Base Class: Blood Hunter (archived)
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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Posted Nov 13, 2019So Arcane Undoing can just be done as often as possible? An unlimited level 5 Counterspell is very strong. maybe only doing it a set number of times per rest?
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Posted Jul 31, 2018I’ve checked what I can do about it and it seems to be out of my hands. Using the same formatting on other classes to see if the same problem shows up didn’t bring up any results, so unfortunately I can’t find the problem if it’s my fault. I’ll keep working looking for a solution but I’m not sure if there’s anything I can do about it.
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Posted Jul 29, 2018this didn't translate properly from the homebrew page to the character sheet. it is correct in the builder, but as soon as the sheet is finalized it changes from what is shown here to this:
Inquisitor
As an action, you can transform in your hybrid form for 10 minutes (or until you revert as an action or if you fall unconscious or die), which grants you benefits:
- Advantage on STR check and saving throws, +halfproficiency|rounddown - Unknown chunk type: halfproficiency|rounddown bonus to melee damage - Resistance to bludgeoning, piercing, slashing (nonmagical, non-silvered), +1 bonus to AC (while not wearing heavy armor)
- Your unarmed strikes are considered a single weapon for Crimson Rite, you can use DEX instead of STR with them for attack and damage, and you can make an additional unarmed strike as a bonus action when using the Attack action with them. Unarmed Strike damage: [3rd] 1d6, [11th] 1d8, [18th] 1d10 - Vulnerability to silvered weapons
- At the start of each of your turns, make a WIS saving throw to maintain control if you've taken any damage since your last turn (DC = higher of 10 or half the total damage taken). On fail, you must use the Attack action on the nearest creature.