Demon hunters are typically rogues and fighters that have entered a pact with a
Vengeful Angel or Devil to exterminate demons. They prefer close combat, and will
use their weapons and spells to do maximum harm. Their tenacity in combat with the
effective use of finesse and magic makes them very deadly.
Contents [hide]
1 Creating a Demon Hunter
1.1 Quick Build
2 Class Features
2.1 Table: The Demon Hunter
2.2 Pact Magic
2.3 Demon Foreseeing
2.4 Expertise
2.5 Eldritch Strike
2.6 Eyes of the Hunter
2.7 Rune Bonding
2.8 Demon Hunter Archetypes
2.9 Ability Score Increase
2.10 Extra Attack
2.11 Eldritch Boon
2.12 Fiendish Resistance
2.13 Blindsense
2.14 Slayer
2.15 Metamorphosis
2.16 Demon Hunter Archetypes
2.17 Deathblade
2.18 Power Fiend
2.19 Arcane Devastator
3 Multiclassing
Creating a Demon Hunter[edit]
Demon Hunters are exceptionally good damage dealers, especially when it comes to
fiends. They have entered into a pact contract with a vengeful angel or devil,
releasing their talent and cunning at the fear of demons. They prefer close combat,
and will use their weapons and spells to do maximum harm. Their tenacity in combat
with the effective use of finesse and magic makes them very deadly. There is even a
possibility of making a campaign with 3 different character all being Demon Hunters
and having exceptionally differing ways of fighting.
Quick Build[edit]
If you like a stealthier fight - Pick Deathblade (Primary Stat - Dex)

Demon Hunter (Angel)
If you like to be on the front lines battling Hell itself - Pick Power Fiend
(Primary Stat - Str/Dex/Con)
If you like being a master of magic, manipulating the malevolent energies to your
desire - Pick Arcane Devastator (Primary Stat - Cha)
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 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Demon Hunter
level after 1st
Proficiencies
Armor: Light, Medium
Weapons: Simple weapons, longswords, rapiers, shortswords
Tools: Alchemist's tools, thieves' tools
Saving Throws: Dexterity and Charisma
Skills: Choose four from Acrobatics, Arcana, Deception, Insight, Investigation,
Perception, Performance, Persuasion, Sleight of Hand, Stealth, and Survival.
Equipment
You start with the following equipment, in addition to the equipment granted by
your background:
(a) dungeoneer's pack or (b) explorer's pack
Choose two from any proficient weapon
Table: The Demon Hunter
Level Proficiency
Bonus Features Cantrips Known Spells Known Spell Slots Slot Level (Arcane
Devastator)
1st +2 Pact Magic, Expertise, Eldritch Strike 2 2 1 1st
2nd +2 Eyes of the Hunter 2 3 2 1st
3rd +2 Rune Bonding, Archetype feature 2 4 2 2nd
4th +2 Ability Score Improvement 3 5 2 2nd
5th +3 Extra Attack 3 6 3 3rd
6th +3 Expertise 3 7 3 3rd
7th +3 Eldritch Boon 3 8 3 4th
8th +3 Ability Score Improvement, Fiendish Resistance 3 9 3 4th
9th +4 Archetype feature 3 10 3 5th
10th +4 Eldritch Strike 4 10 4 5th
11th +4 Eldritch Boon 4 11 4 5th
12th +4 Ability Score Improvement 4 11 4 5th
13th +5 Archetype feature 4 12 4 5th (6th)
14th +5 Blindsense 4 12 4 5th (6th)
15th +5 Eldritch Strike 4 13 5 5th (6th)
16th +5 Ability Score Improvement 4 13 5 5th (6th)
17th +6 Archetype feature 4 14 5 5th (7th)
18th +6 Slayer 4 14 5 5th (7th)
19th +6 Ability Score Improvement 4 15 5 5th (7th)
20th +6 Metamorphosis 4 15 6 5th (7th)
Pact Magic[edit]
Your arcane research and the magic bestowed on you by your patron have given you
facility with spells. See chapter 10 for the general rules of spellcasting and
chapter 11 for the warlock spell list.
Cantrips. 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 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 3rd-level spell slots. To cast the
1st-level spell thunderwave, you must spend one of those slots, and you cast it as
a 3rd-level spell.
