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. A demon hunter's quarry has much to fear. Demon hunters capitalize on speed, closing the distance quickly to sever their enemies. However, demon hunters must also use their agility defensively to ensure that battles end favorably. They can command chaotic energies to inflict havoc on enemies, or they can focus their powers to resist damage. They are proficient in multiple forms of bladed weaponry and sacrifice armor for mobility.

Only one in five initiates survive the demon hunter training. Most are overwhelmed and killed by the demonic energy or go insane and commit suicide. The training begins with the person slaying a demon, eating its heart, and drinking its blood. The spirit of the ingested demon bonds with them and from this bond the demon hunter receives visions of the countless atrocities inflicted by the demon. In horror at the sight, they carve their own eyes out, some will even claw them out in desperation. After the demon hunter awakens and their spectral sight begins to take effect, they brand themselves with arcane tattoos which keep their inner demon from overwhelming them, but it is still always there, whispering to them in an attempt to turn them.

Demon hunters have a constant craving for power and demonic flesh and live in constant torment from the sacrifices they've made. Some succumb to their overbearing power of and lose all control of themselves. Their blood begins to burn, and they unwillingly surrender control to their inner demon before lashing out at any nearby living beings. Metamorphosis is a very dangerous feat to undertake: unleashing the demon within is risking that the demonic power will take over. Should this happen, all semblance of the person that once was will be lost and only a hollow servant of the nine hells will remain.

Dark Magic

Your burning blood infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain demonic spells related to your dark gift.

Once you gain access to a demonic spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. Wisdom is your spellcasting ability for these spells.

Spectral Sight

Starting when you choose this archetype at 3rd level, your spectral sight takes effect. You gain advantage on Wisdom (Perception) and (Insight) checks and gain 60 ft. of Truesight.

Metamorphosis

Upon choosing this archetype at 3rd level, you begin to learn to Demon within. As an action, you can transform into your monstrous Demon 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 by using 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:

Demonic Strength. You gain a bonus to melee damage rolls equal to half your proficiency bonus (rounded down). You also have advantage on Strength checks and Strength saving throws.

Demon Hide. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. While you are not wearing armor, you gain a +2 bonus to your AC.

Demonic Assault. Your unarmed strikes are considered a single weapon regarding your crimson rite feature. You can use Dexterity instead of Strength for the attack and damage rolIs of your unarmed strikes. When you use the Attack action with an unarmed strike, you can make another unarmed strike as a bonus action.

Your unarmed strikes deal 1d6 slashing damage. This die increases to 1d8 at 11th level, and 1d10 at 18th level.

Demon Within. At the start of your turn, if you’ve taken any damage since the beginning of your last turn, you must make a Strength saving throw to maintain control. The DC equals 10, or half of the total damage you’ve taken from attacks since your last turn, whichever number is higher. 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. You then regain control for the remainder of your turn.

If you are under an effect that prevents you from concentrating (like the Demon’s Fury feature), you automatically fail this saving throw.

Demon's Fury

At 7th level, on your turn, you can invoke the fury of your inner demon as a bonus action. While under its effects, you gain the following effects:

  • You have advantage on all Dexterity checks and Dexterity saving throws.
  • When you make a melee weapon attack using Dexterity, you gain a +2 bonus to the damage roll.
  • You have resistance to psychic damage and charm effects.
  • If you are able to cast spells, you can't cast them or concentrate on them while under the effects of Demon’s Fury.

Your fury lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn. You can also end your fury on your turn as a bonus action.

You must finish a long rest before you can invoke your Demon’s Fury again.

Flight

Starting at 11th level, you’ve developed demonic wings, granting you a flight of 30 ft.

Extra Attack

Beginning at 15th level, you can attack three times, instead of twice, whenever you take the attack action on your turn.

Relentless Assault

At 18th level, your pain fuels you, allowing you to keep fighting despite grievous wounds. If you drop to 0 hit points and don’t die outright, you can make a DC 10 Constitution 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.

Additionally, You can now use your Metamorphosis feature three times between rests.

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