Use demonic powers to unleash furious attacks and with this hard-hitting ranger alternative from D&D: World of Warcraft.
In World of Warcraft (WoW), demon hunters embrace demonic powers in order to defeat the tide of demonic evil. Largely, they follow or were trained by Illidan, driving back the burning legion.
D&D’s latest book, D&D: World of Warcraft, creates a demon hunter by making them a subclass of the ranger class with a few alterations to the base class. They share a lot of design DNA and the subclass makes up most of the difference. While there are some alterations to the base class, this is in smaller ways than the oath of the ebon blade death knight does.
In this article, I’ve performed a deep dive into the demon hunter’s capabilities, tactics and how to create an effective build.
At a glance
- Half caster, half martial class
- Solid utility class that leans into the exploration elements of the game
- Hard hitting, melee specialist
- Plenty of AoE and multi-target attacks and spells
5/5 – The demon hunter is a really hard hitting melee specialist. They have loads of ways to keep dealing more damage, which is good because the more they kill, the more damage they can do. Unlike a standard ranger, demon hunters are also quite good at dealing with hordes of enemies with plenty of AoE and multi-target options making this a top tier subclass.
Demon hunter features

A couple of these features I won’t even go into any detail on as they’re so minor, instead I’ll mention them here.
At level 1, for your spellcasting, you use an arcane focus instead of a druidic focus and at level 2, for deft explorer, you choose from some World of Warcraft specific languages.
Fighting style (Lv2) – 4/5
In addition to the ranger’s fighting style feature
You get a fighting style like normal, but in addition to the usual options, you can take the void warrior fighting style which lets you take a couple of cantrips from the warlock spell list.
Rangers are generally better making weapon attacks than using cantrips, and the demon hunter is no different. That’s not to say that this is a bad option, but I think you miss out on too much by not taking a more traditional fighting style.
Still, you could take eldritch blast which would still work with Hunter’s mark and at later levels, could be firing 3 or 4 beams at your hunter’s mark target. This remains a good feature as this is an optional extra, but I probably wouldn’t be taking void warrior on a demon hunter.
Demon hunter spells (Lv3) – 4/5
| Level | Spells (all) | Spells (devourer) | Spells (havoc) | Spells (vengeance) |
|---|---|---|---|---|
| 3 | Throw glaive | Consume soul | Fel rush | Infernal strike |
| 5 | Sigil of flame | Misty step | Eye beam | Fiery brand |
| 9 | Metamorphosis | Soul reap | Blink | Demon spikes |
| 13 | Chaos nova | Collapsing star | Fire shield | Banishment |
| 17 | Destructive wave | Steel wind strike | Conjure volley | Sigil of chains |
Of the spells all demon hunters get, throw glaive is a great chromatic orb alternative with less damage but a guaranteed bounce. I’m not keen on sigil of flame as it relies on the target being in a good position on the next turn to deal enough damage. Metamorphosis has a terrible option (devourer), a decent option (havoc) and a pretty good option (vengeance). Chaos nova and destructive wave are both good AoE damage dealers with chaos nova also applys stunned.
The devourer spells are alright. Misty step is a good utility option, consume soul is alright as a damage and heal option and steel wind strike is a pretty big damage dealer. But then soul reap is a single target damage dealer but it’s probably doing less damage than fireball to a single target which feels underpowered. Collapsing star is basically fireball with a better damage type, worse damage but a higher level spells slot. I guess that still means it’s good, but not as good as a 3rd level spell which is a tad disappointing.
For havoc, I think fel rush is a really good damage dealer at level 1 with lots of damage potential. Eye beam is basically dragons breath which is a decent damage dealer for preserving spell slots. I don’t think blink is what you want on your martial usually and fire shield is good, but needs a setup turn, but conjure volley is a good AoE spell.
With vengeance, infernal strike is a decent AoE option for keeping attacks focused on you (you’d better toughen up). I’m not sure fiery brand will be as good as it seems as it will likely just focus attacks away from you. Demon spikes is better, though its 2 features sort of oppose each other with +2 AC and damage to an attacker when they hit. Banishment is a great battlefield control spells but sigil of chains feels quite weak for the level.
