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    PaladinGuy

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    Default Demon Hunter - 5e Class (PEACH)

    Greetings! Some of you may remember my previous Demon Hunter, which was based on the rogue chassis, and didn't really work very well. I've been back to the drawing board on it for quite a while now and have changed nearly everything about it (including the base chassis), so I'm looking for new and improved feedback!

    Please let me know what you think, good, bad, or otherwise.

    Here it is in normal formatting. I’ve put some of my design thoughts in spoiler tags if you wish to read them.

    Demon Hunter

    A tall Half-Elf skirts the battlefield, staying hidden from his greatest foe. When the time is right and his foe at its weakest, he leaps from the shadows to strike with furious abandon.

    Wading wholeheartedly into the fray, a stout Dwarf shrugs off the blows of his enemies, all while keeping his foes attention off his allies.

    Leaping towards her enemies, a partially transformed High Elf steals the power of the very demons she hunts, using it against them in a dangerous dance of power.

    Hunters of Evil

    Demon Hunters are people who have taken it upon themselves to eradicate evil in its purest form. They study and, in some rare cases, emulate demons and fiends in order to truly eradicate them. Demon Hunters are those people with the most staunch beliefs, and the deepest convictions.

    Most Demon Hunters simply study demons, learning weaknesses and training to bolster their abilities against them, but some Demon Hunters go so far as to copy and desecrate their own bodies, taking on aspects of the very evil they hunt. While most demon hunters are welcome in society, these few are almost universally shunned for their willingness to copy their foes.

    Most Demon Hunters use their agility and cunning intelligence in tandem to outwit and destroy demons of all kinds. Though they tend to tailor their abilities to hunting demons, the skills of a Demon Hunter make them uniquely suited to hunting monsters of all types, and some Hunters choose instead to focus their time on hunting Monstrosities, Aberrations, or Undead as well.

    Creating a Demon Hunter

    When creating your Demon Hunter, consider why you've chosen to pursue the destruction of demons. Did you have a terrifying experience with a single demon, who now is the target of your passion? Or were you somehow tainted by demons and resent the influence they had on you? Perhaps your path was chosen for you by a family tradition or paying an ancient debt.

    Class Table: I’m not going to format out the whole table. It’s the same as the Paladin table, with the following exceptions:
    - There’s an archetype feature at 11th level instead of the normal base class feature
    - Only 17th level gets no feature (other than an increased spell level)

    Quick Build
    You can build a Demon hunter quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Intelligence or Constitution. Second, choose the Outlander background.

    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 first.

    Proficiencies

    Armor Light, Medium Armor

    Weapons Simple and Martial weapons

    Tools None

    Saving Throws Dexterity, Intelligence

    Skills Choose two from Acrobatics, Arcana, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Religion, and Survival.

    Multiclass Simple and Martial weapons; Demon Hunter's require a score of 13 Dexterity and 13 Intelligence.

    Equipment
    You start with the following equipment, in addition to the equipment granted by your background:
    - (a) Two Shortswords or (b) a greatsword
    - (a) Leather armor or (b) chain mail armor
    - A crossbow and 20 bolts
    - (a) a Dungeoneer’s pack or (b) an Explorer’s Pack

    Demonic Awareness

    Your knowledge of demons and their ilk gives you heightened awareness of their habits and movements. You have advantage on Wisdom (Survival) checks to track Demons and Fiends, as well as on Intelligence checks to recall information about them.

    Additionally, you learn the Infernal and Abyssal languages.

    Demon Sense

    At 1st level, you're time studying demons allows you to detect their very presence. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of all fiends and undead within 60 feet of you that are not behind total cover. You know the location of any creatures you sense, and if you have previously encountered a fiend you sense, you recognize it as well. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the *Hallow* spell.

    You can use this feature a number of times equal to 1 + your Intelligence modifier. When you finish a long rest, you regain all expended uses.

    Fighting Style

    At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

    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. The weapon must have the two-handed or versatile property for you to gain this benefit.

