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)
| Lv | XP | HD | Hit | Fav | D | W | P | B | S |
|---|
| 1 | 0 | 1d8 | +0 | +1 | 12 | 13 | 14 | 15 | 16 |
| 2 | 2,250 | 2d8 | +0 | +1 | 12 | 13 | 14 | 15 | 16 |
| 3 | 4,500 | 3d8 | +0 | +1 | 12 | 13 | 14 | 15 | 16 |
| 4 | 10,000 | 4d8 | +2 | +1 | 10 | 11 | 12 | 13 | 14 |
| 5 | 20,000 | 5d8 | +2 | +2 | 10 | 11 | 12 | 13 | 14 |
| 6 | 40,000 | 6d8 | +2 | +2 | 10 | 11 | 12 | 13 | 14 |
| 7 | 90,000 | 7d8 | +5 | +2 | 8 | 9 | 10 | 10 | 12 |
| 8 | 150,000 | 8d8 | +5 | +2 | 8 | 9 | 10 | 10 | 12 |
| 9 | 300,000 | 9d8 | +5 | +3 | 8 | 9 | 10 | 10 | 12 |
| 10 | 425,000 | 9d8+2 | +7 | +3 | 6 | 7 | 8 | 8 | 10 |
| 11 | 550,000 | 9d8+4 | +7 | +3 | 6 | 7 | 8 | 8 | 10 |
| 12 | 675,000 | 9d8+6 | +7 | +3 | 6 | 7 | 8 | 8 | 10 |
| 13 | 800,000 | 9d8+8 | +9 | +4 | 4 | 5 | 6 | 5 | 8 |
| 14 | 925,000 | 9d8+10 | +9 | +4 | 4 | 5 | 6 | 5 | 8 |
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
| Biome | Tonic | Effect | Herb | Herb ID |
|---|
| Forest | Bone Binder | Undead struck save or be slowed | Wallowmost | H17 |
| Forest | Cat Essence | +2 initiative, +1 surprise | Fenob | H4 |
| Forest | Iron Mind | Advantage on saves vs charm | Smottlebread | H14 |
| Forest | Oracle Smoke | Brief vision or omen | Witch's Oyster | H19 |
| Hills | Pain Suppressant | Ignore penalties from wounds. Next time you're at 0 HP, stay at 1 | Hogscap | H7 |
| Hills | Wolf Draught | +2 Strength | Sallow Parsley | H13 |
| Marsh | Ash Heart | Advantage on saves vs fear | Lilywhite | H9 |
| Marsh | Clear Blood | Advantage on save vs poison | Lankswith | H8 |
| Marsh | Stone Breath | +2 AC for one encounter | Bosun's Balm | H3 |
| Marsh | Swallow Draught | Heal 1 HP per turn for 6 turns when injured. May be used in advance of combat | Marshwick | H10 |
| Mountain | Ember Blood | Weapons count as magical | Arrowhame | H1 |
| Mountain | Frost Veil | Ignore cold penalties | Moonhaw | H11 |
| Mountain | Ghostlight Elixir | +2 saves vs fear and necromancy | Spirithame | H15 |
| Mountain | Night Sight | See in utter blackness | Moonhaw | H11 |
| Mountain | Radiant Salt | +2 damage vs favored foes | Spirithame | H15 |
| Plains | Nightwatch Draught | No sleep required for 24 hours; no fatigue penalties from a missed rest | Karstem | H20 |
| Plains | Mindthread | Read surface thoughts of one creature within 5′ for 1d6 turns | Rigweed | H21 |
| Plains | Quick Pulse | Act first next round | Wayfarrow | H18 |
| Plains | Sharp Ear | +1 to Listen; detect sound at twice normal range for 3d4 turns | Nyanpa Leaf | H22 |
| Underground | Hunter's Senses | Detect movement or breathing within 10′, even if invisible | Grue's Ear | H6 |
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.
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