Demon Hunter in Azeroth | World Anvil
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Demon Hunter

You... were not prepared. The enemy came into our world, their only desire to extinguish all life. They slaughtered our loved ones. They razed our homes, our cities, and our sacred places. You tried to stop them... and you failed. And so you came to me, nothing remaining of you but rage and determination, and you learned that the things that once tormented you could give you power. Now you see that there is no sacrifice too great if it brings an end to the Burning Legion.
Illidan Stormrage to his Illidari

  Demon hunters, disciples of Illidan Stormrage, uphold a dark legacy, one that frightens their allies and enemies alike. The Illidari embrace fel and chaotic magics—energies that have long threatened the world of Azeroth—believing them necessary to challenge the Burning Legion. Wielding the powers of demons they’ve slain, they develop demonic features that incite revulsion and dread in others. Demon hunters ritually blind themselves in exchange for spectral sight that enables them to better sense their prey. This enhanced awareness, together with their great agility and magical prowess, makes demon hunters unpredictable adversaries. An Illidari’s quarry has much to fear.

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Creating a Demon Hunter

As you create your demon hunter character, consider what drove them to go down this path in the first place? What trauma did they endure or witness to make them want to become the very thing they hate so they can better destroy it? Furthermore, when and who did they train under? Are you loyal to the teachings of Illidan the Betrayer? Or do you feel the blind devotion of the Illidari towards their master shall be their downfall?

What sort of demon did you defeat during your training? What visions of horror did you witness being committed by the Burning Legion during the binding ritual? Who was your tutor in the ways of the demon hunter style of combat and what was your tutor like? How does your persistent demon soul, the visions you can never forget, and the influence of your tutor, all affect your character now?

Now that you are free to act on your own in their quest to slay demons, how do you go about your doings? Does your character attempt to hide what they are from the public eye, or proudly bare their demonic features uncaring of the fearful reactions the common folk will no doubt have? Do you act kindly to the innocent or does the rage of the demon within bleed through in everything you do?

If your character encountered a demon during a mission, would you drop everything you are doing to hunt after that demon even if it would threaten the success of the mission? Would you care if the mission failed, only concerned with the death of Fiends? How does your character feel about warlocks who bind demons to their service?

Quick Build

You can make a demon hunter quickly by following these suggestions. First, Dexterity should be your highest ability score. Make Charisma your next highest. Second, choose the survivor background.

  Table: Demon Hunter
Level Proficiency Bonus Features Spells Known Spell Slots Slot Level Demonic Tattoos
1st +2 Demonic Patron, Eradun, Fel Magic, Fel Power 2 1 1st
2nd +2 Demonic Tattoos 3 1 1st 2
3rd +2 Fel Boon 4 2 1st 2
4th +2 Ability Score Improvement 5 2 1st 3
5th +3 Extra Attack 6 2 2nd 3
6th +3 Demonic Patron Feature 7 2 2nd 4
7th +3 8 3 2nd 4
8th +3 Ability Score Improvement 9 3 2nd 5
9th +4 10 3 3rd 5
10th +4 Demonic Patron Feature 10 3 3rd 5
11th +4 Demonic Flight 11 4 3rd 6
12th +4 Ability Score Improvement 11 4 3rd 6
13th +5 Consume Magic 12 4 4th 6
14th +5 Demonic Patron Feature 12 4 4th 7
15th +5 Shattered Souls 13 5 4th 7
16th +5 Ability Score Improvement 13 5 4th 7
17th +6 14 5 5th 8
18th +6 Demonic Patron Feature 14 5 5th 8
19th +6 Ability Score Improvement 15 6 5th 8
20th +6 Metamorphosis 15 6 5th 9

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

Proficiencies

Armor: Light armor
Weapons: Simple weapons, scimitar, shortsword
Tools: None

Saving Throws: Dexterity, Charisma
Skills: Choose four from Acrobatics, Arcana, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Stealth, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:
  • (a) a scimitar or (b) a shortsword
  • Any simple melee weapon
  • A sling and 20 bullets
  • Leather armor
  • A spell component pouch
  • (a) a dungeoneer’s pack or (b) an explorer’s pack

Demonic Patron

At 1st level, you have completed a rite that allows you to draw power from one of the powerful demonic lords of the Burning Legion: Archimonde the Defiler, Kil'jaeden the Deceiver, Mannoroth the Destroyer, or Tichondrius the Darkener, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, 14th, and 18th level.

