The Demon Hunter
A Martial Class with Fiendish Abilities for use with Dungeons & Dragons, 5th Edition
Table Of Contents
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The scarred, battle-worn half-orc
removes her blindfold. Beneath it lie
hellish orbs of green flame. The patrons
of the small tavern cry out in terror, all
except for one. He startles, snarling,
changing, revealing his hideous demonic
form. Blades flash, slicing up, down, and
right, and the fight is over. She feels the power coursing
through her, takes a deep breath, trying to remain calm.
The patrons have fled, and now it’s time for her to do
A pale elf clad in tattered robes treads calmly towards
the burning hovel, snake-like tattoos entwined around
his limbs. All it takes is one mistake, one fool playing
with powers they don't understand, to bring evil roaring
into this world. He knows better than most, and now
he’s here to finish what they couldn’t.
The tiefling warrior falls to her knees and lets
loose a scream of agony as her bones crack and her
muscles contort. Though they’ve seen it before, her
compatriots can’t help but look on in abject terror as
bat-like wings sprout from her back, and sharp protrusions
from her limbs. She leaps into the fray, sending their foes flying
backward, and they thank their gods that they don’t have to fight
her... at least not yet.
Though no two demon hunters are the same, they each share
a desire to rid the mortal plane of the influence of otherworldly forces,
even if that means using powers that others would judge unfavorably. This
desire is what drives demon hunters to keep on living, and what urges them to
become more powerful, despite their own misgivings and the suspicions of those
Power Through Sacrifice
Demon hunters typically begin their lives as common folk with little to no magical ability, but a tangle with otherworldly forces leaves them scarred and eager for vengeance. A demon hunter’s power is born out of desperation, through dark rituals that grant them the abilities of the opponents they subdue and destroy.
Each of these rituals involves a terrible price. To see the unseen, hunters sear their own eyes with infernal fire. To become more resilient in the face of their enemies, they willingly brand their own skin with arcane sigils. Those few that survive these rituals can even learn to take on the physical aspects of those they’ve slain, at the risk of succumbing completely to their own dark desires.
A Danger Even to Themselves
Demon hunters are driven by an all-consuming need to eradicate invaders from other planes, and most die fighting until the bitter end against their quarry. Many demon hunters undergo long, arduous journeys to pursue their quarry, traveling across borders, over seas and even into the Abyss or the Nine Hells themselves, if legends are to be believed.
Creatures such as these can be notoriously difficult to locate, however, even for experienced hunters, so many in the profession find themselves hunting lesser quarry to make ends meet. Demon hunters who openly advertise their title and abilities are met with suspicion at the best of times, so many tend to masquerade as ordinary mercenaries or adventurers for hire.
Those who see hunters in action quickly learn to fear them, but none fear them as much as the hunters fear themselves. The most terrifying foe a hunter can face is one of their own driven mad by their lust for power, for they serve as a grim reminder of the fate that awaits them in the end.
Creating a Demon Hunter
As you make your demon hunter, think about the events that drove them to pursue the tainted power they now possess. What otherworldly forces have they faced? What have they lost or sacrificed in the pursuit of their prey? Who were they unable to protect? Do they simply quest for vengeance or do they seek to protect others from their fate? What are they willing to do to destroy the ones they hunt?
You may also wish to consider how they relate to society and the world at large. Are they an elusive unknown entity, or shunned by their own people? Are they working openly, or under the guise of a more noble profession? Do they view others as potential allies or mere annoyances?
You can make a demon hunter quickly by following these suggestions. First, make Dexterity or Strength your highest ability score, depending on whether you want to focus on finesse weapons or heavier weapons. Make Charisma your next highest if you want to maximize the power of your infernal talents. Choose a higher Constitution next if you want extra hit points to burn on your immolation aura. Finally, select the haunted one, outlander, or far traveler background.
As a demon hunter, you gain access to the following class features.
- Hit Dice: 1d10 per demon hunter level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per demon hunter level after 1st
- Armor: Light armor
- Weapons: Simple weapons, martial weapons
- Tools: None
- Saving Throws: Dexterity, Constitution
- Skills: Choose two from Athletics, Acrobatics, Arcana, Intimidation, Insight and Perception
You start with the following equipment, in addition to the equipment granted by your background:
- (a) two scimitars or (b) any martial weapon
- (a) two daggers or (b) any two simple weapons
- (a) a dungeoneer’s pack or (b) an explorer’s pack
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.
