Ranger Archetype: Witch Hunter

by Delorusi

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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 zone of truth
9th magic circle
13th banishment
17th holy weapon*

*XGtE pg. 157

Holy Arsenal

At 3rd level, you are adept at purging unholy creatures. When you hit a creature with a crossbow or a firearm, you can deal an extra 1d6 radiant damage to the target, which can take this extra damage only once per turn.

The extra damage increases to 1d8, 1d10 when you reach 5th, 11th level in this class.


Additionally, choose an option that compliments your arsenal. You choose one additional option at 11th.

Balance. Even if you are wielding a crossbow or a firearm in one hand, you can gain Dueling's effect normally. Also after you attack with a melee weapon, once you gain a +2 bonus to attack rolls you make with a crossbow or a firearm.

Bulletstorm. You ignore the Two-Handed property of crossbows and Musket with which you are proficient. But when you use these crossbows and Musket as one-Handed, range will be (30/120).

Parry and Riposte. When you aren't welding shield and are wielding a finesse weapon and another creature hits you with a melee attack, you can use your reaction to add +2 to your AC for that attack. If this causes the attack to miss, you may immediately make a melee attack with your finesse weapon.

Inquisitor. You can use crossbows or firearms as a ranger's spellcasting focus, as described in the Spellcasting section. You can perform the somatic components of spells even when you have crossbow or a firearm in one or both hands. You can choose one spell from the paladin spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a ranger spell for you.

Inevitable Interrogation

By 3th 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, when you have weapons in one or both hands, you don't need a free hand to load a one-handed weapon(see "Ammunition" Weapon Properties).

The condemner

By 7th level, you can examine a creature through divine aid. As an action, select creatures within 30 feet of you and make a Wisdom (Insight) check contested by the creature's Charisma (Deception) check. On a success, If the creature's type is aberrations, celestials, elementals, fey, fiends, and undead, a creature will become frightened by 1 minute. The frightened target can make a Charisma saving throw against your spell save DC at the end of each of its turns, ending the effect on itself on a success.

You may use this feature once per long rest.

Iron Faith

At 11th level, you can resist evil temptations with your iron will. As a reaction when you or a creature within 30 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.

Inquisitor's Judgment

At 15th level, you can recite prayers to power your next attack to defeat heresy. As an bonus action, you can use one of the following options while reciting a prayer.

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.

Punishment Shot. 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.

You can use this feature once per turn and an amount equal to your Wisdom modifier (minimum of 1). You regain all expended uses when you finish a long rest.

Credits

Concept and Inspiration


Witch Hunter V4.1 by u/JollerMcAwesome


Art: "Condemned by Fire" Dan Abnett


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

 

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