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Hunters First
First and foremost hunters, demon hunters are very skilled at
locating and taking out their prey. Determined and strong of
will they will let nothing (especially social conventions) stand
in their way. For this reason, they often find themselves in the
center of a horde of monsters, using all the power they have
available to cut them down. Whether with weapons or casting
spells, they deftly weave their way through the fray
eliminating enemies and slipping back into the safety of the
shadows.
Dark Gift
The demon hunter is one that has chosen to embrace the
darkness for the benefit of all. Through their studies of the
occult, the connections they have made with darkness, and
rites long forgotten, demon hunters have obtained power, a
dark, sinister, power.
While demon hunters abhor evil and those that practice it,
they have chosen to embrace evil in order to overcome it.
Possessing dark powers provided through study and dark
rituals involving the lower planes, demon hunters turn the
darkness against evil teaching their prey that they too should
fear what is lurking in the shadows. However, the deeper the
demon hunters delve into the sources of dark power the
harder it becomes to maintain their humanity and the more
they begin to resemble those they attempt to destroy.
Quick Build
Demon Hunter
Level Proficiency Bonus Features
Hunter's Strike
1st
2nd
3rd
4th
5th
1st
+2
1d4
2nd
+2
1d4
2 (+1)
3rd
+2
1d8
3 (+1)
4th
+2
1d8
3 (+1)
5th
+3
Extra Attack
1d8
4 (+1) 2 (+1)
6th
+3
1d8
4 (+1) 2 (+1)
7th
+3
2d8
4 (+1) 3 (+1)
8th
+3
2d8
4 (+1) 3 (+1)
9th
+4
2d8
10th
+4
2d8
11th
+4
3d8
12th
+4
3d8
13th
+5
Shadow Step
3d8
14th
+5
3d8
15th
+5
4d8
16th
+5
4d8
17th
+6
Supernatural Senses
4d8
18th
+6
5d8
19th
+6
5d8
20th
+6
Demonic Restoration
6d8
Class Features
As a demon hunter, you gain the following class features:
Hit Points
Proficiencies
Equipment
Monster Hunter
Monster Hunter
Beginning at 1st level, the presence of strong evil registers on
your senses like a noxious odor. You have significant
experience studying, hunting, and even talking to a certain
types of enemy.
Choose a type of favored enemy: aberrations, demons, fey,
fiends, monstrosities, undead, or witches.
You have advantage on Wisdom (Survival) checks to track
your favored enemies, as well as on Intelligence checks to
recall information about them.
When you gain this feature, you also learn one language of
your choice that is spoken by your favored enemies, if they
speak one at all.
You choose one additional favored enemy, as well as an
associated language, at 6th and 14th level. As you gain levels,
your choices should reflect the types of monsters you have
encountered on your adventures.
Hunter's Strike
Beginning at 1st level, you know how to strike efficiently and
exploit a foe's major weaknesses. Once per turn, you can deal
an extra 1d4 damage to one creature you hit with an attack if
you have advantage on the attack roll. The attack must use a
finesse or a ranged weapon.
You don't need advantage on the attack roll if another
enemy of the target (that is hostile towards you) is within 5
feet of it and that enemy isn't incapacitated, you have no ally
within 10 feet of you, and you don't have disadvantage on the
attack roll.
The amount of the extra damage increases as you gain
levels in this class, as shown in the Hunters Strike column of
the Demon Hunter table.
Close-Quarters Shooter
Spellcasting
By the time you reach 2nd level, you have found through your
occult studies the means to cast spells, much as a warlock
does. See chapter 10 for the general rules of spellcasting and
the end of this section for the demon hunter spell list.
Spell Slots
Fiendish Sight
The Demon Hunter table shows how many spell slots you
have to cast your spells of 1st level and higher. To cast one of
these spells, you must expend a slot of the spell's level or
higher. For example, if you know the 1st-level spell hex and
have a 1st-level and a 2nd-level spell slot available, you can
cast hex using either slot.
In addition, your Occult Studies allow you to gain one
additional spell slot for each level of spell you can cast. This
additional slot is reserved only for spells gained through your
Occult Studies.
You regain all expended spell slots when you finish a long
rest.
The Demon Hunter table shows how many spell slots you
have to cast your spells. To cast one of your demon hunter
spells of 1st level or higher, you must expend a slot of the
spell's level or higher. You regain all expended spell slots
when you finish a long rest.
You prepare the list of demon hunter spells that are
available for you to cast, choosing from the demon hunter
spell list. When you do so, choose a number of demon hunter
spells equal to your Charisma modifier + half your demon
hunter level, rounded down (minimum of one spell). The
spells must be of a level for which you have spell slots.
