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Homebrew

Witchhunter

Core Witchhunter Traits
Primary Ability Wisdom
Hit Point Die 1d10
Saving Throw Proficiencies Wisdom and Dexterity
Skill Proficiencies Choose 2: Acrobatics, Arcana, Nature, Survival, Perception, Investigation, Science, Intimidation, Stealth
Weapon Proficiencies Simple Weapons, Martial Weapons and Firearms
Tool Proficiencies
Armor Training Light Armor, Medium Armor and Shields
Starting Equipment A one-handed Simple or Martial Weapon, Snaplock Pistol or Hand Crossbow, Studded Leather Armor and a Dungeoneer’s Pack.

A hunter, tracker and slayer of spellcasters and magical monsters. They specialize in disabling their spells or magical abilities. Fueled by hatred of all things magical they gain great resistance to magical effects.

Originally hailing from the Confederacy of Vec in the frozen north. The orders of Witchhunters have spread their influence throughout the world and can be found in major settlements. Even hidden in places that are aligned with magic.
Becoming a Witchhunter...
As a Level 1 Character:
Magic Hatred. You can use your hatred of magic to resist a magical effect. A number of times equal to your Magic Hatred points you can choose to succeed an Intelligence, Wisdom or Charisma Saving Throw from a magical source. Your Magic Hatred recharges on a short rest.   Disrupt magic. You are an expert in stopping the vocal or somatic components of magical spells. When you see a spell being cast you can use your reaction to make a disruption attack when they're in range of your weapon. If the attack hits they don't take any damage but it does trigger a Constitution Saving Throw DC8 + Proficiency Bonus + Wisdom Modifier which they must succeed to cast the spell. On failure they lose the Action, Bonus Action or Reaction used to cast the spell but not the spellslot.
As a Multiclass Character:
You gain a 1d10 Hit Point Die, proficiency with Martial weapons, Firearms, Light armor, Medium armor and shields.
You gain the following features:
Magic Hatred. You can use your hatred of magic to resist a magical effect. A number of times equal to your Magic Hatred points you can choose to succeed an Intelligence, Wisdom or Charisma Saving Throw from a magical source. Your Magic Hatred recharges on a short rest.
Disrupt magic. You are an expert in stopping the vocal or somatic components of magical spells. When you see a spell being cast you can use your Reaction to make a disruption attack when they're in range of your weapon. If the attack hits they don't take any damage but it does trigger a Constitution Saving Throw DC8 + Proficiency Bonus + Wisdom Modifier which they must succeed to cast the spell.
Class Features

Class Feature Table

Level Proficiency Bonus Class Features Magic Hatred Spellbreaker Die Disruption Damage
1 +2 Magic Hatred, Disrupt Magic, Weapon Mastery 1 - No damage
2 +2 Fighting Style Feat 1 - No damage
3 +2 Subclass 1 - No damage
4 +2 Ability Score Improvement 1 - No damage
5 +3 Extra Attack 2 1d4 No damage
6 +3 Cut The Flow 2 1d4 No damage
7 +3 Subclass feature 2 1d4 No damage
8 +3 Ability Score Improvement 2 1d4 No damage
9 +4 Detect Magic 3 1d6 Half damage
10 +4 Extra Reaction 3 1d6 Half damage
11 +4 Two Extra Attacks 3 1d6 Half damage
12 +4 Ability Score Improvement 3 1d6 Half damage
13 +5 Subclass feature 4 1d8 Half damage
14 +5 Magic Resistance 4 1d8 Half damage
15 +5 Inspired Hatred 4 1d8 Half damage
16 +5 Ability Score Improvement 4 1d8 Half damage
17 +6 Subclass feature 5 1d10 Full damage
18 +6 Eternal Hatred 5 1d10 Full damage
19 +6 Epic Boon 5 1d10 Full damage
20 +6 Disable Source 5 1d10 Full damage
Level 1: Magic Hatred
You can use your hatred of magic to resist a magical effect. Use one of your Magic Hatred points to succeed an Intelligence, Wisdom or Charisma Saving Throw from a magical source. Your Magic Hatred points recharge on a short rest.

Level 1: Disrupt Magic
You are an expert in stopping the vocal or somatic components of magical spells. When you see a spell being cast you can use your reaction to make a disruption attack when they're in range of your weapon. If the attack hits they don't take any damage but it does trigger a Constitution Saving Throw DC8 + Proficiency Bonus + Wisdom Modifier which they must succeed to cast the spell.

Level 2: Fighting Style Feat
  • Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Defense: While you are wearing armor, you gain a +1 bonus to AC.
  • 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.
  • Blind Fighting: Gain 10 feet of Blindsight
  • 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.
  • Thrown Weapon Fighting: When you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
  • Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
  • Close Quarters Shooter: When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.

Level 3: Witchhunter Subclass
You gain a Witchhunter subclass. For the rest of your career, you gain each of your subclass’s features that are of your Witchhunter level or lower.

Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Witchhunter levels 8, 12, and 16.

Level 5: Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.

Level 5: Spell Breaker
On a successful melee attack you choose to use a Magic Hatred point to force the creature to make a Constitution Saving Throw DC8 + Proficiency Bonus + Wisdom Modifier, on failure your attack removes 1d4 levels of spell slots or equivalent magical resources or abilities e.g. two 1st level slots or one 2nd level slot of the casters choice.

Level 6: Cut the Flow
When you break a creatures Concentration on a Spell it produces violent magical feedback and they're unable to grasp the flow of magic. The creatures spell casting is disabled until the start of your next turn.

Level 8: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Witchhunter levels 12, and 16.

Level 9: Detect Magic
You become so attuned to hunting magical creatures that you can detect magic within a 60 ft cube passively.

Level 10: Extra Reaction
You become extra watchful and quick with your reflexes. You gain another Reaction per turn.

Level 11: Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.

Level 12: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Witchhunter level 16.

Level 14: Magic Resistance
Your hate for magic becomes so intense that you shrug of damage dealt from magical sources. You gain Resistance to all damage from magical sources.

Level 15: Inspired Hatred
When you are the target of a Spell or magical ability you gain Heroic Inspiration unless you already have it.

Level 16: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Level 18: Eternal Hatred
Once per long rest your hatred fuels you to bounce back from death itself. When you're reduced to 0 Hit Points instead you can choose to make a Wisdom Saving Throw DC10, on success you stay on 1 Hit Point.

Level 20: Disable Source
When a creature fails Cut the Flow or Disrupt Magic Saving Throw they must continue to make the Constitution Saving Throw at the start of their turn until they succeed to be able to cast spells again.
Subclasses





Created by

nasandre.

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