Dragoon Jump Monster Hunter Dmg

I'm not asking that type of question where your answer is 'every weapon is viable:3'. What I want to know is what weapon TRULY has the highest DPS in the game, I remember MH4U getting such a list, but I'm not seeing anything MhW related. I can't find anything on the web, so I'm asking here if anyone has the knowledge. What's the weapon with the highest DPS? Jan 17, 2019 MONSTER HUNTER: WORLD. Good for you,I've yet to play with a team who knows how to Dragoon Jump in phase 3 (Lacking damage) and the whole team carts,or there's.

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PSA: You can use the red mushrooms growing on trees to 'wall-jump'. Some weapons can do special move with it while unsheathed. Mar 21, 2018 In this Monster Hunter World video we take an in-depth look at monster and elder dragon behavior, their animations and actions, and how long the windows of opportunity stay open for hunters to.

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  • 1Dragoon
    • 1.3Class Features
  • 2Dragoon Archetype List

Dragoon[edit]

A half-elf man approaches the mouth of a dark cave. He shouts loudly, drawing out the monster within. The allosaurus charges out, mouth open to devour the intruder. Focusing his mind, the half-elf sends a surge of magic through his body to jump high out of the way, over the creature's head. Turning in midair, he uses the same magic to come plunging down on top of the allosaur's neck with his spear. He has hit just the right spot to make the monster start bleeding out. All that remains is to finish the beast off.

A tiefling woman finds herself surrounded by gnoll slave traders. The horde plans to add her to their stock of slave inventory. Unknown to them, they deal with a dragoon. The tiefling jumps high into the air, and rains a hail of metal stars onto her aggressors. The gnolls barely have time to realize what has just happened, before the tiefling lands with her spear stuck through one's head. The gnolls attack, and are effortlessly parried and cut down. Soon, they are all dead, and the tiefling goes to free the captured slaves.

What is a Dragoon?[edit]

A Dragoon is someone who has been gifted with arcane magic. Instead of using this to become a traditional magic user, the individual uses it to increase their physical prowess. This magical energy fuels their powerful leaps and precise attacks.The Dragoon’s place is not in the heat of battle, but rather it is soaring above in leaps and bounds, usually picking foes one at a time and rocketing down with deadly precision.

Creating a Dragoon[edit]

Quick Build

You can make a Dragoon quickly by following these suggestions. First make Strength your highest ability score. Your next highest ability score should be Dexterity. Second, choose the soldier background.

Class Features

As a Dragoon you gain the following class features.

Hit Points

Hit Dice: 1d10 per Dragoon level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Dragoon level after 1st

Proficiencies

Armor: Light, Medium
Weapons: Polearms, All Simple Weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose two from the following: Athletics, Acrobatics, Survival, Intimidation, Performance, Perception

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Halberd or (b) Quarterstaff
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • (a) Chain Shirt or (b) Scale Mail or (c) Leather Armor
  • (a) 20 Shurikens or (b) Polearm of your choice

Table: The Dragoon

LevelProficiency
Bonus
FeaturesDragoon Weapon
1st+2Dragoon Weapons, Enhanced Jump, Jump Attack1d10
2nd+2Dragoonic Resilience1d10
3rd+2Dragoon Archetype1d10
4th+2Ability Score Improvement1d10
5th+3Extra Attack, Limber Vaulting1d10
6th+3Dragoon Archetype Feature1d12
7th+3Aerial Evasion1d12
8th+3Ability Score Improvement1d12
9th+4Crippling Strike1d12
10th+4Dragoon Archetype Feature1d12
11th+4First Strike2d6
12th+4Ability Score Improvement2d6
13th+5Skyfall2d6
14th+5Dragoon Archetype Feature2d6
15th+5Aerial Takedown2d6
16th+5Ability Score Improvement2d8
17th+6Elemental Polearm2d8
18th+6Elemental Takeoff2d8
19th+6Ability Score Improvement2d8
20th+6Windfury2d8
Dragoon Save DC

Some Dragoon features require an enemy to make a saving throw. The formula for determining the Dragoon’s saving throw DC is: 8 + STR + Proficiency

Dragoon Weapons[edit]

When you start, you are specially trained to make maximum use of polearms. Polearm weapons are defined as quarterstaffs, halberds, pikes, glaives, and lances. When wielding any polearm, the damage die for the weapon is determined by the dragoon weapon chart above.

