Witch Hunter variant (5e Class)

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Witch Hunter variant (5e Class)[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


Armor: Light, Medium, 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


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.

Table: The Witch Hunter

Level Proficiency
1st +2 Accusation, Arcane Scholar
2nd +2 Hunters Sense, Magic Resistance
3rd +2 Witch Hunter Archetype
4th +2 Ability Score Improvement
5th +3 Ruthless Investigation, Witch Hunter Archetype Feature
6th +3 Aura of Compulsion
7th +3 Ruthless Cunning
8th +3 Ability Score Improvement
9th +4 Improved Magic Resistance
10th +4 Banishment
11th +4 Witch Hunter Archetype Feature
12th +4 Ability Score Improvement
13th +5 Mental Fortitude
14th +5 No Escape
15th +5 Witch Hunter Archetype Feature
16th +5 Ability Score Improvement
17th +6 Overwhelming Willpower
18th +6 Incorruptible Soul
19th +6 Ability Score Improvement
20th +6 Destroyer of Monsters


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 skill checks to uncover information about its whereabouts and abilities. Also you gain advantage on attacks against this creature, this effect lasts for 6 hours or until the creature dies. Once you use this feature you must complete a long rest until you may use this feature again.

Arcane Scholar[edit]

Years of study has allowed you to determine the origin of arcane arts and spells. Beginning at 1st level you a +5 bonus to passive 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.

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.

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 whenever you take damage from a magical source it is reduced by 3 damage. In addition once per long rest you may choose to end one spell effect on yourself.

Ruthless Investigation[edit]

To seek out aberrations from beyond the veil Witch Hunters have trained to extract information from all sources, with expediency. At 5th 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.

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 6th level when a creature makes a Deception skill check against you they must first make a Charisma Saving Throw or fail automatically. The save DC is 10 + your proficiency bonus + your Charisma modifier.

Ruthless Cunning[edit]

Improved Magic Resistance[edit]

Your natural residences have been further increased through rigorous training. You gain advantage on saving throws against spells and other magical effects. You gain one more use of your feature to end one spell effect on yourself per long rest.


You have learnt to strike at the source of hellish powers and demon worshipers and tear their unholy bodies asunder. When attacking a fay, fiend, or undead creature they take an additional 2d6 damage and cannot regenerate for a turn if able. In addition 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 or until the creature makes a successful constitution saving throw.

Mental Fortitude[edit]

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.

No Escape[edit]

Whenever you do damage to a creature you may choose to reduce their speed to 10 ft less than yours unless their speed is lower. 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. Once you use this feature you must perform a long rest before using it again.

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 you automatically pass all death saving throws and if at half or less your full HP you gain 2 HP. You gain a bonus equalling to your charisma bonus to any saving throw you make.

Incorruptible Soul and 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 19th level you gain immunity to poison and Necrotic damage.

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.


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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn

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 a penalty equal to your proficiency bonus.

Unwavering Sight

At 15th level you may gain True Sight a number of times equal to your charisma modifier. You regain all uses once you take a short rest.


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.

Arcane Dabblings

At 3rd level pick a spell with the ritual tag from the wizard or cleric spell list, the spell must be 1st level. You may cast the spell as a ritual. You gain another ritual at 5th 11th, and 15 level. The ritual you gain at 5th level may be up to a 2nd level spell, at 11th level it may be up to 4th level, and at 15th level it may be up to 6th level.

Experienced Ritual Caster

Starting at 5th level when you cast a ritual spell you can do so discreetly, you half the time normally take to cast the spell and and can do so silently without components.

Arcane Wards

Starting at 11th 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.

Stare Into the Abyss

At 15th level you may choose a single 3rd level wizard spell, once per long rest you may cast that spell with a Spell save DC = 8 + your proficiency bonus + your Intelligence modifier and a Spell attack modifier = your proficiency bonus + your Intelligence modifier.


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 may choose one frighten or charmed creature you can see, that creature may incidentally make a saving throw to end the effect, the saving throw gains a bonus equalling your charisma modifier.

Discerning Sight

Beginning at 5th level whenever you encounter an illusion you have a 4% per level chance to automatically see through it. Every friendly creature within 15 ft of you gain a passive perception bonus equaling your wisdom modifier.

Additional Studies

At 11th level you may choose another skill from the Witch Hunter Skill list to be proficient in, you gain an additional 2 intelligence and your maximum intelligence increases by 2 to a maximum of 30.

Icon of Deduction

At 15th level you and all friendly creatures that can see you gain advantage on investigation and insight skill checks.


Prerequisites. To qualify for multiclassing into the Witch Hunter class, you must meet these prerequisites: Wis 13 and Chr 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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