Demon Hunter

*The enemy came into our world, desiring to extinguish all life. They slaughtered our loved ones, razed our homes.. our cities. You could not stop them. So you came to me, nothing but rage and determination left, I taught you that what once tormented you could give you power. Now you know, no sacrifice is too great if it brings an end to the Burning Legion*— **Illidan Stormrage**

A lone night elf clutching a pair of curved blades, peers to the ground as enemies surround him on all sides, before leaping backwards over the heads of his enemies, swinging his swords at one of them in the process. A blood elf sprints to the distant aid of her allies, a pair of heavy warglaives in her hands, she releases the fel within, leaving a trail of fel in her path as she rushes in inhumane speed to their aid to jump on the nearest enemy.

A heavily built human standing afar as his allies engage a massive demon, in two swift motions he effortlessly slings his warglaives through the air at the demon, making deep gauges in its hide before returning to his firm grasp.

These hunters have sworn their life to a sacred cause, although their motivation may vary, demon hunters are one of Azeroths protectors, these agile hunters carry exceptional skill against the foe they face. They wield both mortal strength and the devastating effects of fel magic, carrying out both with extreme precision

## Feared and Revered

Society often shun demon hunters. Most don't understand the sacrifice that they make, therefore, many choose to become outcasts from their societies. Eyes are commonly turned at them when they wade through towns, most distrust and fear them for what they have become.

Even though the world are untrusting of demon hunters, it matters not the the hunter themselves, cause they are protectors of the common folk against threats wishing the destruction of Azeroth, and most importantly demon. They are not righteous like paladins that fight for the Holy Light, or selfless like some rogues and warriors. They are the force who battles evil and although shunned by common folk, their aid is appreciated by experienced fighters.

## Power Granted for a Price

Demon hunters are not trained like warriors are, they are created. It is a harsh and incurable process, leaving scars on the individual that will never heal. Most who attempt to undergo the rites to become a demon hunter end up dying from the horrors of what now possess them, or kills themselves because of what they have seen.

At its very core of becoming a demon hunter is the consumption of a demon's soul in a ceremony, forever binding it to the demon hunter and suppressing it from taking control through magical inscriptions on the hunters skin, infused with fel. Finishing the binding of soul to the demon hunter by burning out their eyes with a magically imbued blade, forever binding the chaotic soul of the demon to the hunter. Other processes are done to create a demon hunter, slowly creating a fully fleshed demon hunter by removing much of who they were in their past lives.

## Becoming a Demon Hunter

As you choose to become a demon hunter, consider why you decided to undergo their deadly rituals. Were your family slaughtered by demons of the Burning Legion and you seek to avenge them? Did you strive for greater power through fel, and wished to control it? Were you full of rage and anger and wished to put it to use beyond raw strength? perhaps you went through their rituals unwillingly, and by a miracle survived the demons attempts to take control? Think of the demon hunters that put you through the rituals and did the rites on you, your relationship to them, are you angry at them for what they have done? pleased with their accomplishment?

Think about what affect the transformation has done on you, physically as well as mentally. All demon hunters who survive the transformation grows horns, varying for tiny studs to massive horns stretching the length of their head. Some demon hunters grow scales on parts of their body, claws on their hands, or have entire limbs misshapen into a crude limb of a demon being. No demon hunter goes through the rites unchanges, and no two hunters come out with the same mutations, the mutations vary as much as the demon soul which now lives within them. Consider what it has done to your personality. Many demon hunters gains a temper cause of the ferocity of the demon within them, or change personality entirely for better or worse. Think about how the demon bond to you is affected you, if it takes control of your judgement at times, or if you keep it in check at all times.

# Prerequisites

In order to undergo the transformation required to advance as a demon hunter, you must meet the following prerequisites (in addition to the multiclassing prerequisites for your existing class):

* **Dexterity 13.** Demon Hunters need to be swift and acrobatic to out maneuver their foes.
* **Intelligence 13.** Bonding with a demon requires a strong mind to overcome the mental strain.
* **Character Level 5th.** Demon hunters are exposed to deadly amounts of fel energy when created, killing most who attempt the transformation, as such you must be a 5th-level character before you can gain levels in the demon hunter prestige class.
* **Complete a Special Task.** You must find one or more demon hunters willing to lead you through the array of complex rituals required to become a demon hunter. See Appendix D for an in depth of the special task.

# Cass Features

As a demon hunter, you gain the following class features.

### Hit Points

**Hit Dice:** 1d6 per demon hunter level

**Hit Points at Higher Levels:** 1d6 + your Constitution modifier per demon hunter level

### Proficiencies

**Armor:** None

**Weapons:** Simple weapons, martial weapons, warglaives

**Tools:** None

**Saving Throws:** Dexterity

**Skills:** Choose one from Acrobatics, Insight, Investigation, Perception, Stealth, and Survival

### Equipment

You gain the following equipment when you choose this prestige class.

