Fighter
Base Class: Fighter

Witch Hunters are part of a military order that hunt all thing eldritch and other things of evil magic. While these hunters are usually a force aimed at defending the people against such magic, established to protect the communities from eldritch threats, many will seek out such evils on their own. Unlike war clerics, they do not carry the name of one God to the exclusion of others, and unlike Paladins, they swear no oath beyond slaying evil when they find it. Witch Hunters are fighters, for the greater good or for their own.

While many Witch Hunters only hunt evil magic, some see no right or wrong use of magic and hunt it regardless. Vigil and untrusting, These hunters know that magic must be destroyed at every turn, as even ‘good’ magic can be corrupted.

On the other hand, there are those who use these techniques to further evil, hunting down Paladins and Clerics for an Eldritch master, or for other dark reasons.

Archaic Purges

Your training in dispelling magical force has given you access to a variety of anti-magical purges used for hunting the arcane. When you choose this archetype at 3rd level, you learn "Purges" which are fuelled by Purge points.

Purges. You learn three Purges of your choice, which are detailed under “Purges” below. Many Purges enhance an attack or disrupt and enemy in some way. Some Purges use the foes magic against them, but not all Witch Hunters trust such abilities and avoid using them. You can use only one Purge per attack.

You learn two additional Purges of your choice at 7th, 10th, and 15th level. Each time you learn new Purge, you can also replace one Purge you know with a different one.

Purge Points. You have four Purge points to use your abilities. A point is expended when you use it. You regain all of your expended Purge points when you finish a short or long rest.

You gain another point at 7th, 10th, and 15th level.

Saving Throws. Your Purges will require you, or your target, to make a saving throw for the purge to take effect. The saving throw DC is calculated as follows

  • Purge save DC = 8 + your proficiency bonus + your Strength or Intelligence modifier (depending on the Purge).

Student of Magic

While you yourself do not practice the archaic arts, an understanding is vital if you wish to hunt it. At 3rd level, you gain proficiency in Arcana. If you already have this proficiency, you may choose from Religion or History

Additionally, if you study a creature for one minute outside of combat, you can determine what, if any, class of spell-caster the target is.

Arcane Ward

Beginning at 7th level, your understanding of magic has given you insight into resisting its effects. You gain resistance to damage from spells.

Additionally, you, and allies within 10 feet, gain a bonus on all saving throws against magic effects equal to your Intelligence modifier. (min. +1)

Eldritch Executioner

At 10th level, your training has given you the ability to press the advantage against disrupted casters. If you break an enemy’s concentration with a melee attack or a Purge ability, you may make another melee attack against that target with advantage as a bonus action.

In addition, you deal +1d8 weapon damage against any spellcasting creature. This increases to +2d8 at 18th Level

Relentless Purge

Starting at 15th level, when you roll initiative and have no Purge points remaining, you regain one Purge point.

Exulted Hunter

You have become a champion amongst Witch Hunters. Purging energy resonates from you, bolstering you to expel all magic and continue the hunt.

At 18th level, you can cast Dispel Magic at will as a bonus action. After dispelling a spell effect, you gain 5 temporary hit points per level of spell effect dispelled. These points last until the end of combat or until they are depleted.

Purges

Detailed below are the different Purges you may learn to use in your hunt of the arcane. Some Purges may have alignment or level restrictions, these must be met before the Purge can be learnt. Most abilities aim to remove magical effects, where as some seek to use magic to assist in their hunt, a tactic not trusted by all Hunters.

Lv 3

Connection Severe (Neutral and Good alignment) - When you attack either a Bard, Sorcerer, Wizard, or Warlock with a melee attack, you may spend one Purge point to force them the make a Intelligence saving throw. On a failed save, the target is unable to cast any spell higher then 1st level until the end of your next turn.

Exclusion (Neutral and Evil alignment) - When you attack either a Cleric, Druid, Paladin, or Ranger with a melee attack, you may spend one Purge point to force them the make a Intelligence saving throw. On a failed save, the target is unable to cast any spell higher then 1st level until the end of your next turn.

