While I think the Death Knight is a ubiquitous-enough fantasy trope that you don't need much of an explanation (it's even in the D&D Monster Manual,) the Demon Hunter from WoW is a lot more idiosyncratic.
While I do think that it does make sense, on a flavor level, to use the Ranger as the underlying class to build the D&D version on, given the theme (downplayed, actually, in 5.5) of Rangers focusing on certain types of monsters, it's a very different vibe, especially compared to the WoW Hunter. While Demon Hunters have "Hunter" in the name, they're really more like a lightly-armored warrior fueled by fury and rage, having become basically half-demons with a core of fel magic that is always threatening to explode out of them. If the Death Knights are deadened, cold, and grim, Demon Hunters are blazing with energy that they must struggle to contain, but can unleash that power on their foes.
Basically, you should be asking the question: are you a hunter who hunts demons, or a demon who hunts? And the answer to that is "Yes."
So, the spells are going to have a very different vibe from your typical Ranger spells (and hey, Death Knight spells had a very different vibe from Paladin ones). There's no "disappear into the wilderness" in this concept. It's about steel and fel fire.
Oh, and the Void. Just earlier this year (2026,) with the release of the pre-patch for the Midnight expansion, a third Demon Hunter spec opened up, as well as the ability for Void Elves to play as them (previously they were limited only to Night Elves and Blood Elves). Devourer Demon Hunters actually play as ranged spellcasters. I'm curious whether that playstyle will work in D&D (taking Void Warrior to pick up Eldritch Blast, for example,) though even Devourers do have some abilities that send them flying into melee, only to leap back again.
So, let's talk spells:
Chaos Nova:
4th level Evocation, Action, Range Self, Instant
Each creature of your choice in a 20-foot emanation takes 2d6 Force damage and must succeed on a Wisdom save or be stunned until the end of your next turn.
The damage is low, but it's A: guaranteed and B: not the reason we're casting this spell. Instead, we're trying to get an AoE stun. The fact that this is a Wisdom save rather than a Con save makes this potentially really powerful against the right kind of enemy. It's also friendly-fire-proof.
Now, 4th level spells are very precious for a Ranger... er, Demon Hunter. But I think this is the kind of clutch move that might be worth it. I'd strongly consider this one.
Collapsing Star:
4th level Evocation, Action, Range 60 ft., Instant
You send a blast of void energy to explode in a 20-foot-radius sphere centered on a point within range. Each creature in the sphere makes a Con save, taking 4d12 Force damage on a failure or half as much on a success.
The damage here is an average of 26, slightly below a Fireball in the same size area. The Force damage is more reliable than Fire, of course, but the Con save is probably less reliable than Dex. The thing is, given that tradeoff (and maybe the damage type is more relevant,) it feels like this should do a bit more damage, or just be a 3rd level spell. I don't think this is bad, per say, and again, Fireball is intentionally overpowered. Rangers don't get Fireball, of course, so this might still be welcome in your toolkit.
Consume Soul:
1st level Necromancy, Action, Range 60 ft., Instant
You drain the essence of a creature within range. They make a Con save. On a failure, they take 4d4 Force damage and you gain Temp HP equal to half the Force damage dealt. On a success, they take half damage only.
The damage increases by 1d4 for each spell level above 1st.
So, ten damage plus 5 temp HP on a failed save, or just 5 damage on a success. Why not let us get the Temp HP even on a success - after all, the damage is already getting halved, so it'll be like 1d4 Temp HP, which is tiny.
I mean, if we're playing like a standard Demon Hunter, we're probably dual-wielding, meaning if we hit with both attacks (and by level 2 have Two Weapon Fighting) we might be doing two attacks for 1d6+3, or 6.5 each, meaning this is probably doing less than our regular attacks would. I don't really see this being used. Maybe ever. I mean, I guess it's ranged? But... you know, while WoW Demon Hunters don't use ranged weapons (in fact, only Hunters do,) a D&D one could.
Demon Spikes:
3rd level Transmutation, Bonus Action, Range Self, 1 minute.
You sprout jagged spikes. You gain a +2 bonus to AC and when a creature hits you with a melee attack, they take 10 piercing damage.
