Ranger: Witch Hunter
Witch Hunters, typically skilled in the use of crossbows or firearms, are characterized by their unwavering pursuit of corruption through the use of holy power. Their motivations for joining this archetype can vary, ranging from the desire for vengeance, wealth, or religious devotion. The methods they use to obtain divine aid are diverse and personal, but their primary objective is always to eliminate the malevolent forces that threaten the world. The Silver Legion, a Ultemacian paramilitary organization, is one of the largest associations of Witch Hunters, employing their skills to hunt down renegade mages and spread the teachings of the Ultemacian State Religion: Dei Sol.
Furthermore, you learn the cantrip Sacred Flame, which counts as a ranger spell for your benefit.
Witch Hunter Spells - 3rd
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Witch Hunter Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.Ranger Level | Spell |
---|---|
3rd | Protection From Evil and Good |
5th | Gentle Repose |
9th | Remove Curse |
13th | Locate Creature |
17th | Holy Weapon |
Divine Strike - 3rd Level
Your knowledge of the divine truth allows you to strike harder. When you make a weapon attack, you may add your Wisdom modifier to your damage. You may do this a number of times equal to your Proficiency Bonus. After you have expended all of your uses, you may not use this ability until you have completed a long rest.Silver Bullet Solution - 3rd Level
Your process of creating silvered weapons and ammunition becomes far more effective. The cost required to craft silvered ammunition and coat weapons in silver is halved.Assorted Arsenal - 7th Level
You possess a remarkable skill in utilizing a variety of weapons to eliminate the impious with great efficiency. If you made a ranged attack in the previous round, you have an advantage on melee attacks, and vice versa for melee attacks. However, you may only have one of these types of advantage per turn (if you made both a ranged and melee attack, you may have advantage on only one of them).Furthermore, you learn the cantrip Sacred Flame, which counts as a ranger spell for your benefit.
Expect the Unexpected - 11th Level
You tend to have the upper hand even when things take a bad turn. You may use one of the following features by speaking a phrase.- Cleansing Shot: Before attacking with a crossbow or a firearm, you bless the ammunition. On a hit, the target takes an additional 4d6 radiant damage. For one round, the target can't be invisible and emits bright light from itself up to 30 feet.
- Destabilizing: Before attacking with a crossbow or a firearm, you curse the ammunition. On a hit, the target takes an additional 4d4 psychic damage, and the target will have disadvantage on their next saving throw until the end of your next turn.
- Decline the Heresy: As a reaction when you or a creature within 60 feet gain a charmed or frightened condition, you remove that condition from yourself or the creature.
- Stop the Devious: As a reaction when a creature moves within 60 feet of you, the creature must make a Wisdom saving throw against your spell save DC. If the creature fails, its movement speed is reduced to 0, and attacks against the creature can't suffer disadvantage, until its next turn.
Always Ready - 15th Level
Your intuition tells you when things turn grim. At the beginning of combat, you can treat your initiative roll as a 20, and on your first turn in combat, you have advantage on your attack rolls and your movement speed increases by 10 feet for that turn.Remove these ads. Join the Worldbuilders Guild
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