At 1st level, you can activate the runic sigils engraved into your flesh, engulfing yourself in infernal energies that sear nearby foes as well as your own body. You can activate this ability as a bonus action on your turn, and can deactivate it at any time (no action required). The effect also fades if you fall unconscious, drop to 0 hit points, or die. While this ability is active, you gain the following features:
Luminous Flames. You shed dim light in a 10-foot radius.
Fiery Defense. Any creature that moves within 5 feet of you or starts its turn there must make a Dexterity saving throw. The DC is equal to 8 + your proficiency bonus + your Charisma modifier. On a failed save, the creature takes 2 fire damage. The amount of fire damage increases as you gain levels in this class, as indicated in the Immolation Damage column of the Demon Hunter table. On a successful save, the creature takes half as much damage.
Sear the Flesh. Each time your fiery defense deals damage to a creature, roll a d20. If you roll a 1, you suffer damage equal to half your demon hunter level (rounded up).
At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
You gain a +2 bonus to attack rolls you make with ranged weapons.
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Demon hunters are driven by perpetual anger, directed not only towards those they hunt but also towards themselves. Starting at 2nd level, this hatred can be focused into a kind of energy, empowering the demon hunter’s abilities. The amount of hatred you have is determined by your demon hunter level. Spent hatred is exhausted and unavailable until you finish a long rest.
When your immolation aura deals damage to a creature, you can spend 1 hatred as a reaction to deal an additional 1d6 fire damage to that creature. This damage increases to 1d8 at 10th level, and 1d10 at 17th level.
Immediately after you take the Attack action on your turn, you can spend 1 hatred to take the Dodge action as a bonus action.
At 2nd level, you gain one infernal talent of your choice. Your talent options are detailed at the end of the class description. As your demon hunter level increases, you gain additional talents of your choice, as shown in the talents known column of the demon hunter table.
Additionally, when you gain a level in this class, you can choose one of the talents you know and replace it with another talent that you could learn at that level.
Break the Chains
Beginning at 3rd level, your will is strong enough to unshackle the infernal power within you without it overwhelming you completely. As an action, you undergo a metamorphosis and your body takes on fiendish aspects. While transformed, you can speak, use equipment, and wear armor as normal, but cannot cast spells except through demon hunter class features.
This demon form lasts for up to 1 minute. You can revert to your normal form as an action on your turn. You automatically revert to your normal form if you fall unconscious, drop to 0 hit points, or die.
You can use this feature twice at 3rd level. The number of uses increases at 6th level, 9th level, 13th level, 17th level, and 20th level, as detailed in the features column of the demon hunter table. You regain expended uses when you finish a long rest. While you are transformed, you gain the following features:
Fiendish Might. You gain a bonus to melee damage rolls equal to half your proficiency bonus (rounded down).
Hellish Resistance. You have resistance to fire damage.
Temptation. If you take damage from one or more spells or magical attacks, at the beginning of your next turn you must make a Wisdom saving throw to suppress your lust for power. The DC equals 10 or half the total damage taken from magical sources, whichever is higher. If you are under an effect that prevents you from concentrating, like the Barbarian’s rage feature, you automatically fail this saving throw.
On a failed save, you must move directly towards the nearest living source of magic and use the Attack action against that creature. If there is more than one possible target, the DM chooses the target. If there are no possible targets, you suffer damage equal to half your demon hunter level (rounded up). You then regain control for the remainder of your turn.
Demon Hunter’s Path
At 3rd level, you choose how best to focus the fel energies coursing through your body. Choose the Path of Havoc, Path of Vengeance, or Path of Corruption, all detailed later in the class description. The path you choose grants you features at 3rd level, and again at 7th, 11th, 15th, and 18th level.
Ability Score Improvement
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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
At 5th level and beyond, you can spend 1 hatred as a reaction to sprout a pair of vestigial fiendish wings from your back. If you take damage while these wings are active, the wings are destroyed and you cannot manifest them again for 1 minute. Otherwise, they last until you dismiss them as a bonus action on your turn. While you have these wings, your falling speed slows to 60 feet per round and, if you touch the ground while falling, you suffer no falling damage.