So, the bonus action, the concentration-free duration... I think this could be good. There's some internal anti-synergy, of course, because the higher AC means they're less likely to take the piercing damage. But if you're getting swarmed by a bunch of weaker enemies, you'll like both effects. It might also just discourage foes from attacking you. A 3rd level slot is a bit precious for a Ranger (and doesn't come until level 9) but I can imagine this working in some situations. Might need to see it in action.
Eye Beam:
2nd level Evocation.
Action, Range Self, Concentration up to 1 minute.
You concentrate magic into your eyes (or eye-sockets, if we're being lore-accurate). When you cast the spell and as a Magic action on your subsequent turns for the duration, you can shoot a 15-foot cone of fel magic. Each creature in the cone makes a Dex save, taking 3d6 Force damage on a failure or half as much on a success.
The damage increases by 1d6 for each spell level above 1st.
So, this is similar to Dragon Breath. The downside is that you can't cast it on allies (or familiars,) as it has to be on yourself. Also, you can't pick between several damage types. The plus side, though, is that it's Force damage, which is probably going to be better than any other damage type you could have chosen (unless you needed Fire to shut down a Troll's regeneration or something). One other small but notable difference is that you get to do this damage with the initial bonus action, so you free up your action to do something else (you can't double-dip on turn one, though).
So, is that worth the trade? I think possibly. Also, it's such an iconic Demon Hunter ability (feels like it probably ought to be a line spell, but I'm glad it's a cone, as that makes it better).
Fel Rush:
1st level Transmutation, Action, Range Self, Instant
Fiery fel magic surrounds you. Until the end of your turn, your speed increases by 30 feet and your movement doesn't provoke opportunity attacks.
When you move within 5 feet of a creature or object that isn't being worn or carried, it makes a Dex save, taking 2d6 fire damage on a failure or half as much on a success. A creature or object can take this damage only once per turn.
The damage goes up by 1d6 per spell level above 1st.
To break this down, this is effectively a 1st-level AoE spell. While the damage is lower than, say, Burning Hands or Thunder Wave (though only a little lower than the latter) the utility we get with it is pretty good. While I wouldn't use this for the speed alone (we could just, you know, Dash,) the ability to get out of melee with scarier foes or just reposition safely could be a big deal, and the effective area you can "paint" with the spell's damage is way bigger than a 15-foot cone.
And even Rangers wind up being able to be pretty liberal with 1st level spell slots by mid tier 2. I like this one.
Fiery Brand:
2nd level Evocation, Action, Range 30 ft., 1 minute.
You place a demonic symbol on a creature within range. They make a Wisdom saving throw. On a failure, they take 3d10 Fire damage and are cursed. While cursed, you have resistance to all damage they deal. On a success, they take half damage only. The creature can repeat the save at the end of each of its turns, ending the spell on a success.
It's going to really suck if the target succeed on their save the first time. 3d10 on a single target is... well, it's not nothing, but it's not, you know, Eye Beam (hitting multiple targets every turn for only a bit less). I think I don't like this one, but there's a bit of an ambiguity here:
If they fail their save on subsequent turns, do they take the damage again? It is "the save," but I really don't know what is intended here. If they can take the damage multiple times, I'd say this is a little better, but not amazing.
I'd prefer, instead, that the resistance be guaranteed on the first turn. Hell, just don't give them a save initially, but also don't have it deal damage until they do make a save at the end of their turn. And then, well, we can negotiate on how much damage they take.
Infernal Strike:
1st level Evocation, Action, Range Self, Instant:
You jump through the air without provoking opportunity attacks and land in an unoccupied space within 30 feet. Each creature in a 10-foot emanation originating from you makes a Dex save, taking 2d6 Fire damage and having disadvantage on attacks against creatures other than you until the start of your next turn. On a success, they take half damage only.
The damage increases by 1d6 for each spell level above 1st.
This is fun. And like Fel Rush, this is a cool mobility spell with some damage added on. But unlike Fel Rush, this is also a great way to get the enemies focused on you. It actually pairs well with Demon Spikes (both staple Vengeance Demon Hunter abilities). The area isn't huge, but I like this. This is cool.
Metamorphosis:
3rd level Transmutation, Bonus Action, 1 minute.
(Note that this requires you to use a Soul Shard as its material component, which is consumed. You get Soul Shards as part of your subclass features.)
You take on a demonic form, gaining one of the following benefits:
Devourer: When you roll a damage die for a spell, weapon, or feature that deals Force damage, you can treat any 1 or 2 as a 3.
