Soul Hunter (5e Class)

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Protector of Souls[edit]

When Fiends roam the realm spreading chaos and fear, stealing the lives and souls of the many, few will rise up to defend them. a Soul Hunter is sworn to hunt down fiends at any cost, sacrificing themselves to protect the world from the Tyranny of Fiends. They spend many years preparing and training, meditating and praying, perfecting their body and mind to turn themselves into something more than human, they become the last stand between humanity and the Fiends

Creating a Soul Hunter[edit]

What horrid past drives you down this road? You have been witness to things, unnatural things, things that drive a man mad. Do you suppress these horrid memories to keep you sane, or do use them to fuel the fire of insanity that drives you? Your mere presence has an air about you, is it solace in the chaos, or is the fear in your eyes? You stepped foot onto a path that you can never walk away from, was it your own ambition that drove you to take that first step, or were you forced? by circumstance, or by someone else, who or what made you begin your hunt on the Fiends who ravage the Lands? Finally, how far will you go to wipe them out? Your life? Your Sanity? Your Humanity? You might not know until that time comes.

Quick Build

You can make a Soul Hunter quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose the Haunted One background. Third, choose Light or thrown Weapons

Class Features

As a Soul Hunter you gain the following class features.

Hit Points

Set {{{hd}}} parameter to Hit Dice per level, e.g. 1d10


Armor: None
Weapons: Simple weapons, Unarmed Strikes
Tools: One type of artisan's OR one musical instrument
Saving Throws: Dexterity, Wisdom
Skills: Choose three from: Acrobatics, Arcana, Athletics, Perception, Insight, survival or Stealth


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

  • Simple Weapon
  • (a) Priests' Pack or (b) Scholars' Pack
  • Holy Symbol
  • If you are using starting wealth, you have 1d4x10 in funds.

Table: The Soul Hunter

Level Proficiency
Features Martial Arts
1st +2 Unarmored Defense 1d4
2nd +2 Fiendish Obsession 1d4
3rd +2 Demon Sense Secondary Hunter Weapon 1d4
4th +2 Ability Score Improvement 1d4
5th +3 Demon Stun Agile Point 1d6
6th +3 Extra Attack 1d6
7th +3 Brand Pain 1d6
8th +3 Ability Score Improvement 1d6
9th +4 1d6
10th +4 Soul Prison Smitten Edge 1d6
11th +4 1d8
12th +4 Ability Score Improvement 1d8
13th +5 Radiant Soul Deadly Throws 1d8
14th +5 1d8
15th +5 1d8
16th +5 Ability Score Improvement 1d8
17th +6 Soul Blades Quick Throws 1d10
18th +6 1d10
19th +6 Ability Score Improvement 1d10
20th +6 True Smite (a) True Smite (b) 1d10

Unarmored Defence[edit]

Starting at 1st level, if you wear no armor nor shield your AC is 10+DEX mod+INT mod, this is lost and replaced by the normal armor AC and shield bonus if you equip armor or a shield

Ability Score Increase[edit]

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.

Martial Arts[edit]

Starting at 1st level, you have mastery over unarmed combat a single type of weapon called your Hunter Weapon which is a weapon of your choice weapons with the "thrown" or "light" properties. You gain the following benefits while you are not using armor, nor shield, and only using Hunter weapons or are unarmed.

  You can use your DEX modifier instead of the STR modifier for attacks and damage rolls while using unarmed strikes or your Hunter Weapon(s).
  Your unarmed strikes deal 1d4 damage, this d4 changes as you gain Soul Hunter levels: to a d6 at level 5, to a d8 at level 11 and to a d10 at level 17. You also can use this die to replace your Hunter Weapon(s) strike damage.
  When you use your attack action to use your Hunter Weapon(s) or an unarmed strike, you can use your bonus action to deal an additional unarmed strike, if you have not used your bonus action yet.

Fiendish Obsession[edit]

Starting at 2nd level, you have significant experience studying, tracking, hunting, and even talking to Fiends.

You have advantage on Wisdom (Survival) checks to track Fiends, as well as on Intelligence Checks to recall information about them.

When you gain this feature, you also learn Infernal.

Extra Attack[edit]

Starting at 6th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.