Eredun

You begin play being able to speak, read, and write Eredun, the language of demons.

Fel Magic

Completing your ritual also infused you with destructive and raw arcane power. This power threatens to consume your mind, body, and soul, and keeping control of it is a constant battle. See Chapter 11 for the general rules of spellcasting and Chapter 12 for the demon hunter spell list.

Spell Slots

The Table: Demon Hunter shows how many spell slots you have. The table also shows what the level of those slots is all 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 long rest.

For example, when you are 5th level, you have two 2nd level spell slots. To cast the 1st level spell Arms of Hadar, you must expend 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 Table: Demon Hunter 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 6th level, for example, you learn a new demon hunter spell, which can be 1st or 2nd 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 lost, which also must be of a level for which you have spell slots.

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 demon hunter spell you cast 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

Spellcasting Versatility

Whenever you finish a long rest, you can replace one demon hunter spell you know with another spell from the demon hunter spell list. The new spell must be of the same level as the spell you replace.

Fel Power

At 1st level you can tap into the fel energies infused into your being to gain additional control and use of your spells, at the cost of your health and wellbeing. As a bonus action, you may expend 1 or more hit dice and recover a number of demon hunter spell slots equal to the number of hit dice expended. Immediately after you do, you take chaos damage equal to your level for each spell slot you recover.

Demonic Tattoos

At 2nd level you begin to adorn yourself with demonic tattoos, sigils and markings made of special inks infused with fel power, that imbue you with additional magical ability.

At 2nd level, you gain two demonic tattoos of your choice. Your tattoo options are detailed at the end of the class description. When you gain certain demon hunter levels, you gain additional demonic tattoos, as shown in the Demonic Tattoos column on the Table: Demon Hunter.

Additionally, when you gain a level in demon hunter, you can replace one of the tattoos you have with another one that you could have at that level.

Fel Boon

At 3rd level, you manage to steal a small amount of power, a boon, from your patron. You gain one of the following features of your choice.

Boon of Service

You learn the Summon Imp spell and cast it as a ritual. The spell doesn’t count against your number of spells known.

Your imp minion grows in power with you like a warlock’s minion, you are considered to have a warlock level equal to half the levels you have in demon hunter, rounded down, when determining the capabilities of your imp minion.

Boon of the Grimoire

You steal secrets from your patron and write them down in a tome called a Black Grimoire. When you gain this feature, choose three cantrips from any class’s spell list. While the grimoire is on your person, you can cast those three cantrips at will.

If you lose your Black Grimoire, you can perform a 1 hour ceremony to create a replacement, stealing the same secrets from your patron again. This ceremony can be performed during a short or long rest and it destroys the previous grimoire. The grimoire turns to ash when you die.

Boon of the Twinblade

You gain a twinblade, a seemingly unwieldy weapon with a sharp blade on both sides of the handle. You are proficient with your twinblade, and it counts as a magical weapon for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Your Twinblade is an Uncommon weapon, at 10th level it becomes a Rare weapon, and at 14th level it becomes a Very Rare weapon.

Ability Score Improvement

At 4th level, and again at levels 8th, 12th, 16th, and 19th you may choose to increase one ability score by 2, two ability scores by 1, or gain a feat. As normal, you may not improve 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.

Demonic Flight

At 11th level you can manifest large leathery bat-like wings that protrude from your upper back. As an action you can produce wings that remain until you recall them again as an action. Anything you are wearing that covers you back and is not made to accommodate them will become ruined as your wings violently force themselves out. Your wings grant you a fly speed of 50 feet while you are not wearing medium or heavy armor and are not encumbered. Your fleet speed becomes 0 feet if you become restrained.

Consume Magic

Beginning at 13th level you can feed on magical energies. You can use this feature to absorb a magical effect on a creature or object, dispelling it and restoring yourself. You must be adjacent to the creature or object that has the effect you wish to dispel, and must be able to differentiate between the different effects if there are more than one otherwise the effect you choose is chosen at random.

