Demon Hunter (WoW 5e)

by Iriazi

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Demon Hunter

A lone night elf clutching a pair of curved blades, peers to the ground as enemies surround him on all sides, before leaping backwards over the heads of his enemies, swinging his swords at one of them in the process.

A blood elf sprints to the distant aid of her allies, a pair of heavy warglaives in her hands, she releases the fel within, leaving a trail of fire in her path as she rushes at inhumane speed to their aid to jump on the nearest enemy.

A heavily built human standing afar as his allies engage a massive demon, in two swift motions he effortlessly slings his warglaives through the air at the demon, making deep gouges in its hide before returning to his firm grasp.

These hunters have sworn their life to a sacred cause, although their motivation may vary, demon hunters are one of Azeroth's most fearless defenders, these agile hunters carry exceptional skill against the foe they face. They wield both superhuman strength and the devastating effects of fel magic, carrying out both with extreme precision.

Feared and Revered

Society often shun demon hunters. Most don't understand the sacrifice that they make, therefore, many choose to become outcasts from their societies. Eyes are commonly turned at them when they wade through towns, most distrust and fear them for what they have become.

Even though most of the world is untrusting of demon hunters, it matters not to the hunters themselves, because they are protectors of the common folk against the threat of the Burning Legion. They are not righteous like paladins that fight for the Holy Light, or selfless like some rogues and warriors. They are the force that battles evil and although shunned by society, their aid is appreciated by experienced fighters.

Power Granted for a Price

Demon hunters are not trained like warriors are, they are created. It is a harsh and incurable process, leaving scars on the individual that will never heal. Most who attempt to undergo the rites to become a demon hunter end up dying from the horrors of what now possess them, or kills themselves because of what they have seen.

At the very core of becoming a demon hunter is the consumption of a demon's soul in a ceremony, forever binding it to the demon hunter and suppressing it from taking control through magical inscriptions on the hunters skin, infused with fel. Finishing the binding of the soul to the demon hunter by burning out their eyes with a magically imbued blade, forever binding the chaotic soul of the demon to the hunter. Other processes are done to create a demon hunter, slowly creating a demon hunter by removing much of who they were in their past lives.

Creating a Demon Hunter

As you make your demon hunter character, consider why your character decided to undergo the deadly rituals. Were your family slaughtered by demons of the Burning Legion? Did you strive for greater power through fel and how to control it? Were you full of rage and anger and wished to put it to use beyond raw strength? Perhaps you went through their rituals unwillingly, and by a miracle survived the demons attempts to take control? Think of the demon hunters that put you through the rituals and your relationship to them. Are you angry at them for what they have done or pleased with their accomplishment?

Demon Hunter
Level Proficiency
Bonus
Features Fel
Points
Meta-
morphosis
Metamorph
Damage
1st +2 Illidari Initiation, Spectral Sight
2nd +2 Fel, Metamorphosis 2 2 +2
3rd +2 Demonic Mark 3 2 +2
4th +2 Ability Score Improvement, Glide 4 2 +2
5th +3 Extra Attack, Instinctive Hunger 5 2 +2
6th +3 Demonic Mark Feature 6 3 +2
7th +3 Evasion, Spectral Sight Improvement 7 3 +2
8th +3 Ability Score Improvement 8 3 +2
9th +4 Demonic Reserves 9 3 +3
10th +4 Demonic Mark Feature 10 3 +3
11th +4 Improved Demonic Form 11 4 +3
12th +4 Ability Score Improvement 12 4 +3
13th +5 Infernal Resilience 13 4 +3
14th +5 Demonic Consumption 14 4 +3
15th +5 Enshrouding Darkness 15 4 +3
16th +5 Ability Score Improvement 16 4 +4
17th +6 Demonic Mark Feature 17 5 +4
18th +6 Revealing Gaze 18 5 +4
19th +6 Ability Score Improvement 19 5 +4
20th +6 Terrifying Transformation 20 5 +4

Quick Build

You can make a Demon Hunter quickly by following these suggestions. First, make Dexterity your highest ability score. Your next highest score should be Constitution. Second, choose the Outlander 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 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your

Constitution modifier per demon hunter level after 1st

Proficiencies

Armor: None
Weapons: Simple weapons, martial weapons, warglaives Tools: None

Saving Throws: Dexterity, Intelligence
Skills: Choose two from Acrobatics, Arcana, Athletics, Insight, Intimidation, Investigation, Stealth, and Survival

Equipment

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

  • (a) 2 warglaives or (b) 2 scimitars
  • (a) two handaxes
  • (a) a dungeoneer's pack or (b) an exploerer's pack

Illidari Initiation

You are an Illidari initiate, having survived the rutless trials of the Illidari and having received training that would have killed lesser beings. This grants you the following benefits:

  • While you are not wearing any armor, your Armor Class equals 11 + your Dexterity modifier + your Constitution modifier.
  • On your first turn in combat, you have advantage on attack rolls against creatures that have yet to act.
  • You may treat melee weapons that do not have the heavy or two-handed property as if they had the finesse and light properties, in addition to their other properties.
  • When you have a Wisdom (Survival) check to track demons, or an Intelligence check to recall information about them, you double your proficiency bonus for the check if it is added.
  • You can speak, read, and write Infernal.

