Witch Hunter

by crazyfuton

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Witch Hunter

Where there is power, there are those that abuse that power. Witch Hunters are a small, but dedicated, fraternity of specialists. They search and destroy spellcasters that use their arcane abilities to bring harm to others. While most pursue the life of a Witch Hunter for noble reasons, there are some who seek to destroy any who wield the weave. Most Witch Hunters operate in the shadows, only revealing themselves when the time is right and their success is a certainty. When one wrong move could end in disintegration, as there is no room for error.

Bonus Proficiency

When you adopt this archetype at 3rd-level, you gain the skills necessary to understand and undermine spellcasters. You gain proficiency in the Arcana skill, and any time you make an Intelligence (Arcana) check to recall information about spellcasters or spellcasting, you have advantage on the roll.

Spellbreak

3rd-level Witch Hunter feature

You learn the signature technique of the Witch Hunters; cutting through the weave, you weaken your target's connection to their magic. When you hit a target with an attack, you can convert the damage to force damage and the attack gains 1d8 additional damage. This damage increases to 2d8 at 18th level.

Additionally, the next spell cast the target makes before the end of your next turn is modified. The target either subtracts 1d4 from their spell casting attack roll, or, if the spell requires a saving throw, the targets of that spell adds 1d4 to their save.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses after finishing a short or long rest.

Spellsight

7th-level Witch Hunter feature

Your training as a Spellbreaker has given you the unique ability to detect the magical ability of other creatures. You can use an action to examine one creature you can see within 90 feet of you. You immediately learn its spellcasting ability (if it has one), and the level of the highest spell the creature can cast.

Arcane Defense

10th-level Witch Hunter feature

You can sense the weave around you, letting you ground yourself back to the weave when it is plucked to bring about harm. You have resistance to damage dealt from spells.

Energy Redoubt

15th-level Witch Hunter feature

When a spell is cast within 30ft of you that targets a single creature also within 30ft of you, you can use your reaction to become the target of the spell instead. When you do this, you gain temporary hit points equal to your Constitution modifier. You cannot do this if the spell would be unable to target you.

Rebuke Entropy

18th-level Witch Hunter feature

When you take damage from a spell that is not bludgeoning, slashing, or piercing damage, you store a fragment of that magic within. Your next attack on your following turn gains an additional 1d10 damage. The type of damage this feature deals is same type of damage that was inflicted upon you.

Image Credit to Alexander Kretov
 

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