Witch Hunter

Witch hunters are mortals who have looked into the dark and refused to blink. They train to smell the taint of pacts, curses, and possession, to break hexes laid on their allies, and to sever the chains binding a fiend or a pact-sworn spellcaster to the power that feeds them. They trust warded iron, careful notes, and corroborated evidence far more than any open display of magic. Where a holy warrior smites and a priest prays, the witch hunter investigates, prepares, and then strikes at exactly the wrong moment for the enemy, stripping away the magic that made the monster dangerous before the blade ever falls. Their discipline is mental as much as physical: a witch hunter's mind is a fortress, hardened against psychic intrusion, charm, and terror. They work alone or in small cells, keep meticulous journals of everything they have faced and survived, and consider an unbroken seal more sacred than any oath.

Class Features

Hit Die d10
Primary Ability Strength or Dexterity, Wisdom
Saving Throws Wisdom, Constitution
Archetype Martial
Ability Categories martial_abilities
Caster Progression None

Proficiencies

Armor Light armor, Medium armor, Shields
Weapons Simple weapons, Martial weapons
Tools Herbalism Kit
Skills Choose 3 from Arcana, Insight, Intimidation, Investigation, Perception, Religion, and Survival

Class Resources

Focus

Max 6

Focus 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.

Class Abilities

Martial Abilities

Brand the Prey
Bonus Action 1 Focus Level 1
Range 60 feet
Target One creature you can see within 60 feet
Duration 1 minute
Movement None
Attack / Save None
Defense None

You mark a creature as your quarry, tracking it and striking it harder while the brand holds.

Rules Text:

Bonus Action. Expend 1 Focus and choose one creature you can see within 60 feet. For 1 minute, you know the direction and distance to that creature as long as it is on the same plane of existence, you have Advantage on Wisdom (Perception) and Wisdom (Survival) checks made to find or track it, and once per turn when you hit it with a weapon attack you deal an extra 1d6 damage of the weapon's damage type. At Witch Hunter level 9 the extra damage becomes 2d6, and at level 17 it becomes 3d6. The brand ends early if you use this ability again, if the creature dies, or if you are Incapacitated.

Damage Effect
Attack: once per turn, on a weapon attack hit
Range: 60 feet
Target: the branded creature
Damage: 1d6 the weapon's damage type (2d6 at Witch Hunter level 9, 3d6 at Witch Hunter level 17)
Resource: expend 1 Focus
Utility Effect
Attack: None
Range: 60 feet
Target: the branded creature
Defense: None
Resource: None
Read the Taint
Magic action 1 Focus Level 1
Range 30 feet
Target One creature you can see within 30 feet
Duration 1 minute
Movement None
Attack / Save None
Defense None

You study a creature and read the marks of magic, curses, and pacts on it without the creature noticing.

Rules Text:

Magic action. Expend 1 Focus and choose one creature you can see within 30 feet. For 1 minute, or until you use this ability again, you learn whether the creature is affected by any spell, curse, hex, or pact-bond; whether it is a shapechanger or disguised by magic; and whether it is an Aberration, Celestial, Elemental, Fey, Fiend, or Undead. For each spell affecting it, you learn its school of magic and its spell level. If the creature is affected by a curse or a pact-bond, you learn the direction and approximate distance (to the nearest mile) of the creature that placed it, provided that creature is on the same plane. The target makes no saving throw and isn't aware of your scrutiny.

Utility Effect
Attack: None
Range: 30 feet
Target: one creature
Defense: None
Resource: expend 1 Focus
Break the Hex
Magic action 1 Focus Level 1
Range Touch
Target One willing creature, or one object
Duration Instantaneous
Movement None
Attack / Save Wisdom check against the curse's save DC (only for curses of 4th level or higher or placed by a creature of CR 10+)
Defense None

You unwind a curse, a hex, or a spell laid on a creature or object by touch and prepared rite.

Rules Text:

Magic action. Expend 1 Focus and touch one willing creature (which can be you). Choose one curse, one hex, or one spell of 1st level or lower affecting that creature; it ends. If you touch a cursed object, the curse is suppressed for 1 hour but isn't removed. If the effect is a curse of 4th level or higher, or a curse placed by a creature of CR 10 or higher, you must succeed on a Wisdom check against the curse's save DC (DC 15 if it has none) for the effect to end. Scaling: at Witch Hunter level 9 the spell level limit increases to 3rd; at Witch Hunter level 17 it increases to 5th. You can use this ability on an unwilling creature only if it is Incapacitated or willing.

