Demon Slayer

Demonic energy is something not to be trifled with, as many have fallen into the lust of it’s power. However, there are those who seek to use the demon’s powers against them. To bind themselves with demonic energies and wield them with ferocity. Their goal is quite simple, to erradicate the remaining demons, and destroy The Demon King!

Class Features
As a demon slayer, you gain the following class features.

Hit Points
Hit Dice : 1d8 per demon hunter level

Hit Points at 1st Level : 8 + your Constitution modifier

Hit Points at Higher Levels : 1d8 (or 5) + your

Constitution modifier per demon slayer level after 1st

Proficiencies
Armor : Light armor

Weapons : Simple weapons, martial weapons, warglaives

Tools : None

Saving Throws : Dexterity, Charisma

Skills : Choose 2; Acrobatics, Arcana, Insight, Intimidation, Investigation, Perception, Stealth, and Survival

Unarmored Defense
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.

Trials of the Demon
In order to use the demon's magic against them, you had to undergo ruthless trials and painful rituals. As a result, you have ended up where you currently are, and have gained 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 do 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.
 * You gain resistance to Fel damage.

Along with this, you harbor an unquenchable hatred for demonkind, and have been trained in defeating them. This training grants you the following:


 * 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 Infernal.

Spectral Sight
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.

Momentum
Starting at 2nd level, your demonic agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash or Disengage actions.

Metamorphosis
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 metamorphosed, 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 Fel 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 Metamorphosis column of the Demon hunter table. You regain all spent uses after finishing a long rest.

Demonic Mark
At 3rd level, you choose a mark that shapes the nature of your demonically infused body.

Choose one of the following:


 * NOT IN ALPHA

Your choice grants you features at 3rd level and again at

6th, 10th level, and 17th level.

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

Instinctive Hunger
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.

Evasion
Beginning at 7th level, you can nimbly 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 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.

A Hunter Above All Else
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.

Demonic Wards
Upon reaching 10th level, the wards inscribed on your body are empowered to protect you from magic. You gain resistance to damage from spells and have advantage on Wisdom, Intelligence and Charisma saves against spells.

Demon Wings
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, yougain a flying speed of 30 Feet.

Immolation Aura
Upon reaching 11th level, you can use your bonus action to wreathe your body in flames of fel. When you activate this aura, and at the beginning of each of your turns for its duration, you take 1d6 Fire damage. Immolation aura lasts for 1 minute, until you end it as a bonus action, or until youare knocked unconscious.

Whenever a creature enters an area within 10 Feet of you or starts its turn there, they suffer Fire damage equal to 1d8 + half your Demon Hunter level. You can use this ability twice,. You recover all uses of this ability after a short rest.

Hunter's Finesse
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.

Revealing Gaze
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 gain the benefits of the True Seeing spell for 1 Minute. You may only use this ability twice. You regain all uses of this ability after a long rest.

Abyssal Resilience
At 15th level, you have acquired superior fortitude. You gain proficiency in Constitution saving throws.

Timeless Body
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.

Prepared
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.