Witch Hunter 0.3
A human locks eyes with his foe, and the rest of the world goes silent. He rushes forwards, shrugging off the mage's attempts to stop him in his tracks, and swings a warhammer that crashes through all his enemy's magical protection.
A dart shoots into a warlock's neck, and a poison courses through his veins, burning away his magic. He reaches for the mystic arcana granted by his patron and finds them missing, and the tiefling hiding in the shadows smiles as she draws her dagger.
A dragonborn in full plate stands tall amidst a barrage of magical fire and lightning. One by one, the spells around them begin to fizzle out, and the last thing the enemy wizard sees is her own bolt of lightning reflecting off their armor and striking her instead.
These three are witch hunters, people who have chosen to hone their bodies and minds into deadly weapons for the purpose of fighting against practitioners of magic. Whether through overwhelming force, debilitating poisons, or sheer force of mind, witch hunters are able to draw on a well of resolve to hit hard and evade or negate a spellcaster's most deadly abilities. Some witch hunters do not do as well as other martial combatants against warriors wielding mundane steel, but they can slay mages that could disintegrate a regular fighter or rogue with just a word and a gesture.
Too Dangerous To Live
Witch hunters devote their lives to hunting down those who use magic in unacceptable ways. Depending on a witch hunter's individual experience and the other hunters they train with, the definition of "unacceptable" may vary. One witch hunter may have a moral objection to necromancy, and decide to hunt down any practitioner who engages in raising the dead. Another might believe that the use of magic at all marks someone as too unpredictable or dangerous to be left alone, and hunt down those who know so much as a cantrip. Still another may have no problem with mages in general, but devote their life to training as a witch hunter to kill a single powerful sorceror against whom they have a personal vendetta. What a witch hunter does with their defeated foes can vary from hunter to hunter as well - by far the most common way to ensure a mage does not again use their powers unacceptably is to kill them, but some witch hunters may seek out ways to remove a person's magic without ending their life, or be satisfied with imprisoning them in some sort of secure facility. No matter the method, though, all witch hunters share a belief that there are certain magic-users who are simply too dangerous to be left alone, and they must be stopped at any cost.
We Will Not Fall
To hunt mages powerful enough to burn a normal person to a crisp in seconds requires a certain amount of determination and bravery that most people lack. Training and experience has given witch hunters the ability to draw on their resolve to push themselves beyond their normal limits - avoiding enemy attacks, striking harder and quicker than any normal person, and sometimes even pushing their minds hard enough to stop enemy magic in its tracks. But while this determination is useful in combat, it can make some witch hunters difficult to deal with in more peaceful situations. They are stubborn beyond measure, often with strong principles and beliefs they will refuse to compromise under any circumstances. This can sometimes be exploited by cunning enemies, if they craft a situation where the witch hunter must sacrifice some advantage in order to do what they believe to be right.
Creating a Witch Hunter
As you create your witch hunter, consider what may have convinced you to lead this life. Were you born into it, raised from a young age to oppose and slay mages? Did you swear revenge on a powerful wizard or sorceror, and devote your life to learning how to defeat them? Or maybe you consider magic itself to be a dangerous, destabilizing force, and believe that all its practitioners must be stopped?
You may also want to consider which of the witch hunter tenets you plan to follow. The different tenets often disagree with each other on various methods; Forsworn witch hunters are distrusted and sometimes hated by followers of other tenets for their use of magic. Slayers and Stalkers typically disagree on whether it is best to kill their enemies quickly or quietly. Templars tend to get along decently well with both Slayers and the Forsworn, but their association with the Forsworn and their mental abilities bring them too close to magic for the taste of some of the more thorough hunters.
Quick Build
You can make a witch hunter quickly by following these suggestions. First, Constitution and either Strength or Dexterity should be your highest ability scores, depending on what types of weapons you wish to wield, followed by Charisma if you plan to follow the Templar's Tenet or Wisdom otherwise. If you plan to follow the Tenet of the Forsworn, you may wish to make Wisdom your highest ability score instead. Second, choose the Outlander background.
