Witch Hunters are people who have been hurt, wronged and cheated by magic. They despise it, even if it can be used for good. While they won't fight against anyone who uses magic, they actively hunt those who uses it with ill intent. Through dedication and sheer force of will, a Witch Hunter is able to hunt those who wield magic. They are often outmatched in power and experince, so instead, Witch Hunters have learned to rely on versatility, speed and careful planning. While some would call what a powerful Witch Hunter can do magic, it comes from something else. Witch Hunters themselves believe that dedication to the job and belief in their success is what grants them their powers. They often take odd jobs from villagers who need help, be it from plain bandits or powerful necromancers. Each Witch Hunter has their own ideas and rules about who and when to hunt, but shared among them all is the need to protect the weak.
hit dice:
1d8
hit points at 1st level:
8 + your constitution modifier
hit points at higher levels:
1d8 (or 5) + your constitution modifier
armor proficiencies:
Light armor
weapon proficiencies:
Simple melee weapons, long swords, short swords, crossbows
tools:
One type of artisan’s tools of your choice, herbalism kit or poisoner kit
saving throws:
Wisdom, Strength
skills:
Choose three from, Insight, Medicine, Perception, Deception, Investigation, Stealth or Arcana
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
- Studded leather armor
- (a) Short sword and handaxe, or (b) Long sword
- (a) Hand Crossbow and a quiver with 20 bolts, or (b) Light crossbow and quiver with 20 bolts
- (a) Herbalism kit, or (b) poisoner kit
- Exploreres pack
spellcasting:
class features:
Haste of the Hunt:
At 1st level your speed increases by 5 feet. This bonus increases when you reach certain Witch Hunter levels as shown in the Witch Hunter table.
Hunting Principle:
From 1st level you dedicate yourself to a Hunting Principle: The Prepared, The Versatile or The Unbreakable. Your principle grants you features at 1st, 3rd, 7th, 13th and 19th level.
Witch Sense:
At 2nd level, you sense the presence of magic within 30ft of you. If you sense magic in this way you can use your action to see a faint aura around any visible creature or object in the area that bears maigc, and you learn its school of magic, if any.
Perceptive Strike:
At 3rd level, you learn how to see through an enemies defenses and attack patterns. Once a turn, if you saw an enemy attack or cast a spell, since your last turn, you may add your Intelligence modifier to your first attack against them.
Ability Score Improvement:
When you reach 4th level, and again at 8th, 12th, 16th, and 20th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Extra Attack:
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 15th level in this class
Withstand Magic:
Starting at 6th level, you have learnt how to withstand the effects of magic. When you make a saving throw against magic, you may add 1d4 to the result. Additionally, when you take magical damage, you may use your reaction to halve the damage.
At 17th level, you can extend this ability to any ally within 10ft of you.
Cunning Critical:
At 9th level, you learn how to fake a miss, making creatures drop their guard letting you deliver a devasting strike. When you miss with a weapon attack, you may attack again as part of the same action, if this attack hits it counts as a critical hit. Once you've used this feature, you must finish a long rest before you can do so again.
Witch Slayer:
Starting at 11th level, your senses guide your strikes with unnatural pricision against witches. When you damage a creature, the DC of any concentration checks they make is increased by your proficiency + your Intelligence modifier. Additionally, when you see a creature cast a spell within 60ft of you, you may use your reaction to immediately make 1 attack against them.
Hunter’s Intuition:
At 14th level, your intuition become so sharp, that even a disadvantageous position doesn’t affect you. You can ignore disadvantage an amount of times equal to your Intelligence modifier. You regain all uses of this ability on a long rest.
Unfaltering Resolve:
Starting at 18th level, you have become accustomed to fighting witches and their magic, making you highly resistant to their effects. At the end of your turn, you can choose to end one magical effect on yourself (no action required). If that effect was caused by a spell, make an Intelligence check with a DC equal to 11 + the level of the spell. On a success, the spell that created the effect is also dispelled.
Magic Deadzone:
At 20th level, your hatred for magic becomes so powerful you can manifest it to deny magic. You can create a magical deadzone that works like the spell Antimagic Field, except the field does not disable magic items you are wearing or wielding. Additionally, it requires no concentration. Once you have used this feature you cannot use it again until you have completed a short or long rest.
subclass options:
The Prepared
This Hunting Principle believes that no enemy can't be overcome with enough preparation and planning. They can shadow a target for weeks, finding the perfect place to set up an ambush. They dedicate themselves to learning as much about their enemies as possible before engaging them.