Spectral Sight

You have ritually blinded yourself, infusing your eye sockets with magic, giving yourself a new sight. You can see normally in both normal and magical darkness within 60 feet of you. You are able to discern colors in darkness. Additionally, you are immune to the blinded condition.

At 7th level, you can hone your spectral sight to the flow of magic around you. You are able to cast the detect magic spell at will, without the need for the components of the spell.

Fel

Starting at 2nd level, you are able to draw from the chaotic fel dormant within you. Your access to this chaotic force is represented by a number of fel points. Your demon hunter level determines the number of points you have, as shown in the Fel Point column of the Demon Hunter table.

You can spend these points to fuel various features. You start by knowing three such features: Demon's Bite, Empower Wards, and Momentum. You learn more fel features as you gain levels in this class.

When you spend a fel point, it is unavailable until you finish a short or long rest, at the end of which you replenish all of your expended fel energy.

Some fel features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Fel Save DC = 8 + your proficiency bonus +

your Constitution modifier

Demon's Bite

Immediately after you take the Attack action on your turn, you can spend 1 fel point to make two weapon attacks as a bonus action.

Empower Wards

Whenever you make an Intelligence, Wisdom, or Charisma saving throw, you can spend 1 fel point as a reaction to add your Constitution modifier to the roll.

Momentum

You can spend 1 fel point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Metamorphosis

Starting at 2nd level, you can call forth your inner demon. As a bonus action, you can enter your demon form. While in your demon form you gain the following benefits:

  • You gain a number of temporary hit points equal to your demon hunter level + your Constitution modifier.
  • You have advantage on Charisma (Intimidation) checks.
  • When you make a weapon attack, you deal additional fire damage that increases as you gain levels, as shown in the Metamorph Damage column of the Demon Hunter table.
  • When you make your first weapon attack on a turn, you can choose to gain advantage on all weapon attacks until the start of your next turn. If you do, attacks against you have advantage.
  • Your movement speed increases by 10 feet.

Your metamorphosis lasts for 1 minute. It ends early if you are knocked unconscious. You can also end it earlier as a bonus action.

You can use this feature a number of times equal to the number shown on the Metamorphosis column of the Demon Hunter table. You regain all expended uses after finishing a long rest.

Demonic Mark

At 3rd level, the demonic soul within you manifests and shapes the way you hunt and eradicate demons. Choose the Mark of Havoc or the Mark of Vengeance, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 17th levels.

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.

Glide

Beginning at 4th level, you can spend 1 fel point and use your reaction when you fall to cast the feather fall spell. Additionally, whenever you would take damage from falling, reduce that damage by an amount equal to your Constitution modifier (minimum of one).

Extra Attack

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

Instinctive Hunger

Additionally at 5th level, when a creature ends their turn within 15 feet of you, you can use your reaction to move up to half your speed closer to the creature. Moving in this way doesn't provoke opportunity attacks.

You have advantage on the first attack you make against that creature before the end of your next turn.

Evasion

At 7th level, your keen awareness lets you dodge out of the way of certain area effects, such as a red dragon’s fiery breath or a ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Demonic Reserves

Beginning at 9th level, you are able to channel more fel from the nether. Whenever you roll initiative, you gain a number of fel points up to your Constitution modifier.

Improved Demonic Form

At 11th level, you gain better control over your demon form, allowing you to pull more power from the fel to fuel your strength. Your Metamorphosis gains the following benefits:

  • You gain resistance to fire and necrotic damage.
  • You are immune to the frightened condition.

Infernal Resilience

At 13th level, your link to the fel has strengthened your resolve. You gain proficiency in Constitution saving throws.

Additionally, whenever you take damage, you can expend one fel point and use your reaction to reduce the triggering damage by an amount equal to your proficiency bonus.

Demonic Consumption

Beginning at 14th level, you are able to empower yourself whenever a foe is slain. Whenever a hostile creature within 10 feet of you is reduced to 0 hit points while you are in demon form, your Metamorph Damage bonus is increased by 1 for the remainder of your demon form's duration. This bonus stacks, though you no longer benefit from this feature once your Metamorph Damage bonus has been doubled.