Debuff Effect
Attack: Wisdom check vs the curse's DC for high-level curses
Range: Touch
Target: one curse, hex, or spell affecting a touched creature or object
Defense: None
Resource: expend 1 Focus
Consecrated Arms
Bonus Action 1 Focus Level 1
Range Touch
Target One weapon you are wielding
Duration 1 minute
Movement None
Attack / Save None
Defense None

You anoint your weapon with salt, ash, and holy water so that it bites deeper into things that shouldn't exist.

Rules Text:

Bonus Action. Expend 1 Focus and touch one weapon you are wielding. For 1 minute, your weapon attacks with that weapon deal an extra 1d4 Radiant damage. If the target of an attack is an Aberration, Celestial, Elemental, Fey, Fiend, or Undead, or is currently affected by a spell, curse, or possession, the extra damage is 2d4 Radiant instead. At Witch Hunter level 11 these values increase to 2d4 and 3d4 respectively. The effect ends early if you use this ability again or if you drop the weapon.

Damage Effect
Attack: weapon attack rolls
Target: creatures hit by the consecrated weapon
Damage: 1d4 radiant (2d4 radiant against Aberrations, Celestials, Elementals, Fey, Fiends, Undead, or spell-afflicted targets; both values increase to 2d4 and 3d4 at Witch Hunter level 11)
Duration: 1 minute
Resource: expend 1 Focus
Steadfast Heart
Reaction 1 Focus Level 3
Range 30 feet
Target You or one creature you can see within 30 feet
Duration Instantaneous
Movement None
Attack / Save Reroll the triggering saving throw with a +Wisdom modifier bonus (minimum +1)
Defense Rerolled saving throw against Charm, Fear, Possession, or Psychic damage

You catch a failing mind before it falls, hardening a creature against charm, terror, possession, and psychic assault.

Rules Text:

Reaction, taken when you or a creature you can see within 30 feet fails a saving throw against being Charmed, Frightened, or Possessed, or against Psychic damage. Expend 1 Focus. The creature rerolls the saving throw, adding your Wisdom modifier (minimum +1) to the new roll, and must use the new result. You can use this ability after seeing the failed roll but before the GM resolves the effect.

Buff Effect
Saving Throw: the triggering saving throw
Range: 30 feet
Target: you or one ally within 30 feet
Defense: reroll the save with a bonus equal to your Wisdom modifier (minimum +1)
Resource: expend 1 Focus
Iron Ward
10 minutes (ritual) 1 Focus Level 4
Range Touch (up to a 15-foot-square area)
Target One doorway, threshold, or 15-foot-square area
Duration 8 hours
Movement None
Attack / Save Charisma saving throw against your Focus DC to cross the ward
Defense Creates a barrier that blocks entry and warns you of approaching creatures

You trace a warded threshold of chalk, salt, and iron that the unnatural cannot cross without fighting your discipline.

Rules Text:

You spend 10 minutes tracing the ward on a doorway, threshold, or a 15-foot-square area you can reach, and expend 1 Focus. The ward lasts 8 hours. Aberrations, Celestials, Elementals, Fey, Fiends, and Undead can't cross the ward's boundary unless they succeed on a Charisma saving throw against your Focus DC; a creature that succeeds can cross freely for the remaining duration. The ward also alerts you with a mental ping whenever a creature of one of those types comes within 30 feet of it. A creature currently Charmed or Possessed by one of those types must also succeed on the saving throw to cross. The ward ends early if you create another Iron Ward.

Control Effect
Saving Throw: Charisma
Attack: None
Range: the warded area
Target: Aberrations, Celestials, Elementals, Fey, Fiends, and Undead attempting to cross
Defense: blocks movement through the warded boundary
Resource: expend 1 Focus
Utility Effect
Attack: None
Range: 30 feet from the ward
Target: you
Defense: None
Resource: None
Pin the Shadow
Reaction 1 Focus Level 4
Range 60 feet
Target One creature you can see within 60 feet
Duration Instantaneous
Movement None
Attack / Save Charisma saving throw against your Focus DC
Defense None

You nail a fleeing thing in place, spoiling its teleport, its vanishing act, or its slide into another plane.

