These are individuals that have been driven to hunt witches for their own reasons, but have not been formally trained by a particular organization.
- Skill Proficiencies: Intimidation and Survival.
- Tool Proficiencies: None
- Languages: None
- Equipment: An explorer’s pack, a set of traveling clothes, and a belt pouch containing 10gp worth of mixed coins.
Know Thy Enemy. All Witch Hunters gain proficiency in Arcana, which they can use to detect magic with a DC 10 skill check. This does not allow them to identify items, but they can determine which arcane school is present.
Accusation. As a bonus action you can choose a creature that can hear you and Accuse them of heresy, making the creature Hostile towards you. You may not accuse another creature until the effect ends, however if the creature dies or is captured, you may use a bonus action to place Accusation on a different creature. While a creature is accused, you gain advantage for skill checks to uncover information about its whereabouts, any knowledge checks about any capabilities or weaknesses it might have, and any charisma checks against it. While making attack rolls against an Accused creature, you add your proficiency bonus to damage.
Hex Resistance. Self-reliance has given you advantage to save against any spell or psionic ability that would influence, charm, or curse you.
Grim Determination. When you would be reduced to 0 or fewer hit points, you may instead drop to 1 hit point. You may only use this once per long rest.
Suggested Characteristics
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