Base Class: Ranger
The Demon Hunter uses demonic power to augment her own fighting abilities.
Demon Hunter
3rd: Demon Hunter: Beginning when you take this subclass, you gain the favored enemy type fiend, unless you already favor them, and you learn Abyssal as a language. You can also take an action to study any demon, learning whether the creature has any damage immunities, resistances, or vulnerabilities and what they are.
Demon Hunter Magic: Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Demon Hunter Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
|
Ranger Level |
Spell |
|
3rd |
False Life |
|
5th |
Blur |
|
7th |
Counterspell |
|
11th |
Fire Shield |
|
15th |
Immolation |
Demonic Fighting: You gain a new feature depending on your fighting style:
Archery: Spectral Sight - You ignore any cover a favored enemy may have against you.
Defense: Demonic Bulwark - While wearing no armor, you can add your Wisdom Mod +1 to your AC.
Dueling: Demonic Tactician - You can add your Proficiency bonus to your damage rolls against favored enemies.
TWF: Fiendish Cunning - If both attacks hit a favored enemy, they take an additional 1d6 damage in an element of your choice.
GWF: Fiendish Strength - You gain the Great Weapon Fighting Style and when you reroll damage, you can add your Proficiency bonus to the roll.
Sigil Fighting
7th: Sigil Fighting - At 7th level, you become a master of Demonic Sigils. You can brand a weapon of your choice with a sigil that activates on your command. Sigils can only be used on favored enemy types and once a sigil is used, it disappears. You have to spend 1 hour to replace the sigil on that weapon.
Sigil of Flame - Upon activation, this sigil deals 1d8 Fire damage
Sigil of Ice - Upon activation, this sigil deals 1d8 Cold damage
Sigil of Light - Upon activation, this sigil deals 1d8 Radiant damage
Sigil of Darkness - Upon activation, this sigil deals 1d8 Necrotic damage
Sigil of Control - Upon activation, this sigil forces your target to make a Dex saving throw (against Ranger Spell Save). On a failed throw, the target is snared in place until the end of their turn. On a successful throw, the target is not snared.
At 11th level, you can place a sigil on two weapons at once.
Demon Blades
11th: Demon Blades - At 11th level, you become attuned to demonic magic. As a bonus action, you can transform one of your weapons into pure demonic energy for 1 minute. When you do so, you must name an element. The weapon then takes the physical and magical properties of that element. All damage done with that weapon converts to whatever element it currently is, and you deal an additional 1d8 damage when you attack.
This can be used once per long rest.
At 15th level, you can use this ability twice per long rest.
Demon Form
15th: Demon Form - At 15th level, you become a master of the demonic energy inside of you. Once per long rest, you can transform into a demonic form, taking on the physical properties and magical abilities of whatever demon you choose. Your Demon Form lasts for 1 minute or until you reach 0 HP, at which point you will revert back to your normal form.
Barlgura - You grow large fangs and your body becomes a demonic red and gray tint.
You gain the following abilities:
Innate Spellcasting (1 use of entangle, 2 uses of invisibility)
Reckless: At the start of your turn, you can gain advantage on all melee weapon attack rolls you make during that turn, but attack rolls against you have advantage until the start of your next turn.
Running Leap: Your long jump is up to 40 feet and your high jump is up to 20 feet when you have a running start.
Hezrou - You grow razor sharp teeth and spines on your back and arms.
You gain the following abilities:
Magic Resistance: adv. On saving throws against spells
Stench: Any creature that starts its turn within 10 feet of you must make a Con saving throw (against Ranger Spell DC) or be poisoned until the start of its next turn. On a successful throw, the creature is immune to your stench for 24 hours.
Shadow Demon - Your body turns shadowy black and you sprout demonic wings.
You gain the following abilities:
Fly: 30 ft.
Incorporeal Movement: You can move through other creatures and objects as if they were difficult terrain. You take 5 (1d10) force damage if you end your turn inside an object.
Shadow Stealth: While in dim light or darkness, you can take the Hide action as a bonus action.
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Posted Mar 24, 2022Tolle Idee danke.