I think the spell lists here are similar in quality so it mainly depends on what spells you want to use. There’s a mix of good and bad options here, but mostly, the spells will be useful sometimes.
Soul fragments (Lv3) – 5/5
Primarily, you’re going to use these to fuel soul cleave. This will let you do an emanation damage dealer that’s likely more damaging than a single attack, but with the possibility of hitting multiple enemies. This is already pretty good.
Chances are, you have 2-3 soul fragments at first and this expands up to 7 depending on your level and your wisdom modifier. But the big thing is these replenish when an enemy dies near you. You have to use a reaction to gain it so it’s one per round maximum. That might also prevent attacks of opportunity, but it’s well worth having another AoE attack.
The fact that you can use these to cast feather fall and jump is handy in desperate situations where someone in the party falls or you really need more mobility but I don’t see these being the usual use of your soul fragments.
Spectral sight (Lv3) – 4/5
Blindsight is situational, but really good when you need it. If you’re blinded for some reason, that’s no longer an issue at short range. You can even work with the party to use it to your advantage. For example, a spellcaster with the darkness spell could cast it on the battlefield allowing you to attack with advantage and enemies with disadvantage.
Torment (Lv7) – 5/5
Many people complain about rangers that force hunter’s mark tactics down your throat, preventing other strategies. If that’s how you feel, you may not like this feature. But one strategy the designers have used to tackle that is to make Hunter’s mark really good. Which is exactly what happens with torment.
Not only can you keep your target focusing attacks on you (not a bad strategy for a martial class, though I’d make sure you build a tough demon hunter for this reason), but you also cause extra damage or make their next saving throw worse once per turn. That’s really good and you can coordinate with allies who may want to cast a nasty spell on your target, then you can use aura of pain. When that’s not the case, you can use chaos strike.
Illidari knowledge (Lv11) – 5/5
2 soul fragments to cast counterspell is pretty good as counterspell is a really useful spell and can help protect the party from nasty spell effects.
Throw glaive also happens to be really good. It’s like chromatic orb with one guaranteed bounce but a little less damage. It also uses 2 damage types making it less likely that all your damage will be resisted. Being able to use this as a bonus action and without a spell slot can seriously increase your damage output in a turn.
Soul shatter (Lv15) – 4/5
A fair bit more damage on soul cleave, which you should be using fairly often plus a soul fragment at the beginning of combat if you don’t have any.
I actually expect that extra soul fragments to be rarely gained as most combats will end with a creature dying so there’s a good chance that even if you had no soul fragments before that creature died, that you will now it’s dead.
That extra damage on soul cleave should be pretty good though. The more you use it, the more you’ll kill and the more often you can use soul cleave so it’s a nice little cycle.
Improved spectral sight (Lv18) – 4/5
Replaces the ranger’s feral senses feature
This changes the ranger’s 30ft blindsight to truesight. It’s a little better. Essentially, it means you can no longer see when you get the blinded condition (though you do already have blindsight to 10ft anyway) but you can see through darkness, illusions, transformations and into the ethereal plane.
Because you already have some blindsight, I think this is a clear upgrade.
Is the demon hunter any good?
Unlike the death knight, the demon hunter doesn’t change an awful lot of the ranger’s base capabilities. It mostly just adds a few extra options. Earlier blindsight combined with late level truesight makes them even better at seeing things, but otherwise, this is basically a ranger subclass with the option of warlock cantrips.
But this is one big damage subclass! Some will be frustrated that it’s another ranger that rams hunter’s mark down your throat, but that doesn’t stop it being effective. If you can replenish soul fragments a fair bit (which shouldn’t be too hard), then you should be able to use soul cleave and warglaive mastery quite a lot. Add to that some other damage enhancements, debuff saving throws, featherfall and counterspell and a bunch of good spells (including AoE options) and this is one deadly ranger subclass!
