Path of the Witch Hunter v1.0 (DnD 5e)

by jam

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Path of the Witch Hunter

Barbarians who follow the Witch Hunter’s path are determined to seek out and destroy practitioners of dark magic wherever they may hide. Harnessing their rage, these mighty hunters can shrug off powerful magic and pursue their foes by any means necessary. Such a Barbarian may have personal experience with dark magic, perhaps even being the victim of a Witch’s curse themself once, or they may be motivated to destroy Occult mages by a higher power.

Subclass Features

Level Feature
3rd Rage through Curses
6th Sense for Magic
10th Fists of Cold Iron
14th Unending Pursuit

Rage through Curses

At 3rd level, you learn how to channel your rage to resist spells. When you fail a saving throw against a spell while you’re raging, you can use your reaction to re-roll the saving throw and use the new result. If this re-roll makes you succeed, your Rage ends.

Sense for Magic

At 6th level, your senses become honed to catch the subtle limits of deceptive magic. You may use your Charisma modifier instead of Intelligence on Investigation checks, and on your turn you can use a bonus action to expand your senses, becoming aware of any invisible objects or creatures within 15 feet of you. You can activate this feature a number of times equal to your proficiency modifier, and you regain all spent uses when you complete a long rest.

Fists of Cold Iron

At 10th level, you know how to wrestle even the most wily adversaries. Whenever a creature grappled by you takes an action or bonus action other than attempting to break free from the grapple, they take damage equal to your Charisma modifier.

Additionally, if any creature grappled by you attempts to cast a spell with Somatic or Material components, you can use your reaction to stifle their spell. Make an Athletics check, contested against the enemies Spellcasting modifier. If you succeed, the spell fails, and any held material components are dropped. If you fail, the spell is cast, and they break free from your grapple.

Unending Pursuit

At 14th level, you are now so savvy to the ways of witches that you can use their own tricks against them. While you’re raging, you are proficient in Intelligence, Wisdom, and Charisma saving throws. Whenever an enemy within 5 feet of you teleports, you can follow their teleport, arriving within 5 feet of them in a square of your choice at the teleport destination.

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