Base Class: Fighter
Devil Hunters are part of a special order, which have received the blessing, or curse of a Devil's blood. They are specially trained to repell and deal with devilish and demonic forces, using some of their own powers against them.
Unarmored Defense
In your training to face fiends, demons and devils, you have learned how to defend and dodge against attacks by messing with people's heads.
While you are not wearing armor, you have an unarmored defense of 10+ your Dexterity modifier + you Charisma modifier.
Hunter Style
At 3rd level, when your training as a Devil Hunter begins, you learn to use one of the four basic Devil Styles.
If one benefit requires a saving throw, the DC is equal to 8+your proficiency bonus+your strength or dexterity modifier (your choice)
Each style evolves and gains a new ability at 10th and 18th level.
Dark Slayer
While in this style, you gain the following benefits:
- You gain a new attack option. You may summon ethereal swords out of thin air and launch them at your opponents. Make a ranged weapon attack using your charisma modifier for the attack. These swords deal 1d6 + your charisma modifier force damage on impact. The range of this attack is 30ft. You may use it to replace one or all of your attacks during your attack action.
- Alternatinvely, you may use a bonus action to summon one of these swords and launch them at your opponent, instantly teleporting to the target it hits. The target may be a creature or object of your choice you can see within the range of your summoned swords. When using a summoned sword to teleport, the impact does not cause damage.
Gunsligner
While in this style, you learn more ways to use your ranged and thrown weapons. You gain the following benefits:
- You ignore the loading property of ranged weapons.
- Shooting at point blank range no longer imposes disadvantage on the attack roll.
Royal Guard
While in this style, you become a master of deflecting and even parrying enemy blows. You gain the following benefits:
- When you are about to be hit by a melee attack, you may use your reaction to block. The damage of the attack is reduced by 1d10+your Charisma modifier+ your Fighter level.
Swordmaster
While in this style, you learn new ways to use your melee weapons to stylishly dispose of your enemies. You gain the following benefits:
- Your weapon attacks score a critical hit on a roll of 19 or 20.
Trickster
While in this style, you become an expert in high speed movement, escaping and maneuvering around the battlefield. You gain the following benefits:
- Your movement speed increases by 10ft.
- You may use a bonus action to Disengage or Dash.
Devil Trigger
At 7th 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 you charisma modifier.
- You gain a bonus of +1 to your armor class.
The transformation ends after one minute or if you are rendered unconscious, whichever comes sooner.
Styling Up
At 10th level, as you have gained more experience, your Style has matured, become more powerful. You gain additional benefits depending on the style you chose.
Dark Slayer - Concentration
As you learn to focus your mind, your concentration helps you pierce through enemy defenses and find the right time to strike. You gain the following benefits.
- As combat progresses, you gain and lose concentration points. Upon landing a successful attack, you gain 1 concentration point. When you take damage, you lose two points. You may have up to 5 concentration points at once. The range of your summoned swords, and teleportation increase by 30ft per concentration point you currently have. Additionally, when you have 5 concentration points in total, attacks dealt with your weapons or summoned swords deal an additional 1d4 damage of its damage type.
- Additionally, you may use 3 concentration points as an action. Within a range of 60ft, in a 20ft radius, summoned swords rain. Creatures within its radius must make a dexterity saving throw. Upon failing, the targets take 4d6 force damage, and are considered affected by the Slow spell until the end of your next turn. Upon success of the saving throw, they only take half the damage and take no further effect.
All concentration points are lost at the end of combat.
Gunsligner - Charged Shot
Your ranged weapons have become an extention of yourself.
As a bonus action, you may pour some of your demonic essence into ranged and thrown weapons you are holding. Your next shot adds an extra weapon damage die roll.
You may use this feature an amount of times equal to 1+ your charisma modifer. You regain all charges after a short or long rest.
Royal Guard - Release
The mastery of your defensive stance has grown. If you completely block an attack with your block reaction, you may store half of this damage and add it to a following melee weapon attack.
You do not have to deal the damage immediately after and can store up this extra damage up to a total of twice your fighter level. Any stored damage returns to 0 after a short or long rest.
Swordmaster - Stinger
With your knowledge of your armaments and weapons, you learn to let them guide you to your target.
As an action, you lunge up in a straight line to a creature within your walking speed and make an attack against the target. The attack's damage is increased by one weapon damage die per 15ft traveled.
Any creature other than the target in a straight line must make a dexterity saving throw or take your normal weapon's damage.
Trickster - Air Hike
As you become swifter, your body and your legs have become quicker and more powerful. Your jumping distance and height is doubled. Additionally, you may use your reaction to reduce falling damage by an amount equal to three times your Fighter level.
Trigger Heart
At 15th level, you get used to using your devil trigger. You may now use it once per short rest.
Style Master
At 18th level, with the countless fights you have been in and experience gathered, you have reached the ultimate mastery of your Devil Hunter's style. You gain more benefits based on your chosen style.
Dark Slayer - Judgement Cut END
You have reached the peak of your abilities as a Devil Hunter. And this is the culmination of all you can do into a single unsheething of your weapon.
As an action and bonus action, while you have 5 concentrations points and are in Devil Trigger, you may spend all of these to make a special attack. Any creatures of your choice within the radius of your summoned swords centered around you must make a dexterity saving throw. On a failure, all targets take damage equal to the cumulative damage all attacks in your attack action would inflict with your weaopon. This damage is halved on a success.
Using this action consumes both your Devil Trigger and all concentration points. You may not gain concentration points again until you have completed a Long Rest.
Gunsligner - Color Up
Your charged shot has gained in power, and the projectile's impact remains for longer than initially thought.
Upon succesfully hitting a target with your charged shot, the target is marked for three turns. At the start of each of the target's turns, the target takes 1d6 force damage.
Royal Guard - Dreadnaught
Your reflexes in blocking your opponent's attacks have become honed to the point where you block without even thinking.
As a bonus action, you may cover yourself completely in a suit of demonic armor made from the absorbed damage of your release feature.
You gain temporary hit points equal to twice the amount of damage stored in your release feature. The stored damage is immediately spent and cannot be spent on extra damage from the release feature. While you still have those temporary hit points, you may not use your Release feature.
Swordmaster - Dance Macabre
Your are your weapon, your weapon is you. Be stylish in your attack chain and finish them off with a bang!
Once per long rest if all the possible attacks you can make on your turn hits a single target, you may make an additional one, which are all automatically considered a critical hit.
Trickster - Air Trick
You body now moves on its own to where you need to be, when you need to be, acting only on instinct and reflex than conscious thought.
As a bonus action, you may teleport to any empty space that you can see within 120ft.
Previous Versions
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3/18/2020 3:17:55 PM
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99
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5
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1
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Coming Soon
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1/5/2021 8:16:29 PM
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188
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19
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1.1
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Coming Soon
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