Witch Hunter
| Level | Proficiency Bonus | Features | Resolve |
|---|---|---|---|
| 1st | +2 | Eye for the Arcane, Fighting Style | – |
| 2nd | +2 | Resolve, Invigoration | 2 |
| 3rd | +2 | Hunter's Tenet | 2 |
| 4th | +2 | Ability Score Improvement | 3 |
| 5th | +3 | Extra Attack, Vital Strategy | 3 |
| 6th | +3 | Ability Score Improvement | 4 |
| 7th | +3 | Hunter's Tenet feature | 4 |
| 8th | +3 | Ability Score Improvement | 4 |
| 9th | +4 | Discern Arcana, Wakefulness | 5 |
| 10th | +4 | Hunter's Tenet feature | 5 |
| 11th | +4 | Weavepiercer, Invigoration Improvement | 5 |
| 12th | +4 | Ability Score Improvement | 6 |
| 13th | +5 | Arcane Resilience | 6 |
| 14th | +5 | Ability Score Improvement | 6 |
| 15th | +5 | Hunter's Tenet feature | 7 |
| 16th | +5 | Ability Score Improvement | 7 |
| 17th | +6 | Ethereal Sight | 7 |
| 18th | +6 | Hunter's Tenet feature | 8 |
| 19th | +6 | Ability Score Improvement | 8 |
| 20th | +6 | Total Invigoration | 8 |
Class Features
As a witch hunter, you gain the following class features.
Hit Points
- Hit Dice: 1d8 per witch hunter level
- Hit Points at 1st Level: 8 + your constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your constitution modifier per witch hunter level after 1st
Proficiencies
- Armor: Light and medium armor, shields
- Weapons: Simple and martial weapons
- Tools: Thieves' tools, poisoner's tools
- Saving Throws: Constitution, Intelligence
- Skills: Choose three from Acrobatics, Arcana, Athletics, Insight, Intimidation, Investigation, Medicine, Perception, Religion, Stealth, and Survival.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a martial weapon and a shield or (b) a martial weapon and two simple weapons
- (a) leather armor or (b) scale mail
- (a) a heavy crossbow and 20 bolts or (b) a blowgun and 10 poison darts
- (a) a burglar's pack, (b) a dungeoneer's pack, or (c) an explorer's pack
- (a) poisoner's tools or (b) thieves' tools
Alternatively, you may start with 4d4 × 10 GP to buy your own equipment.
Multiclassing
Prerequisites. To qualify for multiclassing into the witch hunter class, you must meet these prerequisites: Dexterity and Constitution 13.
Proficiencies. When you multiclass into the witch hunter class, you gain the following proficiencies: Light armor, simple weapons, martial ranged weapons, one tool from the class's tools list.
Poison Darts
Witch hunters may start with 10 poison darts, which can be fired from a blowgun. Poison darts inflict 1 piercing damage on a hit, and the target must make a Constitution saving throw to avoid being poisoned for 1 hour. Depending on your accuracy with the weapon, you may be able to target an enemy's vital organs with the dart, making it harder to resist the poison; the save DC to avoid being poisoned is 10 + your dexterity modifier.
Eye for the Arcane
At 1st level, you have sworn an oath to hunt down those who use their arcane powers unacceptably. In pursuit of your quarry, you learn to keep an eye out for the involvement of magic. You have advantage on all Arcana, Investigation, and Perception checks made to discern the existence of a magical item, residual traces of magic in an area, or any such information about the involvement of magic in a certain place or event.
Fighting Style
Also at 1st level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a fighting style option more than once, even if you later get to choose again.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
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.
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.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Resolve
At 2nd level, you will let nothing dissuade you from the hunt. You gain 2 points of resolve, which can be expended to perform certain feats or resist enemy attacks. You gain more resolve at higher levels, as shown in the Resolve column of the witch hunter class table. You regain all expended resolve when you finish a short or long rest.