In addition, if you intentionally jump off a ledge, you can control the direction of your descent; you move 30 feet horizontally in your initially chosen direction for every 30 feet you fall vertically. Wind and other factors of the DM’s choosing may affect your trajectory.
At 6th level, your mastery of infernal fire increases. Fire you create takes on an eerie hue and fire damage you deal using weapons and demon slayer abilities ignores fire resistance.
Eye of the Storm
Beginning at 10th level, when you fail a Wisdom save to avoid temptation, you can spend 3 hatred to reroll the save. If the new result causes you to succeed, your demon form ends and cannot be activated again until your next turn.
Starting at 14th level, the deaths of your enemies empower you to keep fighting. When a hostile creature within 30 feet of you is reduced to 0 hit points, you can use your reaction to absorb a portion of their soul, gaining hit points equal to 1 of the creature’s hit dice + your Charisma modifier.
By 20th level, your never-ending struggle against the demonic powers within you has hardened your will. You can no longer become charmed or frightened, and you have advantage on Wisdom saves to avoid temptation.
Demon Hunter Paths
The powers that demon hunters take from their enemies eventually causes them to diverge from their brethren. After surviving as a hunter for some time, they seek out foes with abilities that lend themselves towards ending battles quickly or those that allow them to wade into a sea of enemies without fear. Still others gain power through dark pacts and contracts with creatures that would normally oppose them.
Path of Havoc
Those who seek to embody the Path of Havoc are vicious combatants, flinging themselves headlong into the fray. In combat, they unleash a series of rapid, magically-empowered strikes to quickly overwhelm their foes. Those who cross these hunters rarely have time to realize their mistake before their souls are sent hurtling back into to whatever pit they crawled out of.
Starting at 3rd level when you choose this path, you gain the following benefits while in demon form:
- You have advantage on Dexterity checks and Dexterity saving throws.
- Your movement speed increases by 5 feet.
- You can spend 1 hatred to take the Disengage or Dash action as a bonus action on your turn.
Essence of Chaos
At 7th level and beyond, you gain the following benefits while your immolation aura is active:
- If a creature has taken damage from your immolation aura since your last turn, you have advantage on melee attack rolls against them.
- When you score a critical hit with a weapon attack, you deal additional fire damage equal to half your demon hunter level.
Beginning at 11th level, whenever you use the Attack action to make one or more melee attacks, you can spend 1 hatred to gain a burst of speed. When you do this, you can attack three times instead of twice, and your reach with your melee attacks increases by 5 feet until the start of your next turn.
Starting at 15th level, when a creature takes damage from your immolation aura, you can spend 3 hatred as a reaction to set them ablaze. For the next minute, at the start of each of its turns, the creature must make a dexterity saving throw or take fire damage equal to your demon hunter level on a failed save. On a successful save, the effect ends. These magical flames can’t be extinguished by non-magical means.
You can only affect one creature with this ability at any given time. If you use this ability on a different creature, the effect moves from the original creature to that creature.
At 18th level, you become an unparalleled hunter of creatures from beyond the mortal coil. Once on each of your turns, you can add your Charisma modifier to the attack roll or the damage roll of an attack you make against an aberration, celestial, or fiend. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
Path of Vengeance
Demon hunters who pursue that Path of Vengeance understand that good things come to those who wait. After all, in order to achieve victory over one's foes, one has to survive long enough to meet them in battle. These hunters seek out abilities that make them more resilient, with the goal of becoming an insurmountable wall of strength that strikes fear into the hearts of their enemies.
Starting at 3rd level when you choose this path, you gain the following benefits while in demon form:
- You have advantage on Strength checks and Strength saving throws.
- You have resistance to bludgeoning, piercing, and slashing damage from non-magical attacks.
At 7th level, while immolation aura is active, you can use your action to temporarily brighten the flames around you. Until the start of your next turn, you shed bright light in a 10-foot radius and dim light for another 10 feet, and your allies have advantage on attack rolls against enemies within 10 feet of you.
Improved Demonic Resilience
Starting at 11th level, you gain the following benefits while in demon form:
- When you gain temporary hit points from any source, you gain additional temporary hit points equal to your Charisma modifier.
- You have resistance to cold, lightning, and poison damage.
Beginning at 15th level, once per short rest, you can use your action to manifest hellish fire in your eyes, terrifying those around you. When you do so, each creature in a 30-foot cone that can see you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn.
