless cycle of killing with no remorse.
- Quick Build
You can make a demon hunter quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score followed by Wisdom then Constitution. Second, choose the Faction Agent background.
As a Demon Hunter you gain the following class features.
- Hit Points
Armor: light armor, medium armor, shields
Weapons: simple weapons, martial weapons
Saving Throws: Dexterity, Wisdom
Skills: Choose two from Acrobatics, Arcana, Athletics, History, Insight, Investigation, Medicine, Perception, Religion, Stealth, and Survival.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) leather armor or (b) hide armor
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) An arcane focus or (b) a component pouch
- (a) A explorer's pack or (b) a dungeoneer's pack
- If you are using starting wealth, you have 4d4 x 10 gp in funds.
|Features||Cantrips Known||Spells Known||Spell Slots||Slot Level||Bonus Weapon Damage|
|1st||+2||Pact Magic, Hunter's Bane||2||2||1||1st||—|
|2nd||+2||Coalesced Power, Preferred Weapons||2||3||2||1st||+2|
|4th||+2||Ability Score Improvement||3||5||2||1st||+2|
|6th||+3||Hunter's Bane Improvement||3||7||2||2nd||+3|
|7th||+3||Hunter Order feature||3||8||2||2nd||+4|
|8th||+3||Ability Score Improvement||3||9||2||2nd||+4|
|10th||+4||Preferred Weapons (2)||4||10||2||3rd||+5|
|12th||+4||Ability Score Improvement||4||11||3||3rd||+6|
|14th||+5||Hunter Order feature||4||12||3||4th||+6|
|16th||+5||Ability Score Improvement||4||13||3||4th||+7|
|18th||+6||Hunter Order feature||4||14||4||5th||+8|
|19th||+6||Ability Score Improvement||4||15||4||5th||+8|
Beginning 1st level, you have advantage on Wisdom (Survival) checks to track undead and fiends, as well as on Intelligence checks to recall information about them. Upon reaching 6th level, you have advantage on Wisdom (Insight) checks and Wisdom saving throws against undead and fiends.
At 1st level, your arcane research and the magic bestowed on you by your patron have given you facility with spells.
You know two cantrips of your choice from the warlock spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Demon Hunter table.
- Spell Slots
The Demon Hunter table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 5th level, you have two 2nd-level spell slots. To cast the 1st-level spell hellish rebuke, you must spend one of those slots, and you cast it as a 2nd-level spell.
- Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.
The Spells Known column of the Demon Hunter table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 9th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
- Spellcasting Ability
Wisdom is your spellcasting ability for your warlock spells, so you use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
- Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your warlock spells.
Beginning at 2nd level, you have trained for years with two weapons of your choice that have become your preferred weapons. Choose a martial melee weapon and a martial ranged weapon. You have a +2 bonus to damage rolls with these weapons. The amount of bonus damage increases as you gain levels, as shown in the Bonus Weapon Damage column of the Demon Hunter table.
At 10th level, you may also choose another martial melee weapon and martial ranged weapon to also gain this benefit.
Beginning at 3rd level, you choose a subclass that you emulate in the exercise of your hunter abilities: Deathblade, Power Fiend, or Arcane Devastator, all detailed at the end of the class description. Your subclass choice grants you features at 3rd level and again at levels 7th, 14th, and 18th.
Ability Score Increase
When you reach 4th level, and again at 6th, 8th, 12th, 16th and 19th 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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Starting at 11th level, before the results of a roll have been announced, you may add 1d6 to any roll you make. You may not use Sheer Skill more than once on any roll you make. You may use this feature an amount of times equal to your proficiency bonus and you regain all used of this feature after you finish a short or long rest.
Beginning at 15th level, you may choose a combat style that emphasizes your specialty in combat.
- Dexterous Evader
Through practice, you have learned how to anticipate upcoming attacks in order to dodge them. You may take a specialized Dodge action as a bonus action, which gives you the effects of the Dodge action and advantage on Dexterity saving throws until the start of your next turn. You may use this feature a number of times equal to your half your Dexterity modifier rounded up, and you regain all uses of this feature after you finish a long rest.
- Precision Caster
You have focused all your training efforts into learning how to properly connect with your spells and cantrips. You have a +1 bonus to your spell attack rolls and spell save DC.
- Specialized Hunter
You have spent ages learning how to effectively kill your hated enemies. You have advantage on your first weapon attack roll each turn when targeting a demon or undead, and deal additional damage equal to your proficiency bonus on that attack.