Whenever you are targeted by or must make a saving throw against a spell, you may expend any number of resolve points as a reaction and add that number to your AC or saving throw modifier. This only applies to the triggering spell, and you do not add anything to your AC or saving throw modifier against additional attacks or effects. You gain additional resolve features at higher levels.
Invigoration
Also at 2nd level, you can push yourself to the limit in times of need. When you or an ally you can see falls below half of their maximum hit points due to an enemy attack, the danger sharpens your focus and allows you to instantly retaliate. As a reaction, you can move up to your movement speed towards the enemy that dealt the damage and make a weapon attack against it. If you can make multiple attacks with the Attack action, you can make that number of attacks as part of this reaction.
You can use this feature a number of times equal to your Strength or Dexterity modifier (choose one), after which you must complete a long rest. Beginning at 11th level, you regain all uses of this feature when you finish a short or long rest.
Hunter's Tenet
At 3rd level, you have chosen to follow the tenet of a particular group of witch hunters. Choose one from the Slayer's Tenet, the Stalker's Tenet, the Templar's Tenet, or the Tenet of the Forsworn. Your chosen tenet grants you features when you choose it at 3rd level, and again at 7th, 10th, 15th, and 18th levels.
Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th levels, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score over 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Vital Strategy
Also at 5th level, you can plan your attacks against your foes to do the most damage. Your weapon attacks score a critical hit on a roll of 19 or 20. As part of a weapon attack, you can expend 2 points of resolve to position your weapon for maximum effect. On a hit, the damage roll is automatically maximized.
Discern Arcana
At 9th level, you have become so adept at noticing magic that you can innately sense its presence. You are always under the effects of the detect magic spell. In addition, you are sensitive enough to the specific magical signatures of objects and creatures that you can determine certain information about them. As a bonus action, you can expend 2 points of resolve to see a faint aura around any visible creature or object in the area that bears magic. You learn the schools of magic, if any, of all objects you sense in this way, and if you sense a creature that can cast spells, you know the number of spell slots it has and the level of the most powerful spell it can cast.
Wakefulness
Also at 9th level, you have trained your body to sleep lightly, as well as to require significantly less sleep than normal. You must sleep for only four hours during a long rest to gain all the benefits of a long rest. If you have an ability which allows you to forego sleep by remaining inactive in some way for a certain amount of time, such as an elf's Trance, the amount of time you must remain inactive in this way is halved. While you are asleep, any sound louder than normal speech will wake you if you have a passive Perception of at least 10. However, if you wish, you can continue to sleep through the sound.
Weavepiercer
At 11th level, you have learned techniques to sharpen and maintain your weapons so they can slice through protective magic. If your target is under the effect of any spell or magic that reduces incoming bludgeoning, piercing, or slashing damage, your weapon attacks are unaffected by that spell. This effect does not allow you to bypass innate resistances such as a werewolf's natural immunity to nonmagical, nonsilvered bludgeoning, piercing, and slashing damage.
Arcane Resilience
At 13th level, you become adept at withstanding powerful spells. You can add your proficiency bonus to any saving throw you make against a magical effect, even if you are not proficient with that saving throw. As an action, you can expend 4 points of resolve to prepare yourself to recognize and defend against incoming spell attacks. Until the start of your next turn, you have advantage on all saving throws against spells, and all spell attacks targeting you have disadvantage.
Ethereal Sight
At 17th level, you are so accustomed to hunting magic-users that you can detect magic almost effortlessly. The range of your Eye for the Arcane increases to 60 feet, and you can sense the presence of magical objects and creatures in the Ethereal Plane. You know if any object or creature you sense is affected by magic intended to hide or disguise it, and you have advantage on any rolls made to see through such illusions. If you use your resolve to see an aura around an invisible creature, you have advantage on the first attack roll you make against it.
Endless Stamina
At 20th level, your endurance and resolve are the stuff of legends. You do not need to sleep, and you can spend short rests engaged in light activity, including traveling at a slow walking pace. Whenever you attack an enemy as a reaction with your Invigoration feature, you regain one point of resolve if you do not already have all your resolve points.
