Demon Hunter (3.5e Class)

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Author: Kristoff Eckert (talk)
Date Created: 8/8/2020
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Demon Hunter[edit]

Demons are beings of evil, denizens of the infernal plane who enjoy causing suffering in the material plane. They touch the lives of many in negative ways, and make a large number of enemies. the most dangerous of these enemies are the Demon Hunters; cunning, daring adventurers who specialize in hunting and killing the denizens of the infernal plane, and all who fraternize with them. They will go to great lengths to achieve this goal, even using the demons' own powers against them.

Making a Demon Hunter[edit]

Demon Hunters are quick and maneuverable, able to effectively flow between melee and ranged combat, or mix the two in a flurry of steel and silver. They often take up a rogue-like niche within a group.

Abilities: Cunning, charming, and lethal, Demon Hunters harness both holy and unholy power to hunt and destroy demons and all evil that stands in the way of hunting their quarry.

Races: Any race can become a Demon Hunter, as all races tend to be tormented by the denizens of the Infernal Plane. Orcs and other races that often fraternize with demons are less likely to become Demon Hutners, but it is not unheard of.

Alignment: Any good or neutral

Starting Gold: 5d6×10 gp

Starting Age: As rogue

Table: The Demon Hunter

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Soul Bind Spells per Day
Fort Ref Will Soulmelds Essentia Chakra Binds 0 1st 2nd 3rd 4th 5th 6th
1st +1 +2 +2 +0 Spellcasting, Sneak attack +1d6, Soul Bind, Bonus Feat 2 1 3 1
2nd +2 +3 +3 +0 Evasion, Trapfinding 3 2 4 2
3rd +3 +3 +3 +1 Chakra Binds 3 3 1 4 3
4th +4 +4 +4 +1 Sneak attack +2d6, Uncanny Dodge 4 4 1 4 3 1
5th +5 +4 +4 +1 Bonus Feat 4 5 2 4 4 2
6th +6/+1 +5 +5 +2 4 6 2 5 4 3
7th +7/+2 +5 +5 +2 Sneak attack +3d6, Improved Uncanny Dodge 5 7 2 5 4 3 1
8th +8/+3 +6 +6 +2 5 8 2 5 4 4 2
9th +9/+4 +6 +6 +3 Improved Evasion 5 9 3 5 5 4 3
10th +10/+5 +7 +7 +3 Sneak attack +4d6, Bonus Feat 6 10 3 5 5 4 3 1
11th +11/+6/+1 +7 +7 +3 6 11 3 5 5 4 4 2
12th +12/+7/+2 +8 +8 +4 6 12 3 5 5 5 4 3
13th +13/+8/+3 +8 +8 +4 Sneak attack +5d6 7 13 4 5 5 5 4 3 1
14th +14/+9/+4 +9 +9 +4 7 14 4 5 5 5 4 4 2
15th +15/+10/+5 +9 +9 +5 Bonus Feat 7 15 4 5 5 5 5 4 3
16th +16/+11/+6/+1 +10 +10 +5 Sneak attack +6d6 8 16 4 5 5 5 5 4 3 1
17th +17/+12/+7/+2 +10 +10 +5 8 17 5 5 5 5 5 4 4 2
18th +18/+13/+8/+3 +11 +11 +6 8 18 5 5 5 5 5 5 4 3
19th +19/+14/+9/+4 +11 +11 +6 Sneak attack +7d6 9 19 5 5 5 5 5 5 5 4
20th +20/+15/+10/+5 +12 +12 +6 Bonus Level 9 20 5 5 5 5 5 5 5 5

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).

Class Features[edit]

All of the following are class features of the Demon Hunter.

Weapon and Armor Proficiency: A Demon Hunter is proficient with all martial weapons, three exotic weapons of the Demon Hunter's choice, and light armor, but not shields.

Spells: A Demon Hunter has access to a limited amount of spellcasting, hailing from a divine source of good or neutral alignment. These are often gods of divine justice. These spells are drawn from the cleric spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. To cast a spell, a Demon Hunter must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Demon Hunter’s spell is 10 + the spell level + the Demon Hunter’s Charisma modifier.

Like other spellcasters, a Demon Hunter can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Demon Hunter. In addition, he receives bonus spells per day if he has a high Charisma score.

Demon Hunters meditate or pray for their spells. Each Demon Hunter must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. A Demon Hunter may cast any spell on the cleric spell list, provided that he can cast spells of that level.

