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Demon Hunter

A
s he walks into town, the crowds scatter in fear. Why have you joined a party when, as a hunter, there is
All they know is, everywhere he goes death and more stealth in solidarity? Are they an anchor to your
tragedy follow. By the glow of his eyes and the humanity or a painful reminder of the relationships you have
tools of his trade, they know. The demon hunter lost?
has come. Her red cloak billowing in the wind,
the young elf deftly maneuvers through the Quick Build
horde of undead. With her devastating hand You make a demon hunter quickly by following these
crossbow and flaming blade she cuts a path through the suggestions. First make Dexterity your highest ability score,
swarm, leaving fear in her wake. Whether fighter or followed by Charisma. Second, choose the hermit
spellcaster, demon hunters use their dark abilities to purge background.
the world of its evils. Shunned by the societies they are
determined to protect, demon hunters walk a lonely path.
Constantly tempted by their dark gifts, every demon hunter
silently fears the day when they lose the last shred of their
humanity and when the hunter may become the hunted.
Hunters First
First and foremost hunters, demon hunters are very skilled at
locating and taking out their prey. Determined and strong of
will they will let nothing (especially social conventions) stand
in their way. For this reason, they often find themselves in the
center of a horde of monsters, using all the power they have
available to cut them down. Whether with weapons or casting
spells, they deftly weave their way through the fray
eliminating enemies and slipping back into the safety of the
shadows.
Dark Gift
The demon hunter is one that has chosen to embrace the
darkness for the benefit of all. Through their studies of the
occult, the connections they have made with darkness, and
rites long forgotten, demon hunters have obtained power, a
dark, sinister, power.
While demon hunters abhor evil and those that practice it,
they have chosen to embrace evil in order to overcome it.
Possessing dark powers provided through study and dark
rituals involving the lower planes, demon hunters turn the
darkness against evil teaching their prey that they too should
fear what is lurking in the shadows. However, the deeper the
demon hunters delve into the sources of dark power the
harder it becomes to maintain their humanity and the more
they begin to resemble those they attempt to destroy.
Creating a Demon Hunter
As you create your demon hunter, think about how you
obtained your hunting abilities. Did you train with another
demon hunter? Did you follow a ranger for a while learning to
track and to hunt? Perhaps you learned your skills through
necessity, either to defend yourself or survival?
What is the source of hatred you have for the creatures of
evil you hunt? Was your home ransacked by a swarm of
undead? Have you experienced a sorcerers summon go
terribly wrong and unleash a great evil on the world? Did a
witch kill someone you cared about and reanimate them as
one of the undead or was that loved one possessed and
unable to be saved?
Demon Hunter
Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th
1st +2 Monster Hunter, Sense Evil
2nd +2 Fighting Style, Spellcasting 2 2
3rd +2 Demon Hunter Archetype, Fiendish Sight 3 3 (+1)
4th +2 Ability Score Improvement 3 3 (+1)
5th +3 Demon Hunter Archetype 4 4 (+1) 2 (+1)
6th +3 Monster Hunter Improvement 4 4 (+1) 2 (+1)
7th +3 Demon Hunter Archetype Feature 5 4 (+1) 3 (+1)
8th +3 Ability Score Improvement, Evasion 5 4 (+1) 3 (+1)
9th +4 6 4 (+1) 3 (+1) 2 (+1)
10th +4 6 4 (+1) 3 (+1) 2 (+1)
11th +4 Demon Hunter Archetype Feature 7 4 (+1) 3 (+1) 3 (+1)
12th +4 Ability Score Improvement 7 4 (+1) 3 (+1) 3 (+1)
13th +5 Shadow Step 8 4 (+1) 3 (+1) 3 (+1) 1 (+1)
14th +5 Monster Hunter Improvement 8 4 (+1) 3 (+1) 3 (+1) 1 (+1)
15th +5 Demon Hunter Archetype Feature 9 4 (+1) 3 (+1) 3 (+1) 2 (+1)
16th +5 9 4 (+1) 3 (+1) 3 (+1) 2 (+1)
17th +6 Supernatural Senses 10 4 (+1) 3 (+1) 3 (+1) 3 (+1) 1 (+1)
18th +6 10 4 (+1) 3 (+1) 3 (+1) 3 (+1) 1 (+1)
19th +6 Ability Score Improvement 11 4 (+1) 3 (+1) 3 (+1) 3 (+1) 2 (+1)
20th +6 Demonic Restoration 11 4 (+1) 3 (+1) 3 (+1) 3 (+1) 2 (+1)

Monster Hunter
Class Features Beginning at 1st level, the presence of strong evil registers on
As a demon hunter, you gain the following class features: your senses like a noxious odor. You have significant
experience studying, hunting, and even talking to certain
Hit Points types of enemies.
