{"name":"Witchhunter Conclave (Homebrew)","overview":"You are a ranger who has devoted their life to rooting out witches and those who would wield magic for sinister and selfish means. As one who has trained in ways to both track and defend against these abhorrent spellcasters, a Witch Hunter is a master at fighting against witches and\u00a0their magical techniques.\r\n\r\n[h1]Witch Hunter Magic[\/h1]\r\nStarting 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\u2019t count against the number of ranger spells you know.\r\n[table]\r\n[tr]\r\n[th]Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]detect magic[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]mind spike[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td]counterspell[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13th[\/td]\r\n[td]locate creature[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17th[\/td]\r\n[td]hold monster[\/td]\r\n[\/tr]\r\n[\/table]\r\n\r\n\r\n[h1]Inquisitor\u2019s Quarry[\/h1]\r\nStarting at 3rd level, you can mark a target as your main\u00a0quarry, heightening your abilities against them. You can use\u00a0a bonus action to designate a creature that you can see\u00a0within 30 feet of you as your Inquisitor\u2019s Quarry, which\u00a0lasts for 1 minute. It ends early if the creature dies, you die,\u00a0or you are incapacitated. Until this effect ends, the\u00a0following conditions apply:\r\n\r\n[ul]\r\n[li]\u00a0You gain a bonus to saving throws against spells from a\u00a0creature affected by Inquisitor\u2019s Quarry equal to your Wisdom modifier (minimum of 1).[\/li]\r\n[li]The first time each turn that you hit the target with a weapon attack, you can force the target to make a Wisdom saving throw. On a failed save, the target has disadvantage on the next spell attack that it makes.[\/li]\r\n[li]\u00a0You cannot be frightened or possessed by the target while you are conscious.[\/li]\r\n[\/ul]\r\nYou can use this feature a number of times equal to your\u00a0Wisdom modifier (minimum of once). You regain all\u00a0expended uses of it when you finish a long rest.\r\n\r\n[h1]Bonus Proficiencies[\/h1]\r\nAt 3rd level, you become proficient in your choice of two of\u00a0the following skills: Arcana, History, Nature, or Religion.\r\n\r\n[h1]Improved Favored Enemy[\/h1]\r\nStarting at 3rd level, your dedication to hunting witches has\u00a0given you greater knowledge about their methods. You gain\u00a0humanoid as additional favored enemy, and it does not\r\ncount against your total number of favored enemies.\u00a0Additionally, are no longer bound to choose between two\u00a0humanoid races, and can apply this favored enemy to any\u00a0humanoid that has either the Spellcasting or Pact Magic\u00a0Feature.\r\n\r\n[h1]Experienced Hunter[\/h1]\r\nBy 7th level, your experiences have hardened your will and\u00a0heightened your awareness. You have advantage on saving\u00a0throws against being charmed, and you can no longer be\u00a0surprised.\r\n\r\nAdditionally, you gain a bonus to initiative rolls equal to\u00a0your Wisdom modifier (minimum of 1).\r\n\r\n\r\n[h1]Dispelling Strike[\/h1]\r\nAt 11th level, you have learned how to render magical\u00a0effects useless. Once per turn when you hit a creature that\u00a0is under the effects of a spell or other magical effect with a\u00a0weapon attack, you can make a Wisdom check. The DC\u00a0equals 10 + the spell or magical effect\u2019s level. On a\u00a0successful check, any spell or magical effect affecting the\u00a0creature ends.\r\n\r\nYou can use this feature a number of times equal to your\u00a0Wisdom modifier (minimum of once). You regain all\u00a0expended uses of it when you finish a long rest.\r\n\r\nWitch Hunter\u2019s Resolve\r\nAt 15th level, your resolve and willpower pushes you to\u00a0fight on. When a spell or other magical effect reduces you\u00a0to 0 hit points but does not kill you outright, you can instead drop to a number of hit points equal to your ranger\u00a0level, and until the end of your next turn, you have\u00a0advantage on saving throws against spells and other\u00a0magical effects.\r\n\r\nOnce you use this feature, you cannot do so again until\u00a0you finish a long rest.\r\n","hitdice":"d4","hitpointsfirstlevel":"","hitpointsathigherlevels":"","armorproficiencies":"","weaponproficiences":"","tools":"","savingthrows":"","skills":"","equipment":"","spellcasting":"","features":"","subclasses":"","tabledata":"","tags":"","templateId":"25","blockId":"489111","world":"0741b052-677d-47e0-94e1-5d2c72b0bd70","folder":"","isShared":"on"}