Base Class: Ranger
Magic is the most potent of weapons. When the Weave is misused, devastation abounds. It was only natural that counter measures would be formulated. Hunt down those who would distort the natural world.
Witch Hunter Spells
Witch Hunter Spells
| Ranger Level | Spells |
|---|---|
| 3rd | Create Bonfire, Detect Magic, Identify |
| 5th | Blindness/Deafness, Silence |
| 9th | Counterspell, Dispel Magic |
| 13th | Confusion, Resilient Sphere |
| 17th | Circle of Power, Wall of Force |
Level 3: Knowledge of Casters
You also gain Advantage on Arcana Checks as well as Religion & Nature Checks if they are about the castings of a spell or preforming of a ritual. If any of these checks are made against a creature under the effects of your Hunter's Mark, you have proficiency or, if you already have Proficiency, Expertise in the skill.
Level 7: Sensing Spellcraft
You automatically become aware of any casting of spells within 60 ft of you or cast by a creature under the effects of your Hunter's Mark. You make a survival check against a DC = 30 minus your ranger level. If you succeed, you can determine either the level, direction or magical school of the spell though you learn an additional aspect per besting the DC by 4.
Level 11: Scavenging Spells
You can use a Magic Action summon to you the residual magic of any spells you detected with your "Sensing Spellcraft" since the start of your last turn, in the form of Spell Essence points. You gain a number of Essence points = the level of the spell cast. When you regain your used spell slots by using a number of collected Essence points = 5x spell slot level being replenished. You loose all collected Spell points after completing a long rest.
Level 15: Bane of Casters
When you strike a caster with a Melee Attack, if they cast a spell since the end of your last turn, inflict extra damage = the level of spell they cast + their spell casting modifier (cantrips only spell casting modifier).
Comments