Hunter's Tenet
All witch hunters follow a certain tenet, a principle that guides their actions in the hunt. These four tenets are the Slayer's Tenet, the Stalker's Tenet, the Templar's Tenet, and the Tenet of the Forsworn. Witch hunters who follow the Slayer's Tenet defeat their enemies with overwhelming force and singular focus, falling into a battle trance that sharpens their mind and lets them concentrate all their fury on a singe target. Those who follow the Stalker's Tenet hunt from the shadows, not letting their quarries know of their presence until they already have a bolt through their hearts. The Templar's Tenet exemplifies vigilance and resilience, and its followers learn to disrupt and nullify their enemies' magic to remain unharmed in the face of the most powerful spells. Finally, Forsworn witch hunters believe that magic can only be fought with magic, and use their resolve and keen powers of observation to use their foes' power against them.
The Slayer's Tenet
To fight and win against a mage's might, a witch hunter must be an instrument of death, focused entirely on a single target and able to bring the full force of their strength to bear down on them in an instant. This is the core belief of those who follow the Slayer's Tenet. Slayers do not always seek to kill their enemies, despite their common title, but once in combat they will focus solely on victory against their foe at any cost.
Battle Trance
At 3rd level, you have meditated deeply on the Slayer's Tenet and gained the ability to enter a battle trance. As an action on your turn, you can expend a point of resolve to focus all your mind on combat with a single target. The world becomes quiet around you, and all you are aware of is yourself and your enemy. While in a battle trance, the following effects apply:
- You cannot directly target anyone but your chosen foe with an attack, spell, or ability.
- When you make a weapon attack against your chosen foe, you have advantage on the attack roll.
- You gain a +3 bonus to your AC and all saving throws, but only against attacks made or spells cast by your chosen foe.
- You are immune to being charmed, frightened, or stunned.
Your battle trance lasts for 1 minute. It ends early if you are knocked unconscious or if your chosen enemy is defeated (knocked unconscious, killed, or incapacitated in such a way that they cannot continue to fight). You can also choose to end your battle trance early as a bonus action.
Unceasing Concentration
Also at 3rd level, if your chosen foe is defeated while you are in a battle trance, you may shift the focus of your trance to any other enemy as a reaction. If you do so, your trance does not end early. In addition, if your trance would end due to the allowed time having passed, you can expend a point of resolve as a bonus action to stay in a battle trance for 1 more minute.
Clash of Fate
Starting at 7th level, others around you without sufficient force of personality cannot interfere in your duel with your chosen foe while you are in a battle trance. If any creature tries to target you or your chosen enemy with an attack or spell, they must make a Charisma saving throw with a DC of 10 + your proficiency bonus. On a failure, they cannot attack or cast the spell, and they lose that action. If a creature succeeds on this saving throw once, they do not need to make it for any subsequent attacks or spells until this battle trance ends.
When you are in a battle trance, as a reaction when your chosen foe attempts to disengage or move out of your reach, you can expend 2 points of resolve to force them to fight you. For the remaining duration of your battle trance, your foe cannot take the Disengage action against you, and when you make an opportunity attack, your foe must make a Strength saving throw with a DC of your attack roll to avoid being knocked prone and unable to escape your range. This includes the triggering action.
Juggernaut
At 10th level, you become nearly unstoppable when focused on an enemy. While in a battle trance, your speed cannot be reduced below 30 feet unless the effect that would do so specifically says that your speed is reduced to 0 or that you cannot move. As a free action at the end of your turn while in a battle trance, you can expend 3 points of resolve and declare an attack you will make against your chosen foe on your next turn. The declaration can be nonverbal, such as glaring and raising a weapon to prepare to strike, but it must be clear to your chosen foe what you are going to do. Until your next turn, any attempts to prevent you from making the attack (such as by charming, grappling, or restraining you) automatically fail. On your next turn, your movement speed is doubled, and if the attack hits, you can maximize the damage dealt.
Until It Is Done
Beginning at 15th level, while in a battle trance, having 0 hit points does not knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don't die until your battle trance ends, and you die then only if you still have 0 hit points. In addition, if you would drop to 0 hit points or die from any damage not dealt by your chosen foe while you are in a battle trance, you can expend 4 points of resolve to instead drop to 1 hit point.