Rules Text:

Reaction, taken when a creature you can see within 60 feet teleports, turns Invisible, or shifts to another plane of existence. Expend 1 Focus. The creature must succeed on a Charisma saving throw against your Focus DC. On a failed save, the teleport, the invisibility, or the planar shift fails and any resource spent to produce it (spell slot, use of an ability, or similar) is still expended. A creature that succeeds on this saving throw is immune to your Pin the Shadow for 1 hour.

Control Effect
Saving Throw: Charisma
Attack: None
Range: 60 feet
Target: one creature teleporting, turning Invisible, or shifting planes
Defense: None
Resource: expend 1 Focus
Warding Sign
Reaction 1 Focus Level 5
Range 30 feet
Target One attacking creature or one creature forced to make a saving throw
Duration Instantaneous
Movement None
Attack / Save Imposes Disadvantage on the triggering attack roll, or grants Advantage on the triggering saving throw
Defense Disadvantage on one attack roll against you or an ally, or Advantage on one saving throw

You throw up a sign of iron and salt between a spell and its target.

Rules Text:

Reaction, taken when a creature you can see within 30 feet targets you or an ally with an attack roll or forces you or an ally to make a saving throw, and the attack or effect comes from a spell, a magical ability, or a supernatural creature. Expend 1 Focus. Choose one of the following: the attack roll is made with Disadvantage, or one target of the effect has Advantage on its saving throw against it. You must choose before the attack roll or saving throw is made.

Buff Effect
Range: 30 feet
Target: you or one ally within 30 feet
Defense: Disadvantage on the triggering attack roll, or Advantage on the triggering saving throw
Resource: expend 1 Focus
Severing Slash
No action required (part of the Attack action) 1 Focus Level 5
Range Melee reach or the weapon's range
Target One creature hit by your weapon attack
Duration Instantaneous
Movement None
Attack / Save The weapon attack roll that triggered this ability
Defense None

A cut aimed at the magic inside a creature as much as at its flesh.

Rules Text:

Once per turn, when you hit a creature with a weapon attack, you can expend 1 Focus to deal an extra 1d8 Radiant damage. If the target is an Aberration, Celestial, Elemental, Fey, Fiend, or Undead, or is currently affected by a spell, curse, hex, or pact-bond, the extra damage is 2d8 Radiant instead. At Witch Hunter level 11 these values increase to 2d8 and 3d8; at Witch Hunter level 17 they increase to 3d8 and 4d8.

Damage Effect
Attack: the triggering weapon attack
Range: weapon range
Target: one creature hit
Damage: 1d8 radiant (2d8 against Aberrations, Celestials, Elementals, Fey, Fiends, Undead, or spell-afflicted targets; 2d8/3d8 at Witch Hunter level 11; 3d8/4d8 at Witch Hunter level 17)
Resource: expend 1 Focus
Cleanse the Flesh
Magic action 1 Focus Level 5
Range Touch
Target One willing creature
Duration Instantaneous
Movement None
Attack / Save None
Defense Restores Hit Points and removes a poison, disease, or level of Exhaustion

Field surgery, bitter herbs, and burned-out poison: you patch what the hunt has left of an ally.

Rules Text:

Magic action. Expend 1 Focus and touch one willing creature. End one disease or one poison affecting it, remove one level of Exhaustion, and the creature regains 1d8 + your Wisdom modifier Hit Points. A creature can benefit from Cleanse the Flesh only once per short rest. This ability has no effect on Constructs or Undead.

Healing Effect
Attack: None
Range: Touch
Target: one willing creature
Defense: regains 1d8 + Wisdom modifier Hit Points
Resource: expend 1 Focus
Utility Effect
Attack: None
Range: Touch
Target: one willing creature
Defense: None
Resource: None
Sense the Puppeteer
1 minute 1 Focus Level 5
Range Touch
Target One willing creature
Duration 1 hour (the Advantage); Instantaneous (the information)
Movement None
Attack / Save None
Defense The examined creature has Advantage on saving throws against the identified controlling effect for 1 hour

You take an ally's hands in yours and follow the strings back to whoever is pulling them.

Rules Text:

You spend 1 minute examining one willing creature you are touching and expend 1 Focus. You learn whether the creature is currently Charmed, Frightened, Possessed, or magically controlled, and if so, you learn the direction and distance to the creature responsible (if it is on the same plane) and that creature's type. If the controller is on another plane, you instead learn only its creature type and that it is elsewhere. The examined creature has Advantage on saving throws against that specific controlling effect for 1 hour.