Additionally, using a lance while on foot and within 5 feet of your target no longer imposes disadvantage when making a Jump Attack, and quarterstaves gain the benefit of 10 foot reach while you are wielding them with 2 hands as you have specially trained in reach combat to make the most of anything with a long handle.

Enhanced Jump[edit]

A Dragoon’s base jump height is equal to 10 + 5 x Dragoon LVL in ft. The Dragoon takes no falling damage from 10 + 5 x Dragoon LVL in ft while performing a jump. Jumping does not require movement and can only be done once per turn.

Jump Attack[edit]

The Dragoon may choose to perform a Jump Attack Takeoff in place of one of their attacks. The Dragoon leaps into the air instead of attacking. On the Dragoons following turn, they may make a melee weapon attack with advantage on their first strike. The dragoon lands within 20 ft of the initial takeoff spot. The target of this attack must be within reach of where the dragoon lands. The higher the dragoon jumps the more damage it deals. For leaping 15 ft you deal an extra 1d6 damage. For leaping 35 ft you deal an extra 2d6 damage. For leaping 55 ft you deal you deal an extra 3d6 damage. For leaping 75 ft you deal an extra 4d6 damage. For leaping 95 ft you deal an extra 5d6 damage. The dragoon may not take actions while in the air, unless specifically stated otherwise. (You can cancel the Jump Attack and drop down as a bonus action if you do not want to complete it. This can be done on either turn, and completes instantaneously whenever the bonus action is used.)

Dragoon Resilience[edit]

Starting at 2nd level, because of your trained control of the innate arcane energy in your own body, you've learned to specialize in one of the chromatic elements. You may choose one of the following damage types to become resistant: Fire, Cold, Lightning, Acid, Poison

Dragoon Archetype[edit]

Starting at 3rd level, the Dragoon may choose between the Monster Hunter and the Breaker archetypes. The Dragoon gains archetype features at 3rd, 6th, 10th, and 14th level. The features gained from these archetypes are described at the end of this page.

Ability Score Improvement[edit]

When you reach 4th level, you can increase one ability score of your choice by two or two ability scores of your choice by one. You may do so again at 8th, 12th, 16th, and 19th level.

Extra Attack[edit]

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Initiating a 'Jump Attack Takeoff' as well as finishing a 'Jump Attack' both count as 1 attack, so you may perform a jump attack in one turn if you devote both of your attacks to do so.

Limber Vaulting[edit]

Starting at 5th level, you have learned to maneuver through the battlefield better without needing to attack in the process. You can now use your movement to move through enemies' and allies' spaces alike by pole-vaulting over them. This costs the same amount of movement as it normally would, and requires an adequate amount of vertical space, at least 10 feet higher than you stand. Any creature that does not want to allow you to move around or past them may attempt to prevent you from doing so as a reaction by making an STR (Athletics) check contested by your DEX (Acrobatics). If multiple creatures are trying to prevent your vault, they each make separate contest rolls, stopping you if any of them roll higher than your initial roll.

Aerial Evasion[edit]

You are now trained in aerial maneuvers, using your flexibility, agility, and sheer jump height to weave in and out of danger on the battlefield.

Starting at 7th level, the Dragoon has learned to perform aerial maneuvers to avoid harm. While in the air, if the Dragoon is subjected to an effect that allows them to make a Dexterity saving throw to take only half damage, they instead take no damage upon success and half damage upon a fail.Additionally, if you succeeded on the saving throw while you are on the ground, you may use your reaction to make a Jump Attack Takeoff without provoking any opportunity attacks. If you are able to make this Jump Attack Takeoff you take no damage instead of half as if you were in the air.