United In Battle
At 18th level, as part of a short rest, you can spend time invigorating up to 6 allies to form a warband with them. Until your next short rest, you can expend 6 points of resolve as a bonus action to enter a group battle trance. All members of your warband, including yourself, become immune to being charmed, frightened, or stunned and can take the Help action as a bonus action or as a reaction to any rolls made by other members. They can aid attacks against creatures within 10 feet, and can give creatures advantage on saving throws with the Help action. Your battle trance ends in 1 minute, or if all enemies are defeated or only one member remains conscious. Members can also remove themselves from the warband as a bonus action. When using slayer features that require a single target, pick any one enemy to receive the effect.
The Stalker's Tenet
The best way to kill a mage is to never let them know you're there, at least according to witch hunters who follow the Stalker's Tenet. Stalkers strike from the shadows, ending fights before they begin with deadly assassinations, quick and unexpected strikes, or debilitating poisons. While stalkers don't share slayers' ideals of single combat and an unyielding focus on martial might, they do share a sort of tenacity; once a stalker identifies their quarry, they will hunt a mage to the ends of the earth to make them pay for whatever transgressions they have committed.
Stalker's Pursuit
At 3rd level, you have chosen to follow the Stalker's Tenet and hunt from the shadows, tracking your quarry wherever they run and striking when they least expect it to disable and debilitate. You have advantage on any checks made to discern the location of someone you are hunting, as well as any checks made to find evidence of their past presence in a location. In addition, as part of a weapon attack, you can expend 1 point of resolve to focus the blow on a specific body part in order to hinder your foe. On a hit, you deal damage as normal, and you choose one of the following effects to apply:
- Sweep. You target your enemy's legs, knocking them down to their knees. Your target is knocked prone.
- Sprain. You target your enemy's arms, interrupting their movements. On the target's next turn, its first attack has disadvantage and it cannot cast spells that require somatic components.
- Silence. You target your enemy's neck, cutting off speech. On the target's next turn, it cannot speak or cast spells that require verbal components.
Accustomed to the Shadows
At 7th level, you have become an expert in hiding yourself and noticing the secrets of others. You can attempt to hide even when lightly obscured, and enemies have disadvantage on Perception checks made to notice you. You also have advantage on all rolls made when taking the Search action, and can take the Search action as a bonus action.
Expert Envenomator
At 10th level, you have mastered the art of crafting powerful poisons to weaken your foes. Your proficiency bonus is doubled for any ability check you make that uses your proficiency with poisoner's tools. As part of a short or long rest, you can make an Intelligence check with a DC of 18 to craft one of the following poisons. If you have a set of poisoner's tools, you can add your proficiency with poisoner's tools to the roll.
- Lockjoint. The target must pass a Constitution saving throw or have disadvantage on Strength- and Dexterity-based ability checks, saving throws, and weapon attacks for the next hour.
- Mindmelt. The target must pass an Intelligence saving throw or have disadvantage on Intelligence checks and saving throws for the next hour. During this time, in order to cast any spell, the target must pass an Intelligence (Arcana) check with a DC of 5.
- Witchbane. The target must pass a Wisdom saving throw or lose its highest 1d4 spell slots. If the target can cast spells without expending spell slots, such as with a warlock's Mystic Arcanum, uses of those features count as spell slots for the purpose of this poison.
All poisons can be applied to a melee weapon or five pieces of ammunition over the course of one minute. If applied to a melee weapon, the poison has a chance to take effect on the first five attacks made with the weapon. The save DC for all poisons listed here is 12, or 10 + your dexterity bonus if you use a blowgun with poisoned darts. If your target ingests one of these poisons, the save DC becomes 18.