Utility Effect
Attack: None
Range: Touch
Target: one willing creature
Defense: None
Resource: expend 1 Focus
Buff Effect
Range: Touch
Target: the examined creature
Defense: Advantage on saving throws against the identified controlling effect
Resource: None
Rally the Cell
Magic action 1 Focus Level 7
Range 30 feet
Target Up to three creatures that can see or hear you
Duration 1 minute
Movement None
Attack / Save None
Defense Advantage on saving throws against spells and magical effects, and Resistance to Psychic damage

A few clipped words, and the hunters around you lock their minds down.

Rules Text:

Magic action. Expend 1 Focus and choose up to three creatures within 30 feet of you that can see or hear you. For 1 minute, each target has Advantage on saving throws against spells and other magical effects and has Resistance to Psychic damage. This effect ends early on a target that is Incapacitated and on all targets if you are Incapacitated.

Buff Effect
Range: 30 feet
Target: up to three allies within 30 feet
Defense: Advantage on saving throws against spells and magical effects; Resistance to Psychic damage
Resource: expend 1 Focus
Banish the Unnatural
Magic action 2 Focus Level 7
Range 30 feet
Target One creature you can see within 30 feet
Duration 1 minute (banishment) or until the end of the target's next turn (Restrained)
Movement None
Attack / Save Charisma saving throw against your Focus DC
Defense None

You name the thing for what it is and thrust it out of the world for as long as you can hold it there.

Rules Text:

Magic action. Expend 2 Focus and choose one creature you can see within 30 feet. It must make a Charisma saving throw against your Focus DC. On a failed save, if the creature is an Aberration, Celestial, Elemental, Fey, Fiend, or Undead, it is banished to a harmless demiplane for 1 minute; it repeats the saving throw at the end of each of its turns, ending the effect on a success. A creature that isn't one of those types has Advantage on this saving throw and, on a failure, is Restrained until the end of its next turn instead of banished. When the banishing ends, the creature reappears in the space it left or in the nearest unoccupied space.

Control Effect
Saving Throw: Charisma
Attack: None
Range: 30 feet
Target: one creature
Defense: None
Resource: expend 2 Focus
Throat of Salt
Reaction 2 Focus Level 7
Range 60 feet
Target One creature you can see within 60 feet that is casting a spell or using a magical ability
Duration Instantaneous
Movement None
Attack / Save Charisma saving throw against your Focus DC
Defense None

You choke the words out of a spellcaster mid-incantation, spoiling the casting before it lands.

Rules Text:

Reaction, taken when a creature you can see within 60 feet casts a spell or uses a magical ability. Expend 2 Focus. The creature must succeed on a Charisma saving throw against your Focus DC. On a failed save, the spell or ability fails and any resource it expended (such as a spell slot or a use of a limited feature) is wasted. On a successful save, the spell or ability functions normally, but the creature takes 1d8 Psychic damage. Regardless of the outcome, that creature is immune to your Throat of Salt for 24 hours. This ability can't affect a spell or ability that has no verbal, somatic, or material component and no visible manifestation, at the GM's discretion.

Control Effect
Saving Throw: Charisma
Attack: None
Range: 60 feet
Target: one spellcasting creature
Defense: None
Resource: expend 2 Focus
Damage Effect
Attack: None
Range: 60 feet
Target: the casting creature on a successful save
Damage: 1d8 psychic (None)
Resource: None
Sever the Chain
Magic action 2 Focus Level 9
Range 30 feet
Target One creature you can see within 30 feet
Duration 1 minute, or Instantaneous for a willing creature's curse or pact
Movement None
Attack / Save Charisma saving throw against your Focus DC (no save for a willing creature's curse or pact)
Defense Removes the target's magical Resistances and Immunities while severed

The signature rite of the order: you cut the line between a creature and whatever feeds it.

Rules Text:

Magic action. Expend 2 Focus and choose one creature you can see within 30 feet. It must succeed on a Charisma saving throw against your Focus DC. On a failed save, the creature is severed for 1 minute: it can't cast spells or use abilities granted by a patron, deity, or similar external power; it loses any Resistance or Immunity granted by magic (including Magic Resistance); and it can't regain Hit Points from spells. It repeats the saving throw at the end of each of its turns, ending the effect on a success. Alternatively, if the target is a willing creature suffering under a curse or a pact it wishes to escape, you can end that curse or pact permanently with no saving throw; the creature loses any benefits the pact granted. A creature that succeeds on this saving throw is immune to your Sever the Chain for 24 hours.

