Warlock
Base Class: Warlock

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 Defense

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.

Hunter's Weapon

This pact has taught you how to modify your weapons to explode with devastating energy.

You can work on a melee weapon that you are proficient with and that lacks the two-handed property over the course of 1 hour, which can be done over the course of a short rest. That weapon is modified into an Exceed weapon. These weapons can store up to 3 Charges of Exceed, gained by successfully taunting a creature or landing at least 3 attacks on an enemy. A critical hit automatically awards 3 Charges.

  • Using 1 Charge adds an additional damage die of that weapon's type for 1 attack.
  • Using 2 Charges allows the user to activate the Streak or Shuffle attack action.
  • Using 3 Charges allows the user to activate the High Roller or Calibur attack action.

Taunt: You make a Performance (Charisma) check against a creature's Wisdom save. If it fails, you gain 1 Exceed Charge. 

Streak: A magnificent rushing attack that sweeps up surrounding enemies. Using one of your attack actions and 2 Exceed charges you Spring forward 20ft Roll to hit and any Creature Caught in the path if you beat there AC they take 2d8 fire Damage.

Shuffle: After avoiding an attack by backstepping, rush forward and counter with a fast, powerful blow. If an attack misses you, you can use your reaction and 2 Exceed charges to make an attack. If it hits, the creature knocked prone as you charge forward in an attempt to knock them over.

High Roller: Launch an enemy skyward. When you hit a creature with an attack you can Expend 3 Exceed Charges to launch a creature 10ft into the air, following the target upwards, allowing you to make 1 additional attack at advantage. You and the target do not take damage when you fall back down on the next turn.

Calibur: This action can only be used if your Exceed charges were generated by a critical hit. Calibur allows the user to follow up immediately with an additional critical hit. 

Devil Trigger

At 6th level, as your training progresses, you learn to tap into the demonic power you were exposed to since you started.

Once per long rest as a bonus action, you clad yourself in an armor of demonic energy that gives you a number of benefits:

  • You gain a bonus to attack and damage rolls equal to your charisma modifier.
  • You gain a bonus to your armor class equal to your Proficiency bonus.

The transformation ends after five minutes or if you are rendered unconscious, whichever comes first.

Sin Devil Trigger

At 10th level, you gain the ability to unleash the full extent of your fiendish power inside. You can expend two uses of Devil Trigger before needing a long rest now. You also gain the following benefits:

  • You gain a flying speed of 60 feet, propelled along by demonic energy.
  • You generate one Exceed charge each round for the duration of your Devil Trigger
  • When you take the Attack action on your turn, you can use your bonus action to make an additional attack. 

Judgement Cut End

At 14th level, you can unleash a flurry of attacks that have the power to distort spacetime itself.

While you are under the effects of Sin Devil Trigger you can choose up to 4 creatures that you can see within 30 feet and make a melee weapon attack against each target. On a hit, each target takes 4d10 force damage, before facing a strength check against your spell save DC. On a fail, the target will be knocked prone.

You can now execute Devil Trigger up to 4 times before needing a long rest.