Order of the Witchbane (5e Subclass)

From D&D Wiki
Jump to navigation Jump to search

Order of the Witchbane[edit]

Blood Hunter Subclass

While many spellcasters, strong and weak alike, can walk through life using their magics to ameliorate the joys and banish the woes of others, some instead turn their gifts of mind and blood towards selfish desires, uncaring of the little people they must walk over on their way upwards. The witchbane is not so easily dismissed. Using their own brand of dark witchcraft, the witchbane turns their ire upon those that would abuse such powers against the innocent and feeble to stop their chants and rituals. Wielding a plethora of arcane tools and a solid resilience against spellcraft, few evil mages ever desire to such a hunter’s blade shining in the light of the harvest moon. Fewer still can avoid being found out by the witchbane’s just as plentiful methods of revealing such malefactors.

While most witchbanes focus their hunts on warlocks, cultists, and hags, few have any problems in either attitude or ability to broaden their searches to more exotic supernatural threats. Their sorcerous detective skills are hardly limited in such a direction.

Ace of Swords

Starting at 3rd level, you are the bane of mages. When you deal damage to a creature with the Innate Spellcasting or Spellcasting feature with a weapon with a Crimson Rite active on it, you deal additional damage equal to the target’s spellcasting ability modifier and the target has disadvantage on concentration saving throws until the end of the turn (minimum of 0). The damage dealt is the same type as the Crimson Rite.

Whenever a creature you can see casts a spell, you can use your reaction to move up to 10 feet and make an attack of opportunity against it with a melee weapon with a Crimson Rite active on it. This movement does not provoke attacks of opportunity.

Bad Omens

Starting at 3rd level, you have proficiency with Arcana. If you are already proficient in Arcana, you add double your proficiency bonus to checks you make with it. You have advantage on Intelligence (Arcana) checks about curses. As an action, you can expend a use of your Blood Maledict feature to cast identify without a spell slot or material components and a casting time of 1 action. When you cast identify with this feature, you learn of any curses on the object. Your hemocraft ability is your spellcasting ability for the spell.

Scorn of Spells

Starting at 3rd level, you can ignore the dangers of weak spells and certain elements you are familiar with. You can't be affected or detected by spells of a level lower than your proficiency bonus unless you wish to be. You have resistance to damage from all spells and the same damage type as your active Crimson Rite. You can only have one Crimson Rite option active at a time.

Cure of Curses

Starting at 7th level, you can turn your cursed magic back against itself. As an action, you can expend a use of your Blood Maledict feature to cast remove curse without a spell slot. Your hemocraft ability score is your spellcasting ability score for the spell. When you cast remove curse on a creature, it gains temporary hit points equal to one roll of your hemocraft die.

Eye of Newt

Starting at 7th level, you’ve developed a sixth sense for discovering magic near you. you can cast detect magic without a spell slot. When cast this way, detect magic has a duration of hours equal to your hemocraft modifier (minimum of 1). Your hemocraft ability is your spellcasting ability for the spell. When you use your action to see an aura of magic, in addition to seeing auras for different schools of magic you can see a curse aura around cursed creatures and objects.

Additionally, you can treat magical darkness and areas heavily obscured by magic as normal darkness.

Inalienable Rites

Starting at 7th level, you expand your knowledge of mystic afflictions you can apply to your weapons. You learn 1 additional Crimson Rite now and at 18th level, including from the following options whenever you learn a Crimson Rite. Your Crimson Rites cannot be dispelled and are unaffected by antimagic fields.

Rite of the Broken. Your rite damage is force.

Rite of the Rotton. Your rite damage is acid.

Rite of the Serpent. Your rite damage is poison.

Charm of Shields

Starting at 11th level, your antimagic aura now disrupts even the highest of magics. Spell attack rolls against you have disadvantage and you have advantage on saving throws against spells and other magical effects.

Additionally, when you are subjected to an effect that allows you to make a saving throw to take only half damage from a spell or other magical effect, you instead take no damage if you succeed on the saving throw. Spell attacks that miss you deal no damage.

Heal the Hex

Starting at 15th level, your ability to exorcise the afflicted heightens. As an action, you can expend a use of your Blood Maledict feature to cast greater restoration without a spell slot or material components. Your hemocraft ability is your spellcasting ability for the spell. When you cast greater restoration on a creature, it gains temporary hit points equal to two rolls of your hemocraft die.

Pentaguard

Starting at 18th level, you carve a protective pentagram into your skin, shielding you from the elements. you have resistance to the damage types of all Crimson Rites that you know, regardless of whether they are active or not. When you have a Crimson Rite active, you are immune to its damage type.

As an reaction, you can expend a use of your Blood Maledict feature to cast absorb elements as a 5th-level spell without a spell slot or a somatic component. Your hemocraft ability is your spellcasting ability for the spell. When you cast absorb elements and you already have resistance to the triggering damage type, you gain immunity to it until the start of your next turn.

Brand of Witchcraft

Starting at 18th level, you shall not suffer a witch to live. Any creature branded with your Brand of Castigation that tries to cast a spell or use a magical object must make a Intelligence, Wisdom, or Charisma saving throw (choose 1). You decide which ability score to use when you use Brand of Castigation. On a failure, the spell cast or object use fails and the creature takes 6d6 psychic damage. If the creature attempts to teleport or to leave its current plane by any means it makes the same saving throw instead of Brand of Tethering’s effect. Additionally, your Brand of Castigation cannot be dispelled for a number of minutes equal to your hemocraft modifier after it is applied (minimum of 1).

Whenever you see the branded creature attempt to cast a spell, you can use your reaction to move up to 30 feet and make an attack of opportunity against it with a melee weapon with a Crimson Rite active on it. This movement does not provoke attacks of opportunity.


0.00
(0 votes)

Back to Main Page5e HomebrewCharacter OptionsSubclasses