Crippling Strike[edit]

Starting at 9th level, whenever the Dragoon lands a successful Jump Attack, they may inflict one of the following effects on the target:

  • The target must succeed on a DEX saving throw against the Dragoon’s save DC or be knocked prone.
  • The target must succeed on a STR saving throw against the Dragoon’s save DC or be disarmed.
  • The target must succeed on a CON saving throw against the Dragoon’s save DC or have their movement speed cut in half until the end of their next turn.

First Strike[edit]

Starting at 11th level, the Dragoon has learned to leap into action at any moment. You gain advantage on initiative checks.

Skyfall[edit]

Starting at 13th level, you've finally perfected the art of jumping, and have reached the point where you can finally safely tap into your remaining hidden potential when you leap. You gain a significant boost to jump height. Your base jump height is doubled, still using the same formula, and the Dragoon becomes completely immune to falling damage.

Aerial Takedown[edit]

Starting at 15th level, when a fighting a flying creature, the Dragoon may choose to execute an Aerial Takedown. Make a melee weapon attack against the creature. On a hit, the creature must succeed on a Strength save or have its fly speed reduced to 0 ft until the end of its next turn. If it hits, whether the flying creature passes the save or not, the Dragoon still lands on the flying creature. In order to stay on the flying creature, the Dragoon needs to make an Athletics check every round after his turn, against an opposing grapple check of the flying creature.

Elemental Polearm[edit]

Starting at 17th level, when you successfully attack a creature with a Jump Attack, you can choose to convert the Jump Attack's extra damage to the damage type of your Dragoonic Resilience.

Elemental Takeoff[edit]

Starting at 18th level, when you initiate a Jump Attack, you can choose to release a shock-wave of channeled elemental power, which is the same as your Dragoonic Resilience. When you use your jump attack, each creature within 10 feet of you must succeed on a DEX or CON saving throw (dependent on the type of damage you're doing) or take 5d6 damage of the Dragoonic Resilience element, and be knocked prone. On a success, the creature takes half damage and is not knocked prone. After using this feature, the Dragoon must finish a short or long rest before using it again.

Windfury[edit]

Starting at 20th level, you can temporarily enter a state of heightened physical prowess. For 2 turns you may channel the same force of momentum as a finished Jump Attack without leaping into the air. Your normal attacks have advantage, and you add your Jump Attack dice to them on a successful hit. After using this feature, you must finish a long rest before using it again. If you attempt this again without completing a long rest it will cause heavy strain on your body, inflicting your current Jump Attack damage in force damage to yourself and a level of exhaustion, each turn that you are in your Windfury state.

Dragoon Archetype List[edit]

Monster Hunter[edit]

Monster hunters strive to rid the world of the beasts that plague the material world. Your skills are put to use to fight creatures larger than yourself.

Precise Leap

Starting at 3rd level, when fighting a creature sized large or larger, you may make a Jump Attack in a single attack, gaining all the normal benefits, and landing on the creature itself. This feature only works if you are on the ground when you begin the attack. Once on a creature, you must return to the ground before making another Precise Leap. When you leap off of a creature, you use half of your movement.

You may perform a Jump Attack Takeoff while atop a creature that is large or bigger, but it will still take 2 attacks in order to complete it and gain the benefits of your Jump Attack.

Pressure Point

Starting at 6th level, when fighting a creature sized large or larger, you score a critical hit with a d20 roll of 19-20. Starting at 17th level, a you score a critical hit with a d20 roll of 18-20 against creatures sized large or larger.

Arterial Destruction

Your training and experience hunting giant animals and monsters has taught you how to take advantage of the fact that many of them have to pump gallons of blood to maintain their massive bodies.

