Base Class: Fighter
Witch Hunters are often thought to be cursed by the common folk which is due to a near death experience they have as children. Almost all of the Witch Hunters are maimed or emotionally damaged by this event. This connection to the afterlife gives them an unnatural bond to the dead. For this reason, Witch Hunters are solitary figures that prefer their own company to that of other people. Their lack of companionship makes them dour, stoic, recluses, which in turn causes erratic and unstable behavior. However, this hermit lifestyle affords the Hunter time to invent new ways of destroying their foes. Witch Hunters are obsessed with eradicating the anathema that plagues towns and villages. They will happily delve into dangerous experimental alchemy to give them an advantage. Every Witch Hunter has proficiency with herbalism and their herbalism kit. With these skills they push the limits of sanity while creating powerful alchemical concoctions.
Witch Hunters live as mercenaries who specialize in destroying malevolent creatures or magic users. However, above all else they are fanatical about destroying witches and hags. They despise magic in all of its forms, but will use it when absolutely necessary. Witch Hunters are proficient in alchemy, but due to their hatred of magic will only craft bombs, salves, pomanders, and oils. They can use a number of bombs (including pouches of black powder) each day equal to their class level + Wisdom modifier. A Witch Hunter can assemble explosive components during a long rest, and are able to swiftly prime a grenade or bomb with a bonus action. As a Witch Hunter you gain proficiency with alchemist's supplies and access to the following:
Name |
Level |
Inert After |
Effect |
Damage Die |
Crafting Time |
Range |
Soothing Salve |
1st |
1 week |
Healing |
2d4 + 2 |
10 days |
5 uses |
Pomander of Protection |
2nd |
1 week |
24 hrs |
Protection |
10 days |
15' Radius |
Black Powder |
3rd |
years |
Explosion |
3d6 bludgeoning dmg |
long rest |
5'+ R 20/60 |
Stun Grenade |
4th |
24 hrs |
1 min |
Blind and Deaf |
long rest |
20' R 20/60 |
Smoke Grenade |
5th |
24 hrs |
1 min |
Heavily obscured area |
long rest |
20' R 20/60 |
Oil of Slipperiness |
6th |
1 week |
8 hr |
Grease Spell |
10 days |
10' Radius |
Oil of Sharpness |
7th |
1 week |
1 hr |
+3 attk/dmg rolls |
10 days |
- |
Holy Bomb |
8th |
24 hrs |
Fire Damage |
d8/d6/d12 damage |
long rest |
5' R 20/60 |
Dispelling Bomb |
9th |
24 hrs |
1 min |
- |
10 days |
5' R 20/60 |
Greater Soothing Salve |
10th |
Salve |
Healing |
4d4 +4 |
10 days |
- |
Soothing Salve A sticky, sour smelling salve that can be applied to wounds. When applied to a wound you recover 2d4 + 2 hit points. Ingredients: Sourgrass, Acid Dew
Pomander of Protection This ball of aromatic spices and perfumes fills an area with a 15 foot radius for 24 hours after being unwrapped. Friendly creatures (including yourself) within its radius gain advantage when making saving throws against curses, hexes, or spells cast by a witch or hag. Ingredients: Mindflayer Stinkhorn, Nightshade, & Hagfinger
Black Powder This volatile alchemical compound comes in a small pouch. When ignited the powder will explode. Each creature within 5 feet of the exploding pouch must make a DC 13 Dexterity saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A character can bind multiple pouches of blasting powder together so they explode at the same time. Each additional pouch increases the damage by 1d6 (maximum of 10d6) and the blast radius by 5 feet (maximum of 20 feet). Ingredients: Charcoal, Saltpeter, and Sulfur
Stun grenade Also known as flash grenades or flashbangs, these explosives produce a blinding flash and a deafening noise, overwhelming the senses without causing injury. As an action, you can throw a stun grenade at a point up to 60 feet away. Each creature within 20 feet of an exploding stun grenade must make a DC 15 Dexterity saving throw or become blinded and deafened for 1 minute. A blinded or deafened creature can end these conditions by using its action to make a DC 15 Wisdom check to re-orient itself.
