I recently finished a homebrew for a demon hunter class. I would love it if you guys would look it over and give me some feed back. The formatting of the table is a little weird but it should be pretty easy to figure out. I just used the eldritch knight table, gave it one more cantrip and started spellcasting at lv 2 instead of 3.
Demon Hunter Class
Creating a Demon Hunter
Quick build
You can make a demon hunter quickly by following these suggestions. First, make Strength or Dexterity your highest ability score. Your next highest score should be Intelligence. Second choose the outlander background .
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: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per demon hunter level after 1st
Proficiencies
Armor: Light armor, Medium armor, Sheilds
Weapons: Simple weapons, Rapier, Scimitar, Shortsword, Whip
Tools: choose one from: Thieve’s Tools, Leather Working Tools, Smith’s Tools
Saving Throws: Dexterity, Intelligence
Skills: Choose three from: Acrobatics, Arcana, Deception, History, Investigation, Nature, Religion, Stealth, Survival.
Equipment
You start with the follow equipment, in addition to the equipment granted by your background:
• (a) Leather armor or (b) scale mail
• (a) a scimitar and a shield or(b) two shortswords
• (a) a light crossbow and 20 bolts or (b) 4 javelins
• (a) a dungeoneer’s pack or (b) an explorer’s pack.
Level Proficiency Bonus Cantrips Known Spells Known 1st 2nd 3rd 4th
1st +2
2nd +2 1 3 2
3rd +2 1 4 2
4th +2 1 4 3
5th +3 2 4 3
6th +3 2 5 3
7th +3 2 6 4 2
8th +3 2 6 4 2
9th +4 2 7 4 2
10th +4 3 8 4 3
11th +4 3 8 4 3
12th +4 3 9 4 3
13th +5 3 10 4 3 2
14th +5 3 10 4 3 2
15th +5 4 11 4 3 2
16th +5 4 11 4 3 3
17th +6 4 11 4 3 3
18th +6 4 12 4 3 3
19th +6 4 12 4 3 3 1
20th +6 4 13 4 3 3 1
Hunter’s Path
At 1st level you choose a path to follow as a demon hunter. The path of the slayer or the path of the exorcist. Each path take a different approach to the hunting of demons and devils. Your path gives you features when you choose it at 1st level and additional features at 3rd, 5th, 9th, 14th, and 17th levels.
Spellcasting
When you reach 2nd level, you tap into your vast potential to cast spells.
Cantrips. You learn 1 cantrip of your choice from the demon hunter spell list. You learn an additional cantrips of your choice at 5th, 10th and 15th level.
Spell Slots. The Demon Hunter table shows how many spell Slots you have to cast your spells of 1st level or higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st level spell shield and have a 1st level and 2nd level spell slot available, you can cast shield using either slot.
Spells Known of 1st Level and Higher. You know three 1st level demon hunter spells of your choice. The Spells Known column of the Demon Hunter table shows when you learn more Demon Hunter spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. Whenever you gain a level in this class, you can replace one of the Demon Hunter spells with another spell of your choice from the demon hunter spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability. Intelligence is your spellcasting ability for your demon hunter spells, since you learn your spells to study and memorization. You use your intelligence whenever a spell refers to your spellcasting ability. In addition, you use your intelligence 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 Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier.
Hunter’s Sight
Your extensive trading ha given you the ability to be prepared for any situation that your quarry can throw at you. Starting at 2nd level, you can see in darkness and magical darkness out to a distance of 60 feet.
Hunter’s Tounges
Your research into your most hated foes have included learning their languages. Starting at 3rd level you learn Abyssal & Infernal.
Supernatural Awareness
Starting at 3rd level you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you Celestials, Fiends, and Undead. This feature doesn't reveal the creatures' location or number.
Ability Score Improvement
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 of your ability score of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Hunter’s Resilience
Some of your most hated foes have an additive to their attacks. Through your rigorous training and unrelenting study you are ready for it. Starting at 6th level you gain resistance to poison damage and have advantage on saving throws against being poisoned. At 15th level you gain immunity to poison altogether.