Jaw Break - When you hit a spell-caster with a melee attack, you may expend one Purge point to smash the targets jaw. The target takes an extra 1d8 damage and must make a Str save or be unable to talk or use verbal components for spells until the end of their next turn.

Wrist Strike - When you hit a spell-caster with a melee attack, you may expend one Purge point to strike the targets wrists. The target takes an extra 1d8 damage and must make a Str save or be unable to pick up items or use somatic components for spells until the end of their next turn.

Disarming Purge - When you hit a spell-caster with a melee attack, you may expend one Purge point to force the target to drop their magical focus. The target takes an extra 1d8 damage must make a Str save or be unable to use their magical focus for their spells until they pick it back up.

Elemental Purge - If you take elemental damage as a result of a spell, you may spend a Purge point to cast Absorb Elements at 1st level

Hunter’s Sense - You use your actions and spend a Purge point to cast Detect Magic.

Arcane Eye - You use your action and spend a Purge point to cast Identify.

Lv 7

Dispelling Purge - You use an action and spend a Purge point to cast Dispel Magic.

Counter Purge - You use a reaction a spend a Purge point to cast Counterspell.

Exorcism - You use an action and spend a Purge point to cast Remove Curse.

Nervous Severe - When you hit a spell-caster with a melee attack you may spend a Purge point to strike out at their nervous system. The targets takes an extra 1d8 damage and must make a Str saving throw or be stunned until the end of their next turn.

Dazing Strike - When you hit a spell-caster with a melee attack, you may expend one Purge point to strike out at the casters temple, dazing them. The target takes an extra 1d8 damage and must make a Str save or have disadvantage on ranged spell attacks until the end of their next turn.

Lv 11

Banishing Purge - You use your action and spend 2 Purge point to cast Banishment, with Intelligence as the save DC. However, you may only use this on targets native to a different plane of existence, as detailed in the latter part of the spell.

Hunters Persistence - You use your action and spend 2 Purge point to cast Death Ward. However, the effect only activates if the target is downed, or killed, by magical means.

Distracting Purge -When you hit a spell-caster with a melee attack, you may expend one Purge point to try and disrupt their concentration. The target takes an extra 1d8 damage and must make a Str save check or have disadvantage on their concentration check.

Improved Elemental Purge - If you take elemental damage as a result of a spell, you may spend a Purge point to cast Absorb Elements at 3rd level.

Lv 15

Purge Evil and Good - You use your action and spend 2 Purge point to cast Dispel Evil and Good.

Improved Nervous Severe - When you hit a spell-caster with a melee attack, you may expend one Purge point to strike harder at their nervous system. The target takes an extra 2d8 damage and must make a Str save or be paralysed until the end of their next turn.

Improved Dazing Strike - When you hit a spell-caster with a melee attack, you may expend one Purge point to smash the targets temple. The target takes an extra 2d8 damage and must make a Int saving throw or be unable to cast any ranged spells.

Concentration Break -When you hit a spell-caster with a melee attack, you may expend one Purge point to break their concentration. The target takes an extra 2d8 damage and must make a Str save or lose concentration.

Superior Elemental Purge - If you take elemental damage as a result of a spell, you may spend a Purge point to cast Absorb Elements at 5th level

Lv 18

Purging Field - You use an action and spend 3 Purge points to cast Antimagic Field.

Conscious Purge - When you hit a spell-caster with a melee attack, you may expend one Purge point to knock a caster unconscious. The target takes an extra 2d8 damage and must make a Str saving throw or be knocked unconscious until the end of their next turn.

Connection Purge (Neutral and Good alignment) - When you attack either a Bard, Sorcerer, Wizard, or Warlock with a melee attack, you may spend 3 Purge point to force them the make a Intelligence saving throw. On a failed save, the target is unable to cast any spell. They repeat this save at the end of each of their turns.

Excommunication (Neutral and Evil alignment) - When you attack either a Cleric, Druid, Paladin, or Ranger with a melee attack, you may spend 3 Purge point to force them the make a Intelligence saving throw. On a failed save, the target is unable to cast any spell. They repeat this save at the end of each of their turns.

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