* A pair of warglaives

## Demonic Mark

Choose a demonic mark, which describes the demons soul that you have bonded with:

* Mark of Havoc
* Mark of Vengeance
* Mark of Wrath

Each detailed at the end of the class description. Your choice grants you features when you choose it at 1st level and again at 5th, 8th, and 13th level.

## Illidari Initiation

Becoming a Demon Hunter is a difficult task, requiring hard training and sacrifices to be made. As a result of this you gain the following benefits:

### Blind Sight

Your eyes have been torn out, their sockets burnt to see the world in its true form. You lose any darkvision and sunlight sensitivity from your race, and gain the following sight:

* You are able to see normally to a range of 120 feet.
* You are able to see in normal and magical darkness, and can discern colors in darkness.
* You perceive the world beyond your vision, but it appears blurred, and details can't be discerned.

### Illidari Fighting

Demon hunters are trained to wield a weapon in each hand, giving you the following benefits:

* You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
* When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
* You can wield warglaives using either Dexterity or Strength as if they had the finesse property.

### Felblade Attack

You know how to channel small portions of fel through your strikes. Once per turn, you can deal an extra 1d6 fire damage to one creature you hit with an attack if you have advantage on the attack roll. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Felblade Attack column of the Demon Hunter table.

## Unarmored Defense

While you are not wearing any armor and wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Intelligence modifier.

## Chaos

Starting at 2nd level, you are able to harness the chaotic energies built up within. Your access to this energy is represented by a number of chaos points. Your demon hunter level determines the number of points you have, as shown in the Chaos Points column of the Demon Hunter table.

You can spend these points to fuel various chaotic features. You start by knowing two such features: Demon's Bite, and Fel Rush. You learn additional chaotic features as you gain levels in this class.

When you spend a chaos point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended chaotic energy back into yourself.

Some of your chaotic features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

**Chaos save DC** = 8 + your proficiency bonus + your Intelligence modifier
### Demon's Bite

Immediately after you take the Attack action on your turn, you can spend 1 chaos point to make a weapon attack with each weapon you're wielding as a bonus action.

### Fel Rush

You can spend 1 chaos point and use your bonus action to vanish in a cloud of fel and teleport from your current position to an empty space within 30 feet that you can see.

## Evasion

At 2nd level, your agility lets you dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

## Ability Score Improvement

When you reach 3rd level, and again at 7th, 11th, and 15th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

## Chaos-Empowered Strikes

Starting at 4th level, your weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

## Demon Wings

Also at 4th level, you can use your reaction when you fall to sprout a pair of leathery wings from your back, making you decent at 60 feet per round. Landing on your feet and taking no damage from the fall.

At 9th level, you can spend 2 chaos points to make the wings capable of carrying you, giving you a flying speed equal to your current speed. While active you can sprout and dismiss the wings as a bonus action on your turn. They last for 1 hour before being unable to carry you any further.

You can't sprout your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

## Eternal Hunter

Upon reaching 6th level, your knowledge of demons and their fiendish nature is growing larger, giving you advantage on any ability checks made to recall knowledge of a specific demon, and to track said demon.

At 10th level, your hatred of demons, and knowledge of their capabilities have made you a keen combatant to fight, giving you advantage on all saving throws made to avoid abilities and spells cast by fiends.

## Spectral Sight

Starting at 12th level, you can channel the chaos within into your charred eye sockets to show you the world in its true colors. As an action, you can spend 2 chaos points to cast detect magic, while detect magic is active, your vision also changes to truesight within your blind sights range.

## Metamorphosis

At 15th level, you can let the lingering soul of your demon mark loose, changing you to a demonic visage of yourself. As an action, you take on the shape of your inner demon for 10 minute and gain the powers of your Demonic Mark.

Once you use this feature, you can't use it again until you finish a long rest.

### Havoc

Your Demonic Mark of Havoc twists your body, granting you the following features.

* As part of the action you used to release your Demonic Mark. You can jump to an unoccupied space within 60 feet of you, releasing a burst of fel on impact. Each creature within 5 feet of you must make on a Dexterity saving throw. A creature takes 5d8 fire damage on a failed save, or half as much on a successful one.
* When you take the Attack action on your turn, you can make one additional attack as part of that action.
* Whenever a creature hits you with an attack, it takes fire damage equal to half the damage taken from the attack.

### Vengeance

Your Demonic Mark of Vengeance twists your body, granting you the following features.

* As part of the action you used to release your Demonic Mark. The ground around you twists with fel, each creature of your choice within 5 feet of you must succeed on Constitution saving throw or be stunned until the start of your next turn.
* You have resistance to all damage.
* You are enlarged, as by the enlarge/reduce spell.

### Wrath

Your Demonic Mark of Wrath twists your body, granting you the following features.

* As part of the action you used to release your Demonic Mark. You release a 4th-level magic missiles, each dart deals fire damage instead of force damage. The darts damage can't be reduced or prevented in any way.
* Your demon wings sprout from your back and grant you a flying speed of 60 feet.
* Your ranged weapon attacks score a critical hit on a roll of 19 or 20 on the d20.