Havoc: When you hit a creature with and attack roll using a Melee weapon, the target takes an extra 1d6 Fire damage.
Vengeance: You have a +2 bonus to AC, and your HP maximum and current HP increase by 5 for the duration.
Ok, first odd question: do you have to use the form associated with your specialization? The spell doesn't actually specify that, so in theory you could pick a different one. And I wonder if the spell is paying a cost for this versatility.
Devourer has one of those effects that looks good but winds up being a bit underwhelming, though upgrading both 1s and 2s does make it better. For reference, this makes a d4's average damage go from 2.5 to 3.25, a d6 goes from 3.5 to 4, a d8 goes from 4.5 to 4.875, a d10 goes from 5.5 to 5.8, and a d12 goes from 6.5 to 6.75. If we figure, then, that we're rolling mostly d6s, that means our rolled damage is going up by about 14%. I don't know that that is worth a 3rd level spell slot.
Havoc is also underwhelming, because this is literally like the Paladin's Divine Favor, which adds a d4 to all of our attacks' damage in radiant damage. That is, sure, a lower die, but only by one step. There is no way that we should have to cast a spell two levels higher to get just 1 more average damage than a first-level paladin spell. If this were 2d6, then sure. But no. (Though it is Concentration-free...)
Vengeance is basically stapling Aid (but just on us) to Shield of Faith, and hey, when you add a 1st level spell to a 2nd level spell, does that make a 3rd level spell?
I think this is one of those options that pays a heavy price for giving you a lot of options, but because you only get to pick one, it winds up feeling too weak each time it's used. It's a shame, because this is arguably the iconic Demon Hunter "big cooldown" ability, and in WoW, each spec has its own version fo it (Devourer's is weird, as it's not really a cooldown so much as something you have to build resources to use). What I think this should have been is a big 5th level spell along the lines of Tenser's Transformation (though suited more to a Demon Hunter's playstyle).
Sigil of Chains:
5th level Conjuration, Action, Range 90 ft., 1 Round
A sigil appears on a point on the ground you can see within range. A 20-foot-radius sphere erupts from it, and each creature in the sphere has to make a Dex save. On a failure, they take 5d6 Force damage and are pulled up to 10 feet toward the center of the sphere and become Restrained until the end of your next turn. ON a success, they take half damage and their speed is reduced by 10 feet until the end of your next turn.
Like Chaos Nova, the damage here is more of a cherry on top of the sundae, though it's certainly more substantial. This is a great spell to use if you've got a friend with an AoE to hit them with afterward (or if you want to line them up for one of your own).
I think I like this, and I really like that you get a bit of crowd-control even if they succeed on their saves. It's a 5th level spell, so we don't get it until tier 4, but I think this could still wind up being useful for that battlefield control effect.
Sigil of Flame:
2nd level Evocation, Action, Range 90 ft., Instant
You inscribe a sigil int he air that then appears on a creature you can see within range. The target makes a Con save, taking 2d8 fire damage on a failure or half as much on a success. Whether or not they fail their save, the sigil radiates heat in a 10-foot emanation originating from the target until the end of its next turn. At the start of the target's next turn, the target and each creature in the emanation must make a Con save or take 1d8 fire damage.
The damage, both initial and later, increases by 1d8 for each spell slot above 2.
Ok. This one's complicated. If we're just looking at the damage to the main target, we're talking 3d8 for a 2nd level spell. That's maybe not great, as 2nd level AoE spells will do that much to a bunch of creatures no problem.
However, there are two factors at play, one in its favor and another against it.
Against it is that that secondary damage is a save-for-none.
For it, though, is that the scaling winds up being very good - at 3rd level, you could potentially get 5d8 on that primary target, then 7d8 at 4th level, and 9d8 at 5th level (and if you multiclass, maybe higher?)
That being said: the scaling is only half as good for the actual AoE portion. In fact, it's less than half, because of the save-for-none element.
Also, last little bit: there is no friendly-fire protection on this. So, you put this on a foe, and now your friends who are in melee with them, or were planning to be, now will either have to stay away from them or risk taking damage.
So here's my take: I think this is probably not a good spell. It is maybe even a bad spell. And yet, I kind of like it? Like, if you have a monster that is protecting or otherwise aiding other monsters it's near to, this might incentivize the bad guys to spread out?