Hit Dice: 1d10 per demon hunter level Choose a type of favored enemy: aberrations, demons, fey,
Hit Points at 1st Level: 10 + your Constitution modifier fiends, monstrosities, undead, or witches. You gain a +2
Hit Points as Higher Levels: 1d10 (or 6) + your Constitution bonus to damage rolls with weapon attacks against creatures
modifier per demon hunter level after 1st of the chosen type. Additionally, you have advantage on
Proficiencies Wisdom (Survival) checks to track your favored enemies, as
Armor: Light Armor and Shields well as on Intelligence checks to recall information about
Weapons: Simple Weapons, Martial Weapons them.
Tools: Alchemists Tools When you gain this feature, you also learn one language of
your choice, typically one spoken by your favored enemy or
Saving Throws: Dexterity, Wisdom creatures associated with it. However, you are free to pick any
Skills: Choose three from Acrobatics, Arcana, Insight, language you wish to learn.
Investigation, Perception, Religion, Stealth, and Survival You choose one additional favored enemy, as well as an
associated language, at 6th and 14th level. At 14th level your
Equipment damage bonus against favored enemies increases to a +4. As
You start with the following equipment, in addition to the you gain levels, your choices should reflect the types of
equipment granted by your background: monsters you have encountered on your adventures.
(a) component pouch or (b) arcane focus
(a) one martial weapon and shield or (b) two simple
weapons
(a) dungeoneers pack or (b) explorers pack
Leather armor, a hand crossbow, and quiver of 20 bolts
Monster Hunter
Sense Evil Spell Slots
The power of evil registers on your senses like a noxious The Demon Hunter table shows how many spell slots you
odor. As an action, you can open your awareness to detect have to cast your spells of 1st level and higher. To cast one of
such foes. Until the end of your next turn, you know the these spells, you must expend a slot of the spell's level or
location of any favored enemies within 60 feet of you that are higher. For example, if you know the 1st-level spell hex and
not behind total cover. You know the type of any being whose have a 1st-level and a 2nd-level spell slot available, you can
presence you sense, but not its identity (the vampire Count cast hex using either slot.
Strahd von Zarovich, for instance). Within the same radius, In addition, your demon hunter archetype allows you to
you also detect the presence of any place or object that has gain one additional spell slot for each level of spell you can
been desecrated, as with the hallow spell. You can use this cast. This additional slot is reserved only for spells gained
feature a number of times equal to 1+ your Charisma through your archetype. (This ability may be removed at DM's
modifier. When you finish a long rest, you regain all expended discretion )
uses. You regain all expended spell slots when you finish a long
rest.
Fiendish Sight Spells Known of 1st Level and Higher
Starting at 2nd level, you can see normally in darkness, both You know two 1st-level spells of your choice from the demon
magical and nonmagical, to a distance of 60 feet. hunter spell list.
The Spells Known column of the Demon Hunter table
Fighting Style shows when you learn more demon hunter spells of your
At 2nd level, you adopt a particular style of fighting as your choice. Each of these spells must be of a level for which you
specialty. Choose one of the following options. You can't take have spell slots. For instance, when you reach 5th level in this
a Fighting Style option more than once, even if you later get class, you can learn one new spell of 1st or 2nd level.
to choose again. Additionally, when you gain a level in this class, you can
Your hand crossbows count as light melee weapons, in choose one of the demon hunter spells you know and replace
addition to ranged weapons, for the purposes of all spells and it with another spell from the demon hunter spell list, which
abilities. also must be of a level for which you have spell slots.