Evasion
At 7th level When you are subjected to an effect, such as a red dragon’s fiery breath or a Lightning Bolt spell, 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.
Hunter’s Will
You have been chasing this enemy for so long your resolve is stronger than mythril. Starting at 10th level you can use your action to end one effect on yourself that is causing you to be Charmed or Frightened.
Hunter’s Resistance
Starting at 11th level you have advantage on all saving throws against spells.
Hunter’s Curse
Starting at 13th level you have learned how to undercut your enemies resistance to magics. You can use your action to impose disadvantage on the next saving throw against a spell targeted at the creature or an area effect that would hit the creature. You must finish a short or long rest before you can use this feature again.
Nimble Movement (hunter)
Your life as a demon hunter has honed your speed and reflexes to their maximum potential. Starting at 16th level you can use the Dash, Disengage, Dodge actions as a bonus action instead.
Slayer
A slayer is the ultimate warrior against the incursions of devils and demons. He uses his physical prowess to fight toe to toe with his foes. His slayer weapon is the best tool for the job.
Slayer’s Talents
Starting at 1st level you gain proficiency with martial weapons and heavy armor. You also get to choose a fighting style.
Fighting Style
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.
Slayer’s Weapon
When you choose the slayer’s path you receive a slayer's weapon. It can be any weapon you choose that you are proficient with. A slayer's weapon is bonded to him in a ritual when he receives it. If anyone but you tries to use your slayer weapon, they have a -5 penalty to attack rolls and the weapon deals half damage. At 3rd level it counts as magical for overcoming resistances. At 5th level it counts as a +1 magical weapon. At 9th level it counts as a +2 magic weapon. At 17th level it counts as a +3 magic weapon.
Slayer’s Might
Your thirst for the blood of your enemies gives you added power to some of your attacks. Starting at 3rd level when you hit a creature with a weapon attack, the creature takes an extra 1d8 radiant damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.
Extra Attack
Starting at 5th level you can attack twice, instead of once, when you take the attack action on your turn.
Slayer’s Dance
Starting at 9th level you can use your action to make a melee attack against any number of creatures within your melee attack range, with a separate attack roll for each target.
Improved Ctritical
Starting at 14th level your weapon attacks score a critical hit on a roll of 19 or 20.
Slayer’s Fortitude
A slayer's fight is never over until his enemy is lying at his feet. Starting at 17th level you can use your action to roll a number of hit dice equal to your intelligence modifier. You the regain a number of hit points equal to each roll plus your Constitution modifier.
Slayer's Percision
At 20th level, when you hit with an attack on your turn you can force the target to make a Constitution saving throw. The DC for the Save is 8 + your proficiency bonus + your weapon ability modifier (strength for a strength based weapon or dexterity for a dexterity based weapon). On a failure, the hit is a critical and you can roll extra damage dice equal to your weapon ability modifier and add that to the critical hit damage. On a success the target takes half of the extra damage. You can not use this ability again until you finish a short or long rest.
Exorcist
An exorcist specializes in the removal of and protection from devils and demons. He uses his intellect and talismans to keep them out of areas, help allies resist their attacks or even keep them on the ground. At his mightiest he can even send them back to their home plane with nothing more than a piece of paper and some ink.
Exorcist’s Talismans
When you choose this path at first level you gain the ability to infuse slips of parchment with certain effects. You gain a new talisman effect at the levels noted next to the name of the talisman. If the talisman calls for a saving throw, the DC is 8 + your proficiency bonus + your intelligence modifier.
Ward area (1)
As an action, you are able to ward an area so that fiends, Undead, or celestials cannot come within 30’ of where the talisman is placed. You choose which creature the ward effects when you place it. The chosen creature west succeed on a Wisdoms saving throw or be unable to enter the area for 24 hrs or until the talisman is removed or you are incapacitated.
Difficult terrain (1)
As an action you can place a talisman and create an area of magically difficult terrain in a 30 foot radius. Choose a number of creatures equal to 1 + your intelligence modifier that you see with in range. They now are reduced to half of their movement speed while they are traveling across the ground within the affected area. It does not affect creatures flying over or traveling underneath the ground.