Starting at 10th level, when you succeed on a jump attack against a creature sized large or larger, you can attempt to sever an artery of the creature. The creature must succeed on a Constitution saving throw or start bleeding out. On a failed save, at the start of each of the creature’s turns, the creature takes 1d10 damage from bleeding out. This effect can end early if the target clots by succeeding a CON saving throw against the Dragoon's spell save DC 3 times total which the target makes at the end of its turns. Additionally, the creature can choose to apply pressure to the wound and attempt to stop the bleeding as a full action, on top of its normal saves. After using this feature, the Dragoon may not do so again until finishing a short or long rest. Starting at 17th level, this bleeding damage increases to 2d10 each turn.

Note: If the creature does not have blood, or their veins are extremely difficult to find access to your DM may exercise discretion to disallow or limit this ability for certain encounters. Creatures with natural regenerative abilities such as Trolls may also be granted advantage on their CON saving throws, and constructs will likely be immune.

Ruthless Critical

Starting at 14th level, when you score a critical hit against a creature sized large or larger, you may reroll any 1’s or 2’s on all damage dice, and must use the new results.

Breaker[edit]

Weapon combat is the forte of the Breaker, especially aerial. The focus on skills with their weapon, and jump attacks are their most formidable weapons in their arsenal.

Comet Landing

Starting at 3rd level, upon landing a jump attack, you may choose to execute the Comet Landing. All creatures within 10ft of where you land take 1d6 bludgeoning damage, and they must succeed on a CON save against the Dragoon’s save DC. On a failed save they are pushed 10ft away and are knocked prone. On a successful save they take half damage, are only pushed 5ft away, and are not knocked prone. This feature can be used a number of time equal to your strength modifier (minimum of 1), and you regain expended uses upon finishing a short rest. At 6th level, the damage increases to 2d6, at 10th level it increases to 3d6, and at 14th level it increases to 4d6.

Elemental Breath

Starting at the 6th Level, You take the power of you chosen resistance, and flow it through your body. Upon using the Jump Attack Initiate, you can use your bonus action to unleash a wave of dragoonic breath as you ascend. In a 15 foot vertical cone all creatures must make a Dexterity save or take elemental damage based on your Dragoonic Resilience equal to your jump attack dice. This feature can be used 2 times at 6th level and 3 times at the 10th level, 4 times at the 14 level, and 5 times at the 18th level. You regain 1 charge during a short rest, and all charges from a long rest.

Chromatic Spiral

Starting at the 10th level, you have trained yourself well enough in generating momentum with your arcane fueled movements to generate an elemental whirlwind rather than striking with your weapon. As an action, you can begin spinning with reckless abandon. Your speed is halved, as you gyrate rapidly a radius of 10 feet spiraling around you, and 5 feet higher than your normal height. Any creature that enters this area for the first time on their turn, or ends their turn inside it must make a STR saving throw, being pushed back 10 feet and taking 1d8 bludgeoning damage and elemental damage of your Dragoonic Resilience type equal to your current jump attack dice. On a successful saving throw, they take half as much damage and are not pushed back. You cannot take any actions or reactions other than ending this effect as an action until you stop, and cannot do anything else except move at half speed in a straight line while channeling this effect.

For the duration of the channeling you are considered to be heavily obscured by the elemental energy swirling around you. You can maintain this form for up to 1 minute as if concentrating on a spell. Though if your speed is reduced to 0 this ends early. If you are stopped early in a way that would not normally cause you to lose concentration, you do not become lethargic and can act normally.

When you stop spinning, either voluntarily or by losing concentration, you become lethargic. Until the end of your next turn you are unable to move or take any actions or reactions. Once you use this feature, you cannot do so again until you finish a short or long rest.

Critical Thrust

Starting at the 14th level, When you hit with a successful Jump Attack, you may choose to gain the benefits of a critical strike on the attack. This effect also causes a bleed effect, to which the target takes half of the damage you dealt on the end of it's next turn. Once you use this feature you must finish a long rest before you can use it again.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Dragoon class, you must meet these prerequisites: Strength 13 or Dexterity 13.