Spellcasting Ability
Archery Charisma is your spellcasting ability for your demon hunter
You gain a +2 bonus to attack rolls you make with ranged spells, so you use your Charisma modifier whenever a spell
weapons. refers to your spellcasting ability. In addition, you use your
Charisma modifier when setting the saving throw DC for a
Defense demon hunter spell you cast and when making an attack roll
While you are wearing armor, you gain a +1 bonus to AC. with one.
Dueling Spell save DC = 8 + your proficiency bonus + your
When you are wielding a melee weapon in one hand and no Charisma modifier
other weapons, you gain a +2 bonus to damage rolls with that
weapon. Spell attack modifier = your proficiency bonus + your
Charisma modifier
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your Demon Hunter Archetype
ability modifier to the damage of the second attack.
At 3rd level, you choose an archetype that shapes you into a
Close-Quarters Shooter weapon against evil, each detailed at the end of the c1ass
You are trained in making ranged attacks at close quarters. description. Your choice grants you features at 3rd level and
When making a ranged attack while you are within 5 feet of a again at 7th, 11th, and 15th level as well as additional spells.
hostile creature, you do not have disadvantage on the attack These are always prepared and do not count against your
roll. Your ranged attacks ignore half cover and threequarters number of spells per day.
cover against targets within 30 feet of you. Finally, you have a
+1 bonus to attack rolls on ranged attacks.
Spellcasting
By the time you reach 2nd level, you have found through your
occult studies the means to cast spells, much as a warlock
does. See chapter 10 for the general rules of spellcasting and
the end of this section for the demon hunter spell list.
Ability Score Improvement Demonic Transformation
When you reach 4th level, and again at 8th, 12th, 16th, and Upon choosing this archetype at 3rd level, you begin to learn
19th level, you can increase one ability score of your choice to embrace the demonic energy that now lives in your blood.
by 2, or you can increase two ability scores of your choice by As an action, you can transform into your hybrid form. This
1. As normal, you can't increase an ability score above 20 form lasts for 10 minutes. You can speak, use equipment, and
using this feature. wear armor in this form. You can revert to your normal form
earlier as an action on your turn. You automatically revert to
your normal form if you fall unconscious, drop to 0 hit points,
Evasion or die.
At 8th level, you can nimbly dodge out of the way of certain You can use this feature twice. You regain expended uses
area effects, such as a red dragon's fiery breath or an ice when you finish a short or long rest. While you are
storm spell. When you are subjected to an effect that allows transformed, you gain the following features:
you to make a Dexterity saving throw to take only half Demon Claws. While transformed your hands become
damage, you instead take no damage if you succeed on the demon claws. These claws are treated as natural weapons,
saving throw, and only half damage if you fail. allowing you to make two claw attacks on your turn, one as a
main action and the other as a bonus action. You are
Shadow Step considered proficient with these attacks. Your unarmed
attacks now deal 1d6 slashing damage plus an additional 1d4
Starting at 13th level, you gain the ability to step from one fire damage. The fire damage increases to 1d6 at 7th level,
shadow into another. When you are in dim light or darkness, 1d8 at 11th level, and 1d10 at 15th level. Your claws are also
as a bonus action, you can teleport up to 120 feet to an treated as having the finesse property.
unoccupied space you can see that is also in dim light or Demon Fangs. When you have a creature grappled, you
darkness. may attempt to bite it. The bite deals 1d6 piercing damage
plus your strength or dexterity modifier, whichever is higher,
Supernatural Senses Demon Hide. You gain a +1 bonus to your AC.
At 17th level, you gain preternatural senses that help you fight Bloodlust. At the start of your turn, if youve taken any
creatures you can't see. When you attack a creature you can't damage since the beginning of your last turn, you must make
see, your inability to see it doesn't impose disadvantage on a Wisdom saving throw to maintain control. The DC equals
your attack rolls against it. You are also aware of the location 10, or 15 if you have no more than half of your hit points left.
of any invisible creature within 30 feet of you, provided that On a failed save, you must move directly towards the nearest
the creature isn't hidden from you and you aren't blinded or creature to you and use the Attack action against that
deafened. creature. If there is more than one possible target, the DM
chooses the target. Your turn immediately ends, and you
Demonic Restoration regain control.