Nothing Left Behind
At 15th level, you have become an expert in both covering your tracks and following the trails of your targets. You leave no trace of your passing, cannot be tracked by magical means, and you can track creatures under the effect of pass without trace or similar effects. If anyone attempts to discern your location or any information about your condition or surroundings through magical means, you are aware of this and can sense the identity of the caster if you know them already. In addition, when you sense that someone is trying to track you, you can expend 3 points of resolve to cause their magic to fail, leaving them completely unaware of your location as if they had not cast the spell. However, they are aware that you caused their magic to fail.
Lurking Assassin
At 18th level, your expertise in piercing through magical methods of hiding have given you the knowledge to weave those same energies around yourself in a limited sense. You are undetectable by blindsight, tremorsense, scent, or any magical perception. All creatures have disadvantage on any checks made to notice your presence or know your location unless you choose to reveal yourself. On your turn, you can take the Hide action regardless of if you are visible to others; if you Hide while you can be seen, you appear to blend into your surroundings and vanish from sight. Finally, as part of a weapon attack against a creature who cannot see you, you can expend 4 resolve points to position your weapon perfectly to end their life. On a hit, you roll four times your normal damage dice, and they must pass a Constitution saving throw with a DC of 15 or be stunned until the start of your next turn.
The Templar's Tenet
Witch hunting is dangerous work. Magic is a powerful force, and if a mage is given too much time, they can cast spells that will destroy a careless hunter. Slayers and stalkers both try to defeat their quarries before that happens, but templars take a different path. By honing their minds and personalities into bastions of resilience, templars can shrug off even the most powerful spells. With experience, they can even disrupt the force of magic itself, weakening their foes permanently.
Templar's Fortitude
At 3rd level, you have chosen to follow the Templar's Tenet and live by the principle that you must train your body and mind to resist your targets' spells to better fight them. You gain proficiency with heavy armor, and while you are wearing armor, your AC against incoming spell attacks is increased by 1.
Force of Will
Also at 3rd level, you have honed your mind and personality to empower you in combat. When you roll initiative, you can choose to use your Charisma modifier in place of your Dexterity modifier. If you are wearing armor that lets you add your Dexterity modifier to your AC, you can choose to add your Charisma modifier instead. In addition, when you are targeted by any effect that requires you to make a saving throw, you can expend 1 point of resolve to make a Charisma saving throw in place of the normal saving throw for the effect. You can use your Iron Will feature at the same time as this feature.
Witchbane
At 7th level, your weapon attacks are imbued with a weaker form of the stalker poison known as witchbane. Whenever you hit a target with a weapon attack, the target must make a Wisdom saving throw with a DC of 8 + your proficiency bonus + your charisma modifier. On a failure, the target loses its lowest spell slot. Your own form of witchbane can only drain spell slots of 4th level and lower. As part of a weapon attack, you can expend 3 points of willpower to temporarily sever your target's connection to the Weave. On a hit, if the target fails its wisdom saving throw against your Witchbane effect, it cannot cast spells on its next turn.
Mirrormind
Starting at 10th level, you learn to wear the force of your will like armor to repel incoming spells. When you are hit by a spell attack, roll a d10. On a 9, the spell is reflected and deals no damage. On a 10, the spell is reflected back at its caster, and the caster takes the effect of the spell.
Nullify
At 15th level, you have trained your mind to fully suppress weaker spells. Cantrips cannot be cast within 30 feet of you, and cantrips cast from outside that radius cannot target any object or creature within 30 feet of you. As a reaction when a spell is cast at a target within 30 feet of you, you can expend 4 points of resolve to cause the magic to fizzle out. If the spell is 4th level or lower, it instantly dissipates with no effect. Otherwise, make a Charisma check with a DC of 10 + the spell's level. On a success, the spell dissipates.
Mana Void
At 18th level, your ability to disrupt magic has gone far beyond what any normal templar can do. The range of your Nullify feature expands to 60 feet, and your Witchbane feature always succeeds on a hit. Whenever anyone casts a spell within 60 feet of you, unless you decide otherwise, the spell costs two spell slots. If no other spell slots of the same level are available, the next lowest spell slot is consumed. In addition, you can expend 6 points of resolve as an action to create an antimagic field around yourself. The field reaches for 60 feet in every direction around you, and lasts for 1 minute. You do not need to concentrate on the field to keep it in place, and it does not move with you.
