Over Generations, a splinter group of blood hunters began to emerge within the order of the ghostslayer. A group almost obsessed with the knowledge of how the undead were created. Eventually this group became so large that they set off on their own to hunt what at first only seemed like necromancers, but over time became devoted to hunting all kinds of evil spellcasters, from hags to powerful cultists to fiends, The Order Of The Witch Hunters emerged bent on destroying what seemed to them as the greatest threat to the material plane.

 

 

Authors Note: feel free to voice your concerns and criticisms. I believe in this subclass and want it to succeed

1.2 change log:

-Judge, Jury, Executioner now has an amount of uses equal to half your wisdom modifier, rather than your entire wisdom modifier

-Witches bane changed to give you advantage on saving throws against spell effects, rather than being immune to them completely.

 

Witching Score

As a member of the order of the Witch Hunter, you have a witching score that is equal to your proficiency bonus + half your level (rounded down).

Arcane Knowledge

At the 3rd Level, your rigorous training and studying of spellcasters pays off, you gain Expertise in the Arcana skill

Rite of the Hunt

At the 3rd Level, You learn the esoteric rite The rite of the Hunt. It does radiant damage, and if the target is a spellcaster, they take bonus damage equal to your witching score

Judge, Jury, Executioner

At the 7th Level, You become an embodiment of the law and can deliver harsh justice upon those who would do evil.as a bonus action, you can declare a target guilty. Guilty targets take double crimson rite damage and crimson rite damage ignores resistances, for 3 rounds of combat. If the target is a spellcaster, they have disadvantage on spell checks, spell attack rolls and concentration checks for the duration of the effect. Once a target is declared guilty they cannot be for another 24 hours. You can use this feature a number of times equal to half your wisdom modifier (rounded down), and regain all uses after a short rest.

Witch Hunt

At the 11th level, you have learned how to strike fear into your enemies by declaring a witch hunt. As An Action, you choose 3 creatures within 60 ft of you that can see you, those creatures must make a DC WIS check equal to your WIS+Proficiency bonus+8. On A failed save they take psychic damage equal to your crimson rite die + your witching score, and the targets are frightened until the end of you next turn. You can use this once per short rest and gain more uses at the levels 14, 17 and 20.

Holy Rebuke

at the 15th Level, you have mastered combat against spellcasters. If a spell is casted, as a reaction you can move up to your speed and make a melee attack against the caster, if your rite of the hunt is active, you deal max damage with it. You can use this a number of times equal to your Wisdom modifier and regain all uses after a short rest.

Witches Bane

At the 18th level, you have become the bane of evil spellcasters. You gain resistance from all spell damage, and advantage on saving throws against spell effects

Previous Versions

Name Date Modified Views Adds Version Actions
1/3/2020 9:26:09 PM
111
10
1.1
Coming Soon
1/3/2020 9:29:45 PM
101
2
1.2
Coming Soon

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