    Two-Weapon Fighting

    When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

    Two-Handed Weapon Expertise

    While wielding a melee weapon with the two-handed property and not wearing heavy armor or using a shield, you may use dexterity for the attack and damage rolls with that weapon.
    Spoiler
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    I don’t see this being too big an issue. Using a heavy weapon with Sneak Attack has been discussed before, and generally is seen as being all right. There is a power spike being able to Sneak Attack & Hunter’s Bite, but that’s possible now with a dex paladin. So I don’t see this being an issue


    Spellcasting

    By 2nd level, you have learned to draw on hellish magic through your sheer intellect and coercion of the Nine Hells to cast spells. See chapter 10 for the general rules of spellcasting and below for the Demon Hunter spell list.

    Preparing and Casting Spells

    The Demon Hunter table shows how many spell slots you have to cast your spells. To cast one of your Demon Hunter spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

    You prepare the list of Demon Hunter spells that are available for you to cast, choosing from the Demon Hunter spell list. When you do so, choose a number of Demon Hunter spells equal to your Intelligence modifier + half your Demon Hunter level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 5th-level Demon Hunter, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell *cure wounds*, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of Demon Hunter spells requires time spent in study: at least 1 minute per spell level for each spell on your list.

    Spellcasting Ability

    Intelligence is your spellcasting ability for your Demon Hunter spells, since their power derives from the strength of your mind. 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

    Spellcasting Focus

    You can use an arcane focus (found in chapter 5) as a spellcasting focus for your demon hunter spells.

    Hunter's Bite

    Starting at 2nd level, your study of demons has taught you how to better hurt them. When you hit a creature with a melee weapon attack, unarmed strike, or natural weapon, you can expend one demon hunter spell slot to deal necrotic damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is a fiend.

    Spoiler
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    I specifically called out only demon hunter spell slots here to try to curb any DH/Bladesinger multiclass shenanigans. Also to help prevent anything wonky with the unarmed/natural weapons part.


    Hunter's Path

    At 3rd level you choose a Hunter's Path to follow. The path you choose greatly influences how you battle your demonic foes. Choose the Path of Shadows, Path of Devastation, or the Path of Transformation. This choice grants you features at 3rd level, and again at 7th, 11th, 15th, and 20th levels.

    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 ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

    Extra Attack

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

    Relentless Pursuit

    At 6th level, you become as relentless as the Demons you hunt. Your speed increases by 10 feet, and non-magical difficult terrain does not reduce your speed.

    At 9th level, your speed increases by an additional 10 feet, and magical difficult terrain also does not reduce your speed.

    Demonic Counsel

    At 10th level, your study of demons and fiends gives you greater understanding of their motivations and feelings. You gain advantage on Charisma (Persuasion) and Charisma (Intimidation) checks when interacting with demons, fiends, and their minions

    Hunter's Resilience

    Beginning at 13th level, your study of fiends and their ilk allows you to more easily shrug off their effects. You gain resistance to both poison and fire damage. If you already have resistance to one or both of these, you may choose to gain resistance to one of acid, cold, or necrotic damage.

    Additionally, you gain proficiency with constitution saving throws.


    Hell Hunter

    By 14th level, your study of demons, fiends, and their lairs gives you a better understanding of tracking vile creatures. You gain proficiency with the Survival skill, and may add double your proficiency bonus with this skill when tracking fiends. Additionally, you cannot become lost by non-magical means.

    Siphoning Bite

    At 18th level, you can draw the very life energy out of the creatures you hunt. When you deal damage using your Hunter's Bite class feature, you can regain hit points equal to your intelligence modifier. You may use this feature a number of times equal to your proficiency bonus, and must complete a long rest before using it again.

    Hunter's Path

    Path of Shadows

    A Demon Hunter following the Path of Shadows uses his knowledge of these foul creatures to stay hidden from them, striking at the opportune moment and inflicting as much damage as possible before slipping away. These hunters prefer to catch their quarry when it is at its weakest, and attempt to set ambushes for their greatest foes.

    Shadow Hunter

    At 3rd level when you take this archetype you are more easily able to get the drop on your enemies. You may take the hide action as a bonus action instead, and while in dim light or darkness, you have advantage on Dexterity (Stealth) checks.