While Blinded creatures will automatically fail any ability check that requires sight. Attack rolls against the creature have advantage, and the creature's Attack rolls have disadvantage. Also, while Deafened creatures can’t hear and automatically fail any ability check that requires hearing. Ingredients: Magnesium, Ashblossom, Charcoal, and Alchemist's Fire
Smoke Grenade As an action, a character can throw a grenade at a point up to 60 feet away. With a grenade launcher, the character can propel the grenade up to 120 feet away. One round after a smoke grenade lands, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round. Ingredients: Air Elemental Whisp, Ashblossom
Oil of Slipperiness This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium).
Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of movement spell for 8 hours. Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease spell in that area for 8 hours. Ingredients: Flask of Oil, Crawler mucus, Amphibian Saliva
Oil of Sharpness This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls. Ingredients: Ankheg Ichor, Silverthorn
Alchemist Bombs: An alchemical bomb is a 1-pound, apple-sized, spherical glass or clay flask filled Alchemist's Fire. A smaller vial of thin glass containing a substance or compound is suspended in the liquid, which will determine the type of bomb being made. Then the whole thing is sealed with a cork or wax seal. On impact the Alchemist's Fire will explode which will regulate the effect of the bomb.
Holy Bomb By adding a few drops of holy water to your bomb’s explosive contents, you can change it into a holy bomb. A holy bomb deals radiant damage instead of fire damage and has d8 damage dice, unless the target is a celestial, fiend, or undead. The bomb’s damage dice are d6s against celestials and d12s against fiends and undead. Ingredients: Alchemist's Fire, Holy water
Dispelling Bomb By adding in powdered silver and iron fillings to your bomb's explosive contents, you can change it into a dispelling bomb. Creatures that are caught within the 5' radius of the bomb must make a Constitution save. If they fail their save they will have any magic items on them suppressed for 1 minute. Any spell of half the Witch Hunter's level or lower within the radius of the bomb ends. Ingredients: Alchemist's Fire, Powdered Silver, and Iron Fillings
Gatherable Alchemical Components
Acid Dew Like its more famous family, Honeydews, Acid Dew is a carnivorous plant, but with a stronger sting. It’s droplets dissolve its prey with a sticky acid instead of enzymes in syrup. Touching the flowers without protection forces the target to roll a DC 13 Dexterity saving throw. On a failed save, the target takes 1d6 poison damage. Surprisingly, the acid has great curative characteristics once diluted sufficiently, aiding in the closing of wounds. Rarity: Uncommon (DC 15); Gathering: Herbalism Kit (DC 20); Quantity: 1d6 flowers; Location: swamps, forests; Uses (2): Soothing Balm, Fire Balm
Alchemist's Fire This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged Attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. Ingredients: Fire Elemental Ember, Flask of Oil
Ashblossom This tiny flower is bright red with a yellow centre, and is found growing only in hot environments. It deals 1d4 fire damage when ingested, but it can be used to brew many fire-related potions by a knowledgeable alchemist. Rarity: Rare (DC 20); Gathering: Herbalism Kit (DC 15); Quantity: 1d6 blossoms; Location: Deserts, Volcanos; Uses (4): Smokebomb, Potion of Fire Breath, Potion of Resistance (Fire), Burnt Othur Fumes
Charcoal Made from Willow, Alder, Buckthorne, Aspen, Balsa, Apple, Peach, Pine, Spruce, Fir, Oak, Ash, or Maple wood. Charcoal is found almost everywhere and in abundance. Rarity: Common (DC 2); Gathering: Herbalism Kit (DC 1); Quantity: 4d12 clumps; Location: Forests, Hills, Grasslands, Swamps, and Marshes; Uses (2): Stun Grenade, Black Powder