Proficiencies. When you multiclass into the Dragoon class, you gain the following proficiencies: Polearms, Simple Weapons, Medium Armor, Light Armor


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  • 3Class Features

Demon Hunter[edit]

For generations, our village has had to live under the constant threat of possible invasion from demonic entities. That was until they arrived. A figure glowing with energy told us not to worry, as they would take care of the menace that we faced. Although we are unsure of what became of that individual, after they left, there hasn't been a demon sighting in these parts for years. -Yadris, Village Mayor


On one normally quiet and tranquil day, a figure moves through the dried husk of a forest with a letter in hand. The charred and blacked ground crunches between their feet as they move onwards towards their target. Soon they spot their target in the distance, an impressive city with massive gray walls adorned with guard towers. As the figure approaches, the walls seem to almost crumble to dust before him as the sight of the broken and crumbled wall seem to break the figure's trance of imagining the once majestic walls that once guarded this town. Stepping inside, the figure sees burnt and dilapidated houses stretching as far as the eye can see. The figure smiles, as he notices the hulking figure of a demon covered in a multitude of boils, horns, appendages. Undeterred, the figure charges the demon ready to slay their mark. This individual is a demon hunter.

Demon hunters are individuals who have chosen to make a pact with a vengeful angel or a devil in order to exterminate demons. A demon hunter's pact can take many forms, it may be a brand on their skin, it may allow the demon hunter to glow with white or black energy, or it may even affect the very way a demon hunter thinks and speaks. Even so, through this pact, demon hunters gain the ability to harness magic as well as the power to feel the life essences of fiends and undead. Their tenacity in combat, along with their effective use of finesse and magic allows them to adapt to a variety of circumstances both in and out of combat.

Those who choose this path tend to crave battle and power, and at times, are often known to enter a trance where they kill their targets with no remorse. By choosing to become a demon hunter, these individuals have chosen to a life of killing as they know their job doesn't stop with the death of one demon, it only ends with either the extermination of all demons or their death. Many demon hunters therefore choose to travel with others, as alone, demon hunters often fall into an endless cycle of killing with no remorse.

Creating a Demon Hunter[edit]

Demon Hunter(Angel) by cyl1981
Jump

As you are creating a demon hunter, keep in mind how your character relates to society and why they took up monster hunting. Why are you devoted to a cause of killing demons? Why did you decide to make a deal with your patron? Was it for revenge, power, or does it serve some other purpose? Is your patron an angel or a devil? Why would your character decide to group up with others? Do you have another goal besides the killing of demon's? Typically, a demon hunter without a goal or cause is lost.

Quick Build

You can make a demon hunter quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score followed by Wisdom then Constitution. Second, choose the Faction Agent background. Third, choose the leather armor, a rapier for the martial weapon and a shield, the arcane focus, and the dungeoneer's pack.

Class Features

As a Demon Hunter you gain the following class features.

Hit Points

Hit Dice: 1d10 per Demon Hunter level
Hit Points at 1st Level: 1d10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Demon Hunter level after 1st

Proficiencies

Armor: light armor, medium armor, shields
Weapons: simple weapons, martial weapons
Tools: None
Saving Throws:Strength, Wisdom
Skills: Choose two from Acrobatics, Arcana, Athletics, History, Insight, Investigation, Medicine, Perception, Religion, Stealth, and Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) leather armor or (b) hide armor
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) An arcane focus or (b) a component pouch
  • (a) A explorer's pack or (b) a dungeoneer's pack
  • If you are using starting wealth, you have 4d4 x 10 gp in funds.

