Witch Hunter, Variant (5e Class)
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Witch Hunter[edit]
The arcane arts are a gateway to the infernal realms. Many a practitioner have fallen to the depths and the seduction of power without supervision and innocents pay for it, the only way to stop atrocity is to root it out at the source. Heresy and corruption grows in every corner of the world and the only group willing to combat its influence is the Witch Hunters, trained in the art of shrewd investigation, relentless scouring, and judgement. Those who would bargain their souls to the dark powers must be wary for the righteous hunt them, and they shall never rest or compromise.
Investigation and Judgement[edit]
The profession of the Witch Hunter is to scour the land in search of corrupting artifacts and infernal worshiping cults and bring them to judgement, steel in hand. Casting suspicion on those we practice the arcane arts is naturally and expected, some of the order may tolerate the mage and others scorn it as an abomination of nature. Any village or city could be corrupted, any king or peasant could be plotting the downfall of all that is good, there is no person that cannot have a wary eye cast on them. No crime is too small, no sacrifice too great. But to accuse all who cross the path of the Witch Hunter leaves those who could destroy the fabric of reality to their devices, a investigation based on apparent evidence or intuition is required. Interrogation, deduction, and search are all tools the Witch Hunter is trained in, and none are more refined in their use. Many would question the right of the order and it's disregard for decency but to fight those who travel in the shadows the Witch Hunter must follow suit and delve into the darkness. There is no fear however, the will of the Witch Hunter cannot be swayed by mere promises of power, only paladins can boast such resistances to the corrupting forces on par with those of the order. The Witch Hunter shall never relent, fueled by indignation they shall ensure the survival of the world at any cost.
Creating a Witch Hunter[edit]
The order of Witch Hunters is a secretive order, hiding in wait for signs of heresy. Think about how someone might even encounter the deeds of the Witch Hunter much less be inducted into the order. To be chosen to join the fold is to have been watched as a potential candidate among hundreds, was it your wit that beguiles even the most cunning charlatan that attracted the attention of the order? Or was it your determination and ability to stay steadfast in dire straits? Perhaps it was not the order as a whole that recruited your character, but a lone Witch Hunter that you encountered during a purging of a cult or destruction of an artifact. How did you play into the adventures of you mentor and why did he train you? What caused you to join to begin with? Was it a village destroyed by ruinous powers or a demon horde that ravaged your homelands? The training to become a hunter is rigorous and, at times, life threatening. You are expected to become pragmatic and ruthless in your trials but some still come out optimistic for the future. When you become a full fledged Witch Hunter did you expect to die in the future fighting against impossible odds? Or do you believe in the triumph of good over evil? Perhaps it's revenge that propels you, a indignation that can only be sated with blood of the wicked. These are some things to consider while making your character.
- Quick Build
You can make a Witch HUnter quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Charisma, Wisdom or Strength should come afterwards. Second, choose the Acolyte, Sage, or Soldier background. Third, choose proficiency with Great Swords and choose Arcana, Investigation, and Insight to be your skill proficiencies.
Class Features
As a Witch Hunter you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Witch Hunter level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Witch Hunter level after 1st
- Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, choose two martial weapons, pistols (if no firearms are in your campaign replace all mentions of pistol with all types of crossbows)
Tools: Alchemist's supplies and thieves' tools
Saving Throws: Wisdom, Charisma
Skills: Choose three from Arcana, Athletics, History, Intimidation, Insight, Investigation, Medicine, Perception, Religion, Stealth and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Studded Leather Armor or (b) Scale Mail
- (a) A Martial Weapon with which you are proficient and a Pistol or (b) Simple Weapon with which you are proficient and two Pistols
- (a) An Alchemy Kit or (b) A set of Thieves' Tools
- An Explorer's Pack
- If you are using starting wealth, you have 5d4*10 in funds.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Accusation, Arcane Scholar |
2nd | +2 | Banishment, Magic Resistance |
3rd | +2 | Witch Hunter Archetype, Hunter's Sense |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack, Witch Hunter Archetype Feature |
6th | +3 | Ruthless Cunning, Ruthless Investigation |
7th | +3 | Aura of Compulsion |
8th | +3 | Ability Score Improvement |
9th | +4 | Improved Magic Resistance |
10th | +4 | No Escape |
11th | +4 | Witch Hunter Archetype Feature |
12th | +4 | Ability Score Improvement |
13th | +5 | Accusation Improvement |
14th | +5 | Mental Fortitude |
15th | +5 | Witch Hunter Archetype Feature |
16th | +5 | Ability Score Improvement |
17th | +6 | Overwhelming Willpower |
18th | +6 | Incorruptible Body |
19th | +6 | Ability Score Improvement |
20th | +6 | Destroyer of Monsters |
Accusation[edit]
Starting at 1st level you strike fear into the hearts of your enemies. As a bonus action you can choose a creature you can see, you gain advantage for ability checks to uncover information about its whereabouts and abilities. Also you gain Advantage on attacks against this creature. This effect lasts for 8 hours, until the creature dies or until you use this feature again.