Debuff Effect
Saving Throw: Charisma
Attack: None
Range: 30 feet
Target: one creature
Defense: target loses Resistance and Immunity granted by magic
Resource: expend 2 Focus
Circle of Salt
Magic action 2 Focus Level 11
Range Self (20-foot-radius ring)
Target A 20-foot-radius ring of salt centered on you
Duration 10 minutes
Movement None (the ring blocks movement across its boundary)
Attack / Save Charisma saving throw against your Focus DC to cross the boundary
Defense Creates a barrier that blocks listed creature types from crossing

A poured ring of salt and iron filings makes a patch of ground into a room the unnatural can't enter.

Rules Text:

Magic action. Expend 2 Focus to pour a ring of salt and iron filings around yourself with a radius of 20 feet. For 10 minutes, Aberrations, Celestials, Elementals, Fey, Fiends, Undead, and any creature summoned or conjured by a spell can't cross the ring's boundary unless they succeed on a Charisma saving throw against your Focus DC; a creature that succeeds can cross for that round only and must repeat the saving throw each round it wishes to cross. Attacks, spells, and other effects pass through the ring normally. You can end the circle as a Free action. The circle ends early if you create another Circle of Salt.

Control Effect
Saving Throw: Charisma
Attack: None
Range: 20-foot-radius ring
Target: Aberrations, Celestials, Elementals, Fey, Fiends, Undead, and summoned creatures
Defense: None
Resource: expend 2 Focus
Sunder the Sigil
No action required (part of the Attack action) 1 Focus Level 11
Range Melee reach or the weapon's range
Target One creature hit by your weapon attack
Duration Instantaneous
Movement None
Attack / Save The weapon attack roll that triggered this ability
Defense None

You strike the anchor of a conjuration, not the thing it conjured.

Rules Text:

Once per turn, when you hit a creature with a weapon attack, you can expend 1 Focus to deal an extra 2d8 Radiant damage. If the creature was created, summoned, or animated by a spell (such as a conjured elemental, a summoned fiend, an animated object, or a creature animated by a spell) and this attack reduces it to 0 Hit Points, the spell that created it ends and that creature can't be re-created or reanimated by the same spell for 24 hours.

Damage Effect
Attack: the triggering weapon attack
Range: weapon range
Target: one creature hit
Damage: 2d8 radiant (None)
Resource: expend 1 Focus
Control Effect
Attack: None
Range: weapon range
Target: the spell that created the target
Defense: None
Resource: None
Reflect Ward
Reaction 2 Focus Level 13
Range Self (the reflected spell uses its original range)
Target The creature that cast the triggering spell
Duration Instantaneous
Movement None
Attack / Save Uses the original caster's own spell save DC or spell attack bonus for the reflected effect
Defense Negates the spell on you and turns it on its caster

You turn a spell aside so hard that it turns back on the one who cast it.

Rules Text:

Reaction, taken when you succeed on a saving throw against a spell or magical effect that targets you or includes you among its targets. Expend 2 Focus. The spell or effect is reflected back at its caster as if the caster had been the target, using the caster's own spell save DC or spell attack bonus. If the spell can't target the caster (for example, because it can only target a creature type the caster doesn't belong to), the spell merely ends and has no effect. You can use this ability after seeing the result of the saving throw.

Control Effect
Saving Throw: the original spell's saving throw
Attack: the original spell's attack roll if any
Range: the original spell's range
Target: the original caster
Defense: None
Resource: expend 2 Focus
True Name Recall
Magic action 1 Focus Level 13
Range 60 feet
Target One creature you can see within 60 feet
Duration 1 minute
Movement None (the target can't teleport or leave the plane while marked)
Attack / Save Charisma saving throw against your Focus DC, with Advantage if you don't know the creature's true name
Defense None

You speak the name you spent months learning, and the thing on the other end of it flinches.

Rules Text:

Magic action. Expend 1 Focus and name one creature you can see within 60 feet. If you know that creature's true name (learned through play, at the GM's discretion, such as from the Quiet Ledger, a bound fiend, or a captured cultist's testimony), the creature must succeed on a Charisma saving throw against your Focus DC or be marked for 1 minute: you have Advantage on attack rolls against it, it has Disadvantage on saving throws against your Witch Hunter techniques and features, and it can't teleport or leave the plane it is on. It repeats the saving throw at the end of each of its turns, ending the effect on a success. If you don't know the creature's true name, it has Advantage on the saving throw. A creature can be affected by your True Name Recall only once per day.