Table: The Demon Hunter

LevelProficiency
Bonus
FeaturesCantrips KnownSpells KnownSpell SlotsSlot LevelBonus Weapon Damage
1st+2Pact Magic, Hunter's Bane2211st
2nd+2Coalesced Power, Preferred Weapons2321st+2
3rd+2Hunter Order2421st+2
4th+2Ability Score Improvement3521st+2
5th+3Extra Attack3622nd+3
6th+3Hunter's Bane Improvement3722nd+3
7th+3Hunter Order feature3822nd+3
8th+3Ability Score Improvement3922nd+4
9th+4Gilded Eyes31023rd+4
10th+4Preferred Weapons (2)41023rd+4
11th+4Sheer Skill41133rd+5
12th+4Ability Score Improvement41133rd+5
13th+541234th+5
14th+5Hunter Order feature41234th+6
15th+5Combat Style41334th+6
16th+5Ability Score Improvement41334th+6
17th+641445th+7
18th+6Hunter Order feature41445th+7
19th+6Ability Score Improvement41545th+7
20th+6Resilience41545th+8

Hunter's Bane[edit]

Beginning 1st level, you have advantage on Wisdom (Survival) checks to track undead and fiends, as well as on Intelligence checks to recall information about them. Upon reaching 6th level, you have advantage on Wisdom (Insight) checks and Wisdom saving throws against undead and fiends.

Pact Magic[edit]

At 1st level, your arcane research and the magic bestowed on you by your angelic or devil patron have given you facility with spells.

Cantrips

You know the eldritch blast cantrip and one other cantrip of your choice from the demon hunter spell list. If you already know the eldritch blast cantrip, you instead learn two other cantrips of your choice from the demon hunter spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Demon Hunter table.

Spell Slots

The Demon Hunter table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your demon hunter spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 2nd-level spell slots. To cast the 1st-level spell hellish rebuke, you must spend one of those slots, and you cast it as a 2nd-level spell.

Monster Hunter Movie

Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level spells of your choice from the demon hunter spell list.

The Spells Known column of the Demon Hunter table shows when you learn more demon hunter spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 9th level, for example, you learn a new demon hunter spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the demon hunter spells you know and replace it with another spell from the demon hunter spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your demon hunter spells, so you use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a demon hunter spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your demon hunter spells.

Coalesced Power[edit]

Beginning at 2nd level, when you cast eldritch blast, you may add your Wisdom modifier to the damage it deals on a hit if you do not already add an ability modifier to the damage already.

Preferred Weapons[edit]

Beginning at 2nd level, you have trained for years with two weapons of your choice that have become your preferred weapons. Choose a martial melee weapon and a martial ranged weapon. You have a +2 bonus to damage rolls with these weapons. The amount of bonus damage increases as you gain levels, as shown in the Bonus Weapon Damage column of the Demon Hunter table.

At 10th level, you may also choose another martial melee weapon and martial ranged weapon to also gain this benefit.

Hunter Order[edit]

Beginning at 3rd level, you choose a subclass that you emulate in the exercise of your hunter abilities: Deathblade, Power Fiend, or Arcane Devastator, all detailed at the end of the class description. Your subclass choice grants you features at 3rd level and again at levels 7th, 14th, and 18th.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th 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.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Gilded Eyes[edit]

Beginning at 9th level, you gain darkvision for 60 feet. If you already have darkvision, the range is instead increased by an additional 30 feet.

Sheer Skill[edit]

Starting at 11th level, before the results of a roll have been announced, you may add 1d6 to any roll you make. You may not use Sheer Skill more than once on any roll you make. You may use this feature an amount of times equal to your proficiency bonus and you regain all uses of this feature after you finish a short or long rest.

Combat Style[edit]

Beginning at 15th level, you may choose a combat style that emphasizes your specialty in combat.

Dexterous Evader

Through practice, you have learned how to anticipate upcoming attacks in order to dodge them. You may take a specialized Dodge action as a bonus action, which gives you the effects of the Dodge action and advantage on Dexterity saving throws until the start of your next turn. You may use this feature a number of times equal to your half your Dexterity modifier rounded up (minimum of one), and you regain all uses of this feature after you finish a long rest.

Precision Caster

You have focused all your training efforts into learning how to properly connect with your spells and cantrips. You have a +1 bonus to your spell attack rolls and spell save DC.

