Playtest Material

This class is currently being previewed for the Castaway's Guide to Yneslea.


Commonly seen but constantly moving, the Witch-Hunters of In'eslae deal with the illegal trafficking of magical objects and/or persons, unlicensed practitioners of magic within the archipelago, obtuse researches into ancient ruins without a permit, potential cult activities, and several other crimes stemming from the misuse of magic and refraining from proper control of it. Because of this (similar to the Exorcists), Witch-Hunters are split into several different branches and groups with their own interests and pursuits (e.g. the Vaultwardens, who guard or unearth Noraken ruins for proper study and containment).

Witch-Hunter Features
Level Feature
3rd Curse the Unworthy, Unerring Sight, Profession Spells
7th Grenade Crafter
15th Glyph Mastery
20th Mage Breaker

Curse the Unworthy

3rd-level Witch-Hunter feature

You learn to unravel and extract the life energy of other creatures. You can augment your spells to drain the life force from creatures. You have a pool of energy represented by a number of d10s equal to your votary level.

When you roll damage for a votary spell, you can increase that damage by spending dice from the pool. You can spend a number of dice equal to half your votary level or less. Roll the spent dice and add them to the damage as necrotic damage. If you kill one or more hostile creatures with a spell augmented in this way, you or an ally of your choice that you can see within 30 feet of you regains 2 hit points per die spent to increase the spell’s damage, or 5 hit points per die if at least one of the slain creatures was undead.

You regain the expended dice when you finish a long rest.

Unerring Sight

3rd-level Witch-Hunter feature

As a bonus action, you can cast detect magic on yourself until the start of your next turn. Doing so allows you to see the faint aura around any visible creature or object within 30 feet of you that bears magic (such as a creature that has either a spellcasting, or an innate spellcasting), and you learn it’s school of magic, if any. An invisible creature appears as a faintly shimmering outline.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 1 magicka point to use this feature again.

Profession Spells

3rd-level Witch-Hunter feature

You learn an additional spell when you reach certain levels in this class, as shown in the Witch-Hunter Spells table. Each spell counts as a votary spell for you, but it doesn't count against the number of votary spells you know.

Exorcist Spells
Level Spell
3rd hunter’s mark
5th hold person
9th dispel magic
13th aura of purity
17th circle of power

Grenade Crafter

7th-level Witch-Hunter feature

During a long rest, you can craft a number of grenades equal to half your proficiency bonus (rounded up). You can only craft a grenade of an uncommon, or lower from this feature.

When you reach 13th level, you can craft grenades of rare, or lower grenades during a long rest. At 17th level, you can craft very rare or lower grenades during a long rest.

Glyph Mastery

15th-level Witch-Hunter feature

Your ability to cast glyphs to aid you and your allies, or to the detriment of your foes is exemplified. You learn the glyph of warding spell. The spell doesn’t count against your total of known spells.

You can cast this spell once without expending magkica, doing so with this feature, the casting time of the spell is 1 minute instead of it’s normal casting time, and you can’t do so again until you finish a short or a long rest, or if you expend 5 magicka points to cast it again in this manner.

Strength Before Death

20th-level Witch-Hunter feature

Your curses unravel those who would oppose the Divine Mandate. Whenever a creature takes necrotic damage from a die roll you made with your Curse the Unworthy feature, a creature’s magicka points are also reduced by half the amount of necrotic damage it took. If a creature loses any magicka as a result, you regain a number of magicka points equal to the total number that it lost