Focus
Max 6Focus is the Witch Hunter's core resource and the only currency that can't be bought with a spell slot. It represents disciplined attention, prepared rites, and the cost of holding your mind shut against things that shouldn't be inside it. Every anti-magic technique, every warded strike, and every rite of severing is paid for out of this pool. You have 2 Focus points at Witch Hunter level 1, 3 at level 5, 4 at level 9, 5 at level 13, and 6 at level 17. Your Focus DC, used by most techniques, equals 8 + your Proficiency Bonus + your Wisdom modifier.
- Reset
- Regain all expended Focus when you finish a short or long rest.
- Spending
- Expend Focus only as directed by a feature or technique. Most techniques cost 1 Focus; Warding Sign, Steadfast Heart, Pin the Shadow, Break the Hex, Read the Taint, Brand the Prey, Consecrated Arms, Iron Ward, Unraveling Strikes, Cleanse the Flesh, Sense the Puppeteer, Rally the Cell, Sever the Tie, Sunder the Sigil, Final Severance, Compelling Testimony, Venomed Edge, Strike from the Veil, True Name Recall, Warded Mind's reroll, and Witchsight cost 1 Focus. Throat of Salt, Reflect Ward, Banish the Unnatural, Sever the Chain, Circle of Salt, Sigil of Binding, Warden's Command, Soul Anchor, and Verdict of Iron cost 2 Focus. Purge the Tainted, Grand Severance, and Sanctified Ground cost 3 Focus, as does the second benefit of Unbroken Vigil. Focus points spent on a failed attempt (for example, a target succeeding on its saving throw) are still spent. You can't spend Focus while Incapacitated.
- Recovery
- You regain all expended Focus when you finish a short rest or a long rest. Dauntless Vigil restores Focus up to 2 when you roll Initiative if you have fewer than 2 remaining, and Unbroken Vigil restores all expended Focus when you roll Initiative at Witch Hunter level 20. No other class's features, and no spell, restores Focus points.