    Additionally, you gain Devil's Sight and can see through magical and non-magical darkness to a range of 120 feet.

    Prey on the Slow

    At 7th level, your study of fiends and their habits allows you to more easily get the drop on your enemies. You may choose to add your intelligence modifier to your initiative rolls.

    Additionally, when you roll initiative, you may move up to your speed and, if you stop within melee range of a creature, make one melee weapon attack against that creature.

    Perpetual Darkness

    At 11th level, you gain the ability to more readily summon darkness. You gain the *darkness* spell, and you always have it prepared. Additionally, once between long rests you may cast *darkness* as a 2nd level spell without requiring a spell slot or material components. You may also cast it normally with any other spell slots you have available.

    Undetectable

    Upon reaching 15th level, you take on the chracteristics of some of the most powerful demons. You can't be targeted by divination magic or perceived through magical scrying sensors.

    Additionally, you may use your action to become invisible for 1 minute, including all items you are wearing or carrying. This effect ends upon you making an attack or forcing an enemy to make a saving throw. You may use this feature a number of times equal to your proficiency bonus, and regain expended uses upon completion of a long rest.

    Consumed by Shadows

    At 20th level, your time spent in the shadows and hiding from your foes propels you to the pinnacle of stealth. When you make a Dexterity (Stealth) check to hide, creatures do not gain benefit from special senses such as Truesight, Blindsight, Devil's Sight, or Tremorsense.

    Additionally, as a bonus action you may choose a target you can see within 60 feet that you wish to designate for termination. For 1 minute, when you start your turn hidden from your chosen target, until the end of that turn the first melee weapon attack you make that hits the chosen target is an automatic critical hit. You must complete a long rest before using this feature again.

    Path of Devastation

    Those who follow the Path of Devastation focus their learning on the ways to best stand toe-to-toe with demons. These hunters may not be the most cunning, but they are the most capable when one needs to square off against a demon on its own turf, going head to head and taking it down.

    Demon Armor

    At 3rd level when you take this Path, your study of demons and their tactics in turn sharpens your resolve, and allows your skill with your weapons to defend you in combat. When wielding a melee weapon and not wearing heavy armor or using a shield, you gain a +2 bonus to your AC.

    Additionally, when you deal damage to a creature with Hunter's Bite, that creature has disadvantage on attacks against targets other than you until the beginning of your next turn.

    Evasion

    At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a pit fiend's fireball 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.

    Improved Demon Armor

    At 11th level, you gain the ability to more readily shrug off attacks and punish your attackers. You gain the *armor of agathys* spell, and you always have it prepared. When you cast it, you may choose for the spell to deal necrotic damage instead of its normal cold damage.

    Additionally, when an allied creature within 30 ft of you is hit with a melee attack, you may use your reaction to lash out with your magical armor. The targeted ally receives temporary hit points equal to those remaining in your pool, and the attacker takes necrotic or cold damage equal to the temporary hit points transfered.

    Demonic Resilience

    At 15th level, your resolve against your demonic enemies heightens. You gain immunity to the poisoned condition, and you gain resistance to non-magical bludgeoning, piercing, and slashing damage.

    Into the Fray

    At 20th level, you are at the pinnacle of your craft. Standing toe-to-toe and trading blows with your foes grants you the ability to shrug off even the most powerful attacks. When you deal damage with your Hunter's Bite feature, you gain a bonus to your AC and saving throws equal to your intelligence modifier until the beginning of your next turn.

    Path of Transformation

    Demon Hunters on the Path of Transformation take the powers of the very evils they hunt as their own, turning that power against their foes. The most ruthless and determined hunters, these renegades skirt the line between champion against evil, and falling to evil themselves. Those on the Path of Transformation often swear away their own life, vowing that once their sworn foe is dead they will willingly end their own life as well, in order to rid the world of the demonic taint they tap into while hunting down their foes.

    Demonic Transformation

    At 3rd level when you take this path, you take on aspects the demons you hunt. Your eyes become a deep black, your skin tightens and fades to grey, red, or green, and you have disadvantage on charisma checks against any creature other than fiends. This transformation is permanent.

