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Demon Hunter

s he walks into town, the crowds scatter in fear.


All they know is, everywhere he goes death and
tragedy follow. By the glow of his eyes and the
tools of his trade, they know. The demon hunter
has come. Her red cloak billowing in the wind,
the young elf deftly maneuvers through the
horde of undead. With her devastating hand
crossbow and flaming blade she cuts a path through the
swarm, leaving fear in her wake. Whether fighter or
spellcaster, demon hunters use their dark abilities to purge
the world of its evils. Shunned by the societies they are
determined to protect, demon hunters walk a lonely path.
Constantly tempted by their dark gifts, every demon hunter
silently fears the day when they lose the last shred of their
humanity and when the hunter may become the hunted.

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.

Creating a Demon Hunter


As you create your demon hunter, think about how you
obtained your hunting abilities. Did you train with another
demon hunter? Did you follow a ranger for a while learning to
track and to hunt? Perhaps you learned your skills through
necessity, either to defend yourself or survival? What is the
source of hatred you have for the creatures of evil you hunt?
Was your home ransacked by a swarm of undead? Have you
experienced a sorcerers summon go terribly wrong and
unleash a great evil on the world? Did a witch kill someone
you cared about and reanimate them as one of the undead or
was that loved one possessed and unable to be saved? Why
have you joined a party when, as a hunter, there is more
stealth in solidarity? Are they an anchor to your humanity or a
painful reminder of the relationships you have lost?

Quick Build

You make a demon hunter quickly by following these


suggestions. First make Dexterity your highest ability score,
followed by Charisma. Second, choose the hermit
background.

Demon Hunter
Level Proficiency Bonus Features

Hunter's Strike

1st

2nd

3rd

4th

5th

1st

+2

Monster Hunter, Hunter's Strike

1d4

2nd

+2

Fighting Style, Fiendish Sight, Spellcasting

1d4

2 (+1)

3rd

+2

Demon Hunter Archetype, Dark Stalker

1d8

3 (+1)

4th

+2

Ability Score Improvement

1d8

3 (+1)

5th

+3

Extra Attack

1d8

4 (+1) 2 (+1)

6th

+3

Monster Hunter Improvement

1d8

4 (+1) 2 (+1)

7th

+3

Demon Hunter Archetype Feature

2d8

4 (+1) 3 (+1)

8th

+3

Ability Score Improvement, Evasion

2d8

4 (+1) 3 (+1)

9th

+4

2d8

4 (+1) 3 (+1) 2 (+1)

10th

+4

2d8

4 (+1) 3 (+1) 2 (+1)

11th

+4

Demon Hunter Archetype Feature

3d8

4 (+1) 3 (+1) 3 (+1)

12th

+4

Ability Score Improvement

3d8

4 (+1) 3 (+1) 3 (+1)

13th

+5

Shadow Step

3d8

4 (+1) 3 (+1) 3 (+1) 1 (+1)

14th

+5

Monster Hunter Improvement

3d8

4 (+1) 3 (+1) 3 (+1) 1 (+1)

15th

+5

Demon Hunter Archetype Feature

4d8

4 (+1) 3 (+1) 3 (+1) 2 (+1)

16th

+5

4d8

4 (+1) 3 (+1) 3 (+1) 2 (+1)

17th

+6

Supernatural Senses

4d8

4 (+1) 3 (+1) 3 (+1) 3 (+1) 1 (+1)

18th

+6

5d8

4 (+1) 3 (+1) 3 (+1) 3 (+1) 1 (+1)

19th

+6

Ability Score Improvement

5d8

4 (+1) 3 (+1) 3 (+1) 3 (+1) 2 (+1)

20th

+6

Demonic Restoration

6d8

4 (+1) 3 (+1) 3 (+1) 3 (+1) 2 (+1)

Class Features
As a demon hunter, you gain the following class features:

Hit Points

Hit Dice: 1d10 per demon hunter level


Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points as Higher Levels: 1d10 (or 6) + your Constitution
modifier per demon hunter level after 1st

Proficiencies

Armor: Light Armor and Shields


Weapons: Simple Weapons, Martial Weapons
Tools: Alchemists Tools
Saving Throws: Dexterity, Wisdom
Skills: Choose three from Acrobatics, Arcana, Insight,
Investigation, Perception, Religion, Stealth, and Survival

Equipment

You start with the following equipment, in addition to the


equipment granted by your background:
(a) component pouch or (b) arcane focus
(a) one martial weapon and shield or (b) two simple
weapons
(a) dungeoneers pack or (b) explorers pack
Leather armor, a hand crossbow, and quiver of 20 bolts

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.