Spells Known of 1st-Level and Higher'. You know two 1st-level warlock spells of
your choice. Whenever you gain a level in this class, you can replace one of the
warlock spells you know with another spell of your choice from the warlock spell
list. The new spell must be equal to or less than the level for which you have
spell slots.
Spell Focus. You can use an arcane focus (found in chapter 5) as a spellcasting
focus for your spells.
Spellcasting Ability. Charisma is your spellcasting ability for your demon hunter
spells, so you use your Charisma whenever a spell refers to your spellcasting
ability. In addition, you use your Charisma modifier when setting the saving throw
DC for a 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
Demon Foreseeing[edit]
When you sleep you dream of demons, gaining insight into demonic activity in the
area. These typically come in the form of nightmares and, while useful, can quickly
become a source of strife. When you take a Long Rest, roll a d20. On a 5 or below,
your dream is a seemingly unending torrent of wickedness, causing you strife. This
strife is negative, but the exact details are up to you and your DM to decide.
During this dream you gain insight into future dealings with demons. This could be
anything from knowledge of a demon's location, to knowing how and when someone will
die to a demon. The results are up to your DM to decide.
You can sense the malicious aura of fiends, gaining a bonus to your proficiency
when Investigating or Perceiving fiends equal to half your Demon Hunter level.
You have advantage on checks to track Fiends, as well as on Intelligence checks to
recall information about them. You gain the ability to speak Abyssal. (or another
relevant fiend-related language in the campaign)
Expertise[edit]
At 1st level, choose two of your skill proficiencies, or one of your skill
proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is
doubled for any ability check you make that uses either of the chosen
proficiencies. At 6th level, you can choose two more of your proficiencies (in
skills or with thieves’ tools) to gain this benefit.
Eldritch Strike[edit]
At 1st level, you can use your action to consume a spell slot of your current
level. Make a basic weapon attack against an enemy. A hit deals an additional 1d10
force damage for each spell slot level consumed, on a miss the creature takes half
damage. If the creature struck is a fiend, deal an additional 3d10 force damage. At
level 10, the force of the impact can spread to enemies within 5 feet of the
target, if you choose. At level 15, you can use your bonus action instead of a
standard action.
Arcane Devastator's can use Eldritch Blast instead of a basic weapon attack,
however Eldritch Blast used this way is limited to one beam.
Eyes of the Hunter[edit]
At 2nd level, you can see normally in darkness, both magical and non-magical, to a
distance of 120 feet. Furthermore, you have advantage on perception checks made
against fiends, as well as advantage on checks made to detect the presence of
magic.
Rune Bonding[edit]
At 3rd level, you learn a ritual that creates a magical bond between yourself and
one weapon. You perform the ritual over the course of 1 hour, which can be done
during a short rest. The weapon must be within your reach throughout the ritual, at
the conclusion of which you touch the weapon and forge the runes. Once you have
etched runes into the weapon, you can’t be disarmed of that weapon unless you are
incapacitated. If it is on the same plane of existence,you can summon that weapon
as a bonus action on your turn, causing it to teleport instantly to your hand.
You can have up to two bonded weapons, but can summon only one at a time with your
bonus action. If you attempt to bond with a third weapon, you must break the bond
with one of the other two.
If the runes are removed from the weapon, you lose the bond. Bonded weapons are
treated as magic weapons. Furthermore, when a demon hunter effect calls for an
attack, it must be made with a bonded weapon.
Demon Hunter Archetypes[edit]
At 3rd level, you choose an archetype 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 archetype choice grants you features at 3rd
level and then again at 9th, 13th, and 17th level.
Ability Score Increase[edit]
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can
increase one ability score of you 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[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take
the Attack action on your turn. (Arcane Devastator's gain different benefits, refer
to that section)
Eldritch Boon[edit]
Beginning at 7th level, you gain knowledge of self preservation from your patron.
You can spend your bonus action to entreat your patron, gaining one used spell slot
back for the price of 1 hit point per demon hunter level. At level 11, you only
lose half what you normally would. You can use this feature a number of times equal
to your Charisma Modifier (minimum 1) before you need a Short/Long Rest.
Fiendish Resistance[edit]
Beginning at 8th level, you gain resistance to fire damage, and if you successfully
save against a spell, you no longer take half damage if that damage is fire.
