Witchhunter

A hunter, tracker and slayer of witches and other magic users. They specialize in chasing down anyone magical and disabling them or disrupting their magical abilities. Originally hailing from the Northren Clans there are orders of witchhunters throughout the world. Even hidden in places that are aligned with magic.
  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 CON Save DC8 + Proficiency Bonus + WIS Modifier which they must succeed to cast the spell.
  You get the Mageslayer feat for free at level 1.
 

Proficiency

    • Firearms
    • Simple weapons
    • Martial weapons
    • Light armor
    • Medium armor
    • Shields
Magic Hatred. Pick a type of magic, you add a 1d4 to any Saving Throw, Ability or Skill check against that type.
    • Arcane Hatred: You particularly hate Arcane magic users.
    • Divine Hatred: You particularly hate Divine magic users.
Saving Throw proficiency: Intelligence and Wisdom

Skills: Choose 2

    • Athletics
    • Acrobatics
    • Nature
    • Survival
    • Investigation
    • Perception
    • Sleight of hand
    • Stealth

 

Class Features

Hit Dice: d10
At level 1
Choose Magic Hatred: Choose Arcane or Divine magic.

  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.
Mageslayer. Take the Mageslayer feat for free.
  At level 2
Choose a 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.

At level 3
Greater Disrupt Magic: You now do half damage against your target as well as the disrupt magic effect.
Spell Breaker: Once per short rest you can decide to remove 1d4 levels of spell slots from a spellcaster on a succesful melee attack e.g. two 1st level slots or one 2nd level slot.

At level 4
Ability Score Improvement or feat.

At level 5
Extra Attack: you can attack twice with one action.

At level 6
Cut the Flow: You break a magic users concentration so violently they're unable to grasp the flow of magic. When you break a magic users concentration their spell casting is disabled until the start of your next turn.
Greater Spell Breaker: Once per short rest you can decide to remove 1d6 levels of spell slots from a spellcaster on a succesful melee attack.

At level 7
Greater Hatred: Your hatred for your magical foes increases and you roll a d6 against your chosen magic type.

At level 8
Ability Score Improvement or feat.

At level 9
Detect Magic: You become so attuned to hunting magic users that you can detect magic within a 60ft cube passively.
Greater Spell Breaker: Once per short rest you can decide to remove 1d8 levels of spell slots from a spellcaster on a succesful melee attack.

At level 10
Greater Disrupt Magic: You now do full damage against your target as well as the disrupt magic effect.

At level 12
Ability Score Improvement or feat.
Superior Spell Breaker: Once per short rest you can decide to remove 1d8 levels of spell slots from a spellcaster on a succesful melee attack.

At level 14
Greater Hatred: Your hatred for your magical foes increases and you roll a d8 against your chosen magic type.

At level 15
Legendary Spell Breaker: Once per short rest you can decide to remove 1d10 levels of spell slots from a spellcaster on a succesful melee attack.

At level 16
Supreme Disrupt Magic: Add your Hatred die to the damage roll if it's your chosen magic type.

At level 18
Greater Hatred: Your hatred for your magical foes increases and you roll a d10 against your chosen magic type.
Epic Spell Breaker: Once per short rest you can decide to remove 1d12 levels of spell slots from a spellcaster on a succesful melee attack.

At level 20
Disable Source: When you succeed a Disrupt Magic check you disable the magical flows in the target and they must continue to make the CON Save at the start of their turn until they succeed to be able to cast spells again.

Comments

Please Login in order to comment!