Witch Hunter (5A)

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This is a Rogue subclass for 5A.

You are versed in the secret ways of ousting and destroying witches and other evil creatures that hide amongst civilization. You know how to spot them, how to make them give up their secrets, and how to hunt them when they run. In addition to features that improve your ability to sense and fight these creatures, you also learn useful new interrogation rituals designed to unmask the minions of evil.

Source: En5ider 39.

Bonus Proficiencies

When you take this archetype at 3rd level, you gain proficiency with nets, shortbows, longbows, whips, and all forms of crossbow. If using 5A Weapons you are also proficient with the meteor hammer, ball and chain, aspergillum, mancatcher, and scorpion. All the weapons named here have the finesse quality when you wield them.

You also learn the Arcana and Religion skills. For each of these skills you already know, you get to learn another skill as a replacement.


At 3rd level, you have dealt with enough supernatural forces that you understand the impact that silvered weapons can have, and have developed a method of silvering weapons that is fast and inexpensive. All weapon attacks you make are considered to be made with silver weapons.

Once per day during a short rest or long rest, you can apply this process to weapons used by others. You can silver a number of melee weapons equal to your proficiency bonus. You can silver 10 pieces of ammunition instead of one melee weapon. The effect lasts until the next sunrise and you regain the ability at the end of a long rest.

Interrogation Rituals

At 3rd level, you gain access to three interrogation rituals. These are supernatural techniques used to gather information from evil creatures masquerading as ordinary people, such as hags, witches, doppelgangers, and other shapeshifters. Each ritual takes 10 minute to set up and must be performed within 1 hour of being set up, or their power is wasted. Each ritual has its stated effect each round while it is being performed. You can maintain the ritual for up to a minute, as if concentrating on a spell. The save DC is 8 + your proficiency bonus + your Charisma or Intelligence bonus (your choice).

Salt and Iron Dousing. While the creature is captive, you splash their faces and bodies with brew of salt water and iron shavings. Successful completion of this ritual creates the effects of a Zone of Truth spell, with a creature capable of casting spells or of charming, dominating, or possessing others making their Charisma saving throw at disadvantage.

Boiling Tincture. While the creature is helpless, you funnel a boiling solution of sacred herbs and spices down their throat to burn away the evil within. Each round this ritual inflicts 1 point of acid damage and forces the creature to make Charisma saving throws at disadvantage in order to maintain any disguise. If the creature fails, its true nature is revealed to all. This can be harmful to innocents, caution is advised with extended use.

Cleansing Fire. While the creature is bound, you pile rosewood around them and set it ablaze, burning them. Activating the ritual requires 3 actions, which you or an assistant must perform. This ritual is risky, as it ousts the evil from a cursed or similarly afflicted creature, who then must be saved from the flames before they are consumed. The captive creature takes 1d6 radiant damage each round until the flames are extinguished.

Each round, a creature possessing, dominating, or charming the victim must make a Charisma saving throw. If the creature is possessing the creature, this save is made at disadvantage. On a failed saving throw the effect is ended and cannot be used again until the creature has taken a long rest. A possessing creature is expelled adjacent to the formerly possessed target.


Starting at 9th level, you are able to stop creatures from fleeing from you. When you hit a creature with a weapon attack, that creature suffers the immobilized condition. At the start of each of its turns the creature can attempt a Constitution save to end the condition. The creature itself or an adjacent creature can take an action and make a Wisdom (Medicine) check to negate the effect. A creature that heals the target is also allowed to make this Medicine check as a part of the action to heal.

The DC of this Constitution saving throw or Wisdom (Medicine) check is 8 + your Dexterity bonus + your Proficency Bonus.

Supreme Detection

At 13th level, you are an expert at noticing evil in all of its many forms. As an action, you can focus your senses towards detecting evil. You sense evil creatures as if you had cast Detect Evil And Good. You can use this ability at will.

Defy Darkness

At 17th level you gain proficiency with all saving throws.