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Devil-Hunter


Hit Points

Hit Dice: d10 per Devil-Hunter level
Hit Points at first Level: 10 + your constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your constitution modifier per Devil-Hunter level after first

Proficiences

Armor: Light armor
Weapons: All weapons (Other then Sword spears, and Complex firearms)
Tools: Blacksmiths tools, one gaming set of your choice or land vehicles
Saving Throws: Dexterity, Wisdom
Skills: Choose Three from Athletics, Acrobatics, Arcana, Investigation, Religion, Insight, Perception, Survival, Intimidation, and Performance.

Class Features

Style!: Starting at 1st level you gain access to specialty skills in category's called Styles, the Style! category's are Trickster, Sword-master, Royal Guard, and Gunslinger. When you first gain access to this ability you gain access to the style! skills listed below. You can only use the ability's from one Style! at a time and you can change your selected style! during a short rest. All Style! Skills cost Style! points to use, which you naturally regain all of during a short rest, to a maximum of 9 at 1st level, your maximum amount of style! points increases as you level up, increasing to 12 at 5th level, 15 at 9th level, 18 at 13th level, and 21 and 17th level.   (Trickster)

  1. Quick step: Allows the player to make a 5 foot dodge away from an incoming. [Reaction, 1 point]
  2. Air hike: Allows the player to preform a single secondary jump action after an initial jump action. [Free action, 1 point]
  3. Wall ride: Allows the player to run directly up or across any vertical surface that is flat enough at their base speed. [Bonus action, 1 point]
  4. Air trick: Allows the player to instantaneously transport themselves from one location to another that they can see within 80 feet of their starting location. [Bonus action, 3 points]
  (Swordmaster)
  1. Stinger: Gain a +1 to all melee attack rolls for ten minutes. [Action, 3 points]
  2. Prop Shredder: Gain a +1 to all melee damage rolls for ten minutes. [Action, 3 points]
  3. Drive: Allows the player to deal maximum damage with their next Melee damage roll. [Bonus action, 5 points]
  4. Dance Macabre: Allows the player to take the Attack action three times in a single turn for one minute. [Action, 9 points]
  (Royal guard) {Blocked damage resets on a short rest}
  1. Block and Charge: Allows the player to block half the damage from an incoming non-magical attack and store up the blocked damage. [Reaction, 2 points]
  2. Release: Allows the player to take their stored up blocked damage and release it all at once as a melee attack against a single creature. [Action, 5 points]
  3. Royal Block: Allows the player to block all the damage from an incoming non-magical attack as a reaction and store up the blocked damage. [Reaction, 6 points]
  4. Royal Release: Allows the player to take the stored up blocked damage and heal themselves up to their maximum hit points. [Action, 9 points]
  (Gunslinger)
  1. Fireworks: Gain a +1 to all ranged attack rolls for ten minutes. [Action, 3 points]
  2. Trickshot: Allows the player to ignore all but full cover when making an attack roll with ranged weapons for 10 minutes. [Action, 2 points]
  3. Hysteric: Allows the player to deal maximum damage with their next ranged damage roll. [Bonus action, 4 points]
  4. Sniper: Allows the player to force a crit on their next ranged attack roll. [Action, 6 points]
  Subclass: Also at 1st level you gain access to your subclass options, choosing between the Devil Forge master, who uses dark magic to bind the souls of the damned to fresh corpses to make fighting companions for themselves. Or the Devil Arms Bearers, those who forge the very essence of Devils and their power into special weaponry that they chain to their own souls for devastating results.   Hunter: At 2nd level you may chose a single type of creature from a list of Devils, Demons, Celestials, Fiends, Fey, Abortions, Monstrosities, and Humanoids. When making an attack roll against your chosen creature type you can land a critical strike against them with a roll of 19-20. This ability upgrades at 11th level, allowing you to chose another type of creature from the list and once per short rest whenever you roll a 1 on an attack roll against one of your chosen creature types, you may re-roll the attack. This ability upgrades once more at 17th level, allowing you to chose one final creature type from the list and once per long rest when you make an attack roll against one of your chosen creature types, you can impose a DC 10 + 1/2 Devil hunter level check against them to inflict a status condition from the follow list. Blinded (Con save), Frightened (Wis save), Paralyzed (Con save), Poisoned (Con save), Prone (Dex save), Stunned (Con save)   Combo Counter: At 3rd level you can increase your current amount of Style! points by getting consecutive hits on the creatures you do battle with, you can not use this ability to get above your maximum amount of Style! points. When you successfully hit with the attack action against any creature, after successfully hitting any creature with any kind of attack the round before, you regain 1 style! point. This ability upgrades at 11th level so that you regain 2 style! points for your combos, and upgrades once more at 18th level so that you regain 3 style! points for your combos.   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 score by 1. As normal, you can’t increase an ability score above 20 using this feature.   Extra attack: Beginning at 6th level, you can attack twice, instead of once, whenever you take the attack action on your turn. The number of attacks increases to three when you reach 13th level in this class.   Doppelganger: At 7th level you gain access to a new Style, the Doppelganger, this Style works just as your other Style's do, gaining different skills as you level up and reach new tiers. Skills listed below.   (Doppelganger)
  1. It's me: Allows the player to make a copy of themselves with all the same base ability's and gear as themselves that lasts for one minute that will follow the players every action. [Action, 6 points]
  2. Two step: Gives the player a +2 bonus to their AC for the rest of their copy's duration. [Bonus action, 3 points]
  3. One two combo: Gives the player's copy advantage on all damage rolls they make for the rest of the copy's duration. [Bonus action, 5 points]
  4. Let's dance: Allows the player to take control of their copy as if was a separate character for the rest of their copy's duration. [Action, 10 points]
  Devil's never cry: At 10th level, once per long rest as an action, you can unlock the usage of all your Styles at once for one minute. This ability upgrades at 15th level, allowing you to use this skill once per short rest. This ability then upgrades once more at 20th level, allowing you to use this skill indefinitely.   Quicksilver: at 15th level you gain access to a new Style, Quicksilver, this Style works just as your other Styles do, gaining different skills as you level up and reach new tiers. Skills listed below.   (Quicksilver)
  1. Horse power: Allows the player to move at double their base movement speed for one minute. [Free action, 5 points]
  2. Bullet time: Allows the player to move through enemy's threatened space without taking attacks of opportunity for one minute. [Bonus action, 3 points]
  3. Supersonic: Gives the player advantage on all Dexterity saving throws and a +5 to their AC for one minute. [Action, 8 points]
  4. Stand still: Allows the player to move so quickly, that all time seems to stand still for 30 seconds relative to them. [Bonus action, 20 points]

