Base Class: Fighter
Killing witches is your business ...and business is good.
Witch Killer Training
At 3rd level, the League of Witch Killers trains you in the tactics and traditions of killing witches. You study the magical theories, spells, and rituals of Witchcraft as well as how to spot the signs of a hidden coven. You gain proficiency in the Arcana and Investigation skills.
Stay the Unnatural
At 3rd level, you can attempt to foil someone else's magic as they are casting. When a creature within 5 feet of you that you can see begins casting a spell, you can use your reaction to make a single attack against that creature. If the attack hits, the spell fails and is wasted.
Once you use this feature, you can't use it again until you finish a short or long rest.
Weird Warding
At 7th level, your training grants you greater defense against any weird or unnatural attacks directed at you. Whenever you are the target of a spell that forces you to make a saving throw, add 1d6 to your roll.
In addition, if a success would normally have you take half damage, you take no damage instead.
Killer Instinct
At 10th level, your instinct to kill compels you. You can give yourself a bonus to your initiative rolls equal to your Strength or Constitution modifier (your choice).
Weird Restoration
At 15th level, when you succeed on a saving throw against a spell in which you are the target, you can use your reaction to gain hit points equal to your fighter level.
Master Killer
At 18th level, you are a master killer. If you miss on an attack roll, you can choose to hit instead. In addition, the hit is a critical hit.
Once you use this feature, you can't use it again until you finish a short or long rest.
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