Base Class: Blood Hunter
Witch Hunters are relentless pursuers of arcane abominations and practitioners of forbidden arts. They possess an innate resistance to magic and wield specialized weapons and tactics to root out and eliminate witches and warlocks. As a Witch Hunter, you become a force of righteousness against the forces of darkness.
Witch Hunter's Lore
At 3rd level, you gain proficiency in Arcana and have advantage on Intelligence (Arcana) checks made to identify or understand magical effects related to witchcraft. Additionally, you learn the Detect Magic spell. You can cast Detect Magic as a ritual without expending a spell slot.
Hexbane Strike
Starting at 3rd level, you learn to infuse your attacks with anti-magic properties. When you hit a creature with a weapon attack, you can expend a use of your Blood Maledict feature to deal additional force damage to the target equal to 2 rolls of your Hemocraft die. If the target is under the effect of a spell or magical effect, the additional damage becomes 4 rolls of your Hemocraft die instead.
Witch Slayer's Ward
At 7th level, you gain the ability to channel your resolve into a protective ward against magic. As a bonus action, you can create a protective aura around yourself, granting you and friendly creatures within 10 feet of you advantage on saving throws against spells and magical effects for 1 minute. Once you use this feature, you can't use it again until you finish a short or long rest.
Witch's Bane
At 11th level, you gain advantage on attack rolls and saving throws against creatures that are under the effect of a spell or magical effect. Additionally, when you hit a creature that is concentrating on a spell, the creature has disadvantage on the saving throw to maintain concentration.
Arcane Disruption
Starting at 15th level, your attacks are infused with potent anti-magic energy. Whenever you hit a creature with a weapon attack, you can choose to disrupt its magical defenses. The target must make a Constitution saving throw against your Blood Hunter spell save DC. On a failed save, any spells or magical effects the target has on it are immediately dispelled, and the target takes additional damage equal to your Blood Hunter level. On a successful save, the target takes half damage, and any spells or magical effects it has on it are not dispelled. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.
Purge the Wicked
At 18th level, you become a master of hunting and eliminating witches and warlocks.
You gain the ability to channel the raw anti-magic energy within you. As an action, you can create a 30-foot radius anti-magic field centered on yourself that lasts for 1 minute. The field suppresses all spells and magical effects within it, including ongoing effects on creatures and objects. Any creature that enters the field or starts its turn within it must make a Constitution saving throw against your Blood Hunter spell save DC. On a failed save, the creature takes 6d6 force damage and becomes magically silenced, unable to cast spells or use magical abilities for the duration. On a successful save, the creature takes half damage and isn't silenced. Once you use this feature, you can't use it again until you finish a long rest.
Additionally, whenever you deal damage to a creature under the effect of a spell or magical effect, the target takes an additional 4d6 force damage.
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