(Prestige) Classes:
Demon Hunter (Prime Guard)
 
 
By: Jarrad Kulick
Type: Prestige Class
Game: Dungeons & Dragons (D&D)

There are many who hunt dragons and giants but few have the courage to face the evil that exists beyond the material plane. Those that do are know as the prime guards or the demon hunters, highly trained in both martial and magical combat to defend our plane against evil outsiders.

[Editor's note: The author also submitted an alternative, more powerful version: the Devil's Bane (see below).]

Hit Die: d8

Requirements:
Base Attack Bonus: +5.
Spells: Able to cast second level arcane spells.
Weapon Proficiency: Proficient with all martial weapons.
Skills: Knowledge (the planes) 10 ranks, Knowledge (arcana) 8 ranks.
Special: Must be of outsider descent (aasimar or tiefling) or have made contact with a benevolent outsider.

Class Skills:
Skill Points: 2 + Int. modifier per level.
Class Skills: As wizard.

Class
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
SpecialSpellcasting
1+1+2+0+2 +1 existing class
2+2+3+0+3Animate Weapon 1/day+1 existing class
3+3+3+1+3Blade Shield+1 existing class
4+4+4+1+4 +1 existing class
5+5+4+1+4Animate Weapon 2/day, Hunter's Cunning+1 existing class
6+6/+1+5+2+5 +1 existing class
7+7/+2+5+2+5 +1 existing class
8+8/+3+6+2+6Ability Bonus, Animate Weapon 3/day+1 existing class
9+9/+4+6+3+6 +1 existing class
10+10/+5+7+3+7Ability Bonus, Hand of Slaying+1 existing class

Class Features:
Weapon and Armor Proficiency: Demon Hunters gain no new proficiencies with weapons or armor.
Spellcasting: At each Demon Hunter level, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class.
Animate Weapon: At 2nd level, a Demon Hunter may animate a bladed weapon as per the spell Animate Object. He may use this ability 1/day at 2nd level, 3/day at 5th level, and 3/day at 8th level. This weapon may "dance" like a dancing sword a number of rounds equal to the caster's Demon Hunter levels + Int modifier. It adds a modifier to hit and damage equal to the caster's Int modifier.
Blade Shield: At 3rd level, once per day, a demon hunter may animate several bladed weapons and create a barrier similar to a Cleric's Blade Barrier spell. He may cause bladed objects to fly around him, effectively increasing his AC by +2 at 3rd level, and an additional +1 every two levels thereafter (+3 at 5th, +4 at 7th, +5 at 9th). He may animate a number of blades equal to his levels in this class (1 small blade equals 1 level, 1 medium blade equals 2 levels, and so on). The Demon Hunter must concentrate to maintain the shield and can take no other action while the shield is up. Any creature making a melee attack suffers 1d6 damage for every 2 levels of Demon Hunter the caster has. In addition, the Demon Hunter may "throw" these blades. For every two levels, he may throw one blade (medium blade equals 4 levels, etc.). He receives a modifier to hit and damage equal to his Int modifier.
Both the abilities above are to protect the hunter from the auras of devils and fiends.
Hunter's Cunning: At 5th level, a Demon Hunter may add his Int, Wis, or Cha modifier (whichever is higher) to his attack and damage rolls against evil outsiders or evil creatures from other planes.
Ability Bonus: At 8th level, a Demon Hunter may add +1 to his Int or Con. He gains this ability again at 10th level.
Hand of Slaying: At 10th level, the Demon Hunter may deliver a Harm effect with a melee touch attack against any evil creature. This functions like the Cleric spell Harm, but inflicts 100 points of damage (save DC 17 + Demon Hunter level + Int modifier for half damage). This ability can be used once per day.


Alternative version: Devil's Bane (Prime Guard)

[Author's note: I added some abilities to make this class a little more practical as a demon or devil hunter. It may be a bit overpowered but it is much more effective against them.]

[Editor's note: Depending on the campaign and other player's prestige classes, game masters may want to reduce its power somewhat. Easy options for tweaking could be to e.g. reduce it's base attack bonus (from fighter equivalent to cleric equivalent) or grant one good save, rather than two.]

The Devil's Bane has the same requirements and abilities as the Demon Hunter, plus a few additional abilities. These are indicated in bold in the table below.

Class
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
SpecialSpellcasting
1+1+2+0+2 +1 existing class
2+2+3+0+3Animate Weapon 1/day+1 existing class
3+3+3+1+3Blade Shield+1 existing class
4+4+4+1+4 +1 existing class
5+5+4+1+4Animate Weapon 2/day, Hunter's Cunning+1 existing class
6+6/+1+5+2+5Blade Shield 2/day+1 existing class
7+7/+2+5+2+5 +1 existing class
8+8/+3+6+2+6Ability Bonus, Animate Weapon 3/day+1 existing class
9+9/+4+6+3+6Blade Shield 3/day, Hand of Dismissal+1 existing class
10+10/+5+7+3+7Ability Bonus, Devil Master, Hand of Slaying+1 existing class

Additional Class Features:
Blade Shield: This ability can be used 2/day at 6th level, and 3/day at 9th level.
Hand of Dismissal: At 9th level the Devil's Bane can dismiss an outsider exactly like the 5th level wizard spell Dismissal (save DC is Int based). This ability day is usable 1/day.
Devil Master: At 10th level the Devil's Bane gains true mastery over his otherworldly foes. When fighting demons, devils, or any other evil outsider, the character may add his Int modifier to his saving throws and can overcome spell and damage resistance. Any weapon wielded by the Devil's Bane is treated as cold iron or magical for to hit and overcoming damage resistance. He also adds his level + Int modifier to overcome spell resistance (substract Int modifer + Devil's Bane level from demons' spell resistance).

Licensing:
All rights reserved.

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