Iron Will. The witch hunter's training has made them tough of both mind and body, and they pay little heed to those trying to influence their thoughts. The witch hunter has advantage on saving throws against being charmed or frightened, and Charisma (Intimidation) checks made to influence them automatically fail.
Mage's Bane. The witch hunter has advantage on saving throws made against spells cast within 5 ft. of them, and any creature concentrating on a spell that is damaged by the witch hunter has disadvantage on its concentration check.
Powerful Build. The goliath counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift.
Multiattack. The witch hunter makes two attacks with its silvered greatsword or two attacks with its heavy crossbow.
Silvered Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 11 (2d6 + 4) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., 1 target. Hit: 7 (1d10 + 2) piercing damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the witch hunter captain can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the captain. A creature can benefit from only one Leadership die at a time. This effect ends if the witch hunter captain is incapacitated.
Smite the Wicked (Recharge 5-6). The witch hunter captain calls down righteous fury upon hit foe as it strikes. When the captain hits with a melee attack it may deal an additional 9 (2d8) radiant damage as part of the attack.
Mage Slayer. The witch hunter makes a melee attack at a creature within 5 ft. of it that casts a spell. It must be able to see the creature.
Stone's Endurance (Recharges after a Short or Long Rest). When goliath takes damage, it can use its reaction to reduce the damage by 9 (1d12 + 3).
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