Through long hours of meditaition, divine intervention, or arcane expirementation you have purified your soul. using it as the ultimate Fiend slaying weapon. In order to take this path, you must be of good alignment. If you copmit an action that does contradicts the good alignment then your soul will start to loose its purification. meditation, prayer, or arcane upkeep may restore it if that happens. Making your soul once again toxic to Fiends

Demon Sense
Starting at 3rd level, you instantly know the presence of a Fiend within 20 feet of yourself. you don't know where it is, only that it is present

Demon Stun

Starting at 5th level, When fighting any Fiend, you can use a bonus action to attempt to stun them. the Fiend must make a wisdom saving throw of 8 + your Wisdom modifier. upon success, they are stunned till the end of your next turn. you can do this once per battle. this changes to 10 at lvl 10, 12 at lvl 15, and 14 at lvl 20


Starting at level 7, you spend one minute to cut or burn a brand onto a Fiend. the chosen brand does one of the following;

  >Track: While branded with this, you know the location of the Fiend as long as it is in the same plane as you. 
  >Bind: Upon Casting this brand, you make an identical brand on an object, person, or creature. the Fiend can not leave a 50ft radius of the other object for as long as the two share the bind. 
  >Banish: while branded with this, the Fiend is expelled from this plane. the creature goes to a random plane, and can not return for as long as they have the brand. 

Soul Prison

Starting at level 10, you can preform a 1 hour ritual to capture the Fiend withing your own soul. the Fiend must make an Intelligence saving throw against your Intelligence score plus double your proficiency modifier. if it succeeds it is expelled from your body and is freed into the world. you may not have more than one Fiend in your soul at one time. at the end of the ritual, you loose consciousness for the next 5 hours

Radiant Soul

Starting at level 13, through long mediatation and training, you have awoken the ability to purify your soul to the point that it can be use it to repel Fiends. Once per day, you can unleash your soul to create a 20ft sphere of radiant energy that deals 2d10 radiant damage to Fiends whenever they enter the field.

Soul Blades

Starting at level 17, You create many blades of light forged from your purified soul. these blades are useless to any creature but Fiends. It classifies as your Hunter Weapon, but does 2d12 damage. you can maintain this weapon for one hour before draining your energy. You may continue to use it after the hour has passed for 1 level of exhaustion per extra hour of use

True Smite (a)

upon reaching 20th level, you may use the full extent of your soul, and use it to smite a Fiend. you may make a touch attack against a Fiend and use your soul to smite the Fiend. if the Creature has less than 100 hp, The Fiend is instantly and permanently destroyed. if not, then this attack does 10d12 radiant damage, and all resistances and immunities are ignored for this attack. after this attack, you may not use any of your soul abilities for 1d4 days while your soul recovers.


a Warrior is only as fine as their blade, and in this case you have taken this to the next level. your long hours devoting to training has made you into the ultimate Fiend slayer, and if anything else gets in your way then woe on them.

Secondary Hunter Weapon

Starting at 3rd level you may choose a weapon with the "thrown" or "light" properties to be your Ssecond Hunter weapon. While wielding a Hunter weapon its normal and long range are increased by 20 feet.

Agile Point

starting at level 5, when you use your reaction or make an attempt to dodge/dash you can throw your Hunter Weapon(s)


Starting at level 7, You can remove your Hunter weapon(s) from a creature's wounds inflicting 2x the damage dealt by the dice roll of your weapons damage. this becomes 3x at lvl 14

Smitten Edge

at level 10, you learn how to infuse your Hunter Weapon(s) with a power that is extremely effective against Fiends. your Hunter Weapon(s) now do an extra 1d6 radiant damage. this increases to 2d6 at lvl 15, and 3d6 at lvl 18.

Deadly Throws

Starting at 13th level, your Hunter Weapon(s) now do 3x damage on a critical hit instead of 2x

Quick Throws

Starting at Level 17, whenever you land an attack on a creature with your Hunter Weapon(s), You may also target any number of targets within 20 feet of that creature.

True Smite (b)

upon reaching 20th level, you have learned how to create the ultimate Demon killing weapon. You may spend a week and 10000gp to create a dagger that upon using it on a Fiend, will deal 200. If that brings the Fiends's health below zero, then the Fiend is instantly and permanently killed. this consumes the blade, leaving nothing of the blade left


Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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