Uncanny Traps:
At 1st level, you have materials to set up traps equal to your proficiency. If you run out of materials you must either wait till after a long rest or spend 4 hours gathering more, before you can make new traps (It is assumed that the Witch Hunter spends time each day gathering materials needed to create the traps). Each trap takes 1 minute to set up, and is hidden unless a creature succeeds on a DC8 + your proficiency + your Intelligence modifier, Wisdom (Perception) check (you may also replace the DC of purchased traps, with the DC for your Uncanny Traps). You can choose from the following traps to set up:
- Poison Darts, you set up either a firing mechanism or a snapping trap that impales the target with poison tipped darts. The creature that triggers the trap must succeed on a DC8 + your intelligence modifier, Dexterity saving throw, or take 4d4 poison damage, and half as much on a success. The creature must also succeed on a DC13 Constitution saving throw or be poisoned for 1 minute. Each round a creature is poisoned this way they take 1 damage. (If set up as a firing mechanism, it has a range of 20ft)
- Entangling Wire, you set up a special wire between two points, the wire can be up to 30ft long. If a creature triggers the trap, the wire wrings itself around the target with great force, dealing 2d4 piercing damage, and if the creature is large or smaller it is knocked prone. When prone in this way, the creature must first spend a turn untangling itself before it can stand up.
- Flash Bomb, you set up a small wire attached to a pouch full of flash powder, the wire can be up to 15ft long. If triggered, any creature within 10ft must make a DC8 + your intelligence modifier, Dexterity saving throw or be blinded for 1 minute.
- Small Pit-Trap, you set up a small hole only 2ft in width and lenght, with sharp metal and rocks. If a large or smaller creature steps on the trap, its foot becomes trapped as the pit trap collapses with stone. It takes 2d4 piercing damage from the sharp metal and 1d6 bludgiong damge from the rocks. Additionally, the creatures speed becomes 0 until it pulls its foot loose. The creature must succeed on a DC10 Strenght check to pull its foot loose, it can attempt this at the start of each of its turns.
Keen Observation:
At 1st level you have advantage on any checks for information about a creature you have observed for 10 minutes. Additionally, you can deduce things that normally could not be learned from the check. (For example, how a person moves their hands reveal they know magic, perhaps even which school they cast the most)
Banes:
Starting at 3rd level, you learn how to create banes. A bane is a mixture of herbs and oils, sometimes poison, that is unqiue to a specific creature. To create a bane, the Witch Hunter must first require something of the creature they are hunting, a strand of hair or a broken claw are popular choices. The bane then takes 6 hours to make, this time is accounting for gathering ingredients and preparing them. Once done you gain a: Bane of X (X being the creature you made the bane for), the bane affects all of the same creatures, not just the one you took the sample of. Each bane can be applied to a melee weapon up to 10 times, you can instead use 1 time to coat 4 pieces of ammunition. Each time the bane coats a weapon, the weapon gains 3 charges that last 1 hour. When the bane coats a piece of ammunition, the ammunition gains 1 charge that lasts an hour. A charge is automatically spent if the weapon hits a creature the bane is meant for, or in the case of ammunition, when hitting something else. When a charge is spent the weapon deals an additional 1d6 + your proficiency necrotic damage that cannot be resisted, reduced or ignored. The bane last for a week before loosing its properties.
Patient Hunter:
At 7th level you become a master of ambushes. When you have been hidden for more than 1 minute you blend into the landscape, enemies have disadvantage on perception checks to see you. Additionally, when you surprise enemies, you gain an additional action on your first turn.
Improved traps:
Starting at 13th level you learn how to improve your traps. Your traps damage die increases by 1 (from 1d4 to 1d6 and so on). Additionally, you may add half your Intelligence modifier (rounded up) to any damage your traps deal or to the DC of a check a creature must make after they’ve triggered your traps.
Apex Predator:
At 19th level, you have become a ruthless hunter, a predator of predators. When you hit a creature under the effect of one of your traps, instead of rolling for damage you automatically deal the maximum damage.