Hagfinger These small tubers are a pale, sickly green and resemble long fingers. When dried and ground up into a powder, it gives off a strong aroma and can be used as an herbalism and potion ingredient. Rarity: Rare (DC 20); Gathering: Herbalism Kit (DC 15); Quantity: 1d4 dried fingers; Location: Forests, Swamps; Uses (4): Potion of Resistance, Potion of Waterbreathing, Potion of Heroism, Pomander of Warding
Mindflayer Stinkhorn This purple fungus has slimy, tentacle-looking stalks and smells of rotting flesh. A creature who eats this fungus must make a Constitution saving throw (DC10). On a success, the creature can cast detect thoughts at will for 1 hour, requiring no material components. On a failure, the creature takes 1d6 psychic damage. Rarity: Uncommon (DC 15); Gathering: Herbalism Kit (DC 10); Quantity: 1d4 stalks; Location: Underground; Uses (3): Potion of Resistance (Psychic), Potion of Mind Reading, Truth Serum
Nightshade An inky black flower with purple stalk. It deals 1d4 poison damage when ingested and, on a failed Constitution saving throw, inflicts the poisoned condition for 2d4 hours. Rarity: Uncommon (DC 15); Gathering: Herbalism Kit (DC 20); Quantity: 1d6 flowers; Location: Forests; Uses (3): Potion of Resistance (Necrotic), Basic Poison, Essence of Ether
Saltpeter This component is a naturally occurring nitrate that is found in caves. Strange as it may sound, saltpeter is produced from the guano, or excrement, of bat. Rarity: Common (DC 5); Gathering: Herbalism Kit (DC 2); Quantity: 2d12 clumps; Location: Mountains, Hills; Uses (1) Black Powder
Silverthorn This thorny vine is a pale silver color, and is hard as metal. Patches of silverthorn create difficult terrain, and deal 1d6 piercing damage if moved through at normal speed. Rarity: Rare (DC 20); Gathering: Herbalism Kit (DC 15); Quantity: 1d6 thorns; Location: Arctic, Mountains; Uses (6): Tincture of Werewolf's Bane, Oil of Sharpness, Potion of Vitality, Lesser Potion of Mana, Potion of Mana, Superior Potion of Mana
Sourgrass This green, long-bladed grass has a pungent smell and flavor. Humanoids who come within 5 feet of uncut sourgrass must make a successful Constitution saving throw (DC 10) or become overwhelmed with nausea and inflicted with the poisoned condition for 30 seconds. Rarity: Uncommon (DC 15); Gathering: Herbalism Kit (DC 5); Quantity: 2d4 clumps; Location: Grasslands, Mountains; Uses (4): Soothing Salve, Potion of Growth, Potion of Resistance (Radiant), Greater Antitoxin
Sulfur This is found in through mining. Most salt domes have small associated deposits of elemental sulfur and volcanic regions will have veins of sulfur. Rarity: Common (DC 8); Gathering: Mining (DC 4); Quantity: 3d12 clumps; Location: Hills and Mountains; Uses (1) Black Powder
Hired Gun
You despise magic in any of its forms, but your hunger to vanquish the lives of witches and hags drives you past your intolerance. In order to level the playing field, as a Witch Hunter you turn to experimental weapons to aid in your battle with the forces of darkness. However, if your DM will not allow black powder/gun powder, then you will use repeating crossbows.
At 3rd level, you gain proficiency with Artisan Tools (Tinker’s Tools and Smith's Tools). If you previously chose these abilities you may go back and choose another ability. You can craft ammunition at half the cost, repair damaged firearms, and create a pistol, pepperbox, repeating hand crossbow, or repeating heavy crossbow. You have the ability to create multiple firearms, however the first firearm or melee weapon you create will be bonded to you. At 4th level it's recommended you take the Feat--Firearm Specialist.
When you create your first weapon, you must mix 7 drops of your blood into the pieces of the weapon. This weapon will gain +1 when attacking and damaging enemies, and will function as a magical weapon. You will have the ability to bond to another weapon, but it must be same type of weapon from your former bond. The reason for this is that you will salvage parts from your previous weapon, which in turn will lose its bond and +1 bonus. Your new weapon will retain all its original properties, (including enchantments and magical effects, if any) but the +1 bond bonus will not stack with other bonuses (i.e. you may take whichever bonus is higher).
