Fighter
Base Class: Fighter

In some cultures, arcane spellcasters are as wielding unnatural powers; they may be feared, shunned, or hunted. Among such cultures, it is not uncommon to find Witch Hunters patrolling the countryside, guarding towns, and defending against the fearsome power of the arcane. Witch Hunters are fighters who specialize in opposing the power of spellcasters. While they typically reserve their distaste for arcane spellcasters, they have been known to direct their abilities at divine magic users on occasion. Though they see divine magic as a part of the natural order, a witch hunter will not hesitate to use their abilities against ANY spellcaster that they perceive to be a threat.

Witch Hunters are often highly superstitious - sometimes to the point of paranoia - for they know that one can never be too careful when dealing with spellcasters. They undergo extensive training and are usually apprenticed to a skilled mentor to learn specialized antimagic techniques. Once they are ready, Witch Hunters go out into the world to do battle against arcane forces. While some work for towns or temples as specialized guards, many choose a wanderer's life and devote themselves to rooting out renegade wielders of the arcane, wherever they may be found.

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency in the Arcana skill - which is important to several Witch Hunter features. You also learn one of the exotic languages.

Aura Sense

Starting at 3rd level, you learn how to use your natural sense to detect magical auras within 30 feet. You may notice a scent on the breeze, a chill up your spine, or some other physical sensation that tells you when a magical creature, spell, or object is near. This ability does not pinpoint the source of the magic - it only alerts you when you are in the presence of magic - though every individual magical creature, object, and spell has its own distinct aura.

If you spend at least 1 hour each day for 10 consecutive days around a particular source of magic, such as a magic item or a specific spellcaster, you become familiar with the distinct aura of that object or creature and are able to recognize and identify that aura when detected.

At 10th level. the range of your Aura Sense increases to 60 feet.

Antimagic Defense

Starting at 3rd level, you learn how to brace yourself against the negative effects of magic. Whenever you are forced to make a saving throw against a spell or other magical effect, you may choose to make an Intelligence (Arcana) check instead. If your skill check meets or exceeds the spell save DC, you recognize the magic and minimize its effects just as if you had succeeded on your saving throw. On a failure, you suffer the effects of the spell or magical effect just as if you had failed your saving throw.

You may do this a number of times per day equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Antimagic Parry

Starting at 7th level, you learn how to use a melee weapon to negate ranged spell attacks that target you.

Whenever you would be hit by a ranged spell attack, you may use your reaction to attempt to parry the spell attack. To do this, you must be holding a melee weapon that you can use to parry the spell. Make an Intelligence (Arcana) check against the caster's ranged spell attack roll. If your skill check meets or exceeds the caster's attack roll, you parry the spell attack with your weapon and it has no effect on you. If you roll a 1 on this skill check, the spell attack hits and deals maximum damage to you.

Arcane Expertise

Starting at 10th level, you have gained exceptional expertise in your study of the arcane. Your proficiency bonus is doubled for your Intelligence (Arcana) skill checks. You also learn one additional exotic language of your choice.

Grim Resolve

At 15th level, your determination and sense of duty can keep you fighting even in the face of devastating feats of magic. When damage from a spell or other magical effect would drop you to 0 hit points, you may make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a long rest, the DC resets to 10.

Witchfinder General

At 18th level, you become a veteran Witch Hunter, skilled in the ways of hunting down magical creatures and objects. As an action, you may attempt to locate a magical creature or object that you have detected with your Aura Sense at least once in the last 10 days. Make an Intelligence (Arcana) check against a DC equal to 15 + the number of days since you last sensed this aura. On a success, you know the direction and approximate distance of the aura you're tracking.

This ability cannot locate a creature or object that is more than 100 miles away or if running water at least 10 feet wide blocks a direct path between you and your mark.

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