Demon Hunter

History

Demon Hunters are relentless vigilantes who execute their infernal targets with an arsenal of ranged weapons at their full disposal. They crouch and take aim far from danger, relying on bows and crossbows, deadly traps, and projectiles to swiftly bring an end to the creatures that haunt their world. With sweeping blasts of shot, wide salvos of arrows and timed explosives at their disposal, Demon Hunters excel at devastating groups of foes who cluster together. Hunters’ pinpoint accuracy also allows them to deal with stronger monsters at a distance: they can snipe at key targets or fall back while snapping off kill shots at advancing foes.

Sworn to the destruction of the creatures of the Burning Hells, the Demon Hunters are few in number—only in the hundreds and do not owe their allegiance to any one king or country. Rather, Demon Hunters are those who have lost their homes and loved ones to demonspawn. When their homes are burned down and their families butchered by demons, most newly scarred refugees give up on living – but a few bury their dead, band together, and swear vengeance.

There is something in all Demon Hunters that gives them the strength to resist the demonic corruption that would drive lesser men to madness. They hone this power, for their resistance to this taint enables them to use the demons' power as a weapon. Yet they dare not dream of victory, or, even less likely, peace. They cannot hope to return to their former lives, and are perpetually at war within themselves, striving to balance their hatred for demons with the need of discipline. But still, they hunt, hoping that if they can save even but one life from the forces of Hell, the world will be better for it. Haunted by their pasts and fueled by vengeance in the present, they can do nothing else.

The Demon Hunter order is currently based in the Dreadlands. This is so they can live and train without the interference of any nation that would worry over having such a group camped within its borders. Additionally, the abundance of demons and other foul creatures in the area gives recruits plenty of opportunities to hone their skills.

Demon Hunters do not force anyone to join them. Rather, upon coming across those who have suffered from demons, their priority is to feed, shelter, heal, educate, and train them. After that, they may choose to become a Demon Hunter.

Few traditions exist within the order, as every Demon Hunter must walk their own path. However, a master can still train an apprentice Demon Hunter, and may even pass on their armor to their apprentice—an honor that few apprentices would refuse. The Demon Hunter order is led by the Order-masters; only those who fully temper their hatred with discipline earn the right to bear their sigil.

Class Features

Description

In the vast and treacherous jungle continent of Kurast, a lone figure emerges from the dense foliage. His name is Arannis, the Demon Hunter, a formidable warrior whose sole purpose is to eradicate the minions of Hell that threaten the world.

With a bow in hand and eyes sharp with focus, Arannis navigates through the dense undergrowth, his senses finely attuned to the dangers that lurk within. The jungle's ancient ruins and twisted trees whisper eerie secrets as he presses deeper into the heart of the wilderness. The air is thick with an oppressive sense of malevolence, and distant cries of demons echo through the trees.

Mordrath the Vile, a towering creature adorned in ancient armor, stands as the guardian of the temple. His burning eyes fixate on Arannis. The battle begins, and Arannis unleashes a relentless assault of arrows infused with elemental energies, exploiting the demon's weaknesses with every precise shot.

Mordrath's attacks are vicious, but Arannis's agility and reflexes allow him to dodge and counter with lethal precision. The demon's dark powers attempt to corrupt Arannis's mind and drain his strength, but the Demon Hunter's resolve remains unyielding, fueled by his unwavering determination.

In a final, well-placed shot, Arannis's arrow pierces Mordrath's heart. The demon's deafening roar fills the chamber as he collapses to the ground, defeated. The air within the temple clears, and a solemn calm settles upon the ruins.


Demon Hunter Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Demon Hunter Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Ranger Level 3: bane

Ranger Level 5: misty step

Ranger Level 9: haste

Ranger Level 13: shadow of moil

Ranger Level 17: seeming


Hungering Arrow

Starting at 3rd level, you gain the ability to channel your arrows with an insatiable hunger for your foes. When you make a ranged weapon attack, you can use your bonus action to make an additional ranged weapon attack against the same target. This attack deals damage equal to your weapon's normal damage dice.


Elemental Arrow

At 3rd level, you gain the ability to infuse your arrows with elemental energy. Once per turn, you can choose one of the following options when you make a ranged weapon attack:


Marked for Death

At 7th level, you gain the ability to mark a target for death. As a bonus action, you can choose a creature within 60 feet that you can see and mark it. The marked target has disadvantage on saving throws against your spells and abilities, and it takes extra damage equal to your Wisdom modifier whenever you hit it with a weapon attack. Additionally, whenever the marked target hits you with an attack, it takes damage equal to half your ranger level rounded down (minimum of 1). The mark lasts for 1 minute or until the target dies. Once you use this feature, you can't use it again until you finish a short or long rest.


Vengeance

Starting at 11th level, you can tap into your inner reserves of power, gaining temporary supernatural abilities. As a bonus action, you can activate Vengeance, gaining the following benefits for 1 minute:

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


Strafe

At 15th level, you gain the ability to unleash a flurry of arrows while rapidly moving. As an action, You begin to Strafe for 1 minute, attacking creatures of your choice that come within 10 feet of you while you consume your movement. Each creature you choose must make a Dexterity saving throw, taking damage equal to your weapon's normal damage dice on a failed save or half as much damage on a successful one. You can use this feature once, and you regain the ability to do so when you finish a short or long rest.

For Generic Ranger Information go to https://www.dndbeyond.com/classes/ranger