Ranger Archetype: Witch Hunter

by Joller

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Witch Hunter | JollerMcAwesome

Ranger Archetype: Witch Hunter

Witch Hunters are grim individuals often trained with crossbows or firearms who through holy power seek out corruption in order to bring it down. They often have varying motivations why they are a part of this archetype. It could be for vengeance, wealth or a religious cause. How they attain their divine aid also differs between individuals, but in its core it's a tool to take out the wicked that plagues the world.

Witch Hunter Spells

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*

*XGtE pg. 157

Holy Arsenal

At 3rd level, you are adept at purging unholy creatures. Once per turn, when attacking with a crossbow or a firearm, you may add your Wisdom modifier to the damage. This bonus damage is radiant damage. You also learn the cantrip sacred flame.


Additionally, choose an option that compliments your arsenal.

Assorted. If you have a melee weapon in one hand, being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.

Distant. Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.

Immediate. The bonus radiant damage from this feature can also be applied to melee weapons.

Utilizing. Consumable items that require an action can instead be used as a bonus action.

Coated For Death

At 3rd level, you can gain proficiency with firearms.

The cost of crafting silvered ammunition and coating weapons in silver is halved. When you use silvered ammunition or weapon for an attack, it is considered magical for the purposes of overcoming resistances and immunities.

Witch Hunter | JollerMcAwesome

Prying Assassin

By 7th level, you gain proficiency in the Insight and Investigation skills. If you are already proficient in either skill, your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

Additionally, as an action you can examine a creature through divine aid. Select a creature within 30 feet of you and make a Wisdom (Insight) check contested by the creature's Charisma (Deception) check. On a success, you know if the creature is affected by magic, its creature type, and you perceive the original form if the creature is a shapechanger for 1 hour. You may use this feature once per long rest.

Halt in the name of God

At 11th level, you can punish those in motion.

As a reaction when a creature willingly moves within 120 feet of you, the creature must make a Charisma saving throw against your spell save DC. If the creature fails, it will take radiant damage equal to your Wisdom modifier for every 5 feet it willingly moves.

The creature can repeat the saving throw at the start of each of its turns, ending the effect on itself on a successful save.


You can use this feature once per short rest.

Credits

Witch Hunter V4.1 by u/JollerMcAwesome


Art:

"Zombie Hunter" by Kim Ha yeong

"Condemned by Fire" book cover


Inspired by Warhammer Fantasy by Games Workshop. Quote is taken from the Warhammer wikia.

Decline the Heresy

Beginning at 15th level, you know how to ignore hostile influences. As a reaction when you or a creature within 60 feet gain a charmed and frightened condition, you remove that condition from yourself or the creature. This can only be used on the same turn as the condition was applied.

"If you're not a witch, you have nothing to fear."

—Walter Keller, Witch Hunter Captain, said the night before the burning of Almshof.

 

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