- Speedy Hands
You have trained your hands at the point of mastery at handling of crossbows. You ignore the loading property of crossbows with which you are proficient and being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls with crossbows.
Beginning at 20th level, you attain the pinnacle of resilience on battle. If you have no more than half your hit points left, as a bonus action, you can spend up to two hit dice to heal yourself for an amount of hit points equal to amount rolled + your Constitution modifier for each hit die rolled. You can not use this feature if you have 0 hit points.
You focus your training on the grim art of death. Those who adhere to this way use their speed and wise to bring death to those who would go against them and stop the death of others.
- Death's Door
Beginning at 3rd level, you have accepted death as a natural part of life for all creatures except yourself. If you succeed on a death saving throw, you regain 1 hit point. Once you use this ability, you can not use it again until you finish a long rest.
- Fleeting Step
Beginning at 3rd level, your speed and evasiveness have reached new levels. Your base walking speed is increased by 5 feet, and may take the Disengage action as a bonus action.
- Grim Sage
At 7th level, your experience instills you with what you need to act cunning in combat. You may add your Wisdom modifier to your initiative rolls.
- Death's Doctor
- Quick Dash
Beginning at 14th level, you know how to quickly bound towards other creatures and make a quick strike against them. As a bonus action, you may move 15 feet in a direction and make a weapon attack against a creature within range. You may use this feature a number of times equal to your Dexterity modifier(minimum one) and you regain all uses of this feature at the end of a long rest.
- Control Over Death
Beginning at 18th level, you have learned how to effectively stop death. As an action, you may bind a creature's soul to your current plane as long as the creature is within 60ft of you. You may choose to target a living creature or you may target a creature that has not been dead for more than 1 round(6 seconds). If the creature was living, until the start of your next turn, that creature can not be killed or knocked unconscious. If the target would take damage that knocks them unconscious, they instead remain conscious at 1 hit point. If the target was recently slain, you return that creature to life with 50 hit points and with 0 failed death saving throws. Once you use this feature, you may not use it again until you finish a long rest.
Emulating the Power Fiend means accepting your place as a bulwark between civilization and the terrors of the Abyss. As you walk the Power Fiend’s path, you learn how to fight the threats you face, from rampaging demons and hordes of elementals to towering giants and terrifying dragons.
- Hardened Body
Beginning at 3rd level, you body becomes hardened to the effects of battle. Bludgeoning, piercing, and slashing damage that you take is reduced by 2 (damage reduction is before resistance). This amount increases by 1 at 5th level, 11th level, and 17th level.
- Protection Pact
Beginning at 7th level, your pact with the fiendish entity now grants you some degree of protection. You are now considered to be under the effects of nondetection at all times and may not be moved or teleported by a magical effect without your consent.
Beginning at 14th level, you have learned how to put your full might behind your attacks. As a bonus action you may enter a state of all out aggression for 1 minute. Your first weapon attack that hits each turn deals additional damage equal to your proficiency bonus. However, while in this state, you have disadvantage on Wisdom and Intelligence saving throws. You regain use of this feature after you finish a short or long rest.
- Supreme Fortitude
Beginning at 18th level, after being hit by an attack and taking damage, you may make a reaction to make it so that no damage is done. You may use this feature twice and you regain all uses of this feature after you finish a long rest.
Arcane Devastators are those who have learned how to use their Pact Magic to it's full potential.
- Flexible Spell List
Beginning at 3rd level, whenever you finish a long rest, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
- Well Learned
- Magic Guidance
Beginning at 3rd level, when you make an ability check or a saving throw and have disadvantage on the roll, you can cancel the disadvantage for that roll. Alternatively, before you make an ability check or a saving throw, you may add your proficiency bonus to the roll regardless of whether you are proficiency in the check or not. You regain use of this feature after you finish a long rest.
- Enhanced Spellcasting
Beginning at 7th level, when you cast a spell that deals damage, you deal 1 additional point of damage per damage die. This bonus damage is the same damage type as the damage from the spell.
- Well of Magic
Beginning at 14th level, you have learned how to reach into your inner most depths of your pact for more magic. You gain an additional demon hunter spell slot.
- Magic Pact
Beginning at 18th level, your pact can now further enhance your spellcasting capabilities. You may cast any 7th level or lower spell from the wizard spell list once. You regain use of this feature after you finish a long rest.
Proficiencies. When you multiclass into the demon hunter class, you gain the following proficiencies: medium armor, a ranged martial weapon, and a melee martial weapon.