the last dancw

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The Magic Wand Hand Mixer is a modern kitchen appliance that makes mixing ingredients an easy and quick task. It is designed to be lightweight and portable, making it convenient to use in any kitchen. The mixer is shaped like a wand, with a handle for easy gripping and controls for adjusting the speed. One of the key features of the Magic Wand Hand Mixer is its power and efficiency. It has a powerful motor that allows it to quickly and effectively mix ingredients together. The multiple speed settings also give users the flexibility to choose the right speed for their specific recipe.



Witch Hunter

Witch Hunters are people who have been hurt, wronged and cheated by magic. They despise it, even if it can be used for good. While they won't fight against anyone who uses magic, they actively hunt those who uses it with ill intent. Through dedication and sheer force of will, a Witch Hunter is able to hunt those who wield magic. They are often outmatched in power and experince, so instead, Witch Hunters have learned to rely on versatility, speed and careful planning. While some would call what a powerful Witch Hunter can do magic, it comes from something else. Witch Hunters themselves believe that dedication to the job and belief in their success is what grants them their powers. They often take odd jobs from villagers who need help, be it from plain bandits or powerful necromancers. Each Witch Hunter has their own ideas and rules about who and when to hunt, but shared among them all is the need to protect the weak.

hit dice: 1d8 hit points at 1st level: 8 + your constitution modifier hit points at higher levels: 1d8 (or 5) + your constitution modifier armor proficiencies: Light armor weapon proficiencies: Simple melee weapons, long swords, short swords, crossbows tools: One type of artisan’s tools of your choice, herbalism kit or poisoner kit saving throws: Wisdom, Strength

skills: Choose three from, Insight, Medicine, Perception, Deception, Investigation, Stealth or Arcana


  • Studded leather armor
  • (a) Short sword and handaxe, or (b) Long sword
  • (a) Hand Crossbow and a quiver with 20 bolts, or (b) Light crossbow and quiver with 20 bolts
  • (a) Herbalism kit, or (b) poisoner kit
  • Exploreres pack
spellcasting:

class features:
Haste of the Hunt:
At 1st level your speed increases by 5 feet. This bonus increases when you reach certain Witch Hunter levels as shown in the Witch Hunter table.

Hunting Principle:
From 1st level you dedicate yourself to a Hunting Principle: The Prepared, The Versatile or The Unbreakable. Your principle grants you features at 1st, 3rd, 7th, 13th and 19th level.

Witch Sense:
At 2nd level, you sense the presence of magic within 30ft of you. If you sense magic in this way you can use your action to see a faint aura around any visible creature or object in the area that bears maigc, and you learn its school of magic, if any.

Perceptive Strike:
At 3rd level, you learn how to see through an enemies defenses and attack patterns. Once a turn, if you saw an enemy attack or cast a spell, since your last turn, you may add your Intelligence modifier to your first attack against them.

Ability Score Improvement:
When you reach 4th level, and again at 8th, 12th, 16th, and 20th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack:
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 15th level in this class

Withstand Magic:
Starting at 6th level, you have learnt how to withstand the effects of magic. When you make a saving throw against magic, you may add 1d4 to the result. Additionally, when you take magical damage, you may use your reaction to halve the damage.
At 17th level, you can extend this ability to any ally within 10ft of you.

Cunning Critical:
At 9th level, you learn how to fake a miss, making creatures drop their guard letting you deliver a devasting strike. When you miss with a weapon attack, you may attack again as part of the same action, if this attack hits it counts as a critical hit. Once you've used this feature, you must finish a long rest before you can do so again.

Witch Slayer:
Starting at 11th level, your senses guide your strikes with unnatural pricision against witches. When you damage a creature, the DC of any concentration checks they make is increased by your proficiency + your Intelligence modifier. Additionally, when you see a creature cast a spell within 60ft of you, you may use your reaction to immediately make 1 attack against them.

Hunter’s Intuition:
At 14th level, your intuition become so sharp, that even a disadvantageous position doesn’t affect you. You can ignore disadvantage an amount of times equal to your Intelligence modifier. You regain all uses of this ability on a long rest.

Unfaltering Resolve:
Starting at 18th level, you have become accustomed to fighting witches and their magic, making you highly resistant to their effects. At the end of your turn, you can choose to end one magical effect on yourself (no action required). If that effect was caused by a spell, make an Intelligence check with a DC equal to 11 + the level of the spell. On a success, the spell that created the effect is also dispelled.

