1. Notes

Demon Hunter (Class)

DEMON HUNTER

Demon Hunters are members of a secret society that protects their native lands from demons and the influence of Chaos. They are skilled warriors specially trained in fighting demons, detecting corruption, and containing its aftermath.

Demon Hunters can prepare and safely consume potent alchemical tonics derived from rare herbs.


CLASS DETAILS

Requirements: Minimum CON 9, minimum WIS 9
Prime Requisite: Strength
Hit Dice: 1d8
Maximum Level: 14

Armour: Leather armour, chainmail; shields
Weapons: Any

Languages: Alignment, Common

Alignment: Lawful or Neutral only

As protectors, Demon Hunters may only be lawful or neutral. If a Demon Hunter ever changes alignment to chaotic, they lose all special class abilities and become a Fighter of the same level. The character may be able to regain Demon Hunter status by performing a special quest.

Attacks & Saving Throws: As Fighter


EXPERIENCE TABLE

(Uses Ranger experience progression)
LvXPHDHitFavDWPBS
101d8+0+11213141516
22,2502d8+0+11213141516
34,5003d8+0+11213141516
410,0004d8+2+11011121314
520,0005d8+2+21011121314
640,0006d8+2+21011121314
790,0007d8+5+289101012
8150,0008d8+5+289101012
9300,0009d8+5+389101012
10425,0009d8+2+7+3678810
11550,0009d8+4+7+3678810
12675,0009d8+6+7+3678810
13800,0009d8+8+9+445658
14925,0009d8+10+9+445658
D = Death/Poison  ·  W = Wands  ·  P = Paralysis/Petrify  ·  B = Breath  ·  S = Spells  ·  Dashed line = post-name-level progression

CLASS ABILITIES

Favored Foes (Fav)

Demon Hunters deal additional damage when attacking demons, qliphoth, and undead.
The damage bonus is shown in the class table above and applies to every successful attack.


Relic Sense

By focusing for one turn, the Demon Hunter detects magical relic effects, including corruption, demonic taint, and haunted sites, within 120 feet.

The sense reveals direction and relative strength (low, medium, high). No further details are gained.

Usable once per exploration turn.


Corruption Tracking

Demon Hunters can follow lingering traces of demonic, qliphothic, or undead corruption.

  • Requires one turn examining signs or residue

  • Works only where corruption has occurred

  • Cannot be used to track mundane creatures

Chance of success:

  • 2-in-6 in wilderness

  • 3-in-6 in dungeons, ruins, grave sites, or corrupted locations

  • +1 if the trail is less than one day old

Success reveals direction, approximate age, and whether the corruption is intensifying or fading.


Alchemical Tonics

Demon Hunters can prepare and safely consume potent alchemical tonics derived from rare herbs.

• Drinking a tonic takes one round
• Effects last 1 hour unless noted
• Only one tonic may be active at a time
• A tonic requires access to its associated herb
• The Demon Hunter may prepare up to three tonics total, but may have a larger collection of herbs

TONIC TABLE 

BiomeTonicEffectHerbHerb ID
ForestBone BinderUndead struck save or be slowedWallowmostH17
ForestCat Essence+2 initiative, +1 surpriseFenobH4
ForestIron MindAdvantage on saves vs charmSmottlebreadH14
ForestOracle SmokeBrief vision or omenWitch's OysterH19
HillsPain SuppressantIgnore penalties from wounds. Next time you're at 0 HP, stay at 1HogscapH7
HillsWolf Draught+2 StrengthSallow ParsleyH13
MarshAsh HeartAdvantage on saves vs fearLilywhiteH9
MarshClear BloodAdvantage on save vs poisonLankswithH8
MarshStone Breath+2 AC for one encounterBosun's BalmH3
MarshSwallow DraughtHeal 1 HP per turn for 6 turns when injured. May be used in advance of combatMarshwickH10
MountainEmber BloodWeapons count as magicalArrowhameH1
MountainFrost VeilIgnore cold penaltiesMoonhawH11
MountainGhostlight Elixir+2 saves vs fear and necromancySpirithameH15
MountainNight SightSee in utter blacknessMoonhawH11
MountainRadiant Salt+2 damage vs favored foesSpirithameH15
PlainsNightwatch DraughtNo sleep required for 24 hours; no fatigue penalties from a missed restKarstemH20
PlainsMindthreadRead surface thoughts of one creature within 5′ for 1d6 turnsRigweedH21
PlainsQuick PulseAct first next roundWayfarrowH18
PlainsSharp Ear+1 to Listen; detect sound at twice normal range for 3d4 turnsNyanpa LeafH22
UndergroundHunter's SensesDetect movement or breathing within 10′, even if invisibleGrue's EarH6

Sequester the Corrupted

When fighting a demon, qliphoth, or incorporeal undead, the Demon Hunter may perform a containment rite to bind its corruption into a vessel called a Torma (Spirit Trap). See the Torma entry for more information.

• Each attempt consumes a vessel
• Prepared vessels are deposited with The Church

Saints

Demon Hunters venerate saints associated with martyrdom, binding, and vigilance.

• Immune to fear caused by demons and undead
• +2 bonus on saving throws vs possession

Saints may demand vows, penance, or intervention through dreams or omens.


STRONGHOLD

At 9th level, a Demon Hunter may establish a sanctum used for containment, training, and ritual defense against corruption.

Demon Hunter Herb Foraging

Demon Hunter Herb Foraging

Demon Hunters are trained to sense places where specific banes, wards, and purifying plants take root. Unlike rangers, they do not gather casually. Each search is deliberate, exhaustive, and final.

A Demon Hunter may attempt to locate one specific herb while exploring a hex.


When a Search Occurs

  • A Demon Hunter may attempt one herb search per hex, per herb.

  • The attempt represents the full course of exploring that hex.

  • Searching does not consume extra time beyond normal hex exploration, but it precludes searching for other herbs in that hex.

If the search succeeds, the herb is found and the hex becomes a permanent source of that herb. Only one of that herb can be found in any particular biome. For example, in one specific forest or one specific swamp.

If the search fails, that herb does not exist in that hex. It may not be searched for again in that hex by any means.

This result is absolute.


Base Chance of Success

Demon Hunter LevelChance to Locate Herb
120%
230%
340%
450%
560%
670%
780%
890%
9100%
10+110%

At 100%, success is automatic unless modified downward.
At 110%, the Demon Hunter can overcome moderate penalties.


Universal Penalties

Apply each penalty once if applicable.
These are the only modifiers.

Overworked Land (–20%)

The hex has been heavily impacted by use or disruption.

Examples:

  • frequent travel or settlement

  • repeated harvesting

  • war, fire, mining, or long-term occupation

This represents ecological exhaustion, not competition.


Magical Suppression (–20%)

The hex lies within 2 hexes of:

  • a ley marker

  • standing stones

  • mandala infrastructure

  • major ritual stabilization sites

Ordered magic suppresses wild, responsive growth.


Resolution

  • Apply penalties to the base chance

  • If final chance is 0%, the herb is simply not present. No roll.

  • Otherwise, roll percentile dice

  • Success occurs on a roll equal to or under the final chance


Outcomes

Success

  • The Demon Hunter identifies a stable, renewable source of the herb.

  • The hex may now be marked as containing that herb.

  • Others may harvest it later with normal rules, but only Demon Hunters can discover new sources.

Failure

  • The herb does not exist in that hex.

  • No further attempts to find that herb in this hex are possible.

  • This represents exhaustive certainty, not missed chance.

Failure does not indicate error.
It indicates absence.