The Forsworn Tenet
All witch hunter tenets provide their followers with ways to make up for the fact that witch hunters are less powerful than the mages they hunt. Slayers make up for this with strength and focus, stalkers with stealth and quick, disabling strikes, and templars with impressive abilities to resist magic. Forsworn witch hunters reject all these means. Those who follow the Tenet of the Forsworn use their keen skills of observation to follow their targets into the arcane, believing that magic can only truly be fought against in kind. Although many other witch hunters are wary of their methods, it is difficult to argue with their effectiveness.
Forbidden Knowledge
At 3rd level, you have chosen to follow the Tenet of the Forsworn and live by the principle that the path to victory lies in taking your enemies' powers for your own. Through carefully observing your enemies' actions and researching on your own, you have figured out the casting directions for a handful of spells, as shown in the Forsworn spell list.
Cantrips
You know two cantrips of your choice from the Forsworn spell list, and can cast them at will. You learn a third Forsworn cantrip of your choice at 10th level.
Spell Slots
You have a number of spell slots you use to cast your spells of 1st level and higher, shown in the Spell Slots column of the Forsworn Spellcasting table. All your slots are the same level, as shown in the Slot Level column. For example, if you were a 7th level Forsworn witch hunter, you would have two 2nd-level spell slots which you could use to cast spells of up to 2nd level. You regain all your expended spell slots at the end of a short or long rest.
Spells Known of 1st Level and Higher
You know all the spells on the Forsworn spell list, but must spend time practicing your spells in order to have them readily available. You can prepare a number of spells equal to your current maximum number of resolve points, and you can change your list of prepared spells during a short or long rest. If you gain maximum resolve by increasing in level, you do not learn an additional spell instantly, but can practice and prepare one additional spell during your next short or long rest.
Spellcasting Ability
As a forsworn witch hunter, you cast spells by using your wits and perception to perfectly mimic other spellcasters. Wisdom is your spellcasting ability for your forsworn spells. You use your Wisdom whenever a spell refers to your spellcasting ability.
Spell Save DC
Spell attack modifier
Spellcasting Focus
When casting spells that require material components, you do not need to provide components if the components do not have a cost associated with them. You do not need a spellcasting focus to receive this benefit; your own body acts as a spellcasting focus for your forsworn spells.
Ritual Casting
If you know any spell with the ritual tag, you may cast it as a ritual without expending a spell slot.
Forsworn Spellcasting
| Level | Cantrips Known | Spell Slots | Slot Level |
|---|---|---|---|
| 3rd | 2 | 1 | 1 |
| 4th | 2 | 2 | 1 |
| 7th | 2 | 2 | 2 |
| 10th | 3 | 2 | 2 |
| 13th | 3 | 2 | 3 |
| 16th | 3 | 2 | 3 |
| 19th | 3 | 2 | 4 |
Copycat
Also at 3rd level, you learn to observe other casters' spells on the fly to learn your magic. As a reaction when a creature casts a spell of a level you could cast, you can expend 2 points of resolve and make an Intelligence (Arcana) check with a DC of 10 + 2 × the spell's level. If you succeed, this spell is added to the forsworn spell list for you, and during your next short or long rest, you can practice it as normal to be able to cast it.
If the spell requires a verbal component, you must be able to hear the initial caster clearly to use this feature. If the spell requires a somatic component, you must be able to see the initial caster's empty hand to use this feature. If the spell requires a material component with an associated cost, you must be able to see the initial caster's component in order to use this feature. Finally, you must also be able to observe the effects of the spell in order to use this feature.
If you observe a spell being cast as a ritual, you may use this ability as normal, but you must observe the full ritual. If you miss any part at the beginning, end, or in the middle, you cannot learn the spell. If you learn a spell by seeing it performed as a ritual, you may only cast it as a ritual.