Magic Deadzone:
At 20th level, your hatred for magic becomes so powerful you can manifest it to deny magic. You can create a magical deadzone that works like the spell Antimagic Field, except the field does not disable magic items you are wearing or wielding. Additionally, it requires no concentration. Once you have used this feature you cannot use it again until you have completed a short or long rest.

subclass options:
The Prepared

This Hunting Principle believes that no enemy can't be overcome with enough preparation and planning. They can shadow a target for weeks, finding the perfect place to set up an ambush. They dedicate themselves to learning as much about their enemies as possible before engaging them.

  • Poison Darts, you set up either a firing mechanism or a snapping trap that impales the target with poison tipped darts. The creature that triggers the trap must succeed on a DC8 + your intelligence modifier, Dexterity saving throw, or take 4d4 poison damage, and half as much on a success. The creature must also succeed on a DC13 Constitution saving throw or be poisoned for 1 minute. Each round a creature is poisoned this way they take 1 damage. (If set up as a firing mechanism, it has a range of 20ft)
  • Entangling Wire, you set up a special wire between two points, the wire can be up to 30ft long. If a creature triggers the trap, the wire wrings itself around the target with great force, dealing 2d4 piercing damage, and if the creature is large or smaller it is knocked prone. When prone in this way, the creature must first spend a turn untangling itself before it can stand up.
  • Flash Bomb, you set up a small wire attached to a pouch full of flash powder, the wire can be up to 15ft long. If triggered, any creature within 10ft must make a DC8 + your intelligence modifier, Dexterity saving throw or be blinded for 1 minute.
  • Small Pit-Trap, you set up a small hole only 2ft in width and lenght, with sharp metal and rocks. If a large or smaller creature steps on the trap, its foot becomes trapped as the pit trap collapses with stone. It takes 2d4 piercing damage from the sharp metal and 1d6 bludgiong damge from the rocks. Additionally, the creatures speed becomes 0 until it pulls its foot loose. The creature must succeed on a DC10 Strenght check to pull its foot loose, it can attempt this at the start of each of its turns.

Banes:
Starting at 3rd level, you learn how to create banes. A bane is a mixture of herbs and oils, sometimes poison, that is unqiue to a specific creature. To create a bane, the Witch Hunter must first require something of the creature they are hunting, a strand of hair or a broken claw are popular choices. The bane then takes 6 hours to make, this time is accounting for gathering ingredients and preparing them. Once done you gain a: Bane of X (X being the creature you made the bane for), the bane affects all of the same creatures, not just the one you took the sample of. Each bane can be applied to a melee weapon up to 10 times, you can instead use 1 time to coat 4 pieces of ammunition. Each time the bane coats a weapon, the weapon gains 3 charges that last 1 hour. When the bane coats a piece of ammunition, the ammunition gains 1 charge that lasts an hour. A charge is automatically spent if the weapon hits a creature the bane is meant for, or in the case of ammunition, when hitting something else. When a charge is spent the weapon deals an additional 1d6 + your proficiency necrotic damage that cannot be resisted, reduced or ignored. The bane last for a week before loosing its properties.

Patient Hunter:
At 7th level you become a master of ambushes. When you have been hidden for more than 1 minute you blend into the landscape, enemies have disadvantage on perception checks to see you. Additionally, when you surprise enemies, you gain an additional action on your first turn.

Improved traps:
Starting at 13th level you learn how to improve your traps. Your traps damage die increases by 1 (from 1d4 to 1d6 and so on). Additionally, you may add half your Intelligence modifier (rounded up) to any damage your traps deal or to the DC of a check a creature must make after they’ve triggered your traps.

Apex Predator:
At 19th level, you have become a ruthless hunter, a predator of predators. When you hit a creature under the effect of one of your traps, instead of rolling for damage you automatically deal the maximum damage.

The Versatile

This Hunting Principle believes that a much stronger enemy can be overcome if you keep yourself versatile and flexible. They spend multiple hours a week practicing with different weapons and coming up with potential strategies. They dedicate themselves to be ready for any situation they might find themselves in.