You also learn to cast the Eldritch Blast cantrip.
At 20th level, your mingling with the darkness that you seek
to destroy has altered your molecular structure. The demon Extra Attack
hunter regains 30 hit points at the start of its turn if it has at Beginning at 5th level, you can attack twice, instead of once,
least 1 hit point, is bloodied, and isn't in direct sunlight. If the whenever you take the Attack action on your turn.
demon hunter takes fire damage or radiant damage this trait
doesn't function at the start of the demon hunter's next turn. Misty Escape
Once enacted, this feature does not end until the end of the Upon reaching 7th level, you can vanish in a puff of mist in
encounter, even if the demon hunter is no longer bloodied. response to harm. When you take damage, you can use your
The demon hunter cannot regenerate higher than its hit point reaction to turn invisible and teleport up to 60 feet to an
maximum. unoccupied space you can see. You remain invisible until the
start of your next turn or until you attack or cast a spell. Once
Demon Hunter Archetypes you use this feature, you can't use it again until you finish a
short or long rest.
To hunt evil, one must know evil. In order to better In addition, your hybrid form gains the Improved Demon
understand the forces which they face, and on occasion, Claws and Improved Demon Fangs features.
enact, the Demon Hunter must spend time delving into the Improved Demon Claws. Your unarmed strikes are
secrets of the occult. However, there are far too many areas in considered magical for the purpose of overcoming
which evil can grow and for this reason demon hunters tend resistances and immunity to nonmagical attacks and damage.
to specialize in a specific area of study. Improved Demon Fangs. Your bite now deals an
additional 2d6 necrotic damage and the target's hit point
Embrace the Demon maximum is reduced by an amount equal to the necrotic
You can call forth fire and your flesh does not burn. You have damage taken. The reduction lasts until the target finishes a
embraced the darkness to harness its power. long rest. The target dies if this effect reduces its hit point
maximum to 0.
Powers of the Abyss If your companion is ever slain, the magical bond you share
Starting at level 11, you learn to unleash and control more of allows you to return it to life. With 8 hours of work and the
the demon within. Your hybrid transformation now lasts for expenditure of 25 gp worth of rare herbs and fresh meat, you
30 minutes and whenever you make a wisdom saving throw call forth your companions spirit and use your magic to
to maintain control of your hybrid form, you do so with create a new body for it. You can return an creature
advantage. You can also now change form as a bonus action companion to life in this manner even if you do not possess
instead of a full action. any part of its body.
Your affinity with the Abyss has continued to grow. You now If you use this ability to return a former summoned
have resistance to poison and fire damage and can no longer companion to life while you have a current summoned
be frightened. companion, your current companion leaves you and is
Improved Demon Hide. You now gain a +2 bonus to AC in replaced by the restored companion.
hybrid form.
You can also now cast enlarge/reduce when you change Companions Bond
into your hybrid form as a free action. If you do, you suffer Your companion gains a variety of benefits while it is linked to
one level of exhaustion when you revert back to your you.
humanoid form. The summoned companion loses its Multiattack action, if it
has one.
Unnatural Manifestations The companion obeys your commands as best it can. It
At 15th level, you can sprout a pair of bat-like wings from your rolls for initiative like any other creature, but you determine
back, gaining a fly speed of 40 feet. You can create these its actions, decisions, attitudes, and so on. If you are
wings as a bonus action on your turn. They last until you incapacitated or absent, your companion acts on its own.
dismiss them as a bonus action on your turn.