5/5
Related articles
- Ranger: 2024 class guide
- Beast master: 2024 subclass guide
- Fey wanderer: 2024 subclass guide
- Gloom stalker: 2024 subclass guide
- Hollow warden: 2024 subclass guide
- Hunter: 2024 subclass guide
- Winter walker: 2024 subclass guide
- Ranger subclass guide: D&D 2024
- Ranger spell guide: D&D 2024
- Ranger feat guide: D&D 2024
- Hunter’s mark spell guide: D&D 2024
Building a demon hunter

For the most part, a demon hunter can be built like any other ranger, but it heavily leans into a melee build over a ranged build.
While the demon hunter is specifically a WoW class/subclass, I see no reason why it can’t be used elsewhere (just use standard D&D languages). There’s also no reason why you can’t use character options from other expansions (though speak to your DM first). For that reason, I’ve provided options from all D&D 5.5e books. Once I have full access to D&D: WoW, I’ll also include options from there.
Ability scores
Recommended options
- Dexterity: Handy for ranged weapons, but you’ll only want to use those if you can’t reach melee range. You’ll need at least a bit of this for a decent AC and it will help with scouting skills. If you choose to go all out on dexterity, then go with finesse weapons like a rapier or do some dual wielding (with a nick weapon to preserve your bonus action).
- Wisdom: The effectiveness of your spells rely on this so needs some investment. Not all spells need a high wisdom to be effective (like hunter’s mark) but many of yours will. You’ll also want a high wisdom to fuel your soul fragments.
- Constitution: You’ll need the resilience from this as a likely frontline warrior. It’ll also help you maintain concentration on the likes of hunter’s mark. And you’re likely to be making a lot of concentration saving throws if you’re jumping headlong into melee combat.
- Strength: You can opt for a strength build if you want. It does mean spreading ability scores quite a lot though, and you’ll likely be worse as a scout and ranged warrior as a result. However, if you want to go for two handed weapons for the increased damage, especially on your opportunity attacks, then you’ll need to invest in strength.
Options to avoid
- Intelligence: Of little worth to a ranger.
- Charisma: Unfortunately, you don’t have enough space to invest in charisma and face skills, so should leave this to others.
| Ability score | Point Buy | Standard Array |
|---|---|---|
| Strength | 8/14 | 12/15 |
| Dexterity | 15/14 | 15/14 |
| Constitution | 15/13 | 13/12 |
| Intelligence | 8/8 | 8/8 |
| Wisdom | 15/14 | 14/13 |
| Charisma | 8/8 | 10/10 |
Skills
Recommended options
- Athletics: Acrobatics will often be better for a demon hunter with their bigger focus on dexterity, but isn’t an option as standard. Athletics is a decent choice though, especially if you’re playing a strength build.
- Perception: Crucial skill for a scout and highly used, plus you have the wisdom to be really good at this.
- Stealth: Strong option for a scout and a class relied on for skills.
- Investigation: Great option for an exploration class.
Species/race
D&D: World of Warcraft explains that typically in the Warcraft setting, only blood elves, night elves and void elves can be demon hunters. However, it also says that you can play other species, you just need to talk to your DM first. I’ve shared all species that work well for a demon hunter, but make sure you talk to your DM first if you intend to use one.
I’d suggest a demon hunter will want to get the following traits from their species:
- Resilience: Demon hunters are heavily melee focused and do best in the middle of crowds (not just on the fringes of combat) so more resilience is important, especially as you may be a bit MAD (Multiple Ability Dependant), especially if going for a strength build.
- Innate spellcasting: As a spellcaster, you can repeat cast spells and have the wisdom to back this up. Demon hunters tend to have a limited repertoire of spells, so enhancing this tends to be a good option.
- Damage dealing: Demon hunters are primarily about dealing weapon damage. The more your species helps with this the better.
- Utility class: Demon hunters are something of a utility class. Species that can aid this are usually a good option.