As an action make a Charisma check against DC 10 + the level of the spell. If the effect is not a spell but magical in nature, such as a monster’s trait, the DC is 10 + the source of the effects CR rounded up. If you succeed the effect or spell ends, you do not need to eat or drink for the next 8 hours, and you recover an expended demon hunter spell slot. You may use this feature again after you complete a long rest

Shattered Souls

Starting at 15th level you can consume remnants of soul energy created when you slay a living creature. When an adjacent creature that is not construct or undead dies, roll a d20. If the number rolled is less than that creature’s number of hit dice, you absorb a fragment of their soul. If the creature is a fiend, you may roll the d20 twice and choose which number to use. If you absorb a soul fragment you may choose to gain any one of the following effects:
  • Roll 1d8 and add your Charisma modifier to the amount rolled. You recover that many hit points.
  • You recover a demon hunter spell slot.
  • On your next turn you can take an additional action, bonus action, or move action. If you choose the Attack action with your additional action, you can only make one attack for that additional action.

Metamorphosis

"Now... I am complete!"
Illidan upon consuming the energies in the Skull of Gul'dan and learning Metamorphosis.

At 20th level you have slain enough demons, absorbed their power, and now have mastered one of the most powerful and dangerous secrets a demon hunter can learn: taking on the form of a demon. Your type is now fiend, as your overwhelming demonic power and energies turns you into a proper demon; the very thing you swore to destroy.

As an action on your turn you can embrace this change, growing in size, strength, and power. You gain the following effects while metamorphosis lasts:
  • Your size increases by one step (small size to medium, medium to large, large to huge). Your speed improves to match the typically walking speed for a creature of your size.
  • Your wings also become active if they were not already.
  • You gain a natural claw attack that deals 2d6 slashing damage. Your claw attack is considered magical.
  • You have advantage on Strength, Dexterity, and Constitution checks and Strength, Dexterity, and Constitution saving throws.
  • You become immune to poison damage and being poisoned.
  • As a bonus action on your turn while in your demon form, you can choose to unleash your fel energies. All your damage from melee and spell attacks now deal chaos damage, but at the end of your turn while channeling these chaotic energies your maximum health drops by 4. This effect ends only when metamorphosis ends.


Metamorphosing into a demon lasts for 1 minute, and ends early if you fall unconscious or as a bonus action on your turn. You may use this feature again when you complete a long rest.

Demonic Patrons

Numerous demon lords have risen to power within the Burning Legion, but few have made their presence and power as known as Archimonde, Kil’jaeden, Mannoroth, or Tichondrius. It is important to know that these patrons are unwilling, and often unaware, of the relationship between themself and the demon hunters. While the Burning Legion considers the Illidari a threat to be destroyed, demons both great and small make bargains with mortals to grow in influence and power. The demon lords themselves have so many bargains and pacts, they have a hard time knowing who exactly is tapping into their power; and this suits the demon hunters just fine.

Archimonde the Defiler

“Let the echoes of doom resound across this wretched world, that all who live may hear them and despair.”
Archimonde the Defiler after destroying Dalaran

You have tapped into Archimonde’s near limitless magical power and pride. With Archimonde as your patron, your mood has turned sour and your patience thin, and every problem and annoyance starts to look like a bug to be easily squashed and overcome.

Work in Progress

Kil'jaeden the Deciever

"You could not leave well enough alone, I knew that eventually you would try to cast magics you were not ready to handle and did not understand. I waited, knowing that some day your own arrogance would bring you to me. And here we are! You have dreamed of death. You thought to escape it. Now, my little puppet, death will be all you ever know."
Kil'jaeden to Ner'zhul

You have tapped into Kil’jaeden’s powers of manipulation and subterfuge. With Kil’jaeden as your patron, you’ve gained a silver tongue and an instinct to the heart’s desire of nearly everyone you see. You find yourself making promises to give people what they want; and equally so find that you have no intention of keeping any of them.

Work in Progress

Mannoroth the Destroyer

“Stupid, pitiful creature. I am the rage in your heart. I am the fury of your thoughts. I alone empowered you to bring chaos to this world, and by the endless void, you shall!”
Mannoroth to Grommash Hellscream in Ashenvale Forest

You have tapped into Mannoroth’s powers of strength and fury. With Mannoroth as your patron, you’ve grown in strength and anger, seeking to destroy everything with overwhelming force. Your plans are simple: destroy all that oppose.  