For example, if you are a 5th-leveI demon hunter, you have
four 1st-leveI and two 2nd-leveI spell slots. With a Charisma
of 14, your list of prepared spells can include four spells of
1st or 2nd level, in any combination. If you prepare the 1stlevel spell fog cloud, you can cast it using a 1st-level or a 2ndlevel slot. Casting the spell doesn't remove it from your list of
prepared spells.
You can change your list of prepared spells when you finish
a long rest. Preparing a new list of demon hunter spells
requires time spent studying your spell book: at least 1
minute per spell level for each spell on your list.
Two-Weapon Fighting
Spellcasting Ability
Fighting Style
At 2nd level, you adopt a particular 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.
Your hand crossbows count as light melee weapons, in
addition to ranged weapons, for the purposes of all spells and
abilities.
Archery
Defense
Dueling
Dark Stalker
At 3rd level, you master the art of the ambush. On your first
turn during combat, you gain a +10 bonus to your speed. If
you use the attack action on that turn, you can make one
additional attack.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn. This ability
does not stack with the extra attack on your first turn granted
by the dark stalker ability.
Evasion
At 8th level, you can nimbly dodge out of the way of certain
area effects, such as a red dragon's fiery breath or an 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.
Shadow Step
Starting at 13th level, you gain the ability to step from one
shadow into another. When you are in dim light or darkness,
as a bonus action, you can teleport up to 120 feet to an
unoccupied space you can see that is also in dim light or
darkness.
Supernatural Senses
At 17th level, you gain preternatural senses that help you fight
creatures you can't see. When you attack a creature you can't
see, your inability to see it doesn't impose disadvantage on
your attack rolls against it. You are also aware of the location
of any invisible creature within 30 feet of you, provided that
the creature isn't hidden from you and you aren't blinded or
deafened.
Demonic Restoration
At 20th level, your mingling with the darkness that you seek
to destroy has altered your molecular structure. The demon
hunter regains 30 hit points at the start of its turn if it has at
least 1 hit point, is bloodied, and isn't in direct sunlight. If the
demon hunter takes fire damage or acid damage this trait
doesn't function at the start of the demon hunter's next turn.
Once enacted, this feature does not end until the end of the
encounter, even if the demon hunter is no longer bloodied.
The demon hunter cannot regenerate higher than its hit point
maximum.
Demonic Transformation
Misty Escape
Unnatural Manifestations
At 15th level, you can sprout a pair of bat-like wings from your
back, gaining a fly speed of 40 feet. You can create these
wings as a bonus action on your turn. They last until you
dismiss them as a bonus action on your turn.
You can't manifest your wings while wearing armor unless
the armor is made to accommodate them, and clothing not
made to accommodate your wings might be destroyed when
you manifest them.
As an action, you can exude an aura of fear to a distance of
30 feet. For 1 minute or until you lose your concentration (as
if you were casting a concentration spell), each hostile
creature that starts its turn in this aura must succeed on a
Wisdom saving throw or be frightened until the aura ends. If
you are in hybrid form, they make this save with
disadvantage. A creature that succeeds on this saving throw
is immune to your aura for 24 hours.
Domain Spells: 1stburning hands, 2ndenlarge/reduce
(enlarge only), 3rdfireball, 4thfire shield (warm shield
only), 5thinsect plague
When you begin this study at 3rd level, you gain the ability to
become one with the shadows. When in areas of dim light or
darkness you may add your proficiency bonus to Stealth
checks and may take the Hide action as a bonus action. If you
are already proficient with Stealth, double your proficiency
bonus instead.
Shadow Hound
Improved Summoning
Shadow Form
Dominant Predator
You have learned to hunt your prey and go unnoticed, making
devastating use of your hand crossbows to put down your
intended target.
Combat Superiority
Uncanny Dodge
Starting at 7th level, when an attacker that you can see hits
you with an attack, you can use your reaction to halve the
attack's damage against you.
Relentless
Maneuvers
2nd Level
2nd Level
3rd Level
4th Level
Cordon of Arrows
Darkness
Darkvision
Earthbind +
Find Traps
Locate Object
Pass without Trace
Protection from Poison
Hold Person
Invisibility
Mirror Image
Misty Step
Nystuls Magic Aura
Suggestion
Bestow Curse
Counterspell
Conjure Lesser Demon ++
Dispel Magic
Fear
Haste
Magic Circle
Nondetection
Remove Curse
Conjure Barrage
Daylight
Lightning Arrow
Protection from Energy
Vampiric Touch
Banishment
Conjure Barlgura ++
Conjure Shadow Demon ++
Death Ward
Evard's Black Tentacles
Freedom of Movement
Locate Creature
3rd Level
4th Level
5th Level
Dispel Evil and Good
Conjure Volley ++
Conjure Vrock ++
Hold Monster
Swift Quiver