Debuff Effect
Saving Throw: Charisma
Attack: you gain Advantage on attack rolls against it
Range: 60 feet
Target: one named creature
Defense: target has Disadvantage on saves against your techniques
Resource: expend 1 Focus
Purge the Tainted
Magic action 3 Focus Level 15
Range Self (30-foot radius)
Target Each Aberration, Celestial, Elemental, Fey, Fiend, and Undead within 30 feet
Duration Instantaneous (Frightened lasts until the end of your next turn)
Movement None
Attack / Save Charisma saving throw against your Focus DC
Defense None

You raise your sign and burn everything in reach that shouldn't be standing.

Rules Text:

Magic action. Expend 3 Focus. Each Aberration, Celestial, Elemental, Fey, Fiend, and Undead within 30 feet of you must make a Charisma saving throw against your Focus DC. On a failed save, a target takes 6d8 Radiant damage and has the Frightened condition until the end of your next turn. On a successful save, it takes half damage and isn't Frightened. Creatures that aren't one of the listed types are unaffected by this ability.

Damage Effect
Saving Throw: Charisma
Attack: None
Range: 30-foot radius
Target: each qualifying creature within 30 feet
Damage: 6d8 radiant (Half damage on a successful save)
Conditions: frightened
Defense: None
Resource: expend 3 Focus
Soul Anchor
Reaction 2 Focus Level 15
Range 30 feet
Target One creature you can see within 30 feet that dropped to 0 Hit Points or died
Duration Until your next long rest
Movement None
Attack / Save Charisma saving throw against your Focus DC for any creature attempting to claim, devour, or bargain for the soul
Defense Wards the target's body and soul against animation, contact, and magical transport

You hold a dying creature's soul where it belongs, out of reach of anything that would eat it or wear it.

Rules Text:

Reaction, taken when a creature you can see within 30 feet drops to 0 Hit Points or dies. Expend 2 Focus. Until you finish a long rest, the creature's body and soul are warded: it can't be raised as Undead or otherwise animated, it can't be contacted, trapped, transported, or consumed by magical means, and any creature attempting to claim, devour, or bargain for its soul must succeed on a Charisma saving throw against your Focus DC or the attempt fails. The creature can still be restored to life by ordinary means, such as a Raise Dead or Resurrection spell.

Buff Effect
Saving Throw: Charisma
Attack: None
Range: 30 feet
Target: one dying or dead creature
Defense: target can't be animated as Undead or have its soul claimed or transported
Resource: expend 2 Focus
Grand Severance
Magic action 3 Focus; once per long rest Level 17
Range 60 feet
Target Up to three creatures you can see within 60 feet
Duration 10 minutes
Movement None
Attack / Save Charisma saving throw against your Focus DC
Defense Targets lose Resistance and Immunity granted by magic while severed

The rite the Quiet Ledger exists to record: you cut three chains at once and let the pieces fall.

Rules Text:

Magic action. Expend 3 Focus and choose up to three creatures you can see within 60 feet. Each target must succeed on a Charisma saving throw against your Focus DC. On a failed save, for 10 minutes the target is severed: every spell of 6th level or lower currently affecting it ends, it can't cast spells or use magical abilities, it loses any Resistance or Immunity granted by magic, and if it is a Fiend, Celestial, Fey, or Undead it also takes 6d8 Radiant damage. A severed creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you use Grand Severance, you can't use it again until you finish a long rest.

Debuff Effect
Saving Throw: Charisma
Attack: None
Range: 60 feet
Target: up to three creatures
Defense: targets lose magical Resistances and Immunities
Resource: expend 3 Focus; once per long rest
Damage Effect
Saving Throw: Charisma
Attack: None
Range: 60 feet
Target: Fiends, Celestials, Fey, and Undead that fail the save
Damage: 6d8 radiant (None)
Defense: None
Resource: None
Sanctified Ground
10 minutes (ritual) 3 Focus Level 17
Range Touch (up to a 60-foot-radius area)
Target An area up to 60 feet in radius
Duration 8 hours
Movement None (the consecration blocks entry across its boundary)
Attack / Save Charisma saving throw against your Focus DC to enter or remain
Defense Advantage on saving throws against curses, possession, and magical mind control inside the area

A ground you have walked on stops being a place the wrong things can stand.