The Versatile
This Hunting Principle believes that a much stronger enemy can be overcome if you keep yourself versatile and flexible. They spend multiple hours a week practicing with different weapons and coming up with potential strategies. They dedicate themselves to be ready for any situation they might find themselves in.
Flexible fighting Style:
At 1st level, you have mastered a flexible fighting style. While wielding a melee weapon and a hand crossbow you gain the following benefits:
- Your melee weapon deals +1 damage.
- If your melee weapon hits an enemy, and you subsequently attack them with your hand crossbow, you recieve a +3 to hit.
- You may ignore the loading property for your hand crossbow.
Versatility Points:
At 1st level, you gain a pool of versatility points equal to your proficiency. You regain expended points on a short rest. These points can be used for the following actions:
- When you take damage from a creature, you may spend a point to reduce the damage by 1d6 + your Witch Hunter level.
- When you miss an attack, you may spend a point to reroll the attck, but must use the second result.
- You may spend a point to take the dash action as a bonus action instead.
- You may spend two points to increase your AC by your Intelligence modifier for 1 minute.
Vast Experince:
Starting at 3rd level, you may add half your Witch Hunter level (rounded up) to any skill check you make.
Strategic insight:
At 7th level, when you damage a creature, you are able to determine any resistances and immunities it has.
Thoughtful Fighter:
Starting at 13th level, your constant theorising of strategies and tactics have paid off. When you hit a creature with an attack, you may add half your Intelligence modifier (rounded up) to the damage.
Coordinated Strikes:
At 19th level, when an ally within 5ft of you attacks an enemy, you may use your reaction to attack the same target once with your main hand and once with your off hand.
The Unbreakable
This hunting principle believes that no enemy can defeat you, if you are steadfast and unbreakable. They spend much of their free time training their toughness, this training comes in many different forms, and is often unique to each Witch Hunter. They dedicate themselves to never back down from an enemy, to keep fighting till they win.
Unyielding Resolve:
At 1st level, your refusal to back down or let enemies manipulate or scare you, strengthens your mind. You gain proficiency in Charisma saving throws.
Trained Endurance:
At 1st level, your time spent training yourself to take a punishment makes you tougher. You use 1d10 hit die instead of 1d8 in the Witch Hunter class. Additionally, you gain proficiency with medium armor and shields.
Thick Skin:
Starting at 3rd level, you may reduce any damage you take by half your Constitution modifier (rounded up).
Ground Slam:
At 7th level, you learn how to channel your great fortitude into the ground as an attack. You slam the ground, dealing 6d6 + you Constitution modifier, force damage to any creature within 10ft. You can do this a number of times equal to your proficiency, and regain expended uses on a long rest.
Mental Fortress:
Starting at 13th level, you have strenghtened your mind just like your body. When you fail an Intelligence, Wisdom or Charisma saving throw, you may choose to succeed instead. Once you have used this ability you must finish a short rest before you can do so again.
Unending Battle:
At 19th level, you have become a pinnacle of health, endurance and toughness. When you have points of exhaustion you may count as having 1 less.
Additionally, when you make a death saving throw, you may choose to make a failure into a success. Once you have used this ability you must complete a long rest to do so again.
Level | Features | Haste of the Hunt |
---|
1 | Haste of the Hunt, Hunting Principle | +5ft |
2 | Witch Sense | +5ft |
3 | Hunting Principle feature | +5ft |
4 | Ability Score Improvement | +5ft |
5 | Extra Attack | +5ft |
6 | Withstand Magic | +10ft |
7 | Hunting Principle feature | +10ft |
8 | Ability Score Improvement | +10ft |
9 | Cunning Critical | +10ft |
10 | Perceptive Strike Improvement | +10ft |
11 | Witch Slayer | +10ft |
12 | Ability Score Improvement | +15ft |
13 | Hunting Principle feature | +15ft |
14 | Hunters Intuition | +15ft |
15 | Extra Attack (2) | +15ft |
16 | Ability Score Improvement | +15ft |
17 | Withstand Magic Improvement | +15ft |
18 | Unfaltering Resolve | +20ft |
19 | Hunting Principle feature | +20ft |
20 | Ability Score Improvement, Magic Deadzone | +20ft |