Once the spell is added to your spell list, it will stay there for one day, during which you can practice it as part of a short or long rest as normal. During that time, if you ever practice the spell, it will stay on your spell list for one days after you do so. If you go one full day without practicing or preparing a spell that is not on the default forsworn spell list, it is removed from your spell list.
Mystic Redirection
At 7th level, you can bend magical energies around yourself. Whenever you take damage from a spell, you can reduce the damage dealt by your proficiency bonus. This is applied before any resistance or vulnerability you may have. In addition, as a reaction when a creature targets you with a spell, you can expend 3 points of resolve and make an Intelligence (Arcana) check with a DC of 10 + 2 × the spell's level. On a success, you capture the magical energies, causing the spell to have no effect. You can then cast the spell once without expending a spell slot. When you cast the spell, it takes the attack bonus or spell save DC of its initial caster, rather than your own.
Lower Arcana
At 10th level, your skills with simple magic have grown further. You can use your Copycat feature on cantrips, which are considered to have a spell level of 0. In addition to the normal amount of spells you can practice during a short or long rest, you can practice two cantrips, either from the basic Forsworn spell list or cantrips you learned with your Copycat feature. You continue to know your Forsworn cantrips regardless of what other cantrips you practice.
Spell Siphon
At 15th level, you can redirect magical energies with greater speed and skill, allowing you to direct beneficial effects closer to yourself and harmful ones further away. Whenever you are targeted by a spell that restores your hit points or bestows temporary hit points, you receive the maximum amount of hit points possible. When you are targeted by a spell attack that deals damage using 3 or more damage dice, you can remove the highest die rolled from the damage you take. In addition, as an action on your turn, you can expend 3 points of resolve to steal a magical effect from a creature you are aware of within 60 feet of you. Make an Arcana check with a DC of 20. On a success, you gain the magical effect in question and the creature loses it. If the effect requires its caster to maintain their concentration on it in order to be maintained, you take over its maintenance and must maintain your own concentration on the effect.
Arcane Avatar
At 18th level, you can expend 4 points of resolve as a bonus action to attune yourself to the magical energies that permeate the world around you. For 30 seconds, all spells cost only 1 point of resolve to cast, all your spells are cast at fourth level, you are vulnerable to all magic, and you gain 1d8 temporary hit points whenever a creature other than yourself casts a spell within 60 feet of you. Once you return to normal, you cannot cast spells until you finish a long rest.
Forsworn Spell List
Cantrips (0 Level)
- Blade Ward
- Guidance
- Mage Hand
- Mending
- Message
- Resistance
- Sword Burst
- True Strike
1st Level
- Absorb Elements
- Bane
- Bless
- Comprehend Languages
- Detect Magic
- Heroism
- Hunter's Mark
- Identify
- Protection from Evil and Good
- Shield
- Snare
- Witch Bolt
2nd Level
- Augury
- Barkskin
- Blindness/Deafness
- Blur
- Detect Thoughts
- Enhance Ability
- Find Traps
- Locate Object
- Mind Spike
- Pass Without Trace
- See Invisibility
- Shadow Blade
- Silence
3rd Level
- Blink
- Clairvoyance
- Counterspell
- Dispel Magic
- Elemental Weapon
- Enemies Abound
- Haste
- Magic Circle
- Nondetection
- Slow
- Speak with Dead
- Tongues
4th Level
- Arcane Eye
- Banishment
- Death Ward
- Divination
- Freedom of Movement
- Locate Creature
- Mordenkainen's Private Sanctum
- Phantasmal Killer
- Stoneskin
Changelog
Version 0.2 to Version 0.3
- Reworked the Invigoration feature, it now does something completely different
- Added the Wakefulness feature at 9th level
- Renamed Eye for the Arcane II and Eye for the Arcane III to Discern Arcana and Ethereal Sight
- Replaced the 20th level feature Total Invigoration with Endless Stamina
- Reworked spellcasting for the Forsworn Tenet, which now uses spell slots instead of resolve
- Added three spells to the Forsworn spell list (Protection from Good and Evil, Blindness/Deafness, and Magic Circle)
- Removed names for resolve features separate from the class and subclass features that grant them