Behind the broomstick: a closer look at a witch's cohabitation with her monstrous brethren

By admin

A witch and her monsters live here. They inhabit a dark, eerie castle surrounded by a dense forest. The witch's name is Morgana, a powerful sorceress skilled in dark magic. Her monsters are a quaint bunch, all with unique and frightening characteristics. First, there is Fang, the werewolf, with his sharp claws and howling presence. Then, there is Luna, a vampire with pale skin and blood-red eyes.



Witch hunter 5e

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 a part of this archetype. It could be for vengeance, wealth or a religious cause. How they attain their divine aid also differs between individuals, but in its core it's a tool to take out the wicked that plagues 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*

Holy Arsenal

At 3rd level, you are adept at purging unholy creatures. 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. You also learn the cantrip sacred flame.

Additionally, choose an option that compliments your arsenal.

Assorted. 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.

Distant. Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.

Immediate. The bonus radiant damage from this feature can also be applied to melee weapons.

Utilizing. Consumable items that require an action can instead be used as a bonus action.

Coated For Death

At 3rd level, you can gain proficiency with 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.

Witch Hunter | JollerMcAwesome

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.

Halt in the name of God

At 11th level, you can punish those in motion.

As a reaction when a creature willingly moves within 120 feet of you, the creature must make a Charisma saving throw against your spell save DC. If the creature fails, it will take radiant damage equal to your Wisdom modifier for every 5 feet it willingly moves.

The creature can repeat the saving throw at the start of each of its turns, ending the effect on itself on a successful save.

You can use this feature once per short rest.

Credits

Witch Hunter V4.1 by u/JollerMcAwesome

Art:

"Zombie Hunter" by Kim Ha yeong

"Condemned by Fire" book cover

Inspired by Warhammer Fantasy by Games Workshop. Quote is taken from the Warhammer wikia.

Decline the Heresy

Beginning at 15th level, you know how to ignore hostile influences. As a reaction when you or a creature within 60 feet gain a charmed and frightened condition, you remove that condition from yourself or the creature. This can only be used on the same turn as the condition was applied.

"If you're not a witch, you have nothing to fear."

—Walter Keller, Witch Hunter Captain, said the night before the burning of Almshof.

Thread: Building a Witch Hunter

Inspired by the other thread knocking around, I'm toying with just how I'd go about building a "proper" Witch Hunter using officially published material.

The archetype I'm thinking of is the Solomon Kane/Van Helsing style dark and mysterious stranger, possibly wielding a hand crossbow and rapier, mentally strong, able to resist magic, possibly use it himself, tough as nails, using whatever means necessary to get the job done.

There's a lot of options for varying renditions of this archetypal character. Here's some of my thoughts;

Spoiler: Race Show

Human is the archetypal choice; just the right blend of prejudice and fanaticism to go to the lengths required. Dwarf also works from the "doesn't trust magic" side of things. I could see a Half-Elf, Half-Orc or Tiefling playing the part too, but the others strike me as A) too magically natured and/or B) not surly enough.

Spoiler: Class Show

Bard
The Bard, on its own, gets many of the features I consider core to a Witch Hunter.
- A lot of skill proficiencies (good for being a solo).
- Expertise (I see a Witch Hunter as being very much a "nut-up or shut-up" all-or-nothing kind of guy. Expertise demonstrates this).
- Countersong (fluffed appropriately) is thematically appropriate for resisting enchantments.
- Potentially quite subtle magic, much of which is socially oriented (good for rooting out witches and other evil spellcasters).

All-round, the Bard is a competent solo. He's got it all; combat and magic, social and survival. Very strong contender for a single-classed Witch Hunter.

Cleric
The Cleric has the whole "my god is on my side" schtick, obviously. Unfortunately, I think the Paladin has the Cleric beat for theme and abilities both. Still, the Cleric has far better spellcasting than the Paladin, much of which is highly appropriate. to the role. I could be tempted by Cleric for multiclassing purposes to improve spellcasting.

Fighter
The Battlemaster Fighter, particularly, has the whole "dirty fighting" thing going on for it, but I probably wouldn't bother with much more than a 3-level dip for the Maneuvers. Having said that, the level 7 ability to gauge an opponent is also thematically appropriate.

The Eldritch Knight could rock the "using the weapon of the enemy" schtick, but it doesn't quite have the right feel for me. Worth consideration, though.

Paladin
The Paladin, of whichever Oath, really rocks my boat for this build. Oath of Devotion has the immunity to charm, Oath of Ancients has the resistance to spell damage and Oath of Vengeance has the whole "at any cost" and singling out a target thing going for it.

Ranger
Ranger has some nice things going for it. As a hunter-type, he's good at tracking down his foes, but not so much in the social sense you might need for hunting witches and other evil spellcasters. Still, Ranger has some nice features and the nature theme has some interesting possibilities (but more on that later).

Rogue
Ah, the Rogue; a dirty fighter (check), skilled at social and physical (check), proficient with a hand crossbow (check). Another candidate for single-classing here.

Warlock
This is where "the weapon of the enemy" bit comes in. Nice synergy with Paladin for re-usable Smites, Invocations grant some nice adds, like Detect Magic at will and Devil's Sight. Not a candidate for single-classing, but could make for a nice dip.

Great Old One Patron doesn't seem too thematically appropriate (though I think I could be persuaded otherwise), but the Spell List (Detect Thoughts, Clairvoyance, Sending), Entropic