- Class Features
- Hit Points
- Hunter's Bane
- Pact Magic
- Coalesced Power
- Preferred Weapons
- Hunter Order
- Ability Score Improvement
- Extra Attack
- Gilded Eyes
- Sheer Skill
- Combat Style
- Death's Door
- Fleeting Step
- Grim Sage
- Death's Doctor
- Quick Dash
- Control Over Death
- Power Fiend
- Hardened Body
- Protection Pact
- Supreme Fortitude
- Arcane Devastator
- Flexible Spell List
- Well Learned
- Magic Guidance
- Enhanced Spellcasting
- Well of Magic
- Magic Pact
- Demon Hunter Spell List
The following class is taken from the homebrew here: https://www.dandwiki.com/wiki/Demon_Hunter_(5e_Class)#Multiclassing
As a Demon Hunter you gain the following class features.
Armor: light armor, medium armor, shields
Weapons: simple weapons, martial weapons
Saving Throws: Strength, Wisdom
Skills: Choose two from Acrobatics, Arcana, Athletics, History, Insight, Investigation, Medicine, Perception, Religion, Stealth, and Survival.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) leather armor or (b) hide armor
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) An arcane focus or (b) a component pouch
- (a) A explorer’s pack or (b) a dungeoneer’s pack
- If you are using starting wealth, you have 4d4 x 10 gp in funds.
|Features||Cantrips Known||Spells Known||Spell Slots||Slot Level||Bonus Weapon Damage|
|1st||+2||Pact Magic, Hunter’s Bane||2||2||1||1st||—|
|2nd||+2||Coalesced Power, Preferred Weapons||2||3||2||1st||+2|
|4th||+2||Ability Score Improvement||3||5||2||1st||+2|
|6th||+3||Hunter’s Bane Improvement||3||7||2||2nd||+3|
|7th||+3||Hunter Order feature||3||8||2||2nd||+3|
|8th||+3||Ability Score Improvement||3||9||2||2nd||+4|
|10th||+4||Preferred Weapons (2)||4||10||2||3rd||+4|
|12th||+4||Ability Score Improvement||4||11||3||3rd||+5|
|14th||+5||Hunter Order feature||4||12||3||4th||+6|
|16th||+5||Ability Score Improvement||4||13||3||4th||+6|
|18th||+6||Hunter Order feature||4||14||4||5th||+7|
|19th||+6||Ability Score Improvement||4||15||4||5th||+7|
Beginning 1st level, you have advantage on Wisdom (Survival) checks to track undead and fiends, as well as on Intelligence checks to recall information about them. Upon reaching 6th level, you have advantage on Wisdom (Insight) checks and Wisdom saving throws against undead and fiends.
At 1st level, your arcane research and the magic bestowed on you by your angelic or devil patron have given you facility with spells.Cantrips
You know the eldritch blast cantrip and one other cantrip of your choice from the demon hunter spell list. If you already know the eldritch blast cantrip, you instead learn two other cantrips of your choice from the demon hunter spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Demon Hunter table.Spell Slots
The Demon Hunter table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your demon hunter spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 5th level, you have two 2nd-level spell slots. To cast the 1st-level spell hellish rebuke, you must spend one of those slots, and you cast it as a 2nd-level spell.Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from the demon hunter spell list.
The Spells Known column of the Demon Hunter table shows when you learn more demon hunter spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 9th level, for example, you learn a new demon hunter spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the demon hunter spells you know and replace it with another spell from the demon hunter spell list, which also must be of a level for which you have spell slots.Spellcasting Ability
Wisdom is your spellcasting ability for your demon hunter spells, so you use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom 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 Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifierSpellcasting Focus
You can use an arcane focus as a spellcasting focus for your demon hunter spells.
Beginning at 2nd level, you have trained for years with two weapons of your choice that have become your preferred weapons. Choose a martial melee weapon and a martial ranged weapon. You have a +2 bonus to damage rolls with these weapons. The amount of bonus damage increases as you gain levels, as shown in the Bonus Weapon Damage column of the Demon Hunter table.
At 10th level, you may also choose another martial melee weapon and martial ranged weapon to also gain this benefit.
