Witch Hunter (3.5e Prestige Class)

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Witch Hunter

Witch Hunters are specially trained assassins specializing in eliminating any misuse of magic.

Entry Requirements:

Base Bonus Attack: +4

Skills: Listen 5 ranks, Move Silently 3 ranks, Search 4 ranks , Gather Information 2 ranks.

Special Must Kill a witch without spells , Witch Hunters are unable to use spells(An example could be a Ranger, by taking just one level in Witch Hunter a ranger will be unable to learn the spells the Ranger class gives him), Spell-Like Abilities and magic items(A Witch Hunter can use blessed or Holy items).

Table: The Witch Hunter

Hit Die: D8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +0 +2 Hunter's Strength, Witchhunt(+1/1d6)
2nd +1 +0 +0 +3 Spell Resistance, Purge Magic(+1)
3rd +2 +1 +1 +3 Witchhunt(+2/2d6), Escape the Cage
4th +3 +1 +1 +4 Bane Blade Strike, Purge Magic(+2)
5th +3 +1 +1 +4 Witchhunt(+3/3d6), Witch Breaker
6th +4 +2 +2 +5 Purge Magic(+3), Aspect of Silence
7th +5 +2 +2 +5 Witchhunt(+4/4d6), Witch Sight(Arcane Sight)
8th +6/+1 +2 +2 +6 Purge Magic(+4) , Mind Cage
9th +6/+1 +3 +3 +6 Witchhunt(+5/5d6), Witch Sight(True Seeing)
10th +7/+2 +3 +3 +7 Purge Magic(+5), Inquisitor's Fury

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Bluff, Concentration, Decipher Script, Diplomacy, Gather Information, Jump, Knowledge(Arcana), Knowledge (Science or The Planes), Knowledge (Religion), Listen, Move Silently, Open Lock, Ride, Search, Sense Motive, Spot.

Class Features

All of the following are class features of the Witch Hunter.

Weapon and Armor Proficiency: All Simple and Martial weapons, ranged weapons, any armor with training, but mainly proficient with plate type armors. Proficient with martial art style fighting and grappling.

Hunter's Strength (Ex: The Witch Hunter has physically trained his body to capture magic users for misusing magic of any type to stand trial for their deeds, because of this, the Witch Hunter gains + 10 to grapple checks.

Witchhunt (Ex): The Witch Hunter gains a +6 bonus on all attack rolls against a creature capable of casting spells or possessing one or more spell-like ability. An additional +1d6 points of damage are added on a successful hit on a creature capable of casting spells or possessing spell-like abilities. The bonus on attack and damage increase by +1 and +1d6 every odd level after first. (as seen on the Witch Hunter table above).

Spell Resistance (Su): At 2nd level, the Witch Hunter gains Spell-Resistance 10 + Witch Hunter level.

Purge Magic (Su): At 2nd Level, When The Witch Hunter deals damage to a Spellcaster he may exhaust that Spellcaster's Spells per day equal to the current bonus for this ability. (as seen on Witch Hunter table above)

Escape the Cage (Su): At 3rd level, A Witch Hunter has become such a skilled anti-magic being that he can use his weapon of choice to deal automatic 1d6 damage to any creature using magic or magic items once per combat. This also causes the Witch Hunter to disrupt any spells the creature may attempt to cast for the next rounds equal to the Witch Hunters level. And it allows the Witch Hunter to Deflect Magic as an immediate Reaction by making an attack roll with a DC equal to 5 + Caster level.

Bane Blade Strike (Ex): At 4th level, a Witch Hunter can coat one of her weapons with a special acidic poison as a swift action. After coating the poison, the Hunter must select one target and use it specifically on that target. If a successful hit is made, the creature takes 2d20 poison and acid damage over the next rounds equal to the witch hunters level. Fortitude save DC 20 negates the damage. Can only use if the Witch Hunter has Bane Poison in his inventory. Bane Poison is an Injury Poison and costs 4,500 gp

Witch Breaker (Su): At 5th level, The Witch Hunter may make an attack that seperates a Spellcatser from the flow of magic, Dealing 2d6 Damage, and Inflicting an additional 1d6 Damage every time That Spelcaster casts a Spell and must make a Will Save (DC 10 + Caster level of spell trying to be cast) or the Spell is Negated, the DC for this increases by 2 every round that it is in effect. This effect lasts for the duration of the Encounter.

Witch Sight (Ex): At 7th level, The Witch Hunter is Permanently under the Effects of Arcane Sight and at 9th level it changes to True Seeing, and is able to see an Aura of Magic around Spellcasters and Magic Items. (This Aura leaves a Trail of up to 120 feet)

Aspect of Silence (Su): At 6th Level, The Witch Hunter Creates an Aura of Deafening Silence in a 30 feet around the Witch Hunter, all who are trapped within this Aura are subject to the effects including the Witch Hunter, all sound is stopped: Conversation is impossible, spells with verbal components cannot be cast, and no noise whatsoever issues from, enters, or passes through the area, this aura provides a defense against sonic or language-based attacks.