Recommended options
- Aasimar: Resistance to necrotic and radiant damage increases your hardiness. For celestial revelation, I’d lean on inner radiance for the extra damage. Necrotic shroud requires decent charisma which you’ll struggle for. However, temporary flight is always useful. Expect to use this for accessing hard to reach places and enemies or for scouting. A bit of healing is a decent emergency option too.
- Dragonborn: The breath weapon is great for some AoE damage and you can use it in place of just one of your attacks too. Temporary flight again lets you get to hard to reach enemies. Plus there’s a resistance for better durability.
- Dwarf: An extra hit point per level is great for a frontline warrior. And for even more resilience, you have resistance against poison and advantage on saving throws against the poisoned condition.
- Goliath: Faster movement makes you even better at traversing the battlefield. Your giant ancestry grants some very useful options too. For a demon hunter, the durability of the stone giants, knocking enemies prone with hill giant and extra damage from fire giants are all great options.
- Human: A great option if you want to lean more into the utility aspects of a demon hunter. An extra skill and a feat will help here, while a regular supply of heroic inspiration is always useful.
- Shifter (FotA): A scouting skill and darkvision are decent but shifting is the main thing you want. I’d favour beasthide for the extra resilience.
- Warforged (FotA): +1AC, resistance to poison damage and advantage against poisoned are all great resilience features that will help you last longer on the frontlines.
Backgrounds
Backgrounds are much more important now with D&D 2024 with ability score increases, origin feats and skills all now linked to your background.
For a demon hunter, I’d focus on strength or dexterity and wisdom with constitution a possible option. Below are the best backgrounds for a demon hunter:
| Name | Ability scores | Origin feat | Skill proficiencies | Tool proficiency |
|---|---|---|---|---|
| Chondathan freebooter (HoF) | Strength, dexterity, wisdom | Skilled | Athletics, sleight of hand | Weaver’s tools |
| Cosmic Dawn experiment (AU) | Strength, dexterity, constitution | Transmuted anatomy | Athletics, survival | One kind of artisan’s tools |
| Criminal | Dexterity, constitution, intelligence | Alert | Sleight of hand, stealth | Thieves tools |
| Familiar trainer (AU) | Constitution, intelligence, wisdom | Familiar friend | Animal handling, arcana | One kind of gaming set |
| Farmer | Strength, constitution, wisdom | Tough | Animal handling, nature | Carpenter’s tools |
| Guide | Dexterity, constitution, wisdom | Magic initiate (druid) | Stealth, survival | Cartographer’s tools |
| Horizon weaver initiate (AU) | Dexterity, constitution, wisdom | Portal jumper | Acrobatics, survival | Weaver’s tools |
| Sage | Constitution, intelligence, wisdom | Magic initiate (wizard) | Arcana, history | Calligrapher’s tools |
| Soldier | Strength, dexterity, constitution | Savage attacker | Athletics, intimidation | One kind of gaming set |
| Vampire devotee (ABoH) | Strength, constitution, charisma | Vampire’s plaything | Persuasion, stealth | Cook’s utensils |
| Zhentarim mercenary (HoF) | Strength, dexterity, charisma | Zhentarim ruffian | Intimidation, perception | Forgery kit |
Feats
I’d suggest the following feats for a demon hunter:
Origin feats
- Alert – Going early in combat is always handy to get some damage in before your enemies do.
- Arcane omens (AU) – Improved skill checks through guidance is good and some improved saving throws will help your resilience.
- Familiar friend (AU) – Find familiar is great and this gives you an enhanced version of it.
- Lucky – More ways to be reliable at important rolls is universally beneficial.
- Magic initiate – Grab some more spells, including a couple of cantrips. Things like minor illusion and guidance are good for a stealthy, utility class while something like thunderclap and thunderwave are great for melee combat. You should have the wisdom to back these spells up too.
- Musician – A universally great feat for dishing out heroic inspiration. Great for altruistic demon hunters. Plus you can ensure you have some heroic inspiration available too.
- Portal jumper (AU) – A resistance and able to teleport with movement to spare your actions and move around the battlefield more easily.
- Savage attacker – Decent enough damage dealing feat to make your attacks a little more powerful.
