Paladin
Base Class: Paladin

A Witch Hunter Captain is known by their cold, merciless dealings while on the hunt for whom-- or what-- ever has spurned their god and its teachings. A good Witch Hunter always gets a confession, before swiftly ending a heathen life. While in combat a Witch Hunter Captain prefers to wear light armor, opting for agility and fleet footwork to out--maneuver their quarry's attacks. They strike back with a swift and precise flurry from their weapons of choice, Rapiers, cutlasses, falchions, weapons that speak to the skill and refinery of their Witch Hunter order. Though some particularly merciless Hunters have been seen using weapons such as flails and billhooks.

When hunting down heretics that think they have eluded the Witch Hunter's verdict, they pare commonly known to end unholy lives from a range with crossbows. But for those who have especially strayed from the path of their Lord, there can only be one fate: A bullet will serve to punctuate their obituary. High-ranking Witch Captains often enter the field with a Brace of Pistols or Repeater Pistol.

Witch-Hunt

Starting at 3rd level, you gain the ability to place this mark on your target. On your turn, as a bonus action, you can tag one enemy that you can see within 60 ft of you and lasts for 1 hour or until the target is slain. While tagged, you have advantage on any rolls or checks made for purpose of searching for or locating your target if they attempt to allude you. Also while your mark is on them, the target takes an additional 1d6 of damage from any attacks or spells made by you or your allies (This increases to 1d8 at 7th level, and 1d10 at 15th level). If the target is slain while under this effect, the mark dissipates. You may use a bonus action on any subsequent turn to move the mark to a different target.

Resourceful Combatant

Starting at 7th level, while wielding any weapon with the Finesse property in your main hand, your attacks critically strike on a roll of 18 or higher.

Animosity

Starting at 15th level, you can channel the divine authority of your god by sending out a declaration of faith and wrath to all before you. When you cast this action, all enemies adjacent to you (including diagonals) must succeed on a CON save equal to or greater than your spell save DC. On a successful save, enemies are uneffected. On a failed save, all effected enemies are knocked prone. You may use this action a number of times per long rest equal to your CHA modifier.

At 20th level, all enemies who fail the save will also have the mark of Witch Hunt applied to them.

Fervency

Starting at 20th level, you will have advantage on all attack rolls against enemies marked by Witch Hunt.

Previous Versions

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12/21/2020 7:38:30 AM
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