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Demon Hunter advantage on Wisdom and Charisma saving

Youve dedicated your life to hunting that throws against spells or abilities used by
which goes bump in the night. Demon fiends and aberrations.
hunters range from former thieves looking
for redemption to assassins who want to Follow the Trail
hunt the most dangerous of targets. You No evil can escape your sight. Starting at
specialize in tracking and killing fiends and 13th level, if you have encountered a fiend,
other evil beings. Demon Hunters value celestial, aberration, undead, or monstrosity,
having the wisdom to track their prey and you have advantage on any checks make to
resist mind-influencing abilities. track it or detect its presence. You also have
advantage on any knowledge checks made
Piercing Attacks to learn about any of the above types of
You strike with such fury that even the creature. You may also cast faerie fire once
toughest of hides cannot resist your blows. per long rest.
Starting at 3rd level, whenever you make an
attack with a weapon, the damage is treated Cold Iron Weaponry
as coming from a magical weapon for the Youve developed a way to make your
purpose of overcoming resistance to non- strikes prevent a fiends escape. Starting at
magical weapons. 17th level, when you successfully damage a
creature with a weapon attack, it may not
See the Truth teleport for 1 minute. Additionally, if it is
Your instinct as a hunter is so finely tuned not native to this plane of existence, it takes
that nothing can fool your eyes. Starting at 3d6 additional damage.
3rd level, you can use your action to activate
your finely honed senses. For 5 minutes, Scoundrel
you can see the true form of any creature Youre a career criminal. You dont break
within 50 feet. This reveals the identity of into buildings nimbly at night to rob
any shape changers as well as anyone using someone; you talk them out of their wallet.
magic to change their appearance. Starting Scoundrels range from smugglers and
at 9th level, this also reveals invisible pirates to politicians. Scoundrels value
creatures. You may use this ability a charisma and prefer to trick an opponent to
number of times per day equal to your their face rather than sneak behind their
Wisdom modifier (minimum 1). back.

Resist Temptation Feint


Fiends often try to turn heroes against one Your fighting style reflect your deceptive
another, but your mind is above that. nature. Starting at 3rd level, you may use
Starting at 9th level, you may add your your cunning action to feint. To feint, make
proficiency bonus to any saving throw a Charisma (Deception) check opposed by a
against becoming charmed, frightened, or creature within 15 feets Wisdom (Insight)
otherwise mentally influenced by magic check. If you tie or beat their check, you
(DMs discretion). At 17th level, you have have advantage on the next attack against
that enemy. Starting at 13th level, that Brawn over Brain
enemy has disadvantage on their next attack You prefer a good workout to a good book.
against you as well. Starting at 3rd level, you lose proficiency in
Intelligence saving throws and gain
Fast Friends proficiency in Strength saving throws. You
You can turn a tense situation into a fun also gain proficiency in all non-finesse
time with friends. Starting at 9th level, you melee martial weapons.
can cast Charm Person at 1st level a number
of times per long rest equal to your Brutish Blow
Charisma modifier (minimum 1). The save You hit. Hard. Starting at 3rd level, when
DC for this spell is 8 + your proficiency you add your sneak attack damage to a roll,
modifier + your Charisma modifier. When you may also add your Strength modifier to
you cast Charm person this way, your target the damage (an additional time if you added
does not get advantage if you and your it to the original attack). If you choose to do
companions are fighting it. At 13th level this, the enemy you attacked has advantage
each use of this ability casts Charm Person on its next attack against you.
at 2nd level. At 17th level, it casts as a 3rd
level spell. Bluster
Your muscle mass does your talking for you.
Silver Tongue Starting at 9th level, you may add your
You could sell water to a fire elemental. Strength modifier to any Intimidate check
Starting at 13th level, you are permanently you make in place of your Charisma
under the effect of the Glibness spell, unless modifier.
you choose not to be.
Scowl
Scoundrels Luck With just a look, enemies know who to
The universe looks out for its Scoundrels. avoid. Starting at 13th level, you may use a
Starting at 17th level, when you would make bonus action to scowl. Each creature hostile
a death saving throw, you can instead to you within 30 feet makes a Wisdom
choose to stand up with 1 hitpoint. You can saving throw, becoming frightened on a
use this feature a number of times per long failure. The DC for this save is 8 + your
rest equal to your Charisma modifier minus Strength modifier + your proficiency bonus.
one. You may do this 2 times per long rest until
level 17, at which point you may do it 3
Thug times per long rest.
Youre a simple kind of rogue. You like to
get up close and personal. Sneaking around Thugs Life
is overrated; a direct approach is much Living a thugs life has left you tough as
faster. Thugs value strength over all other nails, and as smart as them too. When you
attributes, even finesse. You specialize in reach 17th level, add 4 to your Constitution
dealing damage and taking direct score. This can increase your Constitution
approaches.
score to a maximum of 22. Subtract 2 from
your Intelligence and Wisdom scores.

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