The Order of the Witchbane hunt those who use arcana to destroy the lives of others, and are the premier hunters of magic users. They lead Witch hunts and are the ones who are called upon to root out hags and other malicious spellcasters. They are often at war with cults and warlocks, as they have a fundamental disagreement with these ways of  gaining magical power. This may lead the Order of the Witchbane to come into conflict with the Order of the Profane Soul.

Inquisitor

Upon choosing this archetype at 3rd level, you begin to learn the ways of the arcane and can discern the intents of those who would use them. You gain expertise in Arcana and Insight, and have advantage on Insight checks against creatures that are capable of spellcasting.

Arcane Undoing

Starting when you choose this archetype at 3rd level, you can foil the magical channeling of a creature casting spells. As a reaction, you can cause a creature that is concentrating on a spell or casting a spell to take 1d4 force damage. If the creature is casting a spell, treat the spell as having been affected by a level 1 counterspell. The effective level of the spell increases with each level in this class you gain, up to a maximum of 5.

Judge

At 7th level, you can pass verdicts on those who have commit crimes against nature and their fellow man. As a bonus action, you can declare someone as innocent or guilty. If you declare them innocent, they regain 1d4 hit points for 5 rounds of combat. If you declare them guilty, they take double your normal Rite damage for 5 rounds of combat. You can only declare one person innocent or guilty at a time, and after they are affected by this, become immune to the effects of this feature for the next seven days.

Jury

Starting at 11th level, you learn to discern truth from fiction, and those accused of witchcraft cannot hide their deception. Creatures who attempt to lie to you must make a Charisma saving throw equal to 8 + your proficiency bonus + your wisdom modifier or take 1d4 force damage. If they are capable of spellcasting, then they make the saving throw with disadvantage and take 1d8 instead. If they fail this saving throw you also know that they are lying. If they succeed this saving throw then they take no damage and you are unaware that they lied to you. You also gain truesight out to 15 feet.

Magical Defense

Beginning at 15th level, you’ve developed a way to defend against the magical attacks and curses flung your way. You can use your reaction to gain +4 to your armor class for a single spell attack, or add it to a saving throw against a magical effect.

Executioner

At 18th level, you have gained the knowledge and ability to root out and destroy those who would abuse magic. Whenever you attack a target declared guilty, they take extra Rite damage equal to your wisdom modifier. If they can cast spells, then you crit against them on a 18, 19, or a 20. If you crit against a target declared guilty, then they take four times your normal Rite damage.

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