Ranger
Base Class: Ranger

"You may hide behind a crown, a smile, or a veil of invisibility. You may speak with the silver tongue of a devil or the honeyed words of a fey. But I do not see your face, and I do not hear your words. I see the rot in your spirit. I hear the silence of your lies. And I have come to return you to the dust from which you were made."

In the darkest corners of the world, where the authority of the church fades and the laws of civilization are ignored, the Witchfinder is the final arbiter. These rangers are not mere scouts; they are the living eyes of the divine, sanctioned to hunt the architects of heresy and the manipulators of the soul. While a Paladin stands at the gates as a shield, the Witchfinder stalks the woods as the blade, ensuring that no shadow is deep enough to hide the profane. Unlike a Cleric who leads a flock, the Witchfinder is a divine bloodhound, granted a fragment of their god's omniscience to hunt down those who hide behind masks, shadows, and lies.

Witchfinder Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Witchfinder Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

  • Divine Focus: You can use a holy symbol as a spellcasting focus for your ranger spells.
  • Ranged Smites: Any paladin smite spell you cast can be delivered via ranged weapon attacks.
  • Expanded Sanctity: When you learn a ranger spell, you can choose from the cleric or paladin spell lists.
  • Unfettered Will: You do not require concentration or material components for any abjuration or divination spells you cast.
  • Holy Reliquary: You can attune to any magic item that requires attunement by a cleric or paladin.

Witchfinder Spells

The Inquisitor's Mantle

Starting at 3rd level, you undergo a spiritual transformation that grants you the following benefits:

  • Divine Revelation: You can cast detect evil and good and detect thoughts spells at will and are able to cast them as a bonus action, without expending a spell slot. When you cast the detect evil and good spell, you also learn the alignment and faith of any creatures within the radius of the spell. While under the effects of detect evil and good spell, you have advantage on attack rolls against creatures detected by the spell.
  • Heresy Hunter: Aberrations, celestials, elementals, fey, fiends, and undead are considered favored enemies for you. You have advantage on insight checks against them and learn to speak, read, and write deep speech, celestial, primordial, sylvan, abyssal, and infernal.
  • Sacred Fortitude: You gain proficiency with heavy armor,  and wisdom and charisma saving throws. You have advantage on intelligence, wisdom, and charisma saving throws against effects created by your favored enemies. If you succeed on a saving throw against an effect from one of these creature types, you are unaffected and take no damage from it.
  • Eternal Mark: You can cast the hunter’s mark spell at will without expending a spell slot and without requiring concentration.
  • Adjudicator’s Insight: You gain expertise in the religion and insight skills and proficiency with the arcana skill. Furthermore, your Primeval Awareness reveals the exact location and total number of creatures detected.

Iron Mandate

At 7th level, you are immune to being charmed or frightened. Your thoughts cannot be read by any means unless you allow it. Additionally, creatures detected by your detect evil and good spell have disadvantage on saving throws against your spells and magic and cannot gain advantage against them.

Discern Lies

At 11th level, you automatically know when you hear a creature speak a deliberate lie. This effect functions even if the creature is protected by magic (such as the glibness spell), as your awareness bypasses the mundane and targets the soul's intent.

Ultimate Revelation

At 15th level, you gain truesight out to a range of 120 feet. Additionally, when you hit a creature with a weapon attack you are detecting with the detect evil and good spell, you can force the creature to make a charisma saving throw against your ranger spell save DC. On a failure, the creature is banished (as per the banishment spell) until the end of your next turn.

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