Base Class: Fighter
The Demon Hunter order is made primarily of people who were orphaned or lost their family to demon attacks. They take a vow to hunt demons and do anything necessary to kill any and all demons.
Demon Hunter Strategy
At 3rd level, you learn magical theory or some of the secrets of demons. You choose to gain proficiency in either the Arcana or the Religion skill, and you choose to learn either the prestidigitation or the mage hand cantrip.
Hatred
You learn to control the Hatred in your heart. As you attack you become more ferocious, allowing you to channel magic into your arrows. You also control your hatred as you rest, allowing it to build over time.
Attacking creatures with normal weapon attacks builds your Hatred. Every hit increases your hatred by 1, crits increase it by 2, to a max of 20.
Dark Shot
At 3rd level, you learn to unleash dark magical effects with some of your shots. When you gain this feature, you learn two Dark Shot options of your choice (see “Dark Shot Options” below).
Once per turn when you fire an arrow from a hand crossbow, light crossbow, heavy crossbow, shortbow or longbow as part of the Attack action, you can apply one of your Dark Shot options to that arrow. You decide to use the option when the arrow hits a creature, unless the option doesn’t involve an attack roll. You need 10 hatred to use any of these abilities.
You gain an additional Dark Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.
Dark Shot Options
The Dark Shot feature lets you choose options for it at certain levels. They are all magical effects, and each one is associated with one of the schools of magic. The Dark Shot options can be changed when you level.
If an option requires a saving throw, your Dark Shot save DC equals 8 + your proficiency bonus + your Charisma modifier.
Banishing Shot
You use abjuration magic to try to temporarily banish your target to a harmless location in the Abyss. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, the target’s speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.
After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.
Black Hole Shot
When this arrow strikes it's target, conjuration magic creates a black hole in the chest of the target. The creature hit takes an extra 2d6 force damage, and can pull all creatures within 10 ft of the target, to the target. The black hole will create difficult terrain 10 ft around the target. This effect lasts until the end of the next Demon Hunters turn. The target will take an additional 2d6 damage from the black hole in it's chest at the beginning of it's turn.
The force damage increase to 4d6 when you reach 18th level in this class.
Blinding Shot
You weave void magic into your arrow, causing it to occlude your foe’s vision with pure darkness. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.
The psychic damage increases to 4d6 when you reach 18th level in this class.
Bola Shot
You launch an explosive bola at a creature. It wraps around the targets neck. It does no damage initially, but at the start of the next Demon Hunters turn it will explode for 4d6 fire damage or half as much on a successful Dexterity saving throw. Every creature around it must make a Dexterity saving throw. If the bola is still around the creatures neck, they automatically fail the dexterity save.
The fire damage increase to 8d6 when you reach 18th level in this class.
Commanding Shot
Your enchantment magic causes this arrow to temporarily make it's target submissive. The creature hit by the arrow takes an extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.
The psychic damage increases to 4d6 when you reach 18th level in this class.
Tendril Shot
When this arrow strikes its target, conjuration magic creates grasping, void tendrils, which wrap around the target. The creature hit by the arrow takes an extra 2d6 necrotic damage, its speed is reduced by 10 feet, and it takes 2d6 bludgeoning damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to unwrap the tendrils with a successful Strength (Athletics) check against your Dark Shot save DC. Otherwise, the tendrils last for 1 minute or until you use this option again.
The necrotic damage and bludgeoning damage both increase to 4d6 when you reach 18th level in this class.
Void Shot
You imbue your arrow with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each.
The force damage increases to 4d6 when you reach 18th level in this class.
Weakening Shot
You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.
The necrotic damage increases to 4d6 when you reach 18th level in this class.
Demonic Arrow
At 7th level, you gain the ability to infuse arrows with demonic magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The demonic magic fades from the arrow immediately after it hits or misses its target.
Curving Shot
At 7th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a demonic magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.
Dark Shot Option (2)
At 7th level you learn an additional Dark Shot option
Dark Shot Option (3)
At 10th level you learn an additional Dark Shot option
Seething Hatred
Starting at 15th level, you learn to draw into your hatred at a moments notice. If you roll initiative and have less than 10 hatred, your hatred increases to 10.
Dark Shot Option (4)
At 15th level you learn an additional Dark Shot option
Dark Shot Option (5)
At 18th level you learn an additional Dark Shot option
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