Base Class: Fighter
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Level 3: Deflect Spell
As a reaction to being targeted by a spell attack or magical effect which deals any damage but psychic a Witch-Hunter can reduce the damage taken by 1d10+PB+Intelligence Modifier. Alternatively the character can add its Intelligence modifier to a failed spell save. If the Damage is reduced to 0 or the save is made, the character can add 2d12 Force damage to the next attack which hits as a Corrupted Shot/Smite. Corrupt Shot/Strike can be used a number of times equal to 2x/Short Rest.
Level 3: Weave Attunement
At level 3 a Witch-Hunter an detect all creatures which are the target of magical effects within 20ft, a creature emanates residual weave if they have: Cast a spell in the last (Spell level^2) Rounds, Are carrying any Magical items on their person which isn't inside a lead-lined container, or currently under a magical effect which is not permanent. A creature detected by this feature cannot benefit from being hidden from the Witch-Hunter.
Level 7: Magical Countermeasure
A witch-Hunter can add their Intelligence modifier to all spell saving throws, additionally a Witch-Hunter can cast Counterspell or Dispel Magic at their PB level, Prof/Long Rest.
Level 10: Spell Mimicry
After sucessfully using Deflect spell Or magical Countermeasure a character can choose to mimic the spell targeted, provided the spell was equal to their PB level or lower. After using this feature the Spell becomes available as a use of Magical Countermeasure and will remain an option until a new spell is chosen. This spell can be cast without need of material components, And is considered an Emundation Spell for all purposes. Only one spell can be stored in this way and the character can choose to forget their current spell at any time.. Upcasted spells count as their lowest level*
Level 15: Improved deflect Spell
At 15th level roll 2d10+PB+Intelligence modifier when using Deflect Spell, Corrupted Shot/Smite can be used an additional time per Short rest.
Level 18: Antimagic Annex
At 18th level gain the ability to Enrich Stone rings with a power to absorb and nullify magical effects in a large radius. The Annex takes 1Hour to create and will instantly create an Anti-Magic field with a 1 mile radius. The Annex cannot be moved and is somewhat durable, It can be disabled by dealing 10pts of Bludgeoning, peircing or slashing in a single hit, or by stopping the spinning action of the rings. (Strength check against 8+PB+Intelligence Modifier)
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