Specialized Hunter

You have spent ages learning how to effectively kill your hated enemies. You have advantage on your first weapon attack roll each turn when targeting a demon or undead, and deal additional damage equal to your proficiency bonus on that attack.

Speedy Hands

You have trained your hands at the point of mastery at handling of crossbows. You ignore the loading property of crossbows with which you are proficient and being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls with crossbows.

Resilience[edit]

Beginning at 20th level, you attain the pinnacle of resilience on battle. If you have no more than half your hit points left, as a bonus action, you can spend up to two hit dice to heal yourself for an amount of hit points equal to amount rolled + your Constitution modifier for each hit die rolled. You can not use this feature if you have 0 hit points.

Deathblade[edit]

Deathblade demon hunters who adhere to this path are no strangers to the grimmer parts of their job as demon hunters. Due to the strain of the job, some of these individuals lose themselves over time, becoming more and more immersed with death as time goes by. In exchange, they receive the powers of the grim art of death, allowing them to quickly bring death to others while forestalling the death of their friends.

Death's Door

Beginning at 3rd level, you have accepted death as a natural part of life for all creatures except yourself. If you succeed on a death saving throw, you may regain 1 hit point. Once you use this ability, you can not use it again until you finish a long rest.

Fleeting Step

Beginning at 3rd level, your speed and evasiveness have reached new levels. Your base walking speed is increased by 5 feet, and may take the Disengage action as a bonus action.

Grim Sage

At 7th level, your experience instills you with what you need to act cunning in combat. You may add your Wisdom modifier to your initiative rolls.

Death's Doctor

Beginning at 7th level, your knowledge of death limits exemplified. You have advantage on Wisdom (Medicine) checks to stabilize creatures and you may attempt to stabilize a creature as a bonus action.

Quick Dash

Beginning at 14th level, you know how to quickly bound towards other creatures and make a quick strike against them. As a bonus action, you may move 15 feet in a direction and make a weapon attack against a creature within range. You may use this feature a number of times equal to your proficiency bonus and you regain all uses of this feature at the end of a long rest.

Control Over Death

Beginning at 18th level, you have learned how to effectively stop death. As an action, you may bind a creature's soul to your current plane as long as the creature is within 60ft of you. You may choose to target a living creature or you may target a creature that has not been dead for more than 1 round(6 seconds). If the creature was living, until the start of your next turn, that creature can not be killed or knocked unconscious. If the target would take damage that knocks them unconscious, they instead remain conscious at 1 hit point. If the target was recently slain, you return that creature to life with 50 hit points and with 0 failed death saving throws. Once you use this feature, you may not use it again until you finish a long rest.

Power Fiend[edit]

Some demon hunters believe that without sufficient power and durability they stand no chance against the very demons they swore to slay. As such, these individuals choose to become Power Fiends allowing them to harness power akin to that of the very creatures they swore to destroy. However, no matter the threats they face, from rampaging demons and hordes of elementals to towering giants and terrifying dragons, Power Fiends will face them head on to act as the bulwark between civilization and the terrors of the Abyss.

Hardened Body

Beginning at 3rd level, you body becomes hardened to the effects of battle. Bludgeoning, piercing, and slashing damage that you take is reduced by 2 (damage reduction is before resistance). This amount increases by 1 at 5th level, 11th level, and 17th level.

Weathered

Beginning at 3rd level, you have advantage on Constitution saving throws against extreme weather (DMG p. 110).

Protection Pact

Beginning at 7th level, your pact with the fiendish entity now grants you some degree of protection. You are now considered to be under the effects of nondetection at all times and may not be moved or teleported by a magical effect without your consent.

Fury

Beginning at 14th level, you have learned how to put your full might behind your attacks. As a bonus action you may enter a state of all out aggression for 1 minute. Your first weapon attack that hits each turn deals additional damage equal to your proficiency bonus. However, while in this state, you have disadvantage on Wisdom and Intelligence saving throws. Once you use this feature, you may not use it again until you finish a short or long rest.

