Base Class: Ranger
Witch Hunters are a cult of Rangers that believe magic in all of its forms to be a blight upon the world. They see their own magic as a curse, a burden that is used only as a means to an end. Witch Hunters are obsessed with eradicating all magic. They have become uniquely skilled in tracking down and killing those with magical talents. Most Witch Hunters live solitary lives, as much of society uses and welcomes magic and magic users. If a Witch Hunter is part of an adventuring party, beware that they do not have other motives.
Witch Hunter Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Witch Hunter Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Witch Hunter Spells
Ranger Level | Spell |
---|---|
3rd | command |
5th | hold person |
9th | counterspell |
13th | banishment |
17th | legend lore |
Force of Will
At 3rd level, you have learned the most basic trick of the Witch Hunter -- Using one's own life force to nullify magic. As a reaction, you can nullify the magic of a creature attempting to cast a spell within 150 feet of you. When you do so, the spell fails and has no effect, and you lose 1d6 hit points per spell level nullified this way. If you nullify a cantrip, you lose 1d4 - 2 hit points.
Arcane Tracker
At 3rd level, you have honed your skills to track down and slay those with the gift for magic. You now have advantage on any skill check involving, pertaining to, or in relation to magic. For example, a history check to recall information about a magical cult. You also have advantage on all attacks made against creatures that are concentrating on a spell.
Magic Burst
By 7th level, you can force your own magic into your prey, overloading their body with raw arcane energy. Whenever you deal damage with a weapon attack, you may consume a spell slot to add bonus 1d6 force damage for each level of the slot consumed. If this feature is used on a creature under the effects of a spell or spells, those effects immediately end and the bonus force damage is doubled.
Managorger
At 11th level, your bloodlust for magical beings has now made you a magnet to spells. You now have the ability to pull in the magic of others like a leech. Whenever a damage-dealing spell is cast within 100 feet of you, as a reaction, you may redirect the spell to target you. Area-of-Effect spells like Fireball become centered on you in this case. Whenever you would take damage from a spell, roll 1d4. On rolls of 1 or 2, you take damage from the spell as normal. On rolls of 3 or 4, you are instead healed by the amount of damage you would have received. If you are healed beyond your maximum hit points this way, the remainder becomes temporary hit points.
Dead Zone
Starting at 15th level, you have become a master at slaying those with magic. You are so adept that you have learned to remove all magic from an area. As a bonus action, you may project a 30 foot radius aura centered on you. This aura persists until you use a bonus action to disable it, or you fall unconscious. All creatures in this aura (other than you) cannot cast spells or receive benefits from magical items. Any and all effects from spells currently active on a creature in this aura are removed until that creature moves out of the aura, or you deactivate it.
Previous Versions
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11/2/2021 6:56:19 PM
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