As an action, you can open your awareness to detect such


foes. Until the end of your next turn, you know the location of
any favored enemies within 60 feet of you that are not behind
total cover. You know the type of any being whose presence
you sense, but not its identity (the vampire Count Strahd von
Zarovich, for instance). Within the same radius, you also
detect the presence of any place or object that has been
desecrated, as with the hallow spell. You can use this feature
a number of times equal to 1+ your Charisma modifier. When
you finish a long rest, you regain all expended uses.

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

You are trained in making ranged attacks at close quarters.


When making a ranged attack while you are within 5 feet of a
hostile creature, you do not have disadvantage on the attack
roll. Your ranged attacks ignore half cover and threequarters
cover against targets within 30 feet of you. Finally, you have a
+1 bonus to attack rolls on ranged attacks.

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.

Starting at 2nd level, you can see normally in darkness, both


magical and nonmagical, to a distance of 60 feet.

Preparing and Casting Spells

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.

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

You gain a +2 bonus to attack rolls you make with ranged


weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you engage in two-weapon fighting, you can add your


ability modifier to the damage of the second attack.

Charisma is your spellcasting ability for your demon hunter


spells, so you use your Charisma modifier whenever a spell
refers to your spellcasting ability. In addition, you use your
Charisma modifier when setting the saving throw DC for a
demon hunter spell you cast and when making an attack roll
with one.

Spell save DC = 8 + your proficiency bonus + your


Charisma modifier
Spell attack modifier = your proficiency bonus + your
Charisma modifier

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.

Demon Hunter Archetype


At 3rd level, you choose an archetype that shapes you into a
weapon against evil, each detailed at the end of the c1ass
description. Your choice grants you features at 3rd level and
again at 7th, 11th, and 15th level as well as additional spells.
These are always prepared and do not count against your
number of spells per day.

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.

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.

Demon Hunter Archetypes


To hunt evil, one must know evil. In order to better
understand the forces which they face, and on occasion,
enact, the Demon Hunter must spend time delving into the
secrets of the occult. However, there are far too many areas in
which evil can grow and for this reason demon hunters tend
to specialize in a specific area of study.

Embrace the Demon


You can call forth fire and your flesh does not burn. You have
embraced the darkness to harness its power.

Demonic Transformation

Upon choosing this archetype at 3rd level, you begin to learn


to embrace the demonic energy that now lives in your blood.
As an action, you can transform into your hybrid form. This
form lasts for 10 minutes. You can speak, use equipment, and
wear armor in this form. You can revert to your normal form
earlier 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. You regain expended uses
when you finish a short or long rest. While you are
transformed, you gain the following features:
Demon Claws. While transformed your hands become
demon claws. These claws are treated as natural weapons,
allowing you to make two claw attacks on your turn, one as a
main action and the other as a bonus action. You are
considered proficient with these attacks. Your unarmed
attacks now deal 1d6 slashing damage plus an additional 1d4
fire damage. The fire damage increases to 1d6 at 7th level,
1d8 at 11th level, and 1d10 at 15th level. Your claws are also
treated as having the finesse property.
Demon Fangs. When you have a creature grappled, you
may attempt to bite it. The bite deals 1d6 piercing damage
plus your strength or dexterity modifier, whichever is higher,
Demon Hide. You gain a +1 bonus to your AC.
Bloodlust. At the start of your turn, if youve taken any
damage since the beginning of your last turn, you must make
a Wisdom saving throw to maintain control. The DC equals
10, or 15 if you have no more than half of your hit points left.
On a failed save, you must move directly towards the nearest
creature to you and use the Attack action against that
creature. If there is more than one possible target, the DM
chooses the target. Your turn immediately ends, and you
regain control.
You also learn to cast the Eldritch Blast cantrip.

Misty Escape

Upon reaching 7th level, you can vanish in a puff of mist in


response to harm. When you take damage, you can use your
reaction to turn invisible and teleport up to 60 feet to an
unoccupied space you can see. You remain invisible until the
start of your next turn or until you attack or cast a spell. Once
you use this feature, you can't use it again until you finish a
short or long rest.
In addition, your hybrid form gains the Improved Demon
Claws and Improved Demon Fangs features.
Improved Demon Claws. Your unarmed strikes are
considered magical for the purpose of overcoming
resistances and immunity to nonmagical attacks and damage.
Improved Demon Fangs. Your bite now deals an
additional 2d6 necrotic damage and the target's hit point
maximum is reduced by an amount equal to the necrotic
damage taken. The reduction lasts until the target finishes a
long rest. The target dies if this effect reduces its hit point
maximum to 0.