Change to radiant damage(3)
As a bonus action you can place a talisman on a weapon or piece of ammunition. Until the end of your next turn, all of the damage that weapon deals is changed to radiant damage.
Fire resistance (5)
As an action you can place a talisman on a creature. For the next hour to target creature has resistance to fire damage. You can have a number of these talismans equal to 1 + your intelligence modifier active at one time.
Show invisibility (9)
As an action you can place a talisman on the ground, on an object or on a friendly creature. Anything that is invisible within 30’ of the talisman has to succeed on a dexterity saving throw or become visible while inside the affected area. The area travels with the talisman while it is on an object or creature. Inanimate objects that are invisible automatically fail their saving throw. This affect lasts for one minute.
Block flight (14)
As an action you can place a talisman on a creature of your choice. Make a melee spell attack, on a hit the target creature can no longer fly. If a creature is in the air when the talisman is placed, it falls 60 feet per round until it hit the ground. A creature with the hover ability does not free fall but it cannot ascend any higher than it is already. This effect lasts for 1 minute.
Banishment (17)
As an action you can place a talisman within 30 feet of one creature. That creature ten has to make a Constitution saving throw or be banished back to it plane of origin for 1d10 years. On a successful save, the target takes 10d12 radiant or necrotic damage, your choice. If you are on the creatures home plane, the target takes damage as it would on a successful saving throw. You can't use thus talisman again until you finish a short or long rest.
Exorcist’s Talents
When you reach 2nd level and again at 7th, 13th, and 19th levels you learn the spells listed on the exorcist expanded spell list table. These spells do not count against your spells known from the demon hunter table.
Exorcist’s Expanded Spell List
2nd - cure wounds, healing word
7th - lesser restoration, prayer of healing
13th - mass healing word, revivify
19th - divination, guardian of faith
Exorcist’s Domination
At 20th level your talismans are so potent that your foes find it exceptionally difficult to resist them. All creatures automatically fail it's saving throws against your talismans. If the target creature is a legendary creature that has legendary resistance, it can use two of it legendary resistances to succeed.
Demon Hunter Class
Creating a Demon Hunter
Quick build
You can make a demon hunter quickly by following these suggestions. First, make Strength or Dexterity your highest ability score. Your next highest score should be Intelligence. Second choose the outlander background .
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: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per demon hunter level after 1st
Proficiencies
Armor: Light armor, Medium armor, Sheilds
Weapons: Simple weapons, Rapier, Scimitar, Shortsword, Whip
Tools: choose one from: Thieve’s Tools, Leather Working Tools, Smith’s Tools
Saving Throws: Dexterity, Intelligence
Skills: Choose three from: Acrobatics, Arcana, Deception, History, Investigation, Nature, Religion, Stealth, Survival.
Equipment
You start with the follow equipment, in addition to the equipment granted by your background:
• (a) Leather armor or (b) scale mail
• (a) a scimitar and a shield or(b) two shortswords
• (a) a light crossbow and 20 bolts or (b) 4 javelins
• (a) a dungeoneer’s pack or (b) an explorer’s pack.
Level Proficiency Bonus Cantrips Known Spells Known 1st 2nd 3rd 4th
1st +2
2nd +2 1 3 2
3rd +2 1 4 2
4th +2 1 4 3
5th +3 2 4 3
6th +3 2 5 3
7th +3 2 6 4 2
8th +3 2 6 4 2
9th +4 2 7 4 2
10th +4 3 8 4 3
11th +4 3 8 4 3
12th +4 3 9 4 3
13th +5 3 10 4 3 2
14th +5 3 10 4 3 2
15th +5 4 11 4 3 2
16th +5 4 11 4 3 3
17th +6 4 11 4 3 3
18th +6 4 12 4 3 3
19th +6 4 12 4 3 3 1
20th +6 4 13 4 3 3 1
Hunter’s Path
At 1st level you choose a path to follow as a demon hunter. The path of the slayer or the path of the exorcist. Each path take a different approach to the hunting of demons and devils. Your path gives you features when you choose it at 1st level and additional features at 3rd, 5th, 9th, 14th, and 17th levels.