Furthermore, you are immune to fear, if that fear comes from a fiend.
Blindsense[edit]
Starting at 14th level, if you are able to hear, you are aware of the location of
any hidden or invisible creature within 10 feet of you.
Slayer[edit]
At 18th level, once per short/long rest you can attempt to slay a creature hit with
your eldritch strike. The attack automatically becomes a critical, regardless of
your roll, and they must make a Constitution save against your spellcasting DC. On
a failed save the creature dies immediately if the attack dealt damage of at least
half the target's maximum hit points, or is stunned until the end of their next
turn if not.
Metamorphosis[edit]
At 20th level, your fury is your patron's fury. During combat you can unlock your
inner self, granting you power unimaginable. Once per short/long rest you can gain
the following effects for up to 1 hour:
You are immune to fire.
Creatures that have sight of you must succeed a DC 17 Wisdom saving throw or be
frightened of you while you remain in their line of sight. Creatures feared this
way can use their action to try to shake the fear with a DC 17 Wisdom Saving throw.
Creatures that save against this effect are immune to it for 24 hours.
Your basic weapon attacks also deal an additional 2d10 Force damage with every hit.
Your basic body features grow more like your Patron, Angellic or Devilish. What
exact features are up to you and your DM to decide, but it must make you look
Celestial or Fiendish. You are otherwise unchanged.
You gain the ability to cast one level 8-9 spell from the list of available warlock
spells, this spell can only be used once, and does not consume a spell slot.
Eldritch Boon no longer takes HP to use.
Demon Hunter Archetypes[edit]
Demon hunters have many features in common, including their emphasis on perfecting
their skills, their precise and deadly approach to combat, and their increasingly
quick reflexes. But different Hunters steer those talents in varying directions.
Your choice of archetype is a reflection of your focus—not necessarily an
indication of your chosen profession, but a description of your preferred
techniques.
Deathblade[edit]

Deathblade
You focus your training on the grim art of death. Those who adhere to this
archetype use their speed and deception to fell enemies quickly and precisely.
Expanded Favored Enemy
Choose a type of favored enemy: aberrations, beasts, celestials, constructs,
dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead.
Alternatively, you can select two races of humanoid (such as gnolls and orcs) as
favored enemies. 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.
Grim Artist
At 3rd level, your confidence instills you with the speed you need to act quickly
in combat. Add your Charisma modifier to your initiative rolls. Furthermore if you
basic attack an enemy that is surprised, you cannot miss your attack. This works
for eldritch strike.
Return to Shadows
Starting at 3nd level, when you kill an enemy, you can hide once as a free action
the same turn.
Infiltration Expertise
Starting at 9th level, you can unfailingly create false identities for yourself.
You must spend seven days and 25 gp to establish the history, profession, and
affiliations for an identity. You can’t establish an identity that belongs to
someone else. For example, you might acquire appropriate clothing, letters of
introduction, and official looking certification to establish yourself as a member
of a trading house from a remote city so you can insinuate yourself into the
company of other wealthy merchants.
Thereafter, if you adopt the new identity as a disguise, other creatures believe
you to be that person until given an obvious reason not to.
Impersonator
At 13th level, your knowledge of social interactions is exemplified. You have
advantage on Charisma (Deception) checks when impersonating another creature and
advantage on insight checks when speaking to another creature that can understand
you.
Deathblade
Starting at 17th level, your eldritch strike deals additional damage to all
creatures, not just fiends.
Power Fiend[edit]
Emulating the Power Fiend archetype means accepting your place as a bulwark between
civilization and the terrors of the Nine Hells. As you walk the Power Fiend’s path,
you learn specialized techniques for fighting the threats you face, from rampaging
demons and hordes of elementals to towering giants and terrifying dragons.
Fighting Style
You gain one fighting style of your choice from the list below.
Defense - While you are wearing armor, you gain a +1 bonus to AC.
Dueling - 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.

Power Fiend
Great Weapon Fighting - When you roll a 1 or 2 on a damage die for an attack you
make with a melee weapon that you are wielding with two hands, you can reroll the
die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must
have the two-handed or versatile property for you to gain this benefit.
Protection - When a creature you can see attacks a target other than you that is
within 5 feet of you, you can use your reaction to impose disadvantage on the
attack roll. You must be wielding a shield.
