Those who followed Illidian Stormrage, be it through his example on Azeroth or directly on Outland, have quite a repultation. One that frightens both friend and foe. While many shun the demonic fel, believing them to be nothing more then chaotic and evil, these blind hunters saw differently. Through a powerful, yet dangerous, ritual that blinded them of traditional sight and bound a powerful demon unto their body. In exchange, they would have a spectral sight that would allow them to see things for what they really are, and give them the power they need to take on any demon of the burning legion.
As a Demon Hunter, you gain the following:
Hit Dice : 1d8 per Demon Hunter level
Hit Points at 1st Level : 8 + your Constitution modifier
Hit Points at Higher Level : 1d8 (or 5) + your Constitution modifier per Demon Hunter level after 1st
Armor : Light Armor
Weapons : Simple Weapons, Martial Weapons, Warglaives
Tools : N/A
Saving Throws : Dexterity, Charisma
Skills : Choose 2; Acrobatics, Arcana, Insight, Intimidation, Investigation, Perception, Stealth, and Survival
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Intelligence modifier.
You are an Illidari initiate, having survived through the ruthless trials of the Illidari and received training unheard of elsewhere. This grants you the following benefits:
On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
You may treat melee weapons that does not have the heavy or two-handed property as if they had the finesse and light property, in addition to their other properties.
When you make a Wisdom (Survival) check related to tracking a creature, you are considered proficient in the Survival skill.
In addition, you savor an uncanny hatred for demonic beings and have been trained in defeating them. Giving you the following additional benefits:
You have advantage on Wisdom (Survival) checks made to track fiends, as well as Intelligence checks made to recall information about them.
You can speak, read, and write Eredun.
You have ritually blinded your eyes, you eye sockets infused with magic, giving you a new sight. You can see normally in both normal and magical darkness within 60 feet of you and are able to discern colors in darkness. Additionally, you are immune to the blinded condition.
At 7th level, you can hone your spectral sight to the flow of magic around you. You can use your action to gain the benefits of a Detect Magic spell for 10 minutes. You can use this feature twice. You regain all spent uses when you finish a short or long rest.
Starting at 2nd level, you are able to draw from the chaotic fel dormant within you. Your access to this chaotic force is represented by a number of fel points. Your demon hunter level determines the number of points you have, as shown in the Fel Point column of the Demon Hunter table.
You can spend these points to fuel various features. You start by knowing three such features: Demon's Bite, Empower Wards, and Momentum. You learn more fel features as you gain levels in this class.
When you spend a fel point, it is unavailable until you finish a short or long rest, at the end of which you replenish all of your expended fel energy.
Some fel features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Fel save DC = 8 + your proficiency bonus + your Intelligence modifier
Immediately after you take the Attack action on your turn, you can spend 1 fel point to make two weapon attacks as a bonus action. You don't add your ability modifier to the damage of these attacks.
Whenever you make an Intelligence, Wisdom, or Charisma saving throw, you can spend 2 fel points as a reaction to give yourself advantage on the saving throw.
You can spend 1 fel point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
As an action, you can expend 3 fel points to fire a beam of fel energies directly from your eyes. Choose one of the following;
Target 1 creature within 30 feet of you. That creature must make a Wisdom saving throw against your Fel save DC. On a failed save, the creature takes fire damage equal to 4d6 + your demon hunter level, or half as much on a success.
You project your beam in a 40-foot long, 5-foot wide line. All creatures in that line must make a Wisdom saving throw against your Fel save DC. On a failed save, the creature takes fire damage equal to 2d6 + your demon hunter level, or half as much on a success.
Also at 2nd level, you are able to release the powers of your bound demon. On your turn, you can enter metamorphosis as a bonus action and transform into a demonic being.
While metamorphed, you gain the following benefits:
You gain a number of temporary hit points equal to your Demon Hunter level + your Intelligence modifier. These hit points last for the duration of metamorphosis.
You have advantage on Charisma (Intimidation) checks.
Your weapon attacks count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
When you make a weapon attack, you deal additional fire damage that increases as you gain levels in this class, as shown in the Metamorph Damage column of the Demon Hunter table.
Your movement speed increases by 10 feet.
Your metamorphosis lasts for 1 minute. It ends early if you are knocked unconscious. You can also end it on your turn as a bonus action.
You can use this feature a number of times equal to the number shown for your Demon Hunter level in the Metamorph Count column of the Demon hunter table. You regain all spent uses after finishing a long rest.
Also at 3rd Level, you have learned to enhance your demonic powers further and overcome the resistances of your sworn enemies. When you deal fire damage using a Demon Hunter class feature to an enemy creature, you can ignore that creature's resistance to it, unless that creature has resistance or immunity to necrotic damage. Also, you treat vulnerability to one damage type as having vulnerability to both.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Starting at 5th level, when a creature ends its turn within 15 feet of you, you can use your reaction to move up to half your speed to a space closer to the creature. Moving in this way doesn't provoke opportunity attacks.
Additionally, you have advantage on the first attack you make against the creature before the end of your next turn.
At 7th level, your keen instincts lets you dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an 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 save, and only half damage if you fail.
By 9th level, you have honed your instincts for hunting prey. If you spend at least 1 minute observing a creature, you gain advantage on Wisdom (Survival) checks made to track that creature until you have either killed it, choose a new quarry, or a number of days equal to your demon hunter level passes. If you lose track of your prey, you can spend 1 hour to sense the general direction of it, relative to you, as long as you are both on the same plane of existence.
In addition, on your first turn during combat, you have advantage on attack rolls made against the creature.
Starting at 11th level, you can use your reaction when you fall to manifest demonic wings and reducing any falling damage you take by an amount equal to five times your Demon Hunter level.
Additionally, for the duration of your Metamorphosis, you gain a flying speed equal to your movement speed.
Beginning at 11th level, when wielding a melee weapon with the versatile property, you can use the increased damage value even when wielding the weapon with one hand. If you choose to wield the weapon with two hands, you receive no additional benefit.
At 13th level, you can use your action and spend 2 fel point to wreathe your body in pain and end one effect on yourself that is causing you to be charmed, frightened, or poisoned. Each creature within 5 feet of you when you use this feature must make a Dexterity saving throw, taking 1d10 + half your demon hunter level in fire damage on a failed save, or half as much damage on a successful one.
Beginning 14th level, you can concentrate fel into your charred eyes to reveal the truth of the world around you. As an action, you can spend 3 fel points to gain the benefits of the True Seeing spell for 1 minute.
At 15th level, you have acquired superior fortitude. You gain proficiency in Constitution saving throws.
Beginning at 18th level, the primal fel that courses through your body has granted you an unimaginably long lifespan. For every 10 years that pass, your body ages only 1 year and you can't be aged magically.
At 20th level, your supernatural senses allow you to act at a moments notice. You can take two turns during the first round of any combat. You take your first turn on initiative count 30 and your second turn at your rolled initiative.
Furthermore, when you roll initiative and have no fel points remaining, you regain 2 fel points.