Chaotic, Evil, Good, and Lawful Spells: A Demon Hunter can’t cast spells of an alignment opposed to his. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Soul Bind (Su): A Demon Hunter can absorb the souls of demons and other evil magical creatures, and harness this power by shaping soulmelds. The Difficulty Class for a saving throw against a soulmeld is equal to 10 + number of points of essentia invested in the soulmeld + your Charisma modifier. Your meldshaper level is equal to your Demon Hunter level. A Demon Hunter can meld any soulmeld on the following list:

Angel Bells

Balor Burst

Breaker's Bracers

Hammer of the Glabrezu

Marilith Vision

Mark of the Porcine Demon

Might of the Dragon

Touch of the Babau

The Demon Hunter can only shape a limited number of soulmelds per day, as listed under the "soulmelds" column. If his Constitution score − 10 is lower than that number, he is limited to his Constitution score − 10 soulmelds instead.

At 1st level, he also gains access to a pool of essentia, as listed under the "essentia" column. As a swift action, he can reallocate his essentia among his soulmelds, feats, etcetera.

A Demon Hunter does not rest and prepare soulmelds in advance, but does require 1 hour of meditation to shape his soulmelds for the day.

Sneak Attack (Ex): If a Demon Hunter can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage.

The Demon Hunter's attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Demon Hunter flanks his target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every three Demon Hunter levels thereafter. Should the Demon Hunter score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, a Demon Hunter can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

A Demon Hunter can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The Demon Hunter must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Demon Hunter cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Evasion (Ex): At 2nd level and higher, a Demon Hunter can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Demon Hunter is wearing light armor or no armor. A helpless Demon Hunter does not gain the benefit of evasion.

Trapfinding (Ex): Demon Hunters can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Demon Hunters can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A Demon Hunter who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it.

Bonus Feat (Ex): At 1st level, and every 5 levels after, a Demon Hunter gains a bonus feat, that can be chosen from the list of fighter bonus feats, or Incarnum feats.

Chackra Binds (Su): At 3rd level, a Demon Hunter can bind soulmelds to his chakras, granting additional abilities. The "Chakra Binds" column determines the number of soulmelds he can have bound to chakras at any one time. At 3rd level, he can bind soulmelds to his Blast, Crown, Feet, and Hands chakras. At 4th level, he can bind soulmelds to his Arms, Shoulders, and Brow chakras. At 8th level, he can bind soulmelds to his Waist and Throat Chakras. At 12th level, he can bind soulmelds to his Heart chakra. At 16th level, he can bind soulmelds to his Soul chakra.

Uncanny Dodge (Ex): Starting at 4th level, a Demon Hunter can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.

If a Demon Hunter already has uncanny dodge from a different class he automatically gains improved uncanny dodge instead.

Bonus Feat (Ex): At 5th level, and every 5 levels after, a Demon Hunter gains a bonus feat, that can be chosen from the list of fighter bonus feats, or Incarnum feats.

Advanced Learning (Su): At 6th level, 9th level, and 15th level, the Demon Hunter can learn a new soulmeld from any class's soulmeld list. He can shape that soulmeld as though it was a Demon Hunter Soulmeld.

Improved Uncanny Dodge (Ex): A Demon Hunter of 8th level or higher can no longer be flanked.

This defense denies another creature with sneak attack the ability to sneak attack the character by flanking him, unless the attacker has at least four more levels that grant sneak attack than the Demon Hunter does.

If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum sneak attack class level required to flank the character.

Improved Evasion:(Ex): At 9th level, a Demon Hunter’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless Demon Hunter does not gain the benefit of improved evasion.

Epic Demon Hunter[edit]

Table: The Epic Demon Hunter

Level Special
21st
22nd Sneak attack +8d6
23rd
24th
25th Sneak attack +9d6
26th
27th
28th Sneak attack +10d6
29th
30th

4 + Int modifier skill points per level.

Sneak Attack: Sneak attack dice continue to increase every three levels in epic levels.


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Article BalanceHigh +
AuthorKristoff Eckert +
Identifier3.5e Class +
RatingUndiscussed +
SkillAppraise +, Balance +, Bluff +, Climb +, Concentration +, Craft +, Diplomacy +, Disable Device +, Disguise +, Escape Artist +, Gather Information +, Heal +, Hide +, Intimidate +, Jump +, Knowledge +, Listen +, Move Silently +, Open Lock +, Profession +, Ride +, Search +, Sense Motive +, Sleight of Hand +, Speak Language +, Spellcraft +, Spot +, Survival +, Swim +, Tumble + and Use Rope +
Skill Points4 +
TitleDemon Hunter +