Demon Hunter

As a Demon hunter you hunt the foul monsters from the twisting nether. You use their own foul magic against them. The Fel is coursing through your veins. If you cannot wield it, it will consume you.



Class Features

As a Demon Hunter, you get the following class features.
Only Elves can become a Demon Hunter.

Hitpoints

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

Proficiencies

Armor: Light

Weapons: Simple weapons, Warglaives
Saving Throws: Dexterity, Charisma
Skills: Perception and choose two from Acrobatics, Religion, History, Insight, Intimidation, and Stealth

Equipment

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

  • (a) Warglaive or (b) any simple weapon
  • (a) Dungeoneer's Pack or (b) Explorer's pack
  • 2 Warglaives

Glide

At your 1st level you have wings. When you are falling you can unfold your demonic wings to slowly glide down with 5 foot a round. You do not take fall damage when landing and your wings disappear when you are not in the air

Double Jump

You can compress air at 1st level. When in mid-air you can jump again effectively jumping twice as high as normal.

Fel Mastery

At 1st level, you have mastered the fel energy’s that courses through the veins of your demonic foes.

Fel Points

You have several fel points as shown in the fel point table. You can use those fel points to fuel your demon hunter ability’s. You regain all expanded Fel Points when you Finish a long rest.

Fel Rush

(1 Fel point)

At the start of your 2nd level you can rush forward in a 20 ft line attacking all creatures in your path. After the charge you must make a dexterity saving throw or fall prone. Once you reach level 10 you do not have to make this saving throw again.

Spectral Sight

(1 Fel Point)

You can enhance your ability to see with fel energy at 2nd level. As an action you can activate your Fel sight to see all creatures in a 20 ft radius around you. You can also see invisible creatures in this way. This ability costs 1 Fel Point per Round.

Demon Hunter Order

At the start of the 3rd level you can choose your order: Havoc or Vengeance. Both are specified at the end of the class Description. Your choice influences the form you take on in metamorphosis.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th and 16th level, you can increase one ability score of your choice by +2, or you can increase two Ability Scores of your choice by +1, or you can choose to take a Feat instead of increasing your ability scores. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

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

Vengeful Retreat

(2 Fel Points)
You gain this ability at 7th level. You vault backwards 10 ft dealing 2d6 damage to all creatures in a 5 ft cube from where you departed. This damage becomes a d8 at level 13 and a d10 at level 16.

Fel Rejuvenation

At 9th level, you restore all expanded Fel Points After a Short or Long Rest.

Fel Shift

(4 Fel Points)
At level 13 you can use this new ability. As a reaction to taking damage you can Transport your body to the Twisting nether taking no damage and Appearing Invisible to people on the material plane. You return to the material plane at the start of your next turn.


Demon Hunter Order

Havoc

Blur

(2 Fel Points)
Starting when you Choose this Order at 3rd level You can partially fade into the twisting nether. You have a +2 Bonus to AC and you are resistant to Bludgeoning, Piercing and Slashing damage from Non-Magical weapons. Your return to the material plane at the start of your next turn

Metomorphoses

(3 Fel Points)

You can change into your demonic form at level 3.

You become a Full winged demon with a flight speed of 40 ft.

 

Your dexterity score becomes 22.

This change lasts for 3 rounds.

Eye Beam

(4 Fel Points)
Starting at 6th level, you can unleash the fel energy inside you to blast your enemies with a ray from your eyes in a 10 ft line in front of you dealing 4d6 Force Damage and 4d6 Fel Damage. You can use this Feature once per Short rest.

Blade Dance

(3 Fel Points)
Starting at 10th level. You can Dash around in a 15 ft circle around you attacking all creatures inside the circle. You make a separate attack roll on each creature. At the end of the blade dance you unleash a foul blast. All creatures in the radius must make a Dexterity saving throw or take 4d8 Fel damage on a Failed save or Half as much on a successful one.

Chaos Nova

(5 Fel Points)

Starting at 14th level you can unleash a terrifying roar imbued with Fel energy. All creatures in a 15ft radius around you must make a constitution saving throw or be stunned for 1 round.

Greater Metamorphosis

At level 16, your Metamorphoses Lasts for 6 Rounds instead of 3.
You became faster. Your flight speed becomes 60 ft.

Fel Barrage

(1-10 Fel Points)
Starting at 18th level You can create a ball of Fel energy above you which erupts into 1-10 blasts of Fel energy. You must make an attack for each blast. (you are proficient in this attack). Each blast deals 3d6 Fel damage. You can hit the same target with multiple blasts. After you use this ability you can’t use it again until you finish a long rest.
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The Demon Within

At level 20, your Metamorphosis now persists as long as you can hold concentration. (Like concentrating on a spell)
Your Dexterity becomes 24.
Your flight speed becomes 75ft.


Vengeance

Demon Spikes

(2 Fel Points)
Starting when you Choose this Order at 3rd You can Grow Large demonic spikes on your back. You are resistant to Bludgeoning, Piercing and Slashing damage from Non-Magical weapons. The spikes disappear at the end of your next turn.

Metamorphosis

(3 Fel Points)

You can change into your demonic form at level 3.

You become a spiked demon whose skin is as thick as brick walls. Your AC= 10+dexterity+constitution


Your constitution score becomes 22


This change lasts for 3 rounds.

Immolation Aura

(4 Fel Points)
Starting at 6th level you can Ignite the air around you in green Flames. When you activate this ability all creatures in a 10 ft circle around you must make a Constitution saving throw. Or take 2d8 Fel damage on a Failed save and half as much 0n a Successful save. You also have half cover from everyone.

Sigil of Flame

(3 Fel Points)
Starting at 10th level. You can place an invisible Sigel onto the ground which is 5ft in diameter. When a creature steps on it it is restrained for 1 turn and it takes 2d6 fire damage.

Chaos Nova

(5 Fel Points)
Starting at 14th level you can unleash a huge burst of flame Leaping a maximum of 30 ft through the air and dealing 5d6 damage to all hostile creatures within 10 ft of your landing location.

Greater Metamorphosis

At level 16, your Metamorphoses Lasts for 6 Rounds instead of 3.
Your armor increses. Your AC=12+Dexterity+Constitution

Last Resort

(1-10 Fel Points)
Starting at 18th level whenever you die you can return to life. You come back with Xd10 of your life per Fel Point spend. Where X is the amount of Fel Points spend. When you use this ability, you cannot use it again for 1 day per Fel Point spend.

The Demon Within

At level 20, your Metamorphosis now persists as long as you can hold concentration. (Like concentrating on a spell)

Your Constitution becomes 24.
You are resistant to Fel and Force Damage.

Multiclassing

Prerequisites. To qualify for multiclassing into the Demon Hunter class, you must meet these prerequisites: Dexerity 16, Constitution 16, Elven race.

Proficiencies. When you multiclass into the Demon Hunter class, you gain the following proficiencies: simple melee weapons, Warglaives and light armor.

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