Playtest Material

This class is currently being previewed for the next update of the Basic Rules.

An Imperial Witch Hunter guards himself with divine might


Witchhunters are dedicated to rooting out and destroying the perverted practices of dark cults and profane sorcery. They train for martial, magical, and stealthy war against vampires, witches, warlocks, and necromancers.

Tenets of Witchhunters

The tenets of Witchhunters blurs the lines between good and evil, expected to be worn as a burden:

Study Your Foes. Learn the ways of the heinous. Understand their methods and use their own treachery against them.

Protect Yourself From Iniquity. Utilize the profane arts to destroy the depraved, but don’t succumb to their perversions.

Cast Out the Wicked. Seek out and swiftly extinguish evil. Don’t allow their malignant ruin to spread and corrupt the charitable.

Witch Hunter Features
Level Feature
3rd Devotion Spells, Channel Divinity
7th Wavering Aura, Divine Smite: Force
15th Stop the Wicked
20th Paragon of Protection

Devotion Spells

3rd-level Witchhunter devotion feature

You gain devotion spells at the crusader levels listed.

Witch Hunter Devotion Spells
Level Spells
3rd bane, hunter's mark
5th hold person, spiritual weapon
9th bestow curse, counterspell
13th banishment, rune prison
17th hold monster, scrying

Channel Divinity

3rd-level Witchhunter devotion feature

You gain the following Channel Divinity options.

Hunter’s Ire. As a bonus action, you can channel your focus against a creature you can see within 30 feet of you, using your Channel Divinity. For the next minute, or until the creature drops to 0 hit points, you can add 1d6 to each attack roll made against the creature target. Additionally, you can add 1d6 whenever the target forces you to make a saving throw, or when you make an attribute check related to the target.

Turn Evil. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Willpower saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Wavering Aura

7th-level Witchhunter devotion feature

Your supernatural connection to the creatures you face causes them to falter. Creatures of your choice that are within 10 feet of you have disadvantage on saving throws to maintain concentration.

When you reach 18th level in this class, the range of the aura increases to 20 feet.

Divine Smite: Force

7th-level Witchhunter devotion feature

Also at 7th level, whenever you use the Divine Smite feature, you can choose to infuse your weapon strikes with force damage instead of radiant.

Stop the Wicked

15th-level Witchhunter devotion feature

When you see a creature casting a spell, you can use your reaction to move up to half your movement speed toward the spellcaster. If the creature is within range, you can make a melee weapon attack against it as part of this reaction. If the attack hits, the creature must succeed on a Willpower saving throw against your spell save DC, or its spell fails and is wasted.

Paragon of Protection

20th-level Witchhunter devotion feature

Your very being becomes branded with the magical energy of supernatural protection. You can use your action to gain the following benefits for 1 minute:

  • You impose disadvantage to all attacks made against you and any of your allies within 15 feet of you.
  • The first time a fiend or undead creature comes within 15 feet of you or starts its turn there, you can force the creature to make a Willpower saving throw. On a failed save, it becomes frightened for 1 minute or until it takes any damage.
  • Attack rolls made against any creature frightened by you have advantage.

Once you use this feature, you can't use it again until you finish a long rest.