Spellcasting
When you reach 2nd level, you tap into your vast potential to cast spells.
Cantrips. You learn 1 cantrip of your choice from the demon hunter spell list. You learn an additional cantrips of your choice at 5th, 10th and 15th level.
Spell Slots. The Demon Hunter table shows how many spell Slots you have to cast your spells of 1st level or higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st level spell shield and have a 1st level and 2nd level spell slot available, you can cast shield using either slot.
Spells Known of 1st Level and Higher. You know three 1st level demon hunter spells of your choice. The Spells Known column of the Demon Hunter table shows when you learn more Demon Hunter spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. Whenever you gain a level in this class, you can replace one of the Demon Hunter spells with another spell of your choice from the demon hunter spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability. Intelligence is your spellcasting ability for your demon hunter spells, since you learn your spells to study and memorization. You use your intelligence whenever a spell refers to your spellcasting ability. In addition, you use your intelligence 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 Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier.
Hunter’s Sight
Your extensive trading ha given you the ability to be prepared for any situation that your quarry can throw at you. Starting at 2nd level, you can see in darkness and magical darkness out to a distance of 60 feet.
Hunter’s Tounges
Your research into your most hated foes have included learning their languages. Starting at 3rd level you learn Abyssal & Infernal.
Supernatural Awareness
Starting at 3rd level you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you Celestials, Fiends, and Undead. This feature doesn't reveal the creatures' location or number.
Ability Score Improvement
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 of your ability score of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Hunter’s Resilience
Some of your most hated foes have an additive to their attacks. Through your rigorous training and unrelenting study you are ready for it. Starting at 6th level you gain resistance to poison damage and have advantage on saving throws against being poisoned. At 15th level you gain immunity to poison altogether.
Evasion
At 7th level When you are subjected to an effect, such as a red dragon’s fiery breath or a Lightning Bolt spell, 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.
Hunter’s Will
You have been chasing this enemy for so long your resolve is stronger than mythril. Starting at 10th level you can use your action to end one effect on yourself that is causing you to be Charmed or Frightened.
Hunter’s Resistance
Starting at 11th level you have advantage on all saving throws against spells.
Hunter’s Curse
Starting at 13th level you have learned how to undercut your enemies resistance to magics. You can use your action to impose disadvantage on the next saving throw against a spell targeted at the creature or an area effect that would hit the creature. You must finish a short or long rest before you can use this feature again.
Nimble Movement (hunter)
Your life as a demon hunter has honed your speed and reflexes to their maximum potential. Starting at 16th level you can use the Dash, Disengage, Dodge actions as a bonus action instead.
Slayer
A slayer is the ultimate warrior against the incursions of devils and demons. He uses his physical prowess to fight toe to toe with his foes. His slayer weapon is the best tool for the job.
Slayer’s Talents
Starting at 1st level you gain proficiency with martial weapons and heavy armor. You also get to choose a fighting style.
Fighting Style
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.
Slayer’s Weapon
When you choose the slayer’s path you receive a slayer's weapon. It can be any weapon you choose that you are proficient with. A slayer's weapon is bonded to him in a ritual when he receives it. If anyone but you tries to use your slayer weapon, they have a -5 penalty to attack rolls and the weapon deals half damage. At 3rd level it counts as magical for overcoming resistances. At 5th level it counts as a +1 magical weapon. At 9th level it counts as a +2 magic weapon. At 17th level it counts as a +3 magic weapon.
Slayer’s Might
Your thirst for the blood of your enemies gives you added power to some of your attacks. Starting at 3rd level when you hit a creature with a weapon attack, the creature takes an extra 1d8 radiant damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.
Extra Attack
Starting at 5th level you can attack twice, instead of once, when you take the attack action on your turn.
Slayer’s Dance
Starting at 9th level you can use your action to make a melee attack against any number of creatures within your melee attack range, with a separate attack roll for each target.