Enshrouding Darkness

Starting at 15th level, you are able to call upon magical darkness to protect you and your allies. When you or a creature you can see within 15 feet of you takes damage, you can spend 4 fel points and use your reaction to surround yourself with a cloud of darkness until the start of your next turn. Damage dealt to you and creatures of your choice within 15 feet of you (including the triggering damage) is reduced by an amount equal to your Constitution modifier (minimum of one).

Revealing Gaze

At 18th level, you can concentrate fel into your charred eyes to reveal the truth of the world around you. As an action, you can spend 3 fel points to gain the benefits of the true seeing spells for 1 minute.

Terrifying Transformation

Starting at 20th level, you have mastered your control over the fel. Your demon form gains the following benefits:

  • You gain a +2 bonus to your AC.
  • At the start of each of your turns, you regain 2 fel points.
  • When you take the attack action, you can make one additional attack as part of that action.

Mark of Havoc

These hunters are masters of fast and destructive combat maneuvers. They sow chaos and ruin across the battlefields they fight in and earn the fear of their opponents.

Chaos Strike

Beginning when you choose this archetype at 3rd level, you have learned to infuse your attacks with fel energy. Once per turn when you hit a creature with an attack while in demon form, your Metamorph Damage bonus is dealt to the target and creatures of your choice within 5 feet of it.

Fel Rush

Additionally at 3rd level, you learn to move with blinding speed and fury. Your movement speed increases by 10 feet and when you reduce a creature to 0 hit points, you can move up to half your speed towards a hostile creature.

In addition, whenever you spend a fel point on the Momentum fel feature, you gain the benefits of both the Dodge and Disengage actions.

Blade Dance

Starting at 6th level, you can strike out in a rapid series of attacks against foes within your reach. When you make a melee weapon attack, you can spend 2 fel points and cause the attack to hit any creature within your reach.

While you are in demon form, this attack has an additional 5 feet of reach and scores a critical hit on a roll of 19 or 20 on the attack roll.

Eye Beam

Beginning at 10th level, you can focus your sight and fire a beam of pure felfire. As an action, you create a 5-foot wide line extending 10 feet from you. Any creatures within this line must make a Dexterity saving throw. A creature takes fire damage equal to 2d10 + your demon hunter level on a failed save, or half as much damage on a success.

While you are in demon form, the line extends an additional 5 feet.

Once you use this feature, you can't use it again until you finish a short or long rest unless you spend 5 fel points to use it again.

Chaos Nova

At 17th level, you are able to explode with disruptive magic whenever you enter demon form. Whenever you enter Metamorphosis, you can spend 3 fel points and release a burst of chaotic energy around you. Creatures within 10 feet of you must succeed on a Constitution saving throw or be stunned until the end of their next turn.

Mark of Vengeance

These hunters choose to master fel sigils and incantations. They use the fel to harden their bodies, cause agony, and control the battlefield.

Demonic Plating

Beginning when you choose this archetype at 3rd level, you grow demonic scales, allowing you to shrug off even the heaviest of blows. Your hit point maximum increases by 3, and increases by 1 whenever you gain a level in this class. Additionally, when you are in your demon form, you gain resistance to bludgeoning, piercing, and slashing damage.

Fel Torment

At 3rd level, you are able to provoke violence from those around you with demonic magic. As a bonus action while in demon form, you attempt to provoke a creature you can see within 30 feet of you. The target must succeed on a Wisdom saving throw or have disadvantage on attack rolls against targets other than you until the start of your next turn.

Infernal Charge

Additionally at 3rd level, you can invoke your demonic power to leap great distances. As a bonus action, you can spend 1 fel point and leap to an unoccupied space within range of your movement. Creatures within 5 feet of where you land take fire damage equal to your Constitution modifier.

While you are in demon form, creatures within 5 feet of where you land take additional fire damage equal to your Metamorph Damage bonus.

Fel Sigils

At 6th level, you gain mastery over demonic sigils. You learn Sigil of Flame and Sigil of Chains. Whenever a creature fails their saving throw to resist one of your sigils, you regain one expended fel point.

You learn Sigil of Silence at 10th level, and Sigil of Bloodletting at 17th level.

You may use a number of these sigils equal to your Constitution modifier (minimum of one). When you finish a long rest, you regain all expended uses.

Immolation Aura

Beginning at 10th level, you are able to wreath yourself in demonic flames. As a bonus action, you can burst into fel flames for a number of rounds equal to your Constitution modifier (minimum of one). While you are surrounded by these flames, any creature you deal fire damage to becomes branded by fel fire until the start of your next turn. Whenever a branded creature deals damage to you with an attack, that damage is reduced by an amount equal to your proficiency bonus.