Powers of the Abyss

Starting at level 11, you learn to unleash and control more of


the demon within. Your hybrid transformation now lasts for
30 minutes and whenever you make a wisdom saving throw
to maintain control of your hybrid form, you do so with
advantage. You can also now change form as a bonus action
instead of a full action.
Your affinity with the Abyss has continued to grow. You now
have resistance to poison and fire damage and can no longer
be frightened.
Improved Demon Hide. You now gain a +2 bonus to AC in
hybrid form.
You can also now cast enlarge/reduce when you change
into your hybrid form as a free action. If you do, you suffer
one level of exhaustion when you revert back to your
humanoid form.

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

Dominion Over Shadow


You have learned to manipulate shadows and darkness,
showing evil it will find no solace in the dark.

One With The Darkness

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

At 7th level, you gain the ability to call forth a howling


creature of darkness to harass your foes.
As a bonus action, you can summon a shadow hound to
target one creature you can see. The hound uses a dire wolfs
statistics with the following changes:
The hounds size is Medium.
It can move through other creatures and objects as if they
were difficult terrain. The hound takes 5 force damage if it
ends its turn inside an object.
At the start of its turn, the hound automatically knows its
targets location. If the target was hidden, it is no longer
hidden from the hound.
The hound appears in an unoccupied space of your choice
within 30 feet of the target. Roll initiative for the hound. On
its turn, it can move only toward its target by the most direct
route, and it can use its action only to attack its target. The
hound makes opportunity attacks, but only against its target.
Additionally, the target has disadvantage on all saving throws
against your spells while the hound is within 5 feet of it. The
hound disappears if it is reduced to 0 hit points, if its target is
reduced to 0 hit points, or after 5 minutes.
You may use this ability a number of times equal to the
number of times you can surge per day. You regain all
expended uses after completing a long rest.

Improved Summoning

By 11th level, you are so learned in the ways of demonic


forces that it becomes easier for you to exert your control
over those you summon. The initial check DC for demons you
conjure is 5 instead of ten.
Also, you can spend blood to further increase your control
over a demon you summon. When conjuring a demon you
can sacrifice 5 percent of your max hit points. If you do, the
DC to exert your control over the demon does not go up for
the next 1d4+1 rounds.

Shadow Form

At 15th level, you can transform yourself into a shadow form


as a bonus action. In this form, you have resistance to all
damage except force damage, and you can move through
other creatures and objects as if they were difficult terrain.
You take 5 force damage if you end your turn inside an object.
You remain in this form for 1 minute.
You may use this ability a number of times equal to your
charisma modifier and regain all expended uses after a long
rest.
Domain Spells: 1st false life, 2ndfind steed (Nightmare
skin), 3rdanimate dead, 4thphantasmal killer, 5th
dream

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

When you choose this archetype at 3rd level, you learn


maneuvers that are fueled by special dice called superiority
dice.
Maneuvers.You learn three maneuvers of your choice,
which are detailed under "Maneuvers" below. Many
maneuvers enhance an attack in some way. You can use only
one maneuver per attack.
You learn two additional maneuvers of your choice at 7th,
11th, and 15th level. Each time you learn new maneuvers, you
can also replace one maneuver you know with a different one.
Superiority Dice. You have four superiority dice, which
are d8s. A superiority die is expended when you use it. You
regain all of your expended superiority dice when you finish a
short or long rest.
You gain another superiority die at 7th level and one more
at 15th level.
Saving Throws. Some of your maneuvers require your
target to make a saving throw to resist the maneuver's effects.
The saving throw DC is calculated as follows:with one.

Maneuver save DC = 8 + your proficiency bonus +


your Strength or Dexterity modifier (your choice).

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.

Improved Combat Superiority

At 11th level, your superiority dice turn into d10s. At 18th


level, they turn into d12s.

Relentless

Starting at 15th level, when you roll initiative and have no


superiority dice remaining, you regain 1 superiority die.
Domain Spells: 1stabsorb elements +, 2ndearthbind +,
3rdcrusaders mantle, 4thstaggering smite, 5thflame
strike

Maneuvers

The maneuvers are presented in alphabetical order,


Disarming Attack. When you hit a creature with a weapon
attack, you can expend one superiority die to attempt to
disarm the target, forcing it to drop one item of your choice
that it's holding, You add the superiority die to the attack's
damage roll, and the target must make a Strength saving
throw, On a failed save, it drops the object you choose, The
object lands at its feet.