If they fail their saving throw by 5 or more, they are stunned until the end of your next turn instead. A creature that succeeds on this saving throw is immune to this ability for the next 24 hours.
Bane of the Outsider
At 18th level, you are completely undaunted in the face of things from the beyond. You have advantage on saving throws against the abilities of aberrations, celestials, and fiends, and they have disadvantage on attack rolls against you.
Path of Corruption
Demon hunters who become poisoned by their own power begin to believe that consorting with certain fiends is justified, so long as it gives them an edge. These corrupt hunters find themselves becoming unwitting pawns in the schemes of the fiend with whom they forge their pact, and mortal enemies of those whose codes don’t allow for such bargains. Those who confront them, however, seldom live to tell the tale.
The Nature of Metamorphosis
The transformation that a demon hunter undergoes when they break the chains is quick, but agonizing. For some, the pain is so great that they go mad, becoming nearly indistinguishable from the very fiends they hunt. These unfortunate souls often become trapped in this form and are later hunted down and slain by clerics, paladins, or their own brethren.
The specific form that a hunter takes once the transformation is completed can vary greatly between individuals, but there are a few common aspects. In demon form, a hunter will be more muscular and slightly larger in stature. Their skin also darkens, often taking on a red or purple hue, similar to a tiefling. An eerie hellish fire emanates from a transformed hunter's eyes and their teeth and nails lengthen, sharpening to points.
Some hunters also manifest additional physical features such as horns, tails, or even vestigial wings. A tiefling who becomes a demon hunter can have even wilder features; look to the descriptions of demons and devils in the Monster Manual and similar resources for inspiration.
When you reach 3rd level, you have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, especially you. You can choose between the Archdevil or the Demon Lord. Your choice affects many of your path features.
The Archdevil. Devils powerful enough to forge a pact include Asmodeus, Dispater, Mephistopheles, and Belial, as well as pit fiends that are especially mighty.
The Demon Lord. Demons powerful enough to forge a pact include Demogorgon, Orcus, Fraz’Urb-luu, and Baphomet, as well as balors that are especially mighty.
At 3rd level, your pact grants you the find familiar spell and you can cast it as a ritual. When you cast the spell, the form of your familiar is dictated by your infernal patron.
The Archdevil. Your familiar takes the form of an imp.
The Demon Lord. Your familiar takes the form of a quasit.
While your familiar is above 0 hit points, you gain the following abilities:
Life Link. When you activate your demon form, both you and your familiar gain temporary hit points equal to your demon slayer level. When your demon form ends or either of you drop to 0 hit points, you both lose any remaining temporary hit points gained from this feature.
Transference. While your immolation aura is active, on your turn you can spend 1 hatred to move it from yourself to your familiar, or vice versa (no action required). While the aura is on your familiar, its damage is halved, and you suffer damage from it in place of your familiar.
Beginning at 7th level, you can spend 3 hatred as an action to have your familiar cast one of the following spells at 2nd level using its reaction: continual flame, darkvision, inflict wounds, or shocking grasp. Spending additional hatred increases the level of the spell.
If a spell requires an attack roll, it uses your spell attack modifier, which is calculated as follows:
Spell attack modifier = 8 + your proficiency bonus + your Charisma modifier
At 7th level, once per short rest you can use your action to summon a lesser nightmare from the Lower Planes. This creature willingly serves as a steed for you or one of your allies for up to an hour. It is loyal to you, but cannot attack or use abilities in combat.
If the nightmare is attacked, roll a d4. If you roll a 1, it flees back to the Lower Planes. Otherwise, it moves away from its attacker on its turn. You can also dismiss this creature as an action on your turn.
At 11th level, your familiar gains a bonus to AC equal to half your Charisma modifier (rounded up). In addition, when you activate your demon form, your familiar now gains additional temporary hit points equal to your Charisma modifier.
At 11th level, once per long rest you can use your action to summon a fiend to a location you can see within 30 feet of you. This fiend can be dismissed as an action on your turn. The type of fiend you summon is determined by your choice of patron and is listed below. When you reach 20th level, this ability summons two such fiends.
While you maintain concentration, this fiend serves you loyally for up to 10 minutes, after which point it returns to the Lower Planes. If your concentration is interrupted, the fiend becomes hostile to everyone and disappears after 1d4 rounds.