Once you use this feature, you cannot use it again until you finish a short or long rest unless you spend 5 fel points to use it again.

Unnatural Malice

At 17th level, you are able to harness your demonic powers to bolster your strength. While in demon form, damage you take is reduced by an amount equal to the number of hostile creatures within 5 feet of you. Any demons within 5 feet of you are counted twice.

Additionally, once per turn when you make a weapon attack, you can cause the attack to hit any creature within your reach.

Sigil of Flame

As an action, you can mark a point you can see within 30 feet with a fel sigil. This sigil has a 10 foot radius. Creatures within the sigil must make a Dexterity saving throw or take fire damage equal to 1d8 + your demon hunter level, or half as much damage on a successful saving throw.

While you are in demon form, this sigil's radius increases by 10 feet and you add your Metamorph Damage bonus to the damage it deals.

Sigil of Chains

As an action, you can mark a point you can see within 30 feet with a fel sigil. This sigil has a 10 foot radius. Creatures within the sigil must succeed on a Strength saving throw or become restrained by fel chains. A creature cannot take reactions while restrained in this way. A creature can use their action to make an Athletics or Acrobatics check to free them self.

While you are in demon form, creatures who fail their saving throw also take necrotic damage equal to your demon hunter level.

Sigil of Silence

When you see a creature casting a spell within 30 feet of you, you can use your reaction to place a sigil under their feet. The target and creatures of your choice within 10 feet of them must succeed on a Constitution saving throw or take necrotic damage equal to your demon hunter level and become silenced until the start of your next turn.

Sigil of Bloodletting

As an action, you can mark a point you can see within 30 feet with a fel sigil. This sigil has a 15 foot radius. Creatures within the sigil must make a Constitution saving throw. A creature takes necrotic damage equal to your demon hunter level on a failed save, or half as much damage on a success. A creature who fails their saving throw is also marked for bloodletting until the end of your next turn. When a marked creature takes damage, they take additional necrotic damage equal to your Constitution modifier.

While you are in demon form, marked creatures are vulnerable to damage you deal.

Talents

Beginning at 5th level, you gain a talent from the following list. You gain additional talents at 10th and 15th level. You must meet the prerequisite for a talent to learn it.

Will of the Illidari

Prerequisite: 5th level
When you have temporary hit points from your Metamorphosis feature, you gain the benefits of the bless spell.

Demonic Blades

Prerequisite: 5th level, Mark of Havoc
During the first round of combat your Chaos Strike feature deals an additional 2d8 fire damage.

Fel Scales

Prerequisite: 5th level, Mark of Vengeance
When you are missed by an attack, you regain 1 expended fel point. You can only gain the benefit of this talent once between each of your turns.

Unrestrained Fury

Prerequisite: 10th level
While you are below half your hit point maximum, you make attack rolls and saving throws with advantage and reduce the fel points you must spend on features and abilities by 1, to a minimum of 0.

Trail of Ruin

Prerequisite: 10th level, Mark of Havoc
When you use your Blade Dance feature and hit at least two creatures, you gain temporary hit points equal to the total damage dealt by the feature. While you have these temporary hit points, a creature that hits you with
a melee attack takes fire damage equal to your
Proficiency bonus.

Revel in Pain

Prerequisite: 10th level, Mark of Vengeance
Whenever a creature fails their saving throw
against one of your sigils, you regain hit points
equal to your Constitution modifier.

Empowering Darkness

Prerequisite: 15th level
At the start of your turn after using your Enshrouding Darkness feature, you gain temporary hit points equal to the total amount of damage prevented from the feature. While you have these temporary hit points, your Metamorph Damage bonus is doubled.

Demonic

Prerequisite: 15th level, Mark of Havoc
When you use your Eye Beam feature, if at least 2 creatures fail their saving throw, you enter demon form without expending a use of the feature. If you are in demon form when this talent triggers, you instead release a wave of chaotic magic causing creatures who failed their saving throw to become paralyzed until the start of your next turn.

Fel Devastation

Prerequisite: 15th level, Mark of Vengeance
As an action, you exhale a chaotic explosion of fel flames. Creatures of your choice within a 15-Foot cone in front of you must make a Dexterity saving throw. A creature takes fire damage equal to 4d10 + your demon hunter level on a failed save, or half as much damage on a success. You regain hit points equal to 1d8 for each creature that failed their saving throw.

Once you use this talent, you can't use it again until you finish a short or long rest unless you spend 7 fel points to use it again.