Fighter
Base Class: Fighter

Throughout history, the Shadow Hunters have fought the supernatural in an attempt to keep them from taking over the Material Plane. Through a combination of physical attacks and magic, these Hunters seek and destroy demons, devils, and all other creatures that would try to harm the inhabitants of the Material plane. Shadow Hunters use INT as their spell casting ability and can cast spells found on the cleric spell list. Shadow Hunters make use of a full arsenal of weapons and magic and become resistant to the damages caused by the supernatural.

Mark of Vengeance

 At 3rd level as a bonus action, you can mark a creature you can see within 30 feet of you, focusing your hunt on the target. The mark lasts for 1 minute or until the target dies or you are incapacitated.
You do an addition 1d6 damage to the marked target. This increases to 1d8 at 7th level, 1d10 at 13th level, and 1d12 at 18th level. The marked target also cannot benefit from invisibility against you
If the marked creature died before the mark ends you can use a bonus action of a subsequent turn of yours to mark a new creature.
You can use this feature a number of times equal to your proficiency bonus (minimum 1). You regain all expended uses when you finish a long rest.

Combat Prowess

At 7th level, your combat prowess as a seasoned hunter grants you additional benefits in battle.

When you hit a creature with a weapon attack, you can use your reaction to make one additional weapon attack against that creature. You can use this feature once per round and a number of times equal to your proficiency bonus. You regain all expended uses when you finish a short or long rest.

Hunters Journal

At 10th level, you have access to a specialized journal filled with meticulous notes on supernatural creatures. When you finish a short or long rest, choose one creature type: aberrations, celestials, fiends, fey, or undead. For 1 hour after studying, you gain advantage on attack rolls against creatures of that type and can recall detailed information about them (as if using the identify spell).

Vengeful Reflexes

At 15th level, your relentless drive to protect your allies and punish your enemies fuels your actions in battle.

When a creature within 30 feet of you deals damage to an ally, you can use your reaction to do one of the following:

  1. Close the Gap: Move up to half your movement speed toward the attacker without provoking opportunity attacks. If you end this movement within melee range of the attacker, you can make a single weapon attack as part of the same reaction. This attack deals an additional 2d8 damage. On any fiend, undead, fey, aberration, or celestial this attack also blinds them until the end of their next turn.

  2. Defensive Counter: When an enemy within your weapon range hits an ally with an attack, you can use your reaction to intercept the blow, reducing the damage your ally takes by 1d10 + your Intelligence modifier. If the enemy is a fiend, undead, fey, aberration, or celestial, it also becomes it also becomes stunned till the end of its next turn.

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses after a short or long rest.

Supernatural Insight

At 18th level, your mastery of supernatural foes grants you unparalleled awareness and adaptability.

  • Supernatural Awareness: You have truesight out to 60 feet, allowing you to see through invisibility, illusions, shapechanging, and into the Ethereal Plane.

  • Unerring Knowledge: You always know the type and resistances or immunities of any creature you can see within 60 feet. Additionally, you can identify a creature's weaknesses (if any), including vulnerabilities or conditions it is susceptible to.

  • Relentless Preparation: You can no longer be surprised, regardless of the circumstances. Additionally, you gain resistance to psychic damage.

Spellcasting

As a Demon Hunter, you can cast cleric spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.

Cantrips

At 3rd level, you learn two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip at 10th level, as shown in the Cantrips Known column of the Cleric table.

Spellcasting Ability

Intelligence is your spellcasting ability for your cleric spells, since you learn your spells through studying old books and tomes. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a cleric spell you can and when making an attack roll with one.

Previous Versions

Name Date Modified Views Adds Version Actions
7/25/2024 8:25:01 AM
8
1
5e
Coming Soon
11/26/2025 9:30:03 AM
17
5
5e
Coming Soon

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