Hey guys, gals, and all you wonderful Therians in between, I'm looking for some help! I'm writing a D&D 5th edition setting, complete with new races, archetypes, and feats. Its gritty, low magic, and has no gnomes whatsoever!
The thing is, my tiny group of 5 players isn't enough to test these things out by themselves. So I've come here to ask you lovely people to do all that work for me. Please, be honest with your feedback. I worked at a metal finishing company for several years. You can't say anything worse than I've already heard, trust me.
First on the chopping block is the Witch Hunter.
I modeled the Witch Hunter after Van Helsing and Geralt of Rivia. It's a Fighter Archetype because it seemed to fit best. It works well as both a ranged or melee fighter. While it isn't too bad for Multi-classing. I don't think it will give you as much as other archetypes would. It could make good use of a number of feats(but thats true of most martial classes).
It also has a few baked in RP hooks.
- Big ol' demon eye that many people will probably have an opinion on. It could make social encounters more dynamic, especially when you get more twisted as time goes on.
- The eye may still be tied to the demon it came from(depends on how you run your demons. Do they die, or just go back to hell?). So it may try to control you with it, or have it out for you.
- The eye itself could have a corrupting effect on the mind.
- It makes the perfect Monster Hunter, so you'll have a reason to actually leave the city.
- There has to be some reason the character went through the horrible process of becoming a Witch Hunter. There are countless seeds for backstory in there.
- You tend to get noticed when you have such a distinguishing feature. It would make murder hoboing your way across the land a lot more difficult.
"Becoming a Witch Hunter is painful and dangerous endeavor. First the would-be hunter must find(or summon) a demon, slay it and remove one of its eyes. They will then remove one of their own eyes and, using forbidden blood magic, replace it with an eye taken from the vanquished demon.
Because of the pain and danger involved, few survive the process. Those that do are forever scarred by the experience. Compounded with the distrust caused by their ever increasing demonic visage, most Witch Hunters find social events and situations uncomfortable and frustrating."
Starting at 3rd level when you choose this archetype, one of your eyes is replaced with that of a low level demons. The color of the eye and shape of the iris is your choice. You gain the following benefits while the cursed eye can see:
- You have Darkvision 60ft. If you already have darkvision, increase the distance by 20 feet.
- Choose Three of the following creature types as your favored prey. You have advantage on checks made to track and uncover information about them.
- You may cast Hex as a first level spell once per short rest without the material or somatic components.
Blood of the Executioner
Starting at 3rd level your demonic eye has corrupted your blood, granting it magical and acidic properties.
Once per short rest, as a bonus action you may expend a hit die and take 5 damage to coat 2 one handed weapons, 1 two handed weapon, or 20 pieces of ammunition with your own blood. The coated weapon or ammunition counts as magical and deals +2 acid damage. This effect lasts for 1 minute.
The damage from this feature increases to +4 at 9th level, and +6 at 16th level.
Starting at 7th level, You take on another demonic trait. You grow patches of scales, your skin could gain a slightly unnatural hue, or you might grow horns.
Whenever a creature Hexed by you and that you can see takes a move action, you can use your reaction to move up to your speed towards it. Each foot of movement must bring you closer to the creature.
You cast Hex as a 3rd level spell, and may cast it twice between short rests.
Suffer Not the Witch to Live
Once you reach 10th level, you develop another demonic mutation.
Repeated encounters with warlocks and necromancers have taught you the weaknesses of those who wield the dark arts.
When a creature takes damage from weapons or ammunition that are under the effects of your Blood of the Executioner feature, they have disadvantage on concentration checks made as a result of that damage.
You may use Blood of the Executioner twice between short rests.
Starting at 15th level, your many harrowing experiences have hardened your heart and mind. You are immune to Fear and have a +2 bonus to saving throws against Charm and Poison Effects.
Woe to the Vanquished
When you reach 18th level, your Cursed Eye has fully assimilated with your body. Creatures under the effects of your Hex spell also make saving throws of the chosen type at disadvantage.
You cast Hex as a 5th level spell.
Well, thats it for now. Let me know what you think!