Mind Cage (Ex): At 8th level, the Witch Hunter becomes immune to all mind-affecting abilities.

Inquisitor's Fury (Su): At 10th level, the Witch Hunter, for the duration of the encounter, becomes enraged. All ranged attacks automatically hit and cause normal damage, and melee strikes gain +2 damage and has a chance to cripple the enemy (Enemy must make fortitude save of 15 + to not be crippled). If an enemy becomes crippled, it may no longer attack, cast spells, or move in any way.

Epic Witch Hunter

Table: The Epic Witch Hunter

Hit Die: d8

Level Special
11th Witchhunt(+6/6d6)
12th Purge Magic(+6), Inquisitor's Veil
13th Witchhunt(+7/7d6)
14th Purge Magic(+7), Inquisitor's Judgement
15th Witchhunt(+8/8d6)
16th Purge Magic(+8), Inquisitor's Might
17th Witchhunt(+9/9d6)
18th Purge Magic(+9), Inquisitor's Wrath
19th Witchhunt(+10/10d6), Witchslayer
20th Purge Magic(+10), Last Day of the Witch

4 + Int modifier skill points per level.

Inquisitor's Veil (Su): At 12th Level, At the start of every 4th round no one can cast spells or use Spell-Like Abilities until the start of the Witch Hunters next turn.

Inquisitor's Judgement (Su): At 14th level, The Witch Hunter can make an attack that does Double Damage and if the target of this attack is a Spellcaster he may make additional attacks under the same eff until he misses.

Inquisitor's Might (Su): At 16th level, The Witch Hunter gains the ability to repell magic as if it were nothing. By Infusing his Weapon with powerful energies he can make an atttempt to parry any form of magic with a +8 on the attempt to parry.

Inquisitor's Wrath (Su): At 18th level, Once per day When the Witch Hunter has been Reduced to 0 HP or below he may make a Full-Round Action to Restore himself to Full Hp, Gains +5 to all rolls for the day, and All Abilities are activated even if recharging and last Twice as long.

Witchslayer: A Witch Hunter has become so skilled at fighting spellcasters that when attacking any creature capable of casting spells or possessing one or more spell-like abilities he deals triple damage.

Witchhunt (Ex): The Witch Hunter gains a +1 bonus on all attack rolls against a creature capable of casting spells or possessing one or more spell-like ability. An additional +1d6 points of damage are added on a successful hit on a creature capable of casting spells or possessing spell-like abilities. The bonus on attack and damage increase by +1 and +1d6 every odd level after first. (as seen on the Witch Hunter table above).

Purge Magic (Su): When The Witch Hunter deals damage to a Spellcaster he may exhaust that Spellcaster's Spells per day equal to the current bonus for this ability. (as seen on Witch Hunter table above)

Campaign Information

Playing a Witch Hunter

Religion: Witch Hunter will worship any Deity that does not promote magic.

Other Classes: Witch hunters are usually very friendly to any class that does not use magic, but are actually drastically as unkind to magic users. They are also an ill-omen when they appear in a town, for this means that they might be hunting someone.

Combat: Multi-Ranged striker.

Advancement: This Class needs as many Weapon oriented feats as possible.

Witch Hunters in the World

Nothing personnel kid - Human Witch Hunter

Witch Hunters are paid assassins specializing in the extermination of Spellcasters, and usually have an innate dislike for even Lawful Good Spellcasters.

Daily Life: All Witch Hunters are only loyal to their current employer and will actually risk their own personal safety for their employer, and they spend the entire elapse of their time working for their employer until the job has been fulfilled. While in-between jobs Witch Hunters, well they hunt witches and are relentless when on a witchhunt.

Organizations: All Witch Hunter have ties to the Magic Inquisiton and are either members or former members...

NPC Reactions: Commoners are usually uneasy in the prescence of a Witch Hunter since a Witch Hunters words hold such weight that all it takes is a simple accusation of being a witch and that person will be eliminated, NPC spellcasters will actually show fear or try to hide from a Witch Hunter.

Witch Hunter Lore

Characters with ranks in Knowledge(History) can research Witch Hunters to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 Witch Hunters can detect even the most minute magic use out of a crowd of thousands.
10 Witch Hunters are raised at birth to despise any use of magic and see magic as a perversion of life.
15 Witch Hunters are actually taken at birth and are subjected to extreme magical torture until they are 10, and are then trained rigorously as they are now fueled by a severe hatred of magic.
20 Witch Hunters because of their excrutiating magical torture has permanetly affected their vision and they are physically blind, but because of all this exposure to magic they can perceive the force of magic in everything and it allows them to see in that fashion this ability is better known as Witch Sight.

Witch Hunters in the Game

Witch Hunters are multi-ranged strikers and are highly similar to Rangers, and are incredibly talented at being able to detect any magical threats to the party.

Adaptation: Fighter, and Ranger are the prefered multi-classes for this class.


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