Fighter
Base Class: Fighter

Fiends and their ilk are a blight on the material plane. You seek to end their threat by fighting hellfire with hellfire. Demons are duplicitous by nature, and the only way to unravel their lies and obfuscations is to take on their power, senses, and mindset in order to seek and destroy fiends, demons, and their corrupted creations. Unlike Warlocks, who seek power by striking deals with otherworldly entities, the Demon Hunter takes their power by force. The earliest Demon Hunters were branded by the corruption of Fiends, but bound the power within them, and used it against the very demon who attempted the corruption. The corruption that the Fiend's  mark leaves on those infected are bound by runes etched into their body through magically infused tattoos. Furthermore, 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 to both the unholy and the mundane. The power of the Fiend reside within them, but does not control them. Rather, the unholy power is channeled through the binding for devastating attacks and preternatural abilities, often manifesting the Fiend physically.

Bonus Proficiencies

3rd-level Demon Hunter feature

You gain proficiency with Tinker's tools (to facilitate tattooing), and you learn to speak, read, and write Infernal and Abyssal.

Spectral Sight

3rd-level Demon Hunter feature

The Demon Hunter ritually blinds themselves to become the ultimate fiend tracker. They bind demonic magic to their sight in exchange, allowing them to see beyond the material plane to see fiendish and demonic influence. In exchange for removing their physical eyes, they bind demonic magic to their sight, allowing them to see both the material and beyond the material plane. These spectral eyes usually manifest as pinpricks of light or spectral flame of various colors within the eye sockets, depending on the type of demonic magic bound to the Demon Hunter.

They are granted truesight to see hidden fiends and demons, their tracks, influence, corruption, and hidden doorways within 120 feet. They can use this a number of times equal to their proficiency bonus per long rest. The spectral sight allows you to see as normal otherwise, and you count as having eyes for anything that requires that.

Metamorphosis

3rd-level Demon Hunter feature

You undergo a metamorphosis and physically manifest your demonic influence. As an action, you magically gain one Demonic Manifestation, which last for 10 minutes. You can use these manifestations as a bonus action right away, and after that you may use them as your unarmed strike Attack Action in addition to their normal role as bonus actions, at your decision. These attacks are considered natural weapons.

You are considered proficient with these attacks, as appropriate, and can add your proficiency bonus on attack rolls. They are considered magical for the purposes of overcoming damage resistances or immunities.

You can use this feature to manifest a demonic metamorphosis a number of times equal to your proficiency bonus, regaining all uses when you finish a long rest.

Demonic Manifestations

  • Claws: your hands or feet manifest as massive demonic claws, allowing you to make an unarmed strike as a bonus action dealing an additional 1d6 slashing damage.
  • Tail: you manifest a long spiked tail, allowing you to make an unarmed strike attack as a bonus action, dealing an additional 1d6 piercing damage.
  • Horns: you manifest large curved horns, allowing you to take an unarmed strike attack as a bonus action, dealing an additional 1d6 bludgeoning damage.
  • Wings: you manifest massive sinewy bat wings and gain flight equal to your speed.
  • Cloven Hooves: your legs manifest as retrograde cloven hooves allowing you to jump equal to your speed.

The damage from the Demonic Manifestations increases to 2d6 at level 6, 3d6 at level 9, 4d6 at level 12, and 5d6 at level 15.

Beguiling Influence

7th-level Demon Hunter feature

You learn to invoke your Demonic Influence to confound your enemies. When another creature you can see within 30 ft. of you is hit by an attack roll, you can use your reaction to force the attacker to roll a d6 and subtract the number from the roll, potentially turning a hit into a miss.

You can use this feature a number of times equal to your proficiency bonus per long rest.

Hellish Spellweaving

10th-level Demon Hunter feature

The magic of your Demonic Binding permanently alters you. You gain innate spell casting used by Demon Hunters to counter the magic commonly employed by fiends and demons. Constitution is your spellcasting modifier. You can cast Dispel Evil and Good, Counterspell, and Darkness each once per short rest. You can see through the magical darkness.

When you gain this feature, one of your Demonic Manifestations becomes permanent, at your discretion.

Permanent Manifestation: Claws

You manifest sharp demonic claws.

Permanent Manifestation: Hooves

You manifest strong Demonic cloven hooves.

Permanent Manifestation: Horns

You manifest curving demonic horns.

Permanent Manifestation: Tail

You manifest a demonic spined tail.

Permanent Manifestation: Wings

You manifest leathery Demonic wings.

Spectral Beam

15th-level Demon Hunter feature

The Demonic magic used to bind your spectral sight can now be used as a direct energy weapon, dealing necrotic damage in a 20 foot line. As an action, you can lash out at the target with demonic energy as a ranged attack, dealing 2d12 necrotic damage on hit. You are considered proficient in this attack, and you add you constitution modifier to hit. You can use this a number of times equal to your constitution modifier per long rest.

Perfect Metamorphosis

18th-level Demon Hunter feature

You can manifest all Demonic Manifestations simultaneously and permanently, becoming the very thing you hunt.  Moreover, when you gain this feature, your size increases to Large, and while you are that size, your reach increases by 5 feet. Additionally, your Spectral Beam attack can now be used as a bonus action, and recharges over a short rest, rather than a long rest.

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