 


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background: 3d4x10 starting gold, ???


Subclass Options

Forge Master   Devil Forging: When you chose this subclass at 1st level you gain access to the ability to turn the corpses of recently living humanoids into your minions. By preforming a one minute ritual on a fresh corpse you can transfer into it a damned soul from the abyss, turning it into a fiendish creature that will obey your every command; the creature must be one of the following types (Beast, Elemental, Fey, Fiend, Monstrosity, or Undead). As a Forge Master you can have a number of creatures under your command who's combined CR (minimum 1/4) must reach or be lower then 1/2 your Devil Hunter level and who's total number is equal to or lower then your proficiency bonus.   Innocent Devils: At 5th level you gain access to a special kind of creature known as an Innocent Devil. The Innocent Devil does not count towards your CR rate for your maximum amount of minions and is always by your side, if your Innocent Devil is destroyed for whatever reason, you may preform a one hour ritual to revive it back into the world as long as hold a single piece of it's original body. When you first chose your Innocent Devil you may chose it's 'original form' being that of the Fairy type, the Battle type, the Bird type, the Mage type, the Devil type, or the Pumpkin type. So long as your Innocent devil remains by your side you gain a +1 bonus to a stat based on the selected creature. [Fairy = Con | Battle = Str | Bird = Dex | Mage = Int | Devil = Wis | Pumpkin = Cha]. As you work alongside your Innocent Devil and help them grow they can learn their own ability's to help you and your allies in their own special ways. {List of Innocent devil types, their growth patterns, and ability's, to come. When finished will be linked -> here <-}   Re-forging: At 9th level You gain the ability too keep your Innocent Devils going strong, helping them in their duty to help you. Once per long rest, you can preform a touch based skill on your Innocent Devil, sacrificing your own Hit Points to restore theirs at a ratio of 1 of your own HP to 2 of theirs.   Army of Darkness: At 14th level you command over and bond with your Devil Forged minions has grown even stronger. You can now give your Devil Forged minions small buffs during long rests that last until your next long rest. Each minion may only have one of the following buffs. (Create at least three buffs. One for AC/HP, one for ATK/DMG, and one for Mobility)   Forge Mastery: At 20th level you have become a true master at the art of Devil forging and are now able to create and command, a second Innocent Devil, this Innocent Devil can be of the same type you chose previously.   Arms Bearer   Devil Arms: When you chose this subclass at 1st level you gain the ability to create Devil Arms, special weapons made from the raw power of fiends of all kinds and your own soul. To create a Devil arm you must take any existing weapon that you already possess, and spend a hour ritual to infuse it with fiendish power; by doing so you can give the weapon a specific enchantment* (Some of which can be stacked) as well as binding it to your being. You can call any Devil Arms that you have created to your dominant hand as a bonus action and from the start of that action the weapon will hurl through the air, travailing at 60 feet per round and taking the shortest route possible without going through solid walls, until it makes it into your hand; this can be preformed at any distance as long as you are on the same plane of existence as your weapon. Should you have more then one Devil Arm you can also swap between the two of them, without dropping them, as a bonus action. You can only have a number of Devil Arms forged at a time to a maximum equal to or less then your proficiency bonus, and each Devil Arm you forge can only have a maximum amount of enchantments on it equal to 1/2 your proficiency bonus.   {Enchantments}