Distracting Strike. When you hit a creature with a


weapon attack, you can expend one superiority die to distract
the creature, giving your allies an opening. You add the
superiority die to the attack's damage roll. The next attack roll
against the target by an attacker other than you has
advantage if the attack is made before the start of your next
turn,
Evasive Footwork. When you move, you can expend one
superiority die, rolling the die and adding the number rolled
to your AC until you stop moving,
Dark Illusion. You can expend one superiority die and use
a bonus action on your turn to cast Mirror Image. You add the
superiority die to each of the duplicates AC.
Goading Attack. When you hit a creature with a weapon
attack, you can expend one superiority die to attempt to goad
the target into attacking you, You add the superiority die to
the attack's damage roll, and the target must make a Wisdom
saving throw, On a failed save, the target has disadvantage on
all attack rolls against targets other than you until the end of
your next turn,
Improved Long Jump. When you make a standing or
moving long jump, you can expend one superiority die, rolling
the die and adding the number rolled + your dexterity
modifier to the number of feet your long jump can reach.
Menacing Attack. When you hit a creature with a weapon
attack, you can expend one superiority die to attempt to
frighten the target. You add the superiority die to the attack's
damage roll, and the target must make a Wisdom saving
throw, On a failed save, it is frightened of you until the end of
your next turn,
Precision Attack. When you make a weapon attack roll
against a creature, you can expend one superiority die to add
it to the roll. You can use this maneuver before or after
making the attack roll, but before any effects of the attack are
applied,
Pushing Attack. When you hit a creature with a weapon
attack, you can expend one superiority die to attempt to drive
the target back. You add the superiority die to the attack's
damage roll, and if the target is Large or smaller, it must
make a Strength saving throw, On a failed save, you push the
target up to 15 feet away from you,
Inspire. On your turn, you can use a bonus action and
expend one superiority die to bolster the resolve of one of
your companions. If the attack hits you add the superiority
die to the attack's damage roll and choose a friendly creature
who can see or hear you, that creature gains advantage on
their next attack.
Riposte. When a creature misses you with a melee attack,
you can use your reaction and expend one superiority die to
make a melee weapon attack, or a ranged weapon attack if
you have the Close Combat Shooter fighting style, against the
creature. If you hit, you add the superiority die to the attack's
damage roll.
Soften The Blow. When another creature damages you
with a melee attack, you can use your reaction and expend
one superiority die to reduce the damage by the number you
roll on your superiority die + your Dexterity modifier, Stealthy
Footwork. When you move, you can expend one superiority
die, rolling the die and adding the number rolled to your
Stealth (Dexterity) check or your Hide (Stealth) check that
lasts until you take the Move action again,

Devastating Attack. When you hit a creature with a weapon


attack, you can expend one superiority die to attempt to
damage another creature with the same attack, Choose
another creature within 5 feet of the original target and
within your reach if it is a melee attack, If its a ranged attack
choose a creature in the same line of sight within 30 feet of
the target. If the original attack roll would hit the second
creature, it takes damage equal to the number you roll on
your superiority die. The damage is of the same type dealt by
the original attack,
Trip Attack. When you hit a creature with a weapon attack,
you can expend one superiority die to attempt to knock the
target down, Vou add the superiority die to the attack's
damage roll, and if the target is Large or smaller, it must
make a Strength saving throw, On a failed save, you knock
the target prone,

Demon Hunter Spells


1st Level
Charm Person
Protection from Evil and
Good
Expeditious Retreat
Fog Cloud
Hellish Rebuke
Arms of Hadar
Hail of Thorns
Hex
Detect Magic
Detect Poison and Disease
Alarm
Longstrider
Malignant Strike +++

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

New Spell Descriptions


Malignant Strike
1st-level conjuration

Casting Time: 1 bonus action


Range: Self
Components: V
Duration: Concentration, up to 1 minute
The next time you hit a creature with a weapon attack
before this spell ends, a writhing mass of dark energy
appears at the point of impact, dealing an additional 1d6
necrotic damage. Then, if the target is a creature, it must
succeed on a Strength saving throw or be restrained by the
magical energy until the spell ends. A Large or larger
creature has advantage on this saving throw. If the target
succeeds on the save, the energy is destroyed.
While caught by this spell, the target is restrained. A
creature restrained by the dark energy or one that can touch
the creature can use its action to make a Strength check
against your spell save DC. On a success, the target is freed.
At Higher Levels. If you cast this spell using a spell slot of
2nd level or higher, the damage increases by 1d6 for each slot
level above 1st.

Elemental Evil Players Companion +


Unearthed Arcana: That Old Black Magic ++
Newly Created Spells +++

5th Level
Dispel Evil and Good
Conjure Volley ++
Conjure Vrock ++
Hold Monster
Swift Quiver

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