Ranger
Base Class: Ranger

Not all evil dwells within the safety of city walls. Evil thrives in the untamed wilds. And Witch Hunters are there to seek them out and end them. Witch hunters specialize in tracking evil out in the wilderness. Expert trackers and wielding an arsenal of various tools all designed for purging undead, fiends and aberrations from this world.

Witch Hunter's Armaments

At 3rd level, you learn how to better use certain items as well as the ability to silver equipment and items. You can spend 20sp to silver a bag or caltrops, a hunting trap, a quiver of 20 arrows or bolts, a pouch of 20 sling ammo or a box of 50 blowgun needles. You may also spend 1sp per gp of a weapon's cost to silver it. Silvered weapons and items deal an additional 1d6 against undead, fiends and aberrations. This bonus increases to 2d6 at the 7th level and 3d6 at the 15th level.

Witch Hunter Armaments Bonuses

Ball Bearings. You can toss ball bearings as a bonus action. Undead fiends and aberrations who enter the area or start their turn in the area take radiant damage equal to your wisdom modifier. This damage increases to twice your wisdom modifier at the 7th level and thrice your wisdom modifier at the 15th level. As a bonus action you may teleport the ball bearings back into their containment pouch.

Bullseye Lantern. When you light a bullseye lantern you can speak a special command to light a magical flame within the lantern. Tracks of undead, fiends and aberrations less than 24 hours old are revealed to you as long as they are within the lanterns light.

Caltrops. You can toss caltrops as a bonus action. Undead, fiends and aberrations who are damaged by caltrops lose their reaction until the end of their next turn. As a bonus action you may also cause all your caltrops to teleport to their containment pouch.

Holy Water. When you make a ranged attack with holy water you can add your proficiency modifier to the attack. Aberrations may also take damage from holy water. The holy water's damage is increased to 4d6 at the 7th level and 6d6 at the 15th level.

Hunting Trap. When a creature rolls a saving throw against a silvered hunting trap you may add your wisdom modifier to the DC. The hunting trap also deals an addition 2d4 damage to undead, fiends and aberrations. This damage is increased to 4d4 at the 7th level and to 6d4 at the 15th level.

Manacles. You can throw the manacles as an improvised weapon you have proficiency with. If the attack is sucessful you can use a bonus action to whisper an incantation causing the manacles to latch onto and bind the target. Undead, fiends and aberrations have disadvantage on escape attempts.

Oil. You have proficiency when you make a ranged attack roll with this item. Undead, fiends and aberrations may also have the oil ignited when taking radiant damage. The fire damage is deals additional damage equal to your wisdom modifier. This additional damage increases to double your wisdom modifier at the 7th level and to thrice your wisdom modifier at the 15th level.

Blessed Crusade

At 7th level, you gain the ability to cast protection from evil and good on yourself a number of times equal to your wisdom modifier per long rest.

Purge Evil

At 11th level, you gain an extra attack and if the first attack successfully hits an undead, fiend or aberration your second attack hits regardless of the outcome.

The Righteous Slayer

At 15th level, you double your proficiency bonus when targeting undead, fiends and aberrations with attack and damage rolls and saves against spells you cast. You can also cast the spell dispel evil and good a number of times equal to your wisdom modifier per long rest.

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