- Skilled – You may find you need a lot of skill proficiencies as subterfuge tends to require a lot of skill proficiencies. You could grab acrobatics over athletics this way too. And maybe even grab sleight of hand so you can work as a backup rogue.
- Spellfire spark (HoF) – Minor damage reduction from spells. But sacred flame as a bonus action could be quite a good bit of extra damage. Demon hunters have high demand for their bonus action, but it’s not likely to be every turn and this has limited uses anyway.
- Tough – You’re not as tough as some other martials but really need to survive a fair few sttacks. This will help here by giving you more HP.
- Transmuted anatomy (AU) – Faster movement is good for closing down enemies and improved constitution saving throws will help you maintain concentration.
- Zhentarim ruffian (HoF) – Advantage on initiative rolls is pretty good. Make sure someone in the group has musician or a similar feat to make sure you have a regular supply of heroic inspiration.
General feats
- Abjuration adept (AU) – Some defensive spells will help you and allies last longer. You can pass on some temporary hit points when you cast abjuration spells too.
- Bloodlust (ABoH) – Some decent mid-combat healing that doesn’t eat into your action economy plus better healing through your hit point dice. Your constitution should be high anyway so the healing should be good and healing from an attack will be better than healing during a short rest.
- Evocation adept (AU) – Some strong damage dealing spells and you can enhance them with your hit dice, which is especially good with AoE spells.
- Fey-touched – Misty step is great for escaping danger as well as getting into it and even for exploration too; all things you’re likely to get involved in as a ranger. You get another spell too, just make sure you go for the wisdom increase.
- Genie magic (HoF) – Access to all sorcerer spells of level 1 is great and really versatile for a caster class. At level 1, an AoE damage dealer like thunderwave is great, or sleep to nullify some enemies. And it’s a free spell to cast.
- Great weapon master – Excellent option for a strength build if you just want to deal more damage. This combines nicely with your regular opportunity attacks for bigger extra hits.
- Illusion adept (AU) – Some illusion spells and they can be cast subtly which is great for a stealthy spellcaster.
- Inspiring leader – Great for granting temporary hit points to the party. Go for the wisdom increase to make this work best.
- Mage slayer – Best against mages, but having what is practically legendary resistance is also great.
- Magic connoisseur (AU) – Learn a couple of extra spells and have a free casting for each.
- Purple dragon commandant (HoF) – Better while bloodied and temporary hit points for allies is all pretty good, especially on a frontline melee build.
- Shadow-touched – Invisibility is great for a stealthy class plus you get an extra spell. Make sure you increase your wisdom for this.
- Skill expert – Great for becoming more of a skill expert. Plus you can get proficiency (and even expertise) in a skill you don’t normally have access to, like sleight of hand.
- Spell resistant (AU) – A damage resistance and some improved magic resilience will help your durability.
- War caster – You’re mainly here for improved concentration (important for maintaining hunter’s mark and some of your other spells).
- Warlike familiar (AU) – Battle familiar is an excellent spell for a concentration-less summon that can deal some extra damage.
Weapons
This depends on whether you go for a strength or dexterity build. A strength build might want to go for two handed weapons for maximum damage. However, a strength build is tricky to optimise on a ranger.
Two weapon fighting using the nick mastery is quite tempting instead as you get bonus damage for every attack when your hunter’s mark (which is enhanced) is active so getting in another attack while keeping your bonus action free for other things is probably a really good build. A shortsword and a scimitar would be a good approach as both are finesse and light weapons.
You’ll want a ranged option too. Go for thrown weapons on a strength build or a two weapon fighting build or something like a longbow for a dexterity build.
Armor
If you’re a strength build, go for 14 dexterity and take medium armor. Half plate is tempting as it gives the best AC, but disadvantage on stealth checks is poor for a subclass so reliant on stealth. That means a breast plate is your best option for medium armor. Having said that, if you want to be stealthy, you should probably just go for a dex build and take light armor (studded leather is best).
If you want some extra protection, a shield is a good option but it will diminish your damage output.