    Additionally, as an action, you can expend a demon hunter spell slot to magically become a fiend. Your demon hunter level determines the fiends available for you to transform into, as shown in the Demonic Transformation table. This transformation lasts for 10 minutes or until you lose concentration (as if concentrating on a spell), unless you expend another spell slot of the appropriate level or higher to maintain the transformation. Your game statistics are replaced by the statistics of the chosen fiend, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the creature’s bonus in place of yours. You can’t use any legendary or lair actions of the new form.

    You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert due to dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious. Any active status effects you caused end immediately upon reversion to your normal form.

    You do not retain the benefit of any features from your class, race, or other source. You can’t use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak.

    When you transform, you choose whether your equipment falls to the ground or merges into the new form.

    Demonic Transformation Table
    Demon Hunter Level Spell Level Fiend
    3rd 1 Lemure, Mane, Dretch, Nupperibo, Stench Kow, Imp, Maw Demon, Quasit
    7th 2 Bearded Devil, Gnoll Fang of Yeenoghu, Hell Hound, Merregon, Nightmare, Shadow Demon, Spined Devil
    11th 3 Babau, Barbed Devil, Barlgura, Bulezau, Merrenoloth, Mezzoloth, Tanarukk, Vrock
    15th 4 Armanite, Canoloth, Chain Devil, Dhergoloth, Hezrou, Howler, Shoosuva
    20th 5 Alkilith, Bone Devil, Erinyes, Horned Devil, Orthon, Wastrilith

    Fiendish Infusion

    Upon reaching 7th level, you take on aspects of the fiends you transform into, even while in your normal form. Choose one of the following effects, which you gain only while not under the effects of your Demonic Transformation feature, unless the creature you transform into also has the effect. Your body takes on physical traits of the chosen fiend.

    Barlgura Running Leap. You may extend your long jump and high jump by an amount equal to half your speed when you have a running start. This does not count against your normal movement speed.

    Nupperibo Hunger Driven. You can flawlessly track any creature that has taken damage from your Hunter's Bite feature in the last 24 hours.

    Bulezau Telepathy. Your gain telepathy to a range of 60 ft. You must share a language with the target to communicate in this way.

    Demonic Control

    At 11th level, you learn to control smaller demons directly. You gain the *summon lesser demons* spell, and you always have it prepared. Additionally, you may cast *summon lesser demons* as a 3rd level spell once without requiring a spell slot or material components, and must complete a long rest before doing so again. When cast in this way, the summoned demons are not hostile to you. You may also cast it normally with any other spell slots you have available.

    Fiendish Vigor

    Upon reaching 15th level, you take on aspects of even greater fiends while in your normal form. Choose one of the following effects, which you gain only while not under the effects of your Demonic Transformation feature, unless the creature you transform into also has the effect. Your body takes on physical traits of the chosen fiend.

    Erinyes Fly. You sprout gorgeous blood red feathered wings, and gain a flying speed equal to your walking speed.

    Merrenoloth Teleport. You gain the *misty step* spell. It counts as a demon hunter spell for you, and does not count against your number of prepared spells. You may cast the spell once without requiring a spell slot or material components, and must complete a long rest before doing so again. You may also cast it normally with any other spell slots you have available.

    Shadow Demon Incorporeal Movement. As an action, you can become incorporeal for 1 minute. During this time you can move through other creatures and objects as if they were difficult terrain. You take 5 (1d10) force damage if you end your turn inside an object. You may use this feature a number of times equal to your intelligence modifier, and must complete a long rest before using it again.

    Become the Demon

    At 20th level, your mastery over your demonic self is at its peak. When you use your Demonic Transformation feature, you may expend two 5th level spell slots to transform into a Balor or a Pit Fiend (your choice). All other rules for Demonic Transformation still apply.

    Additionally, you gain the tenacity and willpower of a Pit Fiend. While not under the effects of your Demonic Transformation feature, you are immune to fire and poison damage, you gain the *fireball* spell, it counts as a Demon Hunter spell for you, and you always have it prepared. Finally, you may cast *fireball* as a 3rd level spell at-will, requiring no spell slots or material components.