Rules Text:

You spend 10 minutes walking the boundary of an area up to 60 feet in radius and expend 3 Focus. For 8 hours, the area is consecrated. Fiends, Undead, Aberrations, and creatures summoned or conjured by a spell can't enter the area unless they succeed on a Charisma saving throw against your Focus DC; a creature that succeeds can remain for 1 minute before it must repeat the saving throw. Any creature inside the area has Advantage on saving throws against curses, possession, and magical mind control. Spells cast inside the area can't create, summon, or animate Fiends, Undead, or Aberrations. You can end the consecration as a Free action, and it ends early if you create another Sanctified Ground.

Control Effect
Saving Throw: Charisma
Attack: None
Range: 60-foot-radius area
Target: Fiends, Undead, Aberrations, and summoned creatures
Defense: None
Resource: expend 3 Focus
Buff Effect
Range: 60-foot-radius area
Target: creatures inside the consecrated area
Defense: Advantage on saving throws against curses, possession, and magical mind control
Resource: None
Verdict of Iron
No action required (part of the Attack action) 2 Focus Level 17
Range Melee reach or the weapon's range
Target One creature hit by your weapon attack
Duration Instantaneous (Stunned until the end of the target's next turn)
Movement None
Attack / Save Constitution saving throw against your Focus DC
Defense None

You deliver the sentence you have already written down.

Rules Text:

Once per turn, when you hit a creature with a weapon attack, you can expend 2 Focus. The attack deals an extra 4d8 Radiant damage, and the target must succeed on a Constitution saving throw against your Focus DC or have the Stunned condition until the end of its next turn. A creature that succeeds on this saving throw is immune to your Verdict of Iron for 24 hours.

Damage Effect
Saving Throw: Constitution
Attack: the triggering weapon attack
Range: weapon range
Target: one creature hit
Damage: 4d8 radiant (None)
Conditions: stunned
Defense: None
Resource: expend 2 Focus

Class Progression

Primary Ruleset D&D 5.5 / SRD 5.2
Compatible Rulesets D&D 5.5 / SRD 5.2, D&D 5e / SRD 5.1
Balance Notes The Witch Hunter is a martial class with a d10 Hit Die, two saving throw proficiencies, full martial weapon and medium armor access, and a short-rest Focus pool of 2-6 points, putting its chassis in the same band as the Fighter and Paladin. It deals damage on par with a Fighter using Extra Attack plus a Focus-priced strike (comparable to Superiority dice or a Paladin's smite), but it has no spellcasting at all: every anti-magic tool costs an Action, Bonus Action, or Reaction and a limited Focus point, and most of its signature rites require the target to fail a Charisma, Constitution, or Wisdom saving throw against a Focus DC that scales with Wisdom. Its ceiling is very high against spellcasters, fiends, undead, and pact-bound enemies and noticeably lower against mundane armies, siege weapons, and brute monsters with nothing to nullify, which is the intended tradeoff. Its defensive features (Warded Mind, Perfect Ward, Inexorable Ward) arrive later and are narrower than a Paladin's aura, and its out-of-combat power is mostly investigative rather than magical.
Level Prof. Features Resources Spell Slots
1 +2 Hunter's Focus, Witchsight Focus: 2 points -
2 +2 Fighting Style - -
3 +2 Witch Hunter Order, Pactbreaker's Catechism or Warden's Lantern or Ashveil Training - -
4 +2 Ability Score Improvement or Feat - -
5 +3 Extra Attack Focus: 3 points -
6 +3 Warded Mind - -
7 +3 Sever the Tie or Compelling Testimony or Venomed Edge - -
8 +3 Ability Score Improvement or Feat - -
9 +4 Unraveling Strikes Focus: 4 points -
10 +4 Dauntless Vigil - -
11 +4 Sigil of Binding or Warden's Command or Strike from the Veil - -
12 +4 Ability Score Improvement or Feat - -
13 +5 Perfect Ward Focus: 5 points -
14 +5 Unclouded Eye - -
15 +5 Final Severance or Sentence of the Ward or Perfect Conversion - -
16 +5 Ability Score Improvement or Feat - -
17 +6 Inexorable Ward Focus: 6 points -
18 +6 Bane of the Unnatural - -
19 +6 Ability Score Improvement or Feat - -
20 +6 Unbroken Vigil - -

Class Features

Hunter's Focus (Level 1)

You gain a pool of Focus points that fuels every Witch Hunter technique. 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. You regain all expended Focus points when you finish a short or long rest. Some of your abilities require a creature to make a saving throw against your Focus DC, which equals 8 + your Proficiency Bonus + your Wisdom modifier. Focus is a class resource; it is not spellcasting, and it is not recovered by any effect that restores spell slots.