Name |
Cost |
Ammo |
Damage |
Weight |
Range |
Properties |
Pistol |
150g |
4g (20) |
1d10 piercing |
3 lb. 1 hand |
(60/240) |
Reload 4, misfire 1 |
Pepperbox |
250g |
4g (20) |
1d10 piercing |
5 lb. 1 hand |
(80/320) |
Reload 6, misfire 2 |
Repeating Hand Crossbow |
100gp |
4g (20) |
1d6 piercing |
5 lb. 1 hand |
(30/120) |
Reload 5, misfire 1 |
Repeating Heavy Crossbow |
200gp |
4g (20) |
1d10 piercing |
23 lb. 2 hand |
(100/400) |
Reload 15, misfire 2 |
Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
Ammunition
All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses lead shot. black powder, and percussion caps.
Press the Dead
Through their obsession with destroying darkness and close calls with death, Witch Hunters gain the ability to interrogate the dead. The dead are compelled by the Witch Hunter to answer. This is done through sprinkling rare earth upon their heads.
- Components: S M (Must be touching the corpse and Rare earth)
- Duration: 10 minutes
- Class: Witch Hunter
- You can call back souls into their bodies when you touch them. However, you are unable to call back good creatures or people. They experience the semblance of life, but with excruciating pain, until rare earth is placed upon their heads. The corpse must still have a mouth and can’t be undead. Your power allows you to ask the corpse up to four questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, but the dead must answer you truthfully. The dead can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events.
Witch Slayer
At 3rd level when a Witch Hunter creates their first weapon they will literally pour their heart and soul into that weapon. Through this bond the Witch Hunter's weapon will latch onto their soul over the years and create a phylactery of sort. A piece of the Witch Hunter's soul will be consumed by their weapon and keep them from death. At 10th level as long as the Witch Hunter's body isn't obliterated, and he or she is touching his/her weapon, they will regain consciousness after 1 hour for every hit point they went beyond zero. This process can been sped up with healing magic, and they will regain consciousness once they reach one Hit Point.
Also at 10th level, if their bonded weapon isn't destroyed, the Witch Hunter will stay in a comatose state until he or she is reunited with their weapon or unconscious for one year for every level. For example, a Witch Hunter could survive 5 years if they were level 5, but would die at the end of those years. If the Witch Hunter is not reunited with their bonded weapon or if their body is completely destroyed, their weapon will retain all of its previous bonuses, enchantments, magic, sentience, and the alignment/personality of the Witch Hunter. If this weapon finds a new user it will daily try and force its will upon its new owner to become a Witch Hunter.
The Witch Hunter's yearning to quench the lives of witches and hags will be imbibed by his/her bonded weapon. At 10th level their weapon will begin to take on a life of its own and gain the characteristics of a sentient weapon. It will have the same hunger to destroy witches, hags and (evil/neutral) magic users. This symbiotic bond finds its fulfillment in the emotional rush of slaying a magic user. At 10th level when a Witch Hunter uses their bonded weapon on any evil or neutral magic user, he/she will do an extra 2d6 damage, but if it is a witch or hag he/she will do an extra 2d6+6 damage. This is in addition to any bonuses or damage your weapon would do normally.
Counteract Magic
Witch Hunters spend years building up their resistance to magic. They receive advantage when saving against any kind of nonlethal spell (charm, sleep, hold person, illusions, etc.) and can shrug off 7d6 damage after saving throw. This increases by 1d6 for every level above 15.
Juggernaut
As a bonus action you can go into a holy frenzy for 1 minute. When you make an Attack with a melee weapon using Strength, you gain a +5 bonus to the damage roll. You have Resistance to bludgeoning, piercing, and slashing damage, and cannot be Charmed, Frightened, or Held. While in a Frenzy you may make a melee weapon Attack as a Bonus Action on each of your turns after this one. When your frenzy ends, you suffer one level of Exhaustion (as described in Conditions).
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