You can't manifest your wings while wearing armor unless
the armor is made to accommodate them, and clothing not Keeping Track of Proficiency
made to accommodate your wings might be destroyed when When you gain your summoned companion at 3rd
you manifest them. level, its proficiency bonus matches yours at +2. As
As an action, you can exude an aura of fear to a distance of you gain levels and increase your proficiency bonus,
30 feet. For 1 minute or until you lose your concentration (as remember that your companions proficiency
if you were casting a concentration spell), each hostile bonus improves as well, and is applied to the
creature that starts its turn in this aura must succeed on a following areas: Armor Class, skills, saving throws,
Wisdom saving throw or be frightened until the aura ends. If attack bonus, and damage rolls.
you are in hybrid form, they make this save with
disadvantage. A creature that succeeds on this saving throw
is immune to your aura for 24 hours. Your summoned companion has abilities and game statistics
Domain Spells: 1stburning hands, 2ndenlarge/reduce determined in part by your level. Your companion uses your
(enlarge only), 3rdfireball, 4thfire shield (warm shield proficiency bonus rather than its own. In addition to the areas
only), 5thinsect plague where it normally uses its proficiency bonus, a summoned
companion also adds its proficiency bonus to its AC and to its
Shadow Hunter damage rolls.
Your summoned companion gains proficiency in two skills
You have learned to track and hunt using shadows and of your choice. It also becomes proficient with all saving
darkness, showing evil it will find no solace in the dark. throws.
For each level you gain after 3rd, your summoned
Summoned Companion companion gains an additional hit die and increases its hit
At 3rd level, you learn to use your magic to create a powerful points accordingly.
bond with a creature of darkness. Whenever you gain the Ability Score Improvement class
With 8 hours of work and the expenditure of 50 gp worth of feature, your companions abilities also improve. Your
rare herbs and fresh meat, you summon a creature from the companion can increase one ability score of your choice by 2,
darkness to serve as your loyal companion. You normally or it can increase two ability scores of your choice by 1. As
select your companion from among the following creatures: a normal, your companion cant increase an ability score above
blink dog, a dretch, a giant poisonous snake, a giant wolf 20 using this feature unless its description specifies
spider, a mephit (PC's choice with DM approval), a otherwise.
pseudodragon, or a wolf. However, your DM might pick one of Your companion shares your alignment, and has a
these creatures for you, based on the surrounding terrain and personality trait and a flaw that you can roll for or select from
on what types of creatures would logically be present in the the tables below. Your companion shares your ideal, and its
area or known to your character. bond is always, The demon hunter who summoned me is a
At the end of the 8 hours, your summoned companion powerful companion for whom I would gladly serve. I do not
appears and gains all the benefits of your Companions Bond envy our enemies.
ability. You can have only one companion at a time.
Preternatural Assault
Why No Multiattack?
At 7th level, your companions attacks are considered magical
for the purposes of overcoming resistances and immunity to
Multiattack is a useful design tool that keeps
monsters simple for the DM. It provides a boost in
nonmagical attacks and damage.
offense, but that boost is meant to make a beast
threatening for one battlea notion that doesnt Storm of Claws and Fangs
mesh well with a beast intended to fight with the At 11th level, your companion can use its action to make a
party, rather than against it. Project Multiattack melee attack against each creature of its choice within 5 feet
across an entire adventure, and a summoned of it, with a separate attack roll for each target.
companion runs the risk of outclassing the fighters
and barbarians in the party. Superior Beasts Defense
At 15th level, whenever an attacker that your companion can
So in story terms, your summoned companion has see hits it with an attack, it can use its reaction to halve the
traded in some of its ferocity (in the form of attacks damage against it.
Multiattack) for better awareness and the ability to
fight more effectively in concert with you. Domain Spells: 1st faerie fire, 2ndfind steed
Expanding Companion Options (Nightmare skin), 3rdclairvoyance, 4thphantasmal
Depending on the nature of your campaign, the DM killer, 5thplanar binding
might choose to expand the options for your
summoned companion. As a rule of thumb, a Dominant Predator
creature can serve as an animal companion if it is
Medium or smaller, has 15 or fewer hit points, and
You have learned to hunt your prey and go unnoticed, making
cannot deal more than 8 damage with a single
devastating use of your hand crossbows to put down your
attack. In general, that applies to creatures with a intended target.
challenge rating of 1/4 or less, but there are
exceptions. Combat Superiority
When you choose this archetype at 3rd level, you learn
maneuvers that are fueled by special dice called superiority
dice.