  • Your melee weapon deals +1 damage.
  • If your melee weapon hits an enemy, and you subsequently attack them with your hand crossbow, you recieve a +3 to hit.
  • You may ignore the loading property for your hand crossbow.
  • When you take damage from a creature, you may spend a point to reduce the damage by 1d6 + your Witch Hunter level.
  • When you miss an attack, you may spend a point to reroll the attck, but must use the second result.
  • You may spend a point to take the dash action as a bonus action instead.
  • You may spend two points to increase your AC by your Intelligence modifier for 1 minute.

Strategic insight:
At 7th level, when you damage a creature, you are able to determine any resistances and immunities it has.

Thoughtful Fighter:
Starting at 13th level, your constant theorising of strategies and tactics have paid off. When you hit a creature with an attack, you may add half your Intelligence modifier (rounded up) to the damage.

Coordinated Strikes:
At 19th level, when an ally within 5ft of you attacks an enemy, you may use your reaction to attack the same target once with your main hand and once with your off hand.

The Unbreakable

This hunting principle believes that no enemy can defeat you, if you are steadfast and unbreakable. They spend much of their free time training their toughness, this training comes in many different forms, and is often unique to each Witch Hunter. They dedicate themselves to never back down from an enemy, to keep fighting till they win.

Unyielding Resolve:
At 1st level, your refusal to back down or let enemies manipulate or scare you, strengthens your mind. You gain proficiency in Charisma saving throws.

Trained Endurance:
At 1st level, your time spent training yourself to take a punishment makes you tougher. You use 1d10 hit die instead of 1d8 in the Witch Hunter class. Additionally, you gain proficiency with medium armor and shields.

Thick Skin:
Starting at 3rd level, you may reduce any damage you take by half your Constitution modifier (rounded up).

Ground Slam:
At 7th level, you learn how to channel your great fortitude into the ground as an attack. You slam the ground, dealing 6d6 + you Constitution modifier, force damage to any creature within 10ft. You can do this a number of times equal to your proficiency, and regain expended uses on a long rest.

Mental Fortress:
Starting at 13th level, you have strenghtened your mind just like your body. When you fail an Intelligence, Wisdom or Charisma saving throw, you may choose to succeed instead. Once you have used this ability you must finish a short rest before you can do so again.

Unending Battle:
At 19th level, you have become a pinnacle of health, endurance and toughness. When you have points of exhaustion you may count as having 1 less.
Additionally, when you make a death saving throw, you may choose to make a failure into a success. Once you have used this ability you must complete a long rest to do so again.

LevelFeaturesHaste of the Hunt
1Haste of the Hunt, Hunting Principle+5ft
2Witch Sense+5ft
3Hunting Principle feature+5ft
4Ability Score Improvement+5ft
5Extra Attack+5ft
6Withstand Magic+10ft
7Hunting Principle feature+10ft
8Ability Score Improvement+10ft
9Cunning Critical+10ft
10Perceptive Strike Improvement+10ft
11Witch Slayer+10ft
12Ability Score Improvement+15ft
13Hunting Principle feature+15ft
14Hunters Intuition+15ft
15Extra Attack (2)+15ft
16Ability Score Improvement+15ft
17Withstand Magic Improvement+15ft
18Unfaltering Resolve+20ft
19Hunting Principle feature+20ft
20Ability Score Improvement, Magic Deadzone+20ft

Witch Hunter (5e Creature)

Hunter of the Unnatural. The witch hunter's weapon attacks are magical, in addition, when the witch hunter hits a fiend or an undead with a weapon attack, the target takes an additional 4 (1d8) force damage (included in the attacks).

Mage Slayer. When the witch hunter hits a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.

Nerves of Steel. The witch hunter has advantage on Wisdom saving throws against being charmed or frightened.

Spellcasting. The witch hunter is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +4 to hit with spell attacks). The witch hunter has the following cleric spells prepared:

ACTIONS

Multiattack. The witch hunter makes two weapon attacks.

Silver Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. If the target is a fiend or undead, it takes an additional 4 (1d8) force damage.

Pistol. Ranged Weapon Attack: +5 to hit, range 30/90 ft., one target. Hit: 8 (1d10 + 3) piercing damage. If the target is a fiend or undead, it takes an additional 4 (1d8) force damage.