Roll initiative for the fiend, which acts on its own turn. When you summon the fiend and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what to do on its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it.
The Archdevil. Your lesser summoning calls forth a hell hound.
The Demon Lord. Your lesser summoning calls forth a bulezau (Mordenkainen’s Tome of Foes, pg. 131). While the bulezau is not hostile to you, you are considered a demon for the purposes of its rotting presence ability.
Beginning at 15th level, immolation aura can be active on yourself and your familiar simultaneously. These auras must be activated separately, but you can choose to activate your familiar's aura as a reaction instead of a bonus action.
At 15th level and beyond, you gain advantage on concentration checks to maintain spells and abilities that summon creatures.
At 18th level, you gain the following summoning abilities based on your choice of patron.
The Archdevil. You can spend 5 hatred to cast infernal calling (Xanathar's Guide to Everything, pg. 158) at 5th level. Spending additional hatred increases the level of the spell. You can also spend 2 additional hatred on top of that cost to eschew the material components of the spell.
The Demon Lord. You can spend 4 hatred to cast summon greater demon at 4th level. Spending additional hatred increases the level of the spell. You can choose to use a vial of your own blood in place of the normal material component for this spell.
Below is a list of the talents available to all demon hunters. The following rules apply when learning and using infernal talents: If a talent has prerequisites, you must meet them to learn it. You can learn the talent at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
Many infernal talents require you to spend hatred in order to use them. If a talent allows you to spend additional hatred for a greater effect, you can spend up to half of the maximum for your level (rounded down) to empower it. A talent that causes you to manifest wings, claws, or other appendages cannot be used while wearing equipment that would obstruct them, or you risk destroying the equipment.
Some talents may also require your target to make a saving throw to resist its effects. The saving throw DC is calculated as follows:
Infernal Talent save DC = 8 + your proficiency bonus + your Charisma modifier
The following abilities are available to choose from starting at 2nd level when you gain the infernal talents feature.
You can spend 1 hatred as an action to devour a single ongoing spell within 30 feet of you. Make an ability check using your Charisma. The DC equals 10 + the spell's level, and is lowered by 1 for each hatred spent above the base cost. On a successful check, the spell ends and you gain hit points equal to your demon hunter level + your Charisma modifier.
Feed the Inferno
While your immolation aura is active, you can spend 1 hatred as a bonus action to temporarily stoke the infernal fire that surrounds you. Until the end of your next turn, the radius of the aura is extended to 10 feet.
Your skin permanently hardens and takes on a dark, otherworldly hue. Your Constitution increases by 1, to a maximum of 20. In addition, you now use your Constitution modifier in place of your Charisma modifier for your Unarmored Defense class feature, as well as any abilities that use your Charisma bonus to heal you or grant you temporary hit points.
The Powers of their Enemies
For a demon hunter, laying waste to their foes is their primary method of gaining new, fantastical abilities. Whereas a warlock derives power through a contract with unknowable forces, the hunter acquires it by absorbing the souls of slain demons, devils and the like. Fiends who have their powers taken by a demon hunter often find themselves weakened when they reform in the Abyss or the Nine Hells, and rumors indicate that an experienced demon hunter may even be able to utterly destroy their souls without even venturing into the Lower Planes.
As a result, particularly effective demon hunters tend to attract more and more enemies, each seeking their own vengeance against the hunter who brought them to ruin. These hunters are forced to dedicate their life to the hunt, trapped in a never-ending game of cat and mouse. The hunter becomes the hunted, and then the hunter again, on and on into eternity.
You have advantage on Wisdom (Survival) checks to track celestials, fiends, and aberrations, as well as on Intelligence checks to recall information about them.
You undergo a ritual that grants you mystical awareness at the cost of your eyesight. Upon taking this talent, you automatically fail Wisdom (Perception) checks that rely on sight alone, but have advantage on Wisdom (Perception) checks that rely on hearing. You are immune to the blinded condition and gain blindsight out to 60 ft. Darkness, magical or otherwise, has no effect on you.
You can spend 1 hatred as an action to cast darkness without providing material components.
You can spend 1 hatred as a bonus action on your turn to morph your hands and feet into sturdy, fiendish claws, allowing you to climb surfaces with ease that would otherwise require specialized gear. While you have these claws, you gain the ability to move up, down, and across vertical surfaces and upside down along ceilings. You also gain a climbing speed equal to your walking speed. These claws last until you dismiss them as a bonus action on your turn.