Your summoned companion gains the benefits of your Maneuvers.You learn three maneuvers of your choice,
Monster Hunter feature and uses the favored enemies you which are detailed under "Maneuvers" below. Many
have selected. maneuvers enhance an attack in some way. You can use only
d6 Trait one maneuver per attack.
You learn two additional maneuvers of your choice at 7th,
1 Im dauntless in the face of adversity. 11th, and 15th level. Each time you learn new maneuvers, you
2 Threaten my companions, threaten me. can also replace one maneuver you know with a different one.
3 I stay on alert so others can rest.
Superiority Dice. You have four superiority dice, which
are d8s. A superiority die is expended when you use it. You
4 People underestimate me. I use that to my advantage. regain all of your expended superiority dice when you finish a
5 I have a knack for showing up in the nick of time. short or long rest.
You gain another superiority die at 7th level and one more
6 I put my companions needs before my own in all at 15th level.
things. Saving Throws. Some of your maneuvers require your
target to make a saving throw to resist the maneuver's effects.
d6 Flaw The saving throw DC is calculated as follows:
1 If theres food left unattended, Ill eat it.
2 I growl at strangers, and all people except my
summoner are strangers to me. Maneuver save DC = 8 + your proficiency bonus +
3 I'm quick to kill and relish it. This makes others worry your Strength or Dexterity modifier (your choice).
about their safety.
4 Im deathly afraid of water.
5 I have a hard time trusting anyone other than my Extra Attack
summoner. Beginning at 5th level, you can attack twice, instead of once,
6 I give off a terrible stench that most find off putting. whenever you take the Attack action on your turn.
Coordinated Attack Uncanny Dodge
Beginning at 5th level, you and your summoned companion Starting at 7th level, when an attacker that you can see hits
form a more potent fighting team. When you use the Attack you with an attack, you can use your reaction to halve the
action on your turn, if your companion can see you, it can use attack's damage against you.
its reaction to make a melee attack.
Inspire. On your turn, you can use a bonus action and
Improved Combat Superiority expend one superiority die to bolster the resolve of one of
At 11th level, your superiority dice turn into d10s. At 18th your companions. If the attack hits you add the superiority die
level, they turn into d12s. to the attack's damage roll and choose a friendly creature
who can see or hear you, that creature gains advantage on
Relentless their next attack.
Starting at 15th level, when you roll initiative and have no Riposte. When a creature misses you with a melee attack,
superiority dice remaining, you regain 1 superiority die. you can use your reaction and expend one superiority die to
make a melee weapon attack, or a ranged weapon attack if
Domain Spells: 1stabsorb elements +, 2ndearthbind +, you have the Close Combat Shooter fighting style, against the
3rdcrusaders mantle, 4thstaggering smite, 5thflame creature. If you hit, you add the superiority die to the attack's
strike damage roll.
Soften The Blow. When another creature damages you
Maneuvers with a melee attack, you can use your reaction and expend
The maneuvers are presented in alphabetical order. one superiority die to reduce the damage by the number you
Disarming Attack. When you hit a creature with a weapon roll on your superiority die + your Dexterity modifier.
attack, you can expend one superiority die to attempt to Stealthy Footwork. When you move, you can expend one
disarm the target, forcing it to drop one item of your choice superiority die, rolling the die and adding the number rolled
that it's holding, You add the superiority die to the attack's to your Stealth (Dexterity) check or your Hide (Stealth) check
damage roll, and the target must make a Strength saving that lasts until you take the Move action again.
throw, On a failed save, it drops the object you choose, The Inquisitor's Strike. Whenever you reduce a creature to 0
object lands at its feet. hit points with a melee attack, you can use your reaction to
Distracting Strike. When you hit a creature with a expend one superiority die, and instead leave the creature at
weapon attack, you can expend one superiority die to distract 1 hit point.
the creature, giving your allies an opening. You add the The creature is incapacitated for a number of minutes
superiority die to the attack's damage roll. The next attack roll equal to your Charisma modifier. It must also make a
against the target by an attacker other than you has Charisma saving throw with a DC equal to your spellcasting
advantage if the attack is made before the start of your next DC + a bonus equal to the roll of your Superiority Die. If the
turn. creature fails this saving throw, it answers truthfully any
Evasive Footwork. When you move, you can expend one questions you ask it.