Resource Cost: See the Focus resource entry

Witchsight (Level 1)

As a Bonus Action, you can expend 1 Focus to open your Witchsight for 10 minutes. Until it ends, you know the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 60 feet of you that isn't behind Total Cover, even if that creature is Invisible or disguised. You also sense whether any creature, object, or area within 30 feet of you carries a curse, a hex, a possession, or an active spell, and you learn the school of magic of any spell you sense. While Witchsight is active, you have Advantage on Intelligence (Arcana), Intelligence (Investigation), Intelligence (Religion), and Wisdom (Insight) checks made to identify a supernatural creature, a curse, a hex, a possession, or a pact. Witchsight does not reveal a creature's name, stat block, or specific capabilities.

Resource Cost: 1 Focus

Fighting Style (Level 2)

You gain a Fighting Style feat of your choice (such as Archery, Blind Fighting, Defense, Dueling, Great Weapon Fighting, Interception, Protection, Thrown Weapon Fighting, Two-Weapon Fighting, or Unarmed Fighting). You can't take the same Fighting Style feat twice, even if a later feature would let you choose another.

Witch Hunter Order (Level 3)

You commit to a Witch Hunter Order: the Order of the Severed Chain, the Lantern Wardens, or the Ashveil Infiltrators. Your order grants features at Witch Hunter levels 3, 7, 11, and 15.

Extra Attack (Level 5)

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Warded Mind (Level 6)

You have Advantage on saving throws made to resist or end the Charmed, Frightened, or Possessed conditions, and on saving throws against any effect that would read, alter, or control your mind. You have Resistance to Psychic damage. In addition, when you fail an Intelligence, Wisdom, or Charisma saving throw, you can take a Reaction and expend 1 Focus to reroll that saving throw; you must use the new roll.

Resource Cost: 1 Focus (for the Reaction reroll)

Unraveling Strikes (Level 9)

Your weapon attacks count as magical for the purpose of overcoming Resistance and Immunity to nonmagical attacks and damage. In addition, once per turn when you hit a creature with a weapon attack, you can expend 1 Focus to force that creature to make a Constitution saving throw against your Focus DC. On a failed save, the creature immediately loses Concentration on any spell it is concentrating on, and one spell of your choice currently affecting it ends if that spell's level is equal to or lower than your Proficiency Bonus. On a successful save, the creature is unaffected and is immune to your Unraveling Strikes until the end of its next turn.

Resource Cost: 1 Focus

Dauntless Vigil (Level 10)

You add your Wisdom modifier (minimum +1) to your Initiative rolls, and you can't be surprised while you are conscious. In addition, when you roll Initiative and have fewer than 2 Focus points remaining, you regain Focus points until you have 2.

Perfect Ward (Level 13)

You are immune to the Charmed and Frightened conditions, and you can't be possessed. Your thoughts, emotions, and location can't be detected by magic or psionics unless you allow it; a creature attempting to do so must succeed on an ability check against your Focus DC or the attempt fails and reveals nothing. You have Resistance to Necrotic damage in addition to the Psychic Resistance granted by Warded Mind.

Unclouded Eye (Level 14)

You can see Invisible creatures and objects within 30 feet of you as if they were visible. You see the true form of any creature within 30 feet of you that is disguised, polymorphed, shapechanged, or wearing an illusory form, though you learn nothing about that creature beyond its true appearance. You automatically sense the presence of illusions within 30 feet of you, though you must still succeed on the relevant check or saving throw to see through them.

Inexorable Ward (Level 17)

You have Advantage on all saving throws against spells and other magical effects. You can't be possessed, and magic can't put you to sleep.

Bane of the Unnatural (Level 18)

When you attack an Aberration, Celestial, Elemental, Fey, Fiend, or Undead, you score a Critical Hit on a roll of 19 or 20. In addition, once per turn when you hit such a creature with a weapon attack, you deal an extra 1d8 Radiant damage.

Unbroken Vigil (Level 20)

When you roll Initiative, you regain all expended Focus points. In addition, when you are reduced to 0 Hit Points but not killed outright, you can expend 3 Focus points to drop to 1 Hit Point instead. You can use this second benefit once, and you regain the ability to do so when you finish a long rest.

Resource Cost: 3 Focus

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