Soul Reap:
3rd level Necromancy, Action, Range 60 ft., Instant:
You send a botl of cosmic matter toward a creature within range. You make a spell attack against hte target, which does not benefit form half- or three-quarters cover. On a hit, you deal 6d6 Force damage.
If you roll a 6 on a d6 for this spell, you roll another d6 and add it to the damage. When you cast the spell, the maximum number of d6s you can add is equal to your spellcasting ability modifier.
The damage increases by 1d6 for each spell level above 3rd.
So, before we get into the math of it, I suspect this will have disappointing damage for a single-target spell. Remember that 3rd level spells can do 8d6 in AoE. If that's special for Fireball and Lightning Bolt, then maybe we should expect a 3rd level spell to do 6d6, but still as AoE. This will only hit a single target.
But, let's look at the math. The chance that we get a single bonus die on this (on a regular hit and not a crit) is about 67%. The chance that we get a second bonus die from the initial damage is about 60%. The chance we get a third bonus die from the initial damage is about 52%. And that's probably where our Wisdom caps us. Now, the chance to get more dice is slightly higher because the exploding die we get from each 6 is going to also give us a 1/6 chance to explode again if we haven't hit our cap.
But let's imagine a best-case scenario. We've capped our Wisdom and we get 5 6s on the rolls (very unlikely). So, that makes this 11d6. That's an average of 38.5 damage. Now, is that terrible for a 3rd level spell, even against a single target? No. But it's also very unlikely we get that.
To be fair, if we compare this with Scorching Ray, that will, at 3rd level, hit for just 8d6 if everything hits, and this is honestly probably going to do more than that. (Scorching Ray's power is if you can get a bonus to each hit that lands, like with Conjure Minor Elementals.) So... I mean... I don't know. Maybe this is good? If an AoE spell wouldn't help because you're fighting a solo boss, sure. This will potentially do more than your normal attacks.
Throw Glaive
1st level Evocation, Action, Range 60 Feet, Instant
You create a demonic warglaive and hurl it at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Slashing damage and 1d8 Fire damage, and the glaive richochets to a different target within 30 feet of the first target. Make a new attack and damage roll against the new target.
The fire damage increases by 1d8 for each spell level above 1st. Also, the glaive can ricochet a maximum number of times equal to the spell's level, though a creature can only be targeted once per casting of this spell.
So, I know the broad consensus online is that this is pretty good. But let me consider it:
The damage is reasonable, if a little underwhelming, against a single target. 2d8 is what you get for a Thunder Wave that could be guaranteed to hit multiple targets and with a save for half. However, if we do hit, the range at which you can go after the second target is pretty generous - even if foes are spread out, you can probably hit a second target if there is one on the battlefield. We will, of course, probably only cast this if we have a second target. However, we can't just multiply the damage by that, because to hit the second target, we must have also hit the first target. So, if we have something like a 75% hit chance (which might be generous until we can get our Wisdom higher) the chance we hit the second target is actually only 56.25%. This is why I'd start to be skeptical about the power of upcasting this, because if we go whole-hog and cast this at 5th level, even if we have that 75% hit chance (more plausible at level 17+) the chance that that last bounce actually hits the target, requiring it to hit all five previous targets, is only about 18%. Now, it would also be hitting those targets for 5d8 fire and 1d8 slashing, but if we compare that to Steel Wind Strike, which is a Ranger spell, that can hit up to 5 targets for 6d10 force damage (so 33 to Throw Glaive's 27 - technically against one fewer target, but the overall damage is higher if everything hits because of that 6-damage difference) but in that case you are guaranteed to be able to make attacks against every target.
Ok, so upcasting is limited. But how do we like this at 1st level?
Well, if you do hit on both attacks, it's 4d8 damage. Certainly more than you'd be doing with your attacks alone. I think it's fine, but not a game-changer.
Overall Thoughts:
Like the Death Knight, I think that there's a bit more in the Demon Hunter that encourages you to think of yourself as a spellcaster than the base Ranger gets. I do really like how spells like Demon Spikes, Fel Rush, and Infernal Strike, though, encourage you to use those spells to get yourself into the martial mix.
I do think that between these spells and the Demon Hunter subclass, this will feel very different than a standard Ranger.