Grim figures with fancy hats wandering through the night, witch hunters are agents who dedicate their lives to find and eradicate dark cults and profane sorcery. They use stealth and magic to track down and neutralize formidable foes such as lycanthropes, rogue wizards, and the undead. Many witch hunters are lonely adventurers, but will band together to take down a particularly dangerous threat.

Dnd 5e witch hunter

Witch Hunters are grim individuals often trained with crossbows or firearms who through holy power seek out corruption in order to bring it down. They often have varying motivations why they are apart of this archetype, could it be for vengeance, wealth or a religious cause. How they attain their divine aid also differs from person to person, but in its core it's a tool to take out the wicked that plague the world.

Witch Hunter Spells

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Witch Hunter Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Ranger Level Spell
3rd protection from evil and good
5th gentle repose
9th remove curse
13th locate creature
17th holy weapon*

Coated For Death

At 3rd level, you can gain proficiency in Firearms.

The cost of crafting silvered ammunition and coating weapons in silver is halved. When you use silvered ammunition or weapon for an attack, it is considered magical for the purposes of overcoming resistances and immunities.

Assorted Arsenal

At 3rd level, you are adept at making use of different weaponry to purge the unholy in efficient ways.

  • You can draw or stow two items when you would normally be able to draw or stow only one.
  • If you have a melee weapon in one hand, being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
  • Once per turn, when attacking with a crossbow or a firearm, you may add your Wisdom modifier to the damage. This bonus damage is radiant damage.

Additonally, you learn the cantrip Sacred Flame, and it counts as a ranger spell for you.

Prying Assassin

By 7th level, you gain proficiency in the Insight and Investigation skills. If you are already proficient in either skill, your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

Additionally, as an action you can examine a creature through divine aid. Select a creature within 30 feet of you and make a Wisdom (Insight) check contested by the creature's Charisma (Deception) check. On a success, you know if the creature is affected by magic, its creature type, and you perceive the original form if the creature is a shapechanger for 1 hour. You may use this feature once per long rest.

Expect the Unexpected

At 11th level, you tend to have the upper hand even when things take a bad turn. You may use one of the following features by speaking a phrase.

Cleansing Shot. Before attacking with a crossbow or a firearm, you bless the ammunition. On a hit, the target takes an additional 4d6 radiant damage. For one round, the target can't be invisible, and emits bright light from itself up to 30 feet.

Destabilizing Shot. Before attacking with a crossbow or a firearm, you curse the ammunition. On a hit, the target takes an additional 4d4 psychic damage, and the target will have disadvantage on their next saving throw.

Decline the Heresy. As a reaction when you or a creature within 60 feet gain a charmed or frightened condition, you remove that condition from yourself or the creature.

Stop the Devious. As a reaction when a creature moves within 60 feet of you, the creature must make a Wisdom saving throw against your spell save DC. If the creature fails, its movement speed is reduced to 0, and attacks against the creature can't suffer disadvantage, until its next turn.

You can use this feature an amount equal to your Wisdom modifier (minimum of 1). The uses reset after you finish a long rest.

Always Ready

Starting at 15th level, your intuition tells you when things turn grim. At the beginning of combat, you can treat your initiative roll as a 20, and on your first turn in combat you have advantage on your attack rolls and enemies have disadvantage against saving throws you trigger.

Credits

"Witch Hunter" V1.0 by u/JollerMcAwesome

Art: "Condemned by Fire" book cover

Inspired by Warhammer Fantasy by Games Workshop

The multiple speed settings also give users the flexibility to choose the right speed for their specific recipe. The Magic Wand Hand Mixer also comes with various attachments that make it versatile and suitable for different tasks. It usually includes traditional beaters for mixing batters, dough hooks for kneading dough, and a whisk attachment for whipping cream or egg whites.

The last dancw

These attachments are easy to attach and remove, allowing users to switch between them depending on their needs. Another advantage of the Magic Wand Hand Mixer is its ease of use and cleaning. The controls are usually located on the handle, making them easily accessible while in use. The attachments can be easily detached and washed, and the body of the mixer can be wiped clean. This makes the appliance quick and hassle-free to clean up after use. Overall, the Magic Wand Hand Mixer is a practical and efficient tool for any home baker or cook. Its portability, power, and versatility make it a popular choice among both amateur and professional chefs. So, if you are looking for a reliable and convenient hand mixer, the Magic Wand Hand Mixer is definitely worth considering!.

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the last dancw

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