Base Class: Ranger
A woman crouches low, raising her firearm to her shoulder, peering through the spectral spyglass along its barrel. She singles out her prey and loads a silver bullet. A bloody man, slashed by a whirlwind of wraiths, raises a reliquary infused with the stolen finger of a demon, scattering the spirits. A youngster hides under his bed as the sounds from the other room grow more ferocious, suddenly with a bang and a thud the house goes quiet, stepping through the door is a pair of leather boots, slick with the blood of the creature terrorizing the village.
These are Witch Hunters, rangers who use Apparatuses of the Occult to fight the wielders of Evil magic. A hunter of those who would abuse dark powers to bring evil to the world and its people. Witch Hunters are either made from survivors of the trauma of dark or Occult magic, or crafted in clandestine schools to fight the dark and those who wield it. Contrary to their name, they do not only hunt Witches, but any being who dabbles in evil magic with or is haunted by the Occult. Witches, Warlocks, Werewolves, and Vampires are some of their common prey, but any dark threat to the people of the world are targeted with single-minded determination. Witch Hunters sacrifice part of themselves to become hunters of the dark, using mind-bending implements of the darkness to protect the light. They often live short and dangerous lives to protect the people who might still fear their methods.
Apparatus of the Occult
3rd-level Witch Hunter feature
You chose one Apparatus infused with Occult magic to fight against the Darkness. These are objects held in one or both hands or attached to other objects or weapons as explained in their description. They are used to either target weaknesses in your foes or provide protection against their powers.
At level 3 you choose 1, at 7th, 11th, and 15th level you choose one more to add to your repertoire.
Delicate Reliquary
This finely crafted Reliquary is made of black stone mined from a realm of Hell and contains the severed finger of a Greater Fiend. As an action you can raise this Apparatus and force undead, fiends, fey, and celestials within 10 feet of you to make a Wisdom saving throw or be frightened of this Reliquary for 1 minute or until attacked. It can be held in one hand. You can do this once per long rest.
Faltering Prism
A fragment of the petrified remains of the Demon Saag'Drezel is held in a glass amulet. As a reaction you can hold the glass amulet against a source of light such as a torch, to shine a 15-foot cone of anti-magic through the petrified remains until the start of your next turn. it can be held in one hand, on your person, or attached to a weapon. You can do this once per short rest.
Preternatural Poniard
This Apparatus is the pommel and broken blade of a silver longsword, once driven through the heart of a powerful Werewolf. It vibrates when within 60 feet of a Were-touched creature and confers advantage on attacks against were-touched creatures. This shortsword can be held in 1 hand or attached to a ranged weapon, allowing it to be used without switching weapons.
Silver Chain of Saint Zatabaan
This 15-foot length of spiked chain is made of pure silver and infused with silver rose thorns that once bound a heretical saint. It must be held in two hands. As an action you can attack it at a target within 10 feet of you with this chain, forcing a Dexterity Saving throw. If failed, the target is restrained and if the target is an aberration, undead, fiend, or fey, they are also grappled and blinded. If the target succeed, the target is unaffected. You can do this a number of times equal to your proficiency bonus per long rest.
Spectral Spyglass
This spyglass was pulled from the Ethereal plane, allowing you to see beyond the veil as a bonus action to see invisible creatures or through magical disguises within 120 feet for 1 minute. It can by attached to a firearm or ranged weapon or held in one hand. You can use this a number of times equal to your proficiency bonus per long rest.
Teratoma of Weeping Galandrea
A teratoma held in a preserving agent in an intricate glass jar. Removed from a witch who was afflicted by an unknown parasite. It whispers softly. As an action you can throw this Apparatus up to 30-feet away at a target. If the target is friendly the teratoma harmlessly attaches to them and grants advantage on intelligence and wisdom saving throws for 1 hour. If the target is hostile, it attaches and grants disadvantage on intelligence and wisdom saving throws for 1 hour unless removed by the target with a strength saving throw against the Witch Hunter's Spell Save DC. It can be held in one hand. It can be used once per short rest, magically reforming into its glass jar.
Additional Proficiencies
3rd-level Witch Hunter feature
In order to fight the evils of the Occult you must take advantage of any and every potential aid. It is sometimes best to strike from afar and be able to withstand the onslaughts of evil.
You gain proficiency in Firearms and heavy armor.
Cerebral Fortitude
7th-level Witch Hunter feature
Witches, Warlocks, Werewolves, Vampires, and all sorts of Occult beings are adept at warping the minds of their victims. You have accounted for that.
You have honed your mind to resist the machination of the Occult. You have advantage on all Wisdom saving throws. You are also unable to be infected with Lycanthropy either through alchemical concoctions or sheer force of will.
Deceiver's Foil
11h-level Witch Hunter feature
You know that Occult spellweavers are adept at escaping at the drop of a hat. Do not let them.
Deceiver's Foil. When a creature within 60 feet of you attempts to magically teleport or go invisible, you can use a reaction to attempt to foil it using anti-magic powder or an Occult implement, forcing the target to make a Wisdom saving throw. If they fail, they are unable to teleport or go invisible, and you can choose to use their attempted magic to instead teleport yourself adjacent to the target and take an attack of opportunity as a free action. If they succeed, you can choose to utilize their Occult magic to teleport adjacent to a friendly target within 60 feet.
You can use this feature a number of times equal to your proficiency bonus per long rest.
Witch's Bane
15th-level Witch Hunter feature
You become the ultimate hunter of the Occult. You gain proficiency in Wisdom, Intelligence, or Charisma saving throws (you choose).
Spellslayer. You can take ranged or melee attacks of opportunities against spell attacks taken by hostile targets as a reaction. You can use this a number of times equal to your proficiency bonus per long rest.
Witch's Bane. As a bonus action, you force a hostile target within 60 feet to make a wisdom saving throw. On a fail, they must target you with their hostile spell attacks, and imparting disadvantage on their concentration checks. If they are concentrating on a spell when you use this bonus action and fail their saving throw, they instantly break concentration. You can do this a number of times equal to your proficiency bonus per long rest.
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