The following talents are available to you starting at 4th level.
You gain proficiency in the Insight and Investigation skills.
You can spend 2 hatred as an action to exhale hellish green fire in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, with disadvantage if they took damage from your immolation aura since your last turn. On a failed save, they take 3d6 fire damage, or half as much damage on a successful save. The damage increases by 1d6 for each hatred spend above the base cost.
Purified by Fire
When using a demon hunter ability that deals fire damage, you can spend 2 hatred to change its damage type to radiant damage. When used with your immolation aura, this ability affects it until the aura is deactivated.
When a creature that you can see casts a spell within 60 feet of you, you can spend 2 hatred as a reaction to attempt to rend the spell from the air. Make an ability check using your Charisma. The DC equals 10 + the spell’s level, and is lowered by 1 for each hatred spent above the base cost. On a success, the creature takes fire damage equal to half your demon hunter level and their spell fails.
The following talents are available to you starting at 6th level.
While in demon form, you can spend 2 hatred as a bonus action on your turn to grow a pair of large leathery wings from your back, gaining a flying speed equal to your current speed. They last until you dismiss them as a bonus action on your turn or you leave your demon form.
When you use the dash action, you can spend 3 hatred to leave up to 60 consecutive feet of hellish fire in your wake. The fire reaches up to 10 feet tall and is 5 feet thick. Any creature that starts its turn in the fire or that attempts to cross through it must succeed on a Dexterity saving throw.
On a failed save, the creature takes 4d6 fire damage, or half as much damage on a successful save. The damage increases by 1d6 for each hatred spent above the base cost. The fire lasts for up to 1 minute; it disperses immediately if you deactivate your immolation aura.
While in your demon form, you can spend 2 hatred as a bonus action to manifest spiky protrusions on your limbs. If you are not wearing armor, your AC increases by 1. In addition, anyone who succeeds on a melee attack roll against you takes piercing damage equal to 1d6 + your Constitution modifier. These spikes last until you dismiss them as a bonus action on your turn or you leave your demon form.
The following talents are available to you starting at 8th level.
Prerequisite: Spiked Carapace talent
While spiked carapace is active, you can spend 4 hatred as an action to forcibly remove one of your spikes and hurl it at a creature you can see within 30 feet of you. If the attack hits, the target creature takes 4d6 piercing damage and, if your immolation aura is active, takes fire damage equal to your demon hunter level. In addition, the target must succeed on a Constitution save or be poisoned.
Sate the Hunger
Prerequisite: Consume Magic talent or Soul Siphoning class feature
Whenever you gain hit points from your consume magic talent or soul siphoning ability, you gain advantage on your next saving throw against temptation.
Prerequisite: Preternatural Senses talent
Once per long rest, if you meditate without distraction for 30 minutes or more, you gain truesight and can notice secret doors hidden by magic out to a range of 120 feet. These effects last for 10 minutes.
The following talents are available to you starting at 10th level.
You can spend 5 hatred as an action to cast hold monster without providing material components. Aberrations, celestials, and fiends have disadvantage on the saving throw to avoid the spells effects.
Prerequisite: Demonic Flight talent
While your wings are manifested, you can spend 4 hatred as a bonus action to leap into the air and hurl your wings forward. Each creature in a 15 foot cone must succeed on a Strength saving throw or be pushed up to 30 feet away from you and knocked prone. On a successful save, a creature is still pushed, but suffers no additional effects.
The following talents are available to you starting at 12th level.
Once per long rest, when you activate your demon form and you have 0 hatred, you can choose to gain hatred equal to half your proficiency bonus (rounded down).
You can spend 6 hatred as an action to cast banishing smite without providing material components.
The following talents are available to you starting at 14th level.
You can spend 7 hatred as an action to make a mighty leap, searing enemies with unholy fire and sending them flying where you land. You can jump up to 10 feet into the air and travel up to 15 feet in a chosen direction. Upon landing, each creature within 20 feet of you must succeed on a Strength saving throw or take 9d6 fire damage and be knocked prone. On a successful save, they take half damage and are not knocked prone. The damage increases by 1d6 for each hatred spent above the base cost.