    Spell List

    1st Level
    - Absorb Elements
    - Alarm
    - Armor of Agathys
    - Arms of Hadar
    - Bane
    - Chaos Bolt
    - Command
    - Compelled Duel
    - Detect Evil and Good
    - Detect Poison and Disease
    - Ensnaring Strike
    - Fog Cloud
    - Hellish Rebuke
    - Hunter's Mark
    - Inflict Wounds
    - Longstrider
    - Searing Smite
    - Snare
    - Wrathful Smite

    2nd Level
    - Blur
    - Crown of Madness
    - Darkness
    - Darkvision
    - Detect Thoughts
    - Find Traps
    - Flame Blade
    - Hold Person
    - Kinetic Jaunt
    - Magic Weapon
    - Mind Spike
    - Misty Step
    - Pass Without Trace
    - See Invisibility
    - Shadow Blade
    - Zone of Truth

    3rd Level
    - Blinding Smite
    - Counterspell
    - Dispel Magic
    - Elemental Weapon
    - Fear
    - Haste
    - Nondetection
    - Slow

    4th Level
    - Arcane Eye
    - Banishment
    - Blight
    - Confusion
    - Death Ward
    - Elemental Bane
    - Freedom of Movement
    - Locate Creature
    - Shadow of Moil
    - Staggering Smite

    5th Level
    - Destructive Wave
    - Dispel Evil and Good
    - Far Step
    - Hold Monster
    - Legend Lore
    - Scrying
    - Steel Wind Strike
    Last edited by Oramac; 2022-05-13 at 04:13 PM.
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    Default Re: Demon Hunter - 5e Class (PEACH)

    I think GM Binder’s formatting doesn’t work on my devices.

    Lots of cut off text.
    I have a LOT of Homebrew!

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    PaladinGuy

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    Default Re: Demon Hunter - 5e Class (PEACH)

    Quote Originally Posted by JNAProductions View Post
    I think GM Binder’s formatting doesn’t work on my devices.

    Lots of cut off text.
    See below.
    Last edited by Oramac; 2022-05-12 at 12:17 PM.
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    Default Re: Demon Hunter - 5e Class (PEACH)

    All right. I've redone the formatting for the forum and posted it in the OP for feedback. Please let me know what you all think!
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    Default Re: Demon Hunter - 5e Class (PEACH)

    This thread can help with your formatting.

    Equipment gives chain mail, which you lack proficiency in. Did you mean scale mail?

    Hunter's Bite stops working if you multiclass.

    Relentless Pursuit gives you +20' a level before Monk. Not broken, I think, but something to note.

    Hunter's Resilience should give two picks from the list, if you already had both.

    Siphoning Bite doesn't need a prof/long rest limitation-it's already limited by spell slots.

    Shadow Hunter feels a little overloaded. Maybe get rid of the advantage.

    Prey On The Slow is far too good-opening combat with an autocrit on a Paladinesque class is kinda nuts. (If you really want to go ham, Demon Hunter 8/Paladin 2/Arcane Trickster 10 can open with a Greatsword, a 4th level Bite, a 4th level Smite, and 5d6 Sneak Attack, for 20d8+14d6+Dex mod damage on a hit. That's an average of 139+Dex mod.)

    Consumed By Shadows feels a little much in the stealth section. And the autocrits are, again, way too much.

    Into The Fray feels a little much.

    Demonic Transformation should have a white list of fiends, NOT just any one. Dumpster diving the Monster Manual is a recipe for stuff being broken-and unlike beasts, fiends have a lot of different abilities.

    Fiendish Infusion just amplifies the issue.

    Fiendish Vigor, again, makes it much, much worse.

    Path Of Transformation isn't a bad idea-but the implementation needs a whole revision. 100%.

    Spell List doesn't seem problematic on first glance, but I've never been good at dealing with those.
    I have a LOT of Homebrew!

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    PaladinGuy

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    Default Re: Demon Hunter - 5e Class (PEACH)

    Thanks for looking it over! I appreciate it. I've definitely got some changes to make.

    Quote Originally Posted by JNAProductions View Post
    Equipment gives chain mail, which you lack proficiency in. Did you mean scale mail?
    Good catch. Thank you.