# Demonic Marks

Different souls are absorbed in the process of becoming a demon hunter and planted into the demon hunter skin. Although many variations exist, most of these souls fall into three categories: a mark of havoc, vengeance or wrath.

## Mark of Havoc

Havoc demon hunters unleashes the potent energy stored up within them, they are the pinnacle of close quarter fighting. They harness destructive powers in its most raw form to unravel it upon their enemies. Demon hunters marked with havoc are known for their ability to funnel fel into their abilities, and fight on harder and longer than most.

### Shattered Souls

Starting at 1st level, whenever you roll a 20 on a d20 on an attack roll against a creature, you regain hit points equal to your demon hunter level. Additionally, you also regain 1d4 chaos points. You can never have more chaos points than shown on the table for your level.

### Blade Dance

At 5th level, you gain the ability to pass through the great dark beyond in the blink of an eye. When you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.

If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.

### Demon's Flurry

Starting at 8th level, once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.

### Eye Beam

At 13th level, you can channel chaotic energy through your charred eyes into a volatile beam. As an action, you can spend 3 chaos points to blast energy in a 50 feet long and 5 feet wide line out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 5d10 fire damage and 5d10 force damage on a failed save, or half as much on a successful one.

## Mark of Vengeance

Vengeance demon hunters empowers themselves through the energies within, they are hunters that continue to be able to stand and fight when all else fails. By empowering themselves they are to take an enormous amount of hits and still come out victorious by the fights end.

### Demon Spikes

Starting at 1st level, when you are hit by a melee attack you can use your reaction to gain resistance against the attack, as the fiendish nature of your inner demon comes forth, manifesting rugged spikes across your body.

You can use this feature a number of times equal to your Intelligence modifier (minimum of 1). You regain all spent uses after finishing a short or long rest

### Last Resort

Beginning at 5th level, the demon soul that lives within you keeps you fighting against all odds. When you are reduced to 0 hit points, you can choose to have 1 hit point instead.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you gain two levels of exhaustion.

### Sigil

Upon reaching 8th level, you gain one of the following sigils of your choice. Once you use this feature, you can't use it again until you finish a short or long rest.

**Sigil of Chains.** As an action, choose a creature within 60 feet of you, the creature must succeed on a Strength saving throw, or be restrained for 1 minute. At the end of each of its turns the creature can make another Strength saving throw, ending the restrain on a successful one.
**Sigil of Misery.** As an action, choose a point within 30 feet of you, creating a sigil that extend in a 10 feet radius around it. Each creature within range succeed on a Constitution saving throw, or be incapacitated for 1 minute. At the end of each of its turns, and each time it takes damage, a creature can make another Constitution saving throw, ending the effect on a successful save.
**Sigil of Silence.** As an action, you force each creature of your choice within 10 feet of you to make a Wisdom saving throw. On a failed save, the creature becomes unable to speak and can't cast any spells with a vocal component for 1 minute. At the end of each of its turns, the creature can make another Wisdom saving throw, ending the effect on a successful save.
### Demonic Wards

At 13th level, the fel that surges through your body have fortified you against magical effect. Whenever you finish a long rest, you gain resistance to one of the following damage types of your choice: cold, fire, lightning, necrotic, or thunder damage.

The resistance lasts until you finish your next long rest, at which point you may choose a new damage type from the list to gain resistance too.

## Mark of Wrath

Wrath demon hunters use range to their advantage, striking enemies from afar by channeling fel energy into spells and slinging their glaives with precision at targets from great ranges, before swiftly returning to their grasp.

### Bonus Cantrips

Starting at 1st level, you learn the fel flame and green-flame blade cantrips, using Intelligence as your spellcasting ability for them.

### Thrown Weapons

At 1st level, you are able to throw certain weapons with extreme precision. When you wield warglaives or weapons with the finesse property, the weapon gains a normal range of 20 feet, and a maximum range of 60 feet. A thrown weapon returns to your grasp immediately after the attack roll is made.

### War Magic

Beginning at 5th level, when you use your action to cast a cantrip, you can make a weapon attack, or spend 1 chaos point to use Demon's Bite as a bonus action.

### Fel Barrage

Also at 5th level, you are able to hurl shards of fel against targets. As an action, you can spend 2 chaos point, creating 5 fel shards. Each shard hits a creature within 120 feet of you that you can see. A shard deals 2d4 fire damage. The shards all strike simultaneously and you can direct them to hit one creature or several.

### Reflective Instincts

Starting at 8th level, whenever a creature within 20 feet of you is hit by an attack made by an allied creature, you can use your reaction to make a ranged weapon attack against that creature.

### Fiery Brand

At 13th level, a new brand appears upon your body, forged of fel flames and continuously flickering as if burning. You can use this brand to channel energy into specific spells. As an action, you can cast your choice of: banishment, fire shield, or wall of fire.

You must then finish a long rest to use this feature again.