Destroyer's Rage

Starting at 1st level your pact with Mannoroth has imbued you with a rage and anger that you find hard to control. In battle, you fight with demonic ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing medium or heavy armor:
  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases to +3 at 10th level and +4 at 14th level.
  • You have resistance to bludgeoning, piercing, and slashing damage.
You are unable to use any features that require expending mana and can not concentrate on spells or features while in a rage. Your rage lasts for 1 minute. It ends early if you are knocked unconscious of if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

You can enter a rage twice. At levels 6th, 10th, and 14th you can rage one additional time. You regain all your uses of this feature when you finish a long rest.

Destroyer's Hide

At 1st level while you are not wearing armor, your Armor Class becomes 10 + your Dexterity modifier + your Charisma modifier. You can use a shield and still gain this benefit.

Destroyer's Passion

Starting at 6th level, when you make an attack or ability check using Strength, you may choose to substitute your Strength score with your Charisma score. Additionally you may choose to throw aside all concern for defense and attack with a fierce bloodlust. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Destroyer's Flaying

Beginning at 10th level while raging, you can make a brutal attack that uses your magical power. When you hit a creature while raging with a melee weapon attack, you can expend one demon hunter spell slot to deal chaos damage to the target, in addition to the weapon’s damage. The extra damage is 1d6 +1d6 for each level of the spell slot.

Destroyer's Relentlessness

Beginning at 14th level, your rage keeps you from succumbing to grevious wounds. If you drop to 0 hit points while you are raging and don’t die outright, you can make a DC 10 Charisma saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Finally, your rage can only end if you fall unconscious or if you choose to end it.

Destroyer's Mastery

At 18th level while raging, when you score a critical hit with a melee weapon attack you can roll one additional weapon damage die. Additionally if your total for a Strength check is less than your Strength score, you may choose to use your Strength score instead of the check total.

Tichondrius the Darkener

“It is his nature to assume the worst.”
Kel'Thuzad warning Arthas about Tichondrius.

You have tapped into Tichondrius’ powers of stealth and infiltration. With Tichondrius as your patron, you’ve become an agent of the shadows, influencing events and people from behind the scene and pitting your enemies against each other so that they destroy each other.

Work in Progress

Demonic Tattoos

If a demonic tattoo has prerequisites, you must meet them to gain the tattoo. You can earn the tattoo at the same time that you meet its prerequisites.

Agonizing Blast

Prerequisite: Chaos Blast cantrip
When you cast Chaos Blast, add your Charisma modifier to the damage it deals on a hit.

Arcane Sight

You can cast Detect Magic at will, without expending a spell slot.

Armor of Demons

You can cast Demon Armor on yourself at will, without expending a spell slot or material components.

Ascendant Step

Prerequisite: 9th level
You can cast Levitate on yourself at will, without expending a spell slot or material components.

Beguiling Influence

You gain proficiency in the Deception and Persuasion skills.

Bewitching Whispers

Prerequisite: 7th level
You can cast Compulsion once using a demon hunter spell slot. You can’t do so again until you finish a long rest.

Chains of the Illidari

Prerequisite: 15th level, Boon of Service feature
You can cast Hold Monster at will—targeting a celestial, fiend, or elemental—without expending a spell slot or material components. You must finish a long rest before you can use this feature on the same creature again.

Chaos Blades

Prerequisite: 14th level, Boon of the Twinblade feature
When you hit a creature or object with your twinblade, the target takes extra chaos damage equal to your Charisma modifier (minimum 1).

Chaos Spear

Prerequisite: Chaos Blast cantrip
When you cast Chaos Blast, its range is 300 feet.

Demon's Sight

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Demonic Endurance

You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading or keeping watch.

Dreadful Word

Prerequisite: 7th level
You can cast Confusion once using a demon hunter spell slot. You can’t do so again until you finish a long rest.

Eye of Kilrogg

Prerequisite: 15th level
You can cast Arcane Eye at will, without expending a spell slot.

Eyes of the Sigil Keeper

You can read all writing. This includes any text, gylphs, or sigils that have a meaning behind them, including secret languages and made up languages. This only reveals the meaning of the words, not any hidden meanings that might be present, and does not allow you to automatically understand encrypted messages.

Fiendish Vigor

You can cast False Life on yourself at will as a 1st level spell, without expending a spell slot or material components.

Gaze of Kilrogg

You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.

Gift of the Coilskar

Prerequisites: 5th level You can breathe underwater, and you gain a swimming speed equal to your walking speed.

