Base Class: Ranger
Stalking the lands, on the hunt of illegal magic users, Witch Hunters are rangers that specialize in taking down spellcasters and monsters that can cast spells, using their knowledge to subdue or kill the spellcasters they deem fit for this punishment. They mark creatures they come across, inflicting additional damage from their alchemical understanding, while amplifying this mark against spellcasters.
WITCH HUNTER MAGIC
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Witch Hunter Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Witch Hunter Spells
Ranger Level |
Spells |
3rd |
detect magic |
5th |
silence |
9th |
counterspell |
13th |
locate creature |
17th |
scrying |
ALCHEMY AND SPELLS SAVANT
At 3rd level, you have studied the spellcasters in the world, learning the patterns, words, and gestures they use when casting spells, which grants you insight into what they are doing at any moment. When a creature within 30 feet of you casts a spell, you automatically know what the spell is, if the spell is of a level equal to half your ranger level (rounded up).
You also gain proficiency with alchemist supplies.
ARCANA ADVERSARY
At 3rd level, you learn how to infuse your strikes with alchemical energy, dealing extra damage to your marked enemies, but specializing in dealing with spellcasters.
As a bonus action, you can mark one creature you can see within 60 feet of you. The first time you hit the targeted creature with a weapon attack on a turn, the creature takes an additional 1d6 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 1d8.
If you mark a creature who can cast at least one spell, you can choose to empower the Arcana Adversary feature, gaining the following features.
- The mark lasts for 1 minute, or until you mark another creature.
- The extra force damage die increases from 1d6 to 1d8.
- When you hit the creature with the force damage and the creature is concentrating on a spell, the creature has disadvantage on the saving throw it makes to maintain its concentration.
Once you have empowered the Arcana Adversary in this way, you can't do so until you finish a long rest or if you expend a 1st level or higher spell slot.
WILL OF MIND
At 7th level, you have trained your mind to handle some of the most common magic that spellcasters use. You have advantage on saving throws against being charmed or frightened.
EYE FOR THE ARCANE
At 11th level, your familiarity with the arcane lets you know if someone is under the influence of magic. You can choose to study a creature that you can see for 1 minute. You must be within 10 feet of the target for the duration, and at the end of the minute, you learn if they are under the influence of any magic and you learn what school the spell is from. You don’t know what spell, creature, or object that’s affecting it or what caused it.
ALCHEMICAL ARCANA ADVERSARY
Also at 11th level, your Arcana Adversary empowerment gets the following additional features.
- During the duration, you always know the location of the target and it can’t benefit from being invisible from you.
- If the target tries to teleport, you can use your reaction to force them to make a Charisma saving throw against your spell save DC. On a success, the teleport goes through. On a failure, they fail to teleport and waste the spell slot (if they used one) and they take 2d6 force damage.
You can now use Empowered Arcana Adversary twice, regaining all expended uses when you finish a long rest, or if you expend a 1st or 2nd level spell slot you regain one use of the feature, or a 3rd, 4th, or 5th level spell slot you regain all expended uses.
ANTIMAGIC MASTER
At 15th level, your body has become adept to the magical forces that you deal with often. You gain Magic Resistance, granting you advantage on all saving throws against spells and magical effects.
You can also end all magic on a creature by touching them. As an action on your turn, you can touch a creature under the influence of magic, ending all spells affecting it. You can use this feature twice, regaining all expended uses when you finish a long rest.
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