Base Class: Blood Hunter
A tiefling warrior smirks as he steps onto the battlefield, gripping his crossbow and blade. He lets out a smug laugh as he dives into the crowd of fiends. Before they even have a chance to react, he sweeps through their numbers, quickly swapping through his large arsenal of blades and bows. With one final smirk, the man's body transforms, becoming as fiendish as the creatures around him. He thrusts his greatsword into the crowd, tearing through all their bodies, leaving naught but shadows in his wake.
Amidst a blood soaked battlefield, a half-elf duelist plants his longsword into the ground, rotating the hilt as it revs with fiery energy. He laughs triumphantly as he thrusts his right arm outward, projecting a large spectral arm which drags his opponent toward him. With a quick transformation into a fiendish form and a brutal swing of his blade, the half-elf explosively cleaves his foe in half.
With equal parts style, brutality, and poise, the devil hunter moves like a bat out of hell to cleave the battlefield in twain. A variety of armaments, maneuvers, and allies serve these awe-inspiring hunters to transform life-or-death engagements into their own personal entertainment. Though they come in many forms, devil hunters are all tenacious warriors who share a common goal and will dive into the darkest depths in their quest to exterminate the minions of the Underworld. Fiends of all kinds beware—these slayers are packing devilish power fearsome enough to make even the devil cry.
Hunter's Bane - Charisma
Order of the Devil Hunters are unique, even amongst Blood Hunters. You can augment your Hemocraft abilities by using your Charisma modifier instead of Intelligence or Wisdom.
The Hunter’s Bane also empowers your body to control and shape hemocraft magic, using your own blood and life essence to fuel your abilities. Some of your features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
Hemocraft save DC = 8 + your proficiency bonus + your Charisma modifier
Hunter's Methodology
When you reach 3rd level, you choose the style and method of hunting creatures from the Nine Hells and the Abyss.
- Fiendish Crack Shot
- Devil Bringer
- Dark Slayer
The choice you make augments some of your subclass features, as noted below.
Dark Slayer
You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Charisma modifier to its attack and damage rolls.
Devil Bringer
When you choose this archetype at 3rd level, devilish energies morph your right or left arm (your choice), allowing you to harness a large spectral arm, called the Devil Bringer.
The Devil Bringer is a natural weapon with a reach of 10 feet and deals necrotic damage. While this arm is free, you can make an unarmed strike with your Devil Bringer and you use your Charisma modifier in place of Strength. Additionally, when you hit with the Devil Bringer as part of the Attack action on your turn, you can use a bonus action to attempt to grapple or shove the target, using your Charisma modifier in place of your Strength modifier.
You can imbue your Devil Bringer with your Crimson Rite.
Fiendish Crack Shot
You have chosen the Fiendish Crack Shot as your Hunter's Methodology.
You gain proficiency with firearms and can imbue them with your Crimson Rite.
Gunsmith
Upon choosing this archetype at 3rd level, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.
Firearm Properties
Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.
Ammunition
All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.
Taste of Blood
Starting at 7th level, your infernal blood makes you immune to disease and poison.
Released Nightmare
At 7th level, you gain a new technique, granting you the use of a distinctive skill based on your choice
Devil Trigger
When you take the Attack action on your turn to attack with a firearm, you can make an additional weapon attack as a Bonus Action. Additionally, you can imbue your weapon with your Crimson Rite if it is not active.
Snatch/Hell Bound
At 7th level, you can, as an Action, attempt to pull a creature that is one size larger than you or smaller within 60 feet. The target must succeed on a Strength Saving Throw or be pulled 30 feet towards you.
If the target succeeds, you may instead choose to be pulled 30 feet towards the target. The target cannot be behind total cover, and all movement must be resolved in a straight unhindered line, the feature fails otherwise.
You may also use this feature on objects to pull them towards you, or yourself towards them depending on the weight (DM's discretion).
The save DC is calculated as: 8 + your Charisma Modifier + your Proficiency Bonus.
Storm Swords
At 7th level, when you take the Attack action and use Fiendish Vanguard as part of it, you can make another attack with Fiendish Vanguard as a bonus action. Additionally, you can choose to teleport within 5 feet of a creature hit by your Fiendish Vanguard
Nether Arte
At 11th level, your Hunter's Methodology grants you the use of an special skill based on your choice.
Atrocious Concentration
Once per short rest, you can take the Dodge or Disengage Actions as a Bonus Action. When you do, you regain hit points equal to your Total Character Level.
Hellish Breaker
Once per Short Rest, you can use a Bonus Action to grant yourself a bonus to damage for the rest of this turn. Whenever you make an attack with your Devil Bringer, you can deal extra force damage to the target equal to your total character level.
Stygian Volley
Your skill with a ranged weapon is unmatched. You gain an Extra Attack to use with a Ranged Weapon.
Infernal Guile
At 15th level, your fiendish body has learned to react more effectively to threats. You gain proficiency in either Charisma or Wisdom saving throws (your choice).
Additionally, you have advantage on saves made to resist being charmed.
Charisma
You gain proficiency in Charisma Saving Throws
Wisdom
You gain proficiency in Wisdom Saving Throws
Devil's Paradise
At 18th level, you embody the full force of a Devil and your skills bolster to match. When you roll a Saving Throw or Skill Check that you are proficient in, you can treat a roll of 9 or lower as a 10.
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