You can use this feature a number of times equal to your proficiency bonus, regaining your uses of it after finishing a long rest. At 13th level, you regain uses of this feature after a short or long rest.
Arcane Scholar[edit]
Years of study has allowed you to determine the origin of arcane arts and spells. Beginning at 1st level, you have a +5 bonus to passive Wisdom (Perception) when noticing effects of magical origins, also you gain proficiency in the Arcane skill or double the proficiency bonus if you are already proficient.
Banishment[edit]
At 2nd level, you have learnt to strike at the source of hellish powers and demon worshipers and tear their unholy bodies asunder. When attacking a fey, fiend, or undead creature they take an additional 2d6 damage and cannot regain hit points until the end of your next turn.
The creature must also make a Constitution saving throw or have their speed be reduced by half and have disadvantage on attacks, at the start of each turn afterwards they may make another Constitution saving throw to end the effects. This effect lasts 1 minute, until the creature makes a successful Constitution saving throw or until another creature fails the save against banishment.
Magic Resistance[edit]
Fighting against the illicit practitioners of the arcane arts has accustomed your body to the barrage of spells that are common among the deviants. Starting at 2nd level, you gain resistance to the damage of spells and magical effects.
Hunter's Sense[edit]
At 3rd level, you hone your instincts, allowing you to perceive the presence of supernatural creatures using your bonus action. When you do so, until the end of your turn, you can sense the presence of any fey, fiend or undead within 30 feet.
You can use this feature a number of times equal to your Charisma modifier (minimum of once) and regain your uses of it after completing a long rest.
Witch Hunter Archetype[edit]
All Witch Hunters eventually divide on how to best hunt the creatures and quarry they seek. Starting at 3rd level you become a Radical, Puritan, or Reformist Witch Hunter. These archetypes give features at 3rd, 5th, 11th, and 15th level.
Ability Score Increase[edit]
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack[edit]
At 5th level, you can attack twice, instead of once, when you take the Attack action.
Ruthless Investigation[edit]
To seek out aberrations from beyond the veil Witch Hunters have trained to extract information from all sources, with expediency. At 6th level when making successful Insight, Investigation, or Intimidation skill checks to seek information you know if information is being withheld from you or more can be extracted.
Ruthless Cunning[edit]
Starting at 6th level, your mind can't be fooled by the tricks of witches. You gain a bonus equalling to your Charisma modifier (minimum +1) to any saving throw you make. You don't gain this benefit while inside a Paladin's aura.
Aura of Compulsion[edit]
You extrude a presence of overwhelming force that compels those of weak enough will around you to speak the truth. Starting at 7th level when a creature makes a Charisma (Deception) check against you they must first make a Charisma saving throw or fail automatically. The save DC is 8 + your proficiency bonus + your Charisma modifier.
Improved Magic Resistance[edit]
At 9th level, your natural resistances have been further increased through rigorous training. You gain advantage on saving throws against spells and other magical effects.
No Escape[edit]
At 10th level, whenever you cause damage to a creature, you can choose to reduce their speed in 10 feet until the end of your next turn. For 1 hour or until you use this feature against another creature, you know the general direction of where the creature is in relation to you and can take an Action to have a brief image of the creatures surroundings.
Mental Fortitude[edit]
At 14th level, your thoughts appears as slivers of pure agony to the those who intrude into the sanctuary of your mind, its walls have been trained to deny entry of those who wish to break in. You are immune to being charmed or frightened and any attempts to read your mind results in a backlash to the assailant and they take 2d10 psychic damage.
Overwhelming Willpower[edit]
No matter the situation or damage sustained your force of will is enough to prevail against your enemies and live to fight another day. At 17th level, if you roll a 9 or lower on a Death Saving Throw, you can choose a 10 instead.
In addition, when you are at half your hit points or lower, but with at least 1 hit point, you regain 2 hit points.
Incorruptible Body[edit]
No amount of energy from the lower planes can harm you, the strings that move the undead would shred the flesh of the living, but for you it is but a light breeze. Starting at 18th level, you gain immunity to poison and necrotic damage and to the poisoned condition.