Beginning at 3rd level, you choose a subclass that you emulate in the exercise of your hunter abilities: Deathblade, Power Fiend, or Arcane Devastator, all detailed at the end of the class description. Your subclass choice grants you features at 3rd level and again at levels 7th, 14th, and 18th.
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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Starting at 11th level, before the results of a roll have been announced, you may add 1d6 to any roll you make. You may not use Sheer Skill more than once on any roll you make. You may use this feature an amount of times equal to your proficiency bonus and you regain all uses of this feature after you finish a short or long rest.
Beginning at 15th level, you may choose a combat style that emphasizes your specialty in combat.Dexterous Evader
Through practice, you have learned how to anticipate upcoming attacks in order to dodge them. You may take a specialized Dodge action as a bonus action, which gives you the effects of the Dodge action and advantage on Dexterity saving throws until the start of your next turn. You may use this feature a number of times equal to your half your Dexterity modifier rounded up (minimum of one), and you regain all uses of this feature after you finish a long rest.Precision Caster
You have focused all your training efforts into learning how to properly connect with your spells and cantrips. You have a +1 bonus to your spell attack rolls and spell save DC.Specialized Hunter
You have spent ages learning how to effectively kill your hated enemies. You have advantage on your first weapon attack roll each turn when targeting a demon or undead, and deal additional damage equal to your proficiency bonus on that attack.Speedy Hands
You have trained your hands at the point of mastery at handling of crossbows. You ignore the loading property of crossbows with which you are proficient and being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls with crossbows.
Beginning at 20th level, you attain the pinnacle of resilience on battle. If you have no more than half your hit points left, as a bonus action, you can spend up to two hit dice to heal yourself for an amount of hit points equal to amount rolled + your Constitution modifier for each hit die rolled. You can not use this feature if you have 0 hit points.
Deathblade demon hunters who adhere to this path are no strangers to the grimmer parts of their job as demon hunters. Due to the strain of the job, some of these individuals lose themselves over time, becoming more and more immersed with death as time goes by. In exchange, they receive the powers of the grim art of death, allowing them to quickly bring death to others while forestalling the death of their friends.
Beginning at 3rd level, you have accepted death as a natural part of life for all creatures except yourself. If you succeed on a death saving throw, you may regain 1 hit point. Once you use this ability, you can not use it again until you finish a long rest.
Beginning at 3rd level, your speed and evasiveness have reached new levels. Your base walking speed is increased by 5 feet, and may take the Disengage action as a bonus action.
At 7th level, your experience instills you with what you need to act cunning in combat. You may add your Wisdom modifier to your initiative rolls.
Beginning at 7th level, your knowledge of death limits exemplified. You have advantage on Wisdom (Medicine) checks to stabilize creatures and you may attempt to stabilize a creature as a bonus action.
Beginning at 14th level, you know how to quickly bound towards other creatures and make a quick strike against them. As a bonus action, you may move 15 feet in a direction and make a weapon attack against a creature within range. You may use this feature a number of times equal to your proficiency bonus and you regain all uses of this feature at the end of a long rest.
Control Over Death
Beginning at 18th level, you have learned how to effectively stop death. As an action, you may bind a creature’s soul to your current plane as long as the creature is within 60ft of you. You may choose to target a living creature or you may target a creature that has not been dead for more than 1 round(6 seconds). If the creature was living, until the start of your next turn, that creature can not be killed or knocked unconscious. If the target would take damage that knocks them unconscious, they instead remain conscious at 1 hit point. If the target was recently slain, you return that creature to life with 50 hit points and with 0 failed death saving throws. Once you use this feature, you may not use it again until you finish a long rest.
Some demon hunters believe that without sufficient power and durability they stand no chance against the very demons they swore to slay. As such, these individuals choose to become Power Fiends allowing them to harness power akin to that of the very creatures they swore to destroy. However, no matter the threats they face, from rampaging demons and hordes of elementals to towering giants and terrifying dragons, Power Fiends will face them head on to act as the bulwark between civilization and the terrors of the Abyss.
Beginning at 3rd level, you body becomes hardened to the effects of battle. Bludgeoning, piercing, and slashing damage that you take is reduced by 2 (damage reduction is before resistance). This amount increases by 1 at 5th level, 11th level, and 17th level.
