Base Class: Monk
Witch Hunters are grim, cold individuals who have dedicated their lives to the eradication of corruption wherever it may be. Most witch hunters are the state-issued Templars of the Cult of Sigmar. However, there are a wide variety of others, from the Colleges' Masters Vigilant to local mercenaries hired out to a nobleman's service. What they all have in common however is their dedication and zeal against all things tainted and unpure.
Since the practice of any witchery outside of the auspices of the Colleges of Magic is deemed an abomination within the Empire, death by burning is the proscribed punishment for this particular crime - and the witch hunters are far from squeamish about meting it out. In recent times, woodcutters and witch hunters are kept busy as more and more people reportedly turn to the dark arts. All ordinary citizens agree witch hunters are necessary and the work they do is crucial to the safety of the Old World, but there are very few who do not feel a flush of fear when they see a figure wearing the familiar wide-brimmed hat, buckled tunic, and long black cloak.
Academy Training
Beginning at the 3rd level when choosing this tradition, you gain the benefits of Hunter's training. You gain proficiency with Firearms and the Religion Skill. Additionally, you gain expertise in the Intimidation skill.
Hunter's Eye
When you reach 3rd level, you use your academy training to find the vital points of other creatures. As a bonus action, you can place a mark on a target you can see within 30 feet. You can do this a number of times equal to your Wisdom modifier and can only have one mark on a creature at a time. When you finish a short or long rest, you regain all your marks. When you or an ally hits a target you can see with a mark on it, you can consume the mark to make the attack deal an extra 2d6 damage (the same damage type as it was dealt). If you are within 30 feet of the target, you gain 2 temporary hit points for each die of damage your mark deals. A creature with a mark on them is a marked creature. Marks are represented as vital points you or your allies focus on. You lose focus on the mark if not used after 1 minute. If a creature with a mark on it dies, you can move its mark to another creature within range. When you reach 10th level, you feel your attention to detail increase. Your mark deals an extra 1d6 damage.
Mortal Wound
At 6th level, you are able to inflict dangerous ailments onto a foe. If you hit a creature with an unarmed strike or a monk weapon you can force it to make a Dexterity saving throw. Marked creatures have disadvantage on this saving throw. On a failed save, the target receives one level of exhaustion. On a fail by 5 or more it rolls on the injuries table and receives an injury instead of receiving a level of exhaustion. You can do this a number times equal to your proficiency bonus, when you finish a long rest you regain all uses of Mortal Wound.
Battle Ready
Your skills are honed to any foe, you gain advantage on initiative checks. Also, you have advantage on attacks against marked creatures that have not acted in combat yet.
Thick Skin
Upon reaching 17th level, you are experienced in fighting creatures of chaotic origin. You gain resistance to Cold, Poison, Fire; Bludgeoning, Piercing, and Slashing damage from Non-magical weapons.
Death To Chaos
At 17th level, you gain the ability to destroy foes who represent the chaos within the world. When you hit a creature with an unarmed strike and spend 3 Ki you attempt to destroy the creature. It makes a Constitution saving throw. If it is a marked creature it has disadvantage. If it is a fiend is fails the saving throw. A creature who fails the saving throw suffers 5 levels of exhaustion.
Comments