Supreme Fortitude

Beginning at 18th level, after being hit by an attack and taking damage, you may make a reaction to make it so that no damage is done. You may use this feature twice and you regain all uses of this feature after you finish a long rest.

Arcane Devastator[edit]

Arcane Devastators could simply be described as those who want an abundance of magical power to destroy their enemies, but that would be a bit too simple. Although they can not cast as many spells as traditional spellcasters, these individuals still try their hardest to manipulate magic in whatever way they can to their betterment. In the end though, how each Arcane Devastator deals with their limitations on magic, is what determines who succeeds and who fails.

Flexible Spell List

Beginning at 3rd level, whenever you finish a long rest, you can choose one of the demon hunter spells you know and replace it with another spell from the demon hunter spell list, which also must be of a level for which you have spell slots.

Well Learned

Beginning at 3rd level, you gain proficiency in the History or Arcana skill, and if you already have proficiency in it, your proficiency bonus is doubled for any check you make using it.

Magic Guidance

Dragoon Jump Monster Hunter Dmg Free

Beginning at 3rd level, when you make an ability check or a saving throw and have disadvantage on the roll, you can cancel the disadvantage for that roll. Alternatively, before you make an ability check or a saving throw, you may add your proficiency bonus to the roll regardless of whether you are proficiency in the check or not. Once you use this feature, you may not use it again until you finish a long rest.

Enhanced Spellcasting

Beginning at 7th level, when you cast a spell that deals damage, you deal 1 additional point of damage per damage die. This bonus damage is the same damage type as the damage from the spell.

Well of Magic

Beginning at 14th level, you have learned how to reach into your inner most depths of your pact for more magic. You gain an additional demon hunter spell slot.

Magic Pact

Beginning at 18th level, your pact can now further enhance your spellcasting capabilities. You may cast any 5th level or lower spell from the demon hunter spell list once. Once you use this feature, you may not use it again until you finish a long rest.

Demon Hunter Spell List[edit]

Demon hunters can choose spells from a variety of options, usually picking spells that best fit what situations they find themselves in.

Cantrips

create bonfire[1], dancing lights, eldritch blast, green flame blade[2], light, mage hand, mending, message, minor illusion, prestidigitation, ray of frost

1st

arms of hadar, cause fear[3], charm person, color spray, comprehend languages, detect magic, detect poison and disease, disguise self, entangle, faerie fire, feather fall, fog cloud, hellish rebuke, hex, identify, longstrider, protection from evil and good, purify food and drink

2nd

alter self, arcane lock, blindness/deafness, blur, cloud of daggers[4], darkness, detect thoughts, enhance ability, heat metal, hold person, invisibility, levitate, locate object, mirror image, misty step, phantasmal force[5], ray of enfeeblement, see invisibility, suggestion, web

3rd

blink, clairvoyance, counterspell, daylight, dispel magic, fear, glyph of warding, hypnotic pattern, magic circle, major image, melf's minute meteors[6], nondetection, protection from energy, remove curse, sending, sleet storm, speak with dead, stinking cloud, tongues, water breathing, wind wall

4th

arcane eye, banishment, black tentacles, blight, compulsion, confusion, control water, dimension door, divination, freedom of movement, greater invisibility, hallucinatory terrain, ice storm, locate creature, resilient sphere, wall of fire

5th

cone of cold, dominate person, dream, contact other plane, dispel evil and good, geas, hold monster, insect plague, legend lore, modify memory, scrying, seeming, telekinesis, teleportation circle, wall of force

References
  1. D&D 5e XGtE p.152
  2. D&D 5e SCAG p.143
  3. D&D 5e XGtE p.151
  4. D&D 5e PHB p.222
  5. D&D 5e PHB p.264
  6. D&D 5e XGtE p.161

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the demon hunter class, you must meet these prerequisites: 13 Strength or 13 Dexterity and 13 Wisdom.

Proficiencies. When you multiclass into the demon hunter class, you gain the following proficiencies: light armor, medium armor, simple weapons, and martial weapons.

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