  • Piercing [Add's piercing damage type to the weapon]
  • Bludgeoning [Adds bludgeon damage type to the weapon]
  • Slashing [ Adds slashing damage type to the weapon]
  • Burning [Adds 1d8 fire damage to the weapon]
  • Freezing [Adds 1d8 cold damage to the weapon]
  • Shocking [Adds 1d8 lightning damage to the weapon]
  • Corroding [Adds 1d8 acid damage to the weapon]
  • Cursing [Adds 1d8 necrotic damage to the weapon]
  • Blessing [Adds 1d8 radiant damage to the weapon]
  • Blackened [Adds 1d8 dark damage to the weapon]
  • Forceful [Adds 1d8 force damage to the weapon]
  • Thundering [Adds 1d8 thunder damage to the weapon]
  • Paralyzing [Adds a 10% chance to inflict the Paralysis condition on a hit with the weapon]
  • Charming [Adds a 10% chance to inflict the Charm condition on a hit with the weapon]
  • Stunning [Adds a 10% chance to inflict the Stunned condition on a hit with the weapon]
  • Blinding [Adds a 10% chance to inflict the Blind condition on a hit with the weapon]
  • Frightening [Adds a 10% chance to inflict the Frightened condition on a hit with the weapon]
  • Petrifying [Adds a 10% chance to inflict the Petrified condition on a hit with the weapon]
  • Life stealing [Allows the user to regain 1 hit point every time they land a successful hit with the weapon]
  • Defensive [Gives the user +1 to their AC as long as they hold the weapon]
  • Hastened [Give the user a bonus of +10 ft to their base movement speed as long as they hold the weapon]
  • Ranged [Gives the player an extra 5ft of reach with a melee weapon or an extra 40/80 feet reach with a ranged weapon]
  • Hidden [Makes the weapon invisible to all who see it other then the wielder, gives advantage to most attack rolls*]
  • Quickened Recall [Lets the weapon travel back to the users hand at 120 feet per round]
  High Caliber: At 5th level you have the ability to make your Devil Arms even stronger. Either during the Devil Arm's initial forging process or by preforming a half hour ritual post forging, you can now enhance the weapons into +1, +2, or +3 versions of themselves; these enhancements do not take up an enchantment slot on your weapon, however you must spend 1000 GP per enhancement made to the weapon.   Forged in Blood: At 9th level you can now pour more of your own being into the weapons you create to keep as your most trusted companions. Either during the Devil Arm's initial forging process or by preforming a half hour ritual post forging, you can take your Devil-Hunter Hit Die, and infuse them into your Devil Arms as extra Damage Die, these damage die are only of the weapons original damage die and not the same as your Hit Die. Doing so also makes the Hit Die you infuse into your weapon no longer available to you during short or long rests for healing, so long as these infusions remain in place.   One-Man-Army: at 14th level your mastery with your Devil Arm's has reached newfound heights and you've become much more proficient with them in battle. You can now swap between your Different Devil Arms as a free action. You may also add double your proficiency too all attack rolls made with your Devil Arms.   Sparda: At 20th level you can now choose one of your Devil Arms and turn them into a weapon of true devastation. By choosing a single Devil Arm you have created, it becomes a "Sparda" a weapon to far surpass all others. The chosen weapon can now receive a boost to it's Enchantment slots up to a maximum of your proficiency bonus, can be Enhanced to a +5 weapon, and can create spectral versions of itself when attacking a creature, allowing it to deal an extra 4d4 un-typed damage on a hit.


LevelProficiency BonusFeaturesStyle Guage
1st+2Style!, Subclass (Forge master, Arms bearer), Subclass feature9
2nd+2Hunter
3rd+2Combo Counter
4th+2Ability score improvement
5th+3Subclass feature12
6th+3Style!(2), Extra attack
7th+3Doppelganger
8th+3Ability score improvement
9th+4Subclass feature15
10th+4Devil's never cry
11th+4Hunter(2), Combo Counter(2)
12th+4Ability score improvement
13th+5Style!(3), Extra attack18
14th+5Subclass feature
15th+5QuickSilver
16th+5Ability score improvement
17th+6Hunter(3)21
18th+6Style!(4), Combo Counter(3)
19th+6Ability score improvement
20th+6Subclass feature

Created by

DarksonNico.

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