Beginning at 3rd level, you
have advantage on Constitution saving throws against extreme weather (DMG p. 110) gain a bonus to Constitution checks made to maintain a spell equal to your Wisdom modifier.
Beginning at 7th level, your pact with the fiendish entity now grants you some degree of protection. You are now considered to be under the effects of nondetection at all times and may not be moved or teleported by a magical effect without your consent.
Beginning at 14th level, you have learned how to put your full might behind your attacks. As a bonus action you may enter a state of all out aggression for 1 minute. Your first weapon attack that hits each turn deals additional damage equal to your proficiency bonus. However, while in this state, you have disadvantage on Wisdom and Intelligence saving throws. Once you use this feature, you may not use it again until you finish a short or long rest.
Beginning at 18th level, after being hit by an attack and taking damage, you may make a reaction to make it so that no damage is done. You may use this feature twice and you regain all uses of this feature after you finish a long rest.
Arcane Devastators could simply be described as those who want an abundance of magical power to destroy their enemies, but that would be a bit too simple. Although they can not cast as many spells as traditional spellcasters, these individuals still try their hardest to manipulate magic in whatever way they can to their betterment. In the end though, how each Arcane Devastator deals with their limitations on magic, is what determines who succeeds and who fails.
Flexible Spell List
Beginning at 3rd level, whenever you finish a long rest, you can choose one of the demon hunter spells you know and replace it with another spell from the demon hunter spell list, which also must be of a level for which you have spell slots.
Beginning at 3rd level, when you make an ability check or a saving throw and have disadvantage on the roll, you can cancel the disadvantage for that roll. Alternatively, before you make an ability check or a saving throw, you may add your proficiency bonus to the roll regardless of whether you are proficiency in the check or not. Once you use this feature, you may not use it again until you finish a long rest.
Beginning at 7th level, when you cast a spell that deals damage, you deal 1 additional point of damage per damage die. This bonus damage is the same damage type as the damage from the spell.
Well of Magic
Beginning at 14th level, you have learned how to reach into your inner most depths of your pact for more magic. You gain an additional demon hunter spell slot.
Beginning at 18th level, your pact can now further enhance your spellcasting capabilities. You may cast any 5th level or lower spell from the demon hunter spell list once. Once you use this feature, you may not use it again until you finish a long rest.
Demon Hunter Spell List
Demon hunters can choose spells from a variety of options, usually picking spells that best fit what situations they find themselves in.
arms of hadar, cause fear, charm person, color spray, comprehend languages, detect magic, detect poison and disease, disguise self, entangle, faerie fire, feather fall, fog cloud, hellish rebuke, hex, identify, longstrider, protection from evil and good, purify food and drink
alter self, arcane lock, blindness/deafness, blur, cloud of daggers, darkness, detect thoughts, enhance ability, heat metal, hold person, invisibility, levitate, locate object, mirror image, misty step, phantasmal force, ray of enfeeblement, see invisibility, suggestion, web
blink, clairvoyance, counterspell, daylight, dispel magic, fear, glyph of warding, hypnotic pattern, magic circle, major image, melf’s minute meteors, nondetection, protection from energy, remove curse, sending, sleet storm, speak with dead, stinking cloud, tongues, water breathing, wind wall
arcane eye, banishment, black tentacles, blight, compulsion, confusion, control water, dimension door, divination, freedom of movement, greater invisibility, hallucinatory terrain, ice storm, locate creature, resilient sphere, wall of fire
cone of cold, dominate person, dream, contact other plane, dispel evil and good, geas, hold monster, insect plague, legend lore, modify memory, scrying, seeming, telekinesis, teleportation circle, wall of force
- ↑ D&D 5e XGtE p.152
- ↑ D&D 5e SCAG p.143
- ↑ D&D 5e XGtE p.151
- ↑ D&D 5e PHB p.222
- ↑ D&D 5e PHB p.264
- ↑ D&D 5e XGtE p.161
Proficiencies. When you multiclass into the demon hunter class, you gain the following proficiencies: light armor, medium armor, simple weapons, and martial weapons.