Two-Weapon Fighting - When you engage in two-weapon fighting, you can add your
ability modifier to the damage of the second attack.
Relentless Assault
Starting at 3rd level, you can push yourself beyond your normal limits for a
moment. On your turn, you can take one additional action on top of your regular
action and a possible bonus action.
Evasion
At 9th level, your fiendish resilience is personified.
You can nimbly dodge out of the way of certain area effects, such as a red dragon’s
fiery breath or a lightning bolt 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
(still no damage if that damage would be fire).
Multiattack
At 13th level, your prowess with a blade allows you an extra attack. When you take
the attack action, you can now attack three times instead of twice.
Power Fiend
At 17th level, your overwhelming power causes your attacks to easily pierce the
enemies defense. If you would miss with a weapon attack, you can instead choose to
hit. You must finish a short or long rest before you can use this feature again.
Arcane Devastator[edit]
Some demon hunters are more adept at using their Pact Magic to it's full potential.

Arcane Devastator
You gain access to the following spells at their respective levels when picking new
spells to learn.
1st: burning hands, command
2nd: blindness/deafness, scorching ray
3rd: fireball, stinking cloud
4th: fire shield, wall of fire
5th: flame strike, hallow
Magic Storing
You have one more spell slot available than you normally would. At level 11
increase to two more. Example, level 20 you would have 8 spell slots instead of 6.
Agonizing Blast
When you cast eldritch blast, add your Charisma modifier to the damage it deals on
a hit.
Enhanced Spell List
You gain higher level spells than would otherwise be attainable, refer to the table
above for exactly how.
Book of Shadows
Your patron gives you a grimoire called a Book of Shadows. When you gain this
feature, choose three cantrips from any class's spell list. While the book is on
your person, you can cast those cantrips at will. They don't count against your
number of cantrips known. If you lose your Book of Shadows, you can perform a 1-
hour ceremony to receive a replacement from your patron. This ceremony can be
performed during a short or long rest, and it destroys the previous book. The book
turns to ash when you die.
You can inscribe magical rituals in your Book of Shadows. Choose two 1st-level
spells that have the ritual tag from any class's spell list. The spells appear in
the book and don't count against the number of spells you know. With your Book of
Shadows in hand, you can cast the chosen spells as rituals. You can’t cast the
spells except as rituals, unless you've learned them by some other means. You can
also cast a warlock spell you know as a ritual if it has the ritual tag. On your
adventures, you can add other ritual spells to your Book of Shadows. W en you find
such a spell, you can add it to the book if the spell's level is equal to or less
than half your Demon Hunter level (rounded up) and if you can spare the time to
transcribe the spell. For each level of the spell, the transcription process takes
2 hours and costs 50 gp for the rare inks needed to inscribe it.
Close Quarter Caster
Beginning when you choose this archetype at 3rd level, your ranged spells that
require attack rolls do not give disadvantage if you are within 5 feet of a hostile
creature that can see you and that isn’t incapacitated.
Eldritch Boon
At level 5, you lose the ability to attack twice, instead being able to cast
Eldritch Blast as a bonus action.
Magical Ambush
Starting at 9th level, if you are hidden from a creature when you cast a spell on
it, the creature has disadvantage on any saving throw it makes against the spell
this turn.
Furthermore, You have advantage on attack rolls with spells (like eldritch blast)
against any creature that hasn’t taken a turn in the combat yet. In addition, any
hit you score against a creature that is surprised is a critical hit if that spell
was Eldritch Blast.
Improved Close Quarter Caster
Starting at 13th level, when you use a reaction to make a basic attack, you can
choose to cast Eldritch Blast instead.
Arcane Devastator
At 17th level, you can unleash a flurry of devastation upon your enemies. If you
roll an attack for a spell (like eldritch blast) you now score a critical hit if
you roll a 19 or 20.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Demon Hunter class, you must
meet these prerequisites: Cannot be Good (if contracted with Devil) or Evil (if
contracted with Angel) Must have at least 13 Str or Dex, and at least 13 Charisma.
Once you choose a level in Demon Hunter, you cannot choose another class to level
after taking the first level, lest you be subject to negative effects of the
contract you make.
Proficiencies. When you multiclass into the Demon Hunter class, you gain the
following proficiencies:
Light armor
One skill from the Demon Hunter skill list
Thieves' tools