You can also cast Water Breathing once without expending a demon hunter spell slot. You regain the ability to do so after you finish a long rest.

The Coilskar tribe of naga are loyal to Lord Illidan, and often work alongside the Illidari on various missions.

Grimoire of Arcane Lore

Prerequisite: Boon of the Grimoire feature
You can now inscribe magical rituals in your Black Grimoire. Choose two 1st level spells that have the ritual tag from any class’s spell list. The spells appear in the tome and don’t count against the number of spells you know. With your Black Grimoire 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 demon hunter spell you know as a ritual if it has the ritual tag.

On your adventures, you can add other ritual spells to your Black Grimoire. When you find such a spell, you can add it to the tome 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 sp for the rare inks needed to inscribe it.

Mask of Many Faces

You can cast Disguise Self at will, without expending a spell slot.

Master of Myriad Forms

Prerequisite: 15th level
You can cast Alter Self at will, without expending a spell slot.

Minions of Chaos

Prerequisite: 9th level, Boon of Service feature
You can cast Summon Voidwalker once using a demon hunter spell slot and without expending material components. You can’t do so again until you finish a long rest. Your voidwalker minion grows in power with you like a warlock’s minion, you are considered to have a warlock level equal to half the levels you have in demon hunter when determining the capabilities of your voidwalker minion.

Mire the Mind

Prerequisite: 5th level
You can cast Slow once using a demon hunter spell slot. You can cast it again when you finish a long rest.

Misty Visions

You can cast Silent Image at will, without expending a spell slot or material components.

One with Shadows

Prerequisite: 5th level
When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.

Otherworldly Leap

Prerequisite: 9th level
You can cast Jump on yourself at will, without expending a spell slot or material components.

Repelling Blast

Prerequisite: Chaos Blast cantrip
When you hit a creature with Chaos Blast, you can push the creature up to 10 feet away from you in a straight line.

Sculptor of Flesh

Prerequisite: 7th level
You can cast Polymorph once using a demon hunter spell slot. You can cast it again when you finish a long rest.

Sign of Ill Omen

Prerequisite: 5th level
You can cast Bestow Curse once using a demon hunter spell slot. You can cast it again when you finish a long rest.

Shroud of the Sayaad

Prerequisite: 15th level
You can cast Invisibility at will, without expending a demon hunter spell slot.

Soul Cleave

Prerequisite: Boon of the Twinblade feature, 15th level When you critically hit on a melee weapon attack with your twinblade against a creature that is not a construct or undead, you cleave a fragment of that creature’s soul from them. You may gain one of the effects of your Shattered Souls feature.

Spectral Gaze

Prerequisite: Spectral Sight Tattoo, 8th level
Your blindsight increases to 90 feet. As an action, you gain the ability to see through solid objects to a range of 45 feet. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images and magic items and spells within this range glow white; but do not otherwise tell you their school or function.

Once you use this feature, you must complete a short or long rest to use it again.

Spectral Sight

Prerequisite: 5th level
You gain blindsight out to 60 feet. Blindsight allows you to perceive creatures and objects within range, even if you have the Blinded condition. You can not make out details, such as color, writings, or textures, with blindsight.

Thief of Five Fates

You can cast Bane once using a demon hunter spell slot. You can cast it again when you finish a long rest.

True Sight

Prerequisite: 15th level
You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you, and within line of sight.

Twinblade Mastery

Prerequisite: Boon of the Twinblade feature, 11th level
You now treat twinblades as no longer having the Two Handed property, and now treat them as having the Light property. You gain a second twinblade, and may wield one in each hand. When you use your primary twinblade to make an extra attack as a bonus action, you may also make an additional attack with the other twinblade as part of the same bonus action. Both twinblades are considered Rare weapons, and then Very Rare weapons at 14th.

Voice of the Demon Master

Prerequisite: Boon of Service feature
You can communicate telepathically with your summoned demon minion and perceive through your minion’s senses as long as you are on the same plane of existence. While perceiving through your minion’s senses you become oblivious to your own. This is only true for the senses you use, so if you just perceive through their eyes you only lose the use of your own eyes, but can still hear, taste, smell, and feel.

Additionally, while perceiving through your minion’s senses, you can speak through your minion in your own voice, even if your minion is normally incapable of speech.

Whispers of the Grave

Prerequisite: 9th level
You can cast Speak with Dead at will, without expending a spell slot.

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