Destroyer of Monsters[edit]
You have become the ultimate hunter of monsters, you name is whispered in hushed corners of the world as a fable, something to fear. Beginning at 20th level when doing damage to a Accused creature or if you rolled a critical, the creature must succeed a constitution saving throw with a save DC of 10 + your proficiency bonus + your Charisma modifier or be turned to dust.
Archetypes[edit]
Puritan[edit]
The Puritan sect of Witch Hunters believes that magic inherently corrupts and the only way to avoid it’s influences is in the destruction of the source. To be a Puritan Witch Hunter is to be ruthless and relentless in the hunt for the evils of the world and root it out by any means necessary.
- Fighting Style
Starting at 3rd level you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
- Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
- Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Steel and Gunpowder
You have trained your body to fight the enemies of man and years of practice has conferred onto you weapon mastery. At 3rd level whenever you attack using a melee weapon you may fire a pistol as a bonus action or vice versa regardless if you are using a two handed weapon. If Duel Wielding pistols you do not require a free hand to load it.
- Quick Reflexes
Beginning at 5th level, you can draw or stow two weapons, instead of one, whenever you take the Use an Object action to do so.
In addition, you gain Advantage on all your Initiative rolls.
- Magic Disruption
Starting at 11th level, as a reaction, you may attack a creature casting a spell that you can see. The creature’s concentration check has disadvantage.
- Unwavering Sight
At 15th level, you can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.
Radical[edit]
The Radical sect of Witch Hunters believes that to destroy the enemy they must adopt their ways. Years of deciphering arcane rituals to turn them against those who would do harm to the world. To be a Radical Witch hunter is to study the enemy and learn of it’s weakness and turn its strength into your strength.
- Tome of Rituals
At 3rd level, you gain a book of rituals. Choose two 1st-level spells that have the ritual tag from any class's spell list (the two needn't be from the same list). The spells appear in the book and don't count against the number of spells you know. With your tome of rituals in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means.
On your adventures, you can add other ritual spells to your tome of rituals. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your witch hunter level (rounded up, maximum of 5th-level) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
- Combat Ritualist
Starting at 5th level, you can can perform rituals quickly. You can cast a spell from your tome of rituals using an Action. When you do so, you can make an Attack as part of the same Action.
You can use this feature a number of times equal to your proficiency bonus, regaining uses of this feature after a short or long rest.
- Stare Into the Abyss
At 11th level, you can now write spells that lack the ritual tag on your tome of rituals. You can write up to 6 spells that lack the ritual tag on your tome, and can only cast these spells using your Combat Ritualist feature.
- Arcane Wards
Starting at 15th level, when a spell that would deal half damage on a successful save you instead take no damage and on a failed save you take half damage.
Reformist[edit]
The Reformist sect of Witch Hunters believes that the only way to protect the masses is through investigation and rationalism, to let superstition overcome common sense is how demons and witches come into existence. To be a Reformist Witch Hunter is to use your occupation to serve the public with research and investigation and root out heresy before it grows.
- Keen Eye
Starting at 3rd level you gain proficiency in the Investigation skill or double the proficiency bonus if you are already proficient.
- Dispel Ignorance
At 3rd level, you can use your bonus action to allow one creature you can see within 60 feet to reroll a saving throw against the charmed or frightened condition, adding your Charisma modifier as a bonus to the new roll (minimum +1). The creature can use its reaction to make an opportunity attack against a hostile creature within range after having its ignorance dispelled.
The creature needs to complete a short or a long rest before benefiting from this feature again.
- Discerning Sight
Beginning at 5th level, you can add your Charisma modifier to any check or save to see through an illusion. In addition, you have advantage on all your Perception checks that rely on sight. In addition, you can take the Search action using a bonus action.
- Additional Studies
At 11th level, you gain proficiency with two additional skills from the Witch Hunter list. Also, whenever you make an ability check using a skill from the Wich Hunter list you are proficient with, if you roll a 9 or lower on the check, you can choose a 10 instead.
- Icon of Deduction
At 15th level, you and all friendly creatures in a 10-foot radius add your Charisma modifier to Intelligence (Investigation) and Wisdom (Insight) and (Perception) checks.
In addition, once per turn, choose one creature you are able to see without using an Action. You can discover one information present on its stat block: AC, current number of hit points, creature type and subtype, etc. The DM reveal that information to you. Once you use this feature on a creature, you can't use it on the same creature again for the next 24 hours.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Witch Hunter class, you must meet these prerequisites: Wisdom 13, Charisma 13
Proficiencies. When you multiclass into the Witch Hunter class, you gain the following proficiencies: Investigation or Insight, Simple Weapons, Pistols, Light armor, Medium armor
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