    Hunter's Bite stops working if you multiclass.
    This was intentional to help (partially) negate some shenanigans. Seen below, it clearly doesn't entirely negate the shenanigans.

    Relentless Pursuit gives you +20' a level before Monk. Not broken, I think, but something to note.
    Hmm. Good point. I might look at moving the second part higher up the ladder.

    Hunter's Resilience should give two picks from the list, if you already had both.
    Good catch. I'll change that.

    Siphoning Bite doesn't need a prof/long rest limitation-it's already limited by spell slots.
    You don't think that would be too strong? I added the prof/LR part since it felt really strong with just using spell slots, but I'm certainly not against removing the prof/LR part.

    Shadow Hunter feels a little overloaded. Maybe get rid of the advantage.

    Prey On The Slow is far too good-opening combat with an autocrit on a Paladinesque class is kinda nuts. (If you really want to go ham, Demon Hunter 8/Paladin 2/Arcane Trickster 10 can open with a Greatsword, a 4th level Bite, a 4th level Smite, and 5d6 Sneak Attack, for 20d8+14d6+Dex mod damage on a hit. That's an average of 139+Dex mod.)

    Consumed By Shadows feels a little much in the stealth section. And the autocrits are, again, way too much.
    This is interesting to me. One of the other people I asked to look at it said the Path of Shadows looked very underpowered. Though I certainly agree that the auto-crit smite shenanigans need to be toned down. I'll work on that for sure.

    Into The Fray feels a little much.
    Can you elaborate? I was actually thinking it felt weak, especially for a capstone.

    Demonic Transformation should have a white list of fiends, NOT just any one. Dumpster diving the Monster Manual is a recipe for stuff being broken-and unlike beasts, fiends have a lot of different abilities.
    Yea. I've spent a lot of time trying to find a way to write this that feels fluid and smooth, but not crazy OP. I thought the current version was pretty good b/c of the spoiler items I mentioned in the OP, but I'm starting to rethink that.

    I'd originally written it similarly to the Storm Herald barbarian, but it just felt clunky and all over the place.

    I'm open to ideas for sure.

    Fiendish Infusion just amplifies the issue.

    Fiendish Vigor, again, makes it much, much worse.

    Path Of Transformation isn't a bad idea-but the implementation needs a whole revision. 100%.
    So, assuming I can get the 3rd level feature more in-line, what do you think of the 7/11/15/20 features?

    Spell List doesn't seem problematic on first glance, but I've never been good at dealing with those.
    I tried to keep it in theme with a "hunter". Someone who dedicates their life to seeking out their quarry. Not quite the same feel as a ranger, but similar, I guess.
    Last edited by Oramac; 2022-05-12 at 02:59 PM.
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    Default Re: Demon Hunter - 5e Class (PEACH)

    On my phone right now.

    Transformation, look at Beast Barb maybe.
    I have a LOT of Homebrew!

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    Ogre in the Playground
     
    PaladinGuy

    Join Date
    Nov 2015

    Default Re: Demon Hunter - 5e Class (PEACH)

    All right. I updated the OP with several changes, mostly to the Path of Transformation.

    - Demonic Transformation: now specifies that you may only transform into a fiend listed in the table. (I'm open to suggestions for improving the fiend list in the table) It still requires spell slots, concentration, and you lose access to your class features while transformed, as before.
    - Fiendish Infusion/Vigor: Removed references to CR, as they're irrelevant now. Also changed the listed fiends/abilities to match those in the table.
    - Become the Demon: Gave the option to expend two 5th level spell slots to transform into a Balor or Pit Fiend, following all other rules of Demonic Transformation.

    Path of Shadows:
    - Prey on the Slow: removed the auto-crit verbiage
    - Consumed by Shadows: changed it to only affect the first melee attack on a turn, not all attacks.

    - Hunter's Resilience: I'm going to add the extra resistance to this, as suggested. Just playing with the proper wording to make it clear.

    Again, I welcome all feedback! Thank you!
    Last edited by Oramac; 2022-05-13 at 04:26 PM.
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