You can spend 7 hatred as an action to unleash a directed blast of hellfire from your eyes. Blinding hellish light streams outward from you in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 9d6 fire damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn't blinded by this ability. The damage increases by 1d6 for each hatred spent above the base cost.
Demon Hunter Multiclassing
Should you wish to multiclass into a Demon Hunter, the prerequisites and proficiencies gained are listed below.
|Ability Score Minimum|
|Strength 13 or Dexterity 13, and Charisma 13|
|Light armor, simple weapons, martial weapons|
Appendix: New Equipment
Demon hunters pride themselves on their martial prowess, and many of them employ exotic weaponry on the battlefield. The following section contains new weapons and magic item options that you may use at your DM’s discretion.
Martial Melee Weapons
|Chakram||30 gp||1d6 slashing||2 lb.||Finesse, Thrown (range 30/120)|
|Crescent blade||30 gp||1d6 slashing||3 lb.||Finesse, Light|
|Starknife||15 gp||1d6 piercing||2 lb.||Finesse, Light, Thrown (range 20/60)|
The following are martial melee weapons commonly used by demon hunters. Note that the chakram has special properties that affect how it is used in combat; these are noted in its description.
Chakram. An exotic weapon consisting of a circular steel ring, sharpened on the outer edge. It is typically thrown, but can also be used in melee combat. On a miss, it returns to the thrower's hand.
Crescent Blade. A favored weapon of many demon hunters, this crescent-shaped blade has a grip at its center rather than at one end like a sword. In the hands of a novice, this weapon is more a danger to its user than their foes.
Starknife. This weapon can be used to stab, or be thrown like a chakram. It consists of a handle through the diameter of a metal ring, with a double-edged blade protruding from each compass point of the ring.
The following section contains a few magic items that demon hunters may find useful. As demon hunters are primarily concerned with combat and there are already many useful magic items, most of the items here are based on the new weapons described above.
Crescent Blade of the Moon
Chakram, uncommon (+1), rare (+2), or very rare (+3) (requires attunement)
You gain a bonus to attack and damage rolls made with this magic weapon, determined by the weapon’s rarity. In addition, while the weapon’s blade is uncovered, you can use a bonus action to change the lighting around you. In light, the weapon creates an area of magical darkness, emanating from the blade in a 15-foot radius. In darkness, the weapon sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. This effect lasts until the blade is covered or you end it with a bonus action.
Demon’s Bane Chakram
Chakram, uncommon (+1), rare (+2), or very rare (+3) (requires attunement)
You gain a bonus to attack and damage rolls made with this magic weapon, determined by the weapon’s rarity. When you hit a fiend with this weapon, that creature takes an extra 1d8 radiant damage. In addition, when you succeed on a ranged attack roll with this weapon, roll a d6. On a result of 5 or 6, the weapon returns to your hand.
Wondrous Item, very rare (requires attunement)
These lightweight robes, worn on the lower half of the body, are woven and embroidered with a variety of protective enchantments. While wearing these vestments, you gain a +2 bonus to AC if you are wearing no armor and using no shield. In addition, these vestments have 2 charges, and they regain 1d2 expended charges at dawn. You can spend 1 charge as a reaction to give yourself advantage on a saving throw against a spell targeting you.
Starknife of the Hunt
Starknife, uncommon (+1), rare (+2), or very rare (+3) (requires attunement)
You gain a bonus to attack and damage rolls made with this magic weapon, determined by the weapon’s rarity. In addition, when you succeed on an attack roll with this weapon, you can choose to embed the dagger in the target creature. Once the dagger is embedded, the creature must succeed on a DC 15 Constitution saving throw. On a failure, the creature takes 1d6 necrotic damage at the start of each of its turns until the dagger is removed. A successful DC 15 Strength (Athletics) check can remove the dagger.
This project would not have been possible without the assistance of the following individuals and organizations.
Cover Art: Wizards of the Coast
Additional Art: Wizards of the Coast
Style and Formatting: GMBinder, Wizards of the Coast
Playtesting and Feedback: Michael Owens, James Schilling, Mikaela Schilling
Inspiration: Blizzard Entertainment
Jeremy Kings is an avid tabletop roleplayer, game developer, composer, and audio enthusiast. He currently teaches programming, mathematics, and game development to high school students at DigiPen Institute of Technology.