superiority die, rolling the die and adding the number rolled Trip Attack. When you hit a creature with a weapon attack,
to your AC until you stop moving. you can expend one superiority die to attempt to knock the
Dark Illusion. You can expend one superiority die and use target down, Vou add the superiority die to the attack's
a bonus action on your turn to cast Mirror Image. You add the damage roll, and if the target is Large or smaller, it must
superiority die to each of the duplicates AC. make a Strength saving throw, On a failed save, you knock
Goading Attack. When you hit a creature with a weapon the target prone.
attack, you can expend one superiority die to attempt to goad
the target into attacking you, You add the superiority die to
the attack's damage roll, and the target must make a Wisdom
saving throw, On a failed save, the target has disadvantage on
all attack rolls against targets other than you until the end of
your next turn.
Improved Long Jump. When you make a standing or
moving long jump, you can expend one superiority die, rolling
the die and adding the number rolled + your dexterity
modifier to the number of feet your long jump can reach.
Menacing Attack. When you hit a creature with a weapon
attack, you can expend one superiority die to attempt to
frighten the target. You add the superiority die to the attack's
damage roll, and the target must make a Wisdom saving
throw, On a failed save, it is frightened of you until the end of
your next turn.
Precision Attack. When you make a weapon attack roll
against a creature, you can expend one superiority die to add
it to the roll. You can use this maneuver before or after
making the attack roll, but before any effects of the attack are
applied.
Pushing Attack. When you hit a creature with a weapon
attack, you can expend one superiority die to attempt to drive
the target back. You add the superiority die to the attack's
damage roll, and if the target is Large or smaller, it must
make a Strength saving throw, On a failed save, you push the
target up to 15 feet away from you.
Demon Hunter Spells
1st Level 2nd Level 3rd Level 4th Level
Charm Person Cordon of Arrows Bestow Curse Banishment
Protection from Evil and Darkness Counterspell Conjure Barlgura ++
Good Earthbind + Conjure Lesser Demon ++ Conjure Shadow Demon ++
Expeditious Retreat Find Traps Dispel Magic Death Ward
Fog Cloud Locate Object Fear Evard's Black Tentacles
Hellish Rebuke Pass without Trace Haste Freedom of Movement
Arms of Hadar Protection from Poison Magic Circle Locate Creature
Hail of Thorns Hold Person Nondetection
Hex Invisibility Remove Curse 5th Level
Detect Magic Mirror Image Conjure Barrage Dispel Evil and Good
Detect Poison and Disease Misty Step Daylight Conjure Volley ++
Alarm Moonbeam Lightning Arrow Conjure Vrock ++
Longstrider Nystuls Magic Aura Protection from Energy Hold Monster
Malignant Strike +++ Suggestion Vampiric Touch Swift Quiver

2nd Level 3rd Level 4th Level


New Spell Descriptions
Malignant Strike
1st-level conjuration
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
The next time you hit a creature with a weapon attack
before this spell ends, a writhing mass of dark energy
appears at the point of impact, dealing an additional 1d6
necrotic damage. Then, if the target is a creature, it must
succeed on a Strength saving throw or be restrained by the
magical energy until the spell ends. A Large or larger
creature has advantage on this saving throw. If the target
succeeds on the save, the energy is destroyed.
While caught by this spell, the target is restrained. A
creature restrained by the dark energy or one that can touch
the creature can use its action to make a Strength check
against your spell save DC. On a success, the target is freed.
At Higher Levels. If you cast this spell using a spell slot of
2nd level or higher, the damage increases by 1d6 for each slot
level above 1st.

Elemental Evil Players Companion +


Unearthed Arcana: That Old Black Magic ++
Newly Created Spells +++

Acknowledgements & Copyright


The Shadow Hunter Archetype is mainly a
reflavored Beast Master (with a few changes) from
the WoTC Unearthed Arcana: Ranger (Revised)

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