Improved Ctritical
Starting at 14th level your weapon attacks score a critical hit on a roll of 19 or 20.
Slayer’s Fortitude
A slayer's fight is never over until his enemy is lying at his feet. Starting at 17th level you can use your action to roll a number of hit dice equal to your intelligence modifier. You the regain a number of hit points equal to each roll plus your Constitution modifier.
Slayer's Percision
At 20th level, when you hit with an attack on your turn you can force the target to make a Constitution saving throw. The DC for the Save is 8 + your proficiency bonus + your weapon ability modifier (strength for a strength based weapon or dexterity for a dexterity based weapon). On a failure, the hit is a critical and you can roll extra damage dice equal to your weapon ability modifier and add that to the critical hit damage. On a success the target takes half of the extra damage. You can not use this ability again until you finish a short or long rest.
Exorcist
An exorcist specializes in the removal of and protection from devils and demons. He uses his intellect and talismans to keep them out of areas, help allies resist their attacks or even keep them on the ground. At his mightiest he can even send them back to their home plane with nothing more than a piece of paper and some ink.
Exorcist’s Talismans
When you choose this path at first level you gain the ability to infuse slips of parchment with certain effects. You gain a new talisman effect at the levels noted next to the name of the talisman. If the talisman calls for a saving throw, the DC is 8 + your proficiency bonus + your intelligence modifier.
Ward area (1)
As an action, you are able to ward an area so that fiends, Undead, or celestials cannot come within 30’ of where the talisman is placed. You choose which creature the ward effects when you place it. The chosen creature west succeed on a Wisdoms saving throw or be unable to enter the area for 24 hrs or until the talisman is removed or you are incapacitated.
Difficult terrain (1)
As an action you can place a talisman and create an area of magically difficult terrain in a 30 foot radius. Choose a number of creatures equal to 1 + your intelligence modifier that you see with in range. They now are reduced to half of their movement speed while they are traveling across the ground within the affected area. It does not affect creatures flying over or traveling underneath the ground.
Change to radiant damage(3)
As a bonus action you can place a talisman on a weapon or piece of ammunition. Until the end of your next turn, all of the damage that weapon deals is changed to radiant damage.
Fire resistance (5)
As an action you can place a talisman on a creature. For the next hour to target creature has resistance to fire damage. You can have a number of these talismans equal to 1 + your intelligence modifier active at one time.
Show invisibility (9)
As an action you can place a talisman on the ground, on an object or on a friendly creature. Anything that is invisible within 30’ of the talisman has to succeed on a dexterity saving throw or become visible while inside the affected area. The area travels with the talisman while it is on an object or creature. Inanimate objects that are invisible automatically fail their saving throw. This affect lasts for one minute.
Block flight (14)
As an action you can place a talisman on a creature of your choice. Make a melee spell attack, on a hit the target creature can no longer fly. If a creature is in the air when the talisman is placed, it falls 60 feet per round until it hit the ground. A creature with the hover ability does not free fall but it cannot ascend any higher than it is already. This effect lasts for 1 minute.
Banishment (17)
As an action you can place a talisman within 30 feet of one creature. That creature ten has to make a Constitution saving throw or be banished back to it plane of origin for 1d10 years. On a successful save, the target takes 10d12 radiant or necrotic damage, your choice. If you are on the creatures home plane, the target takes damage as it would on a successful saving throw. You can't use thus talisman again until you finish a short or long rest.
Exorcist’s Talents
When you reach 2nd level and again at 7th, 13th, and 19th levels you learn the spells listed on the exorcist expanded spell list table. These spells do not count against your spells known from the demon hunter table.
Exorcist’s Expanded Spell List
2nd - cure wounds, healing word
7th - lesser restoration, prayer of healing
13th - mass healing word, revivify
19th - divination, guardian of faith
Exorcist’s Domination
At 20th level your talismans are so potent that your foes find it exceptionally difficult to resist them. All creatures automatically fail it's saving throws against your talismans. If the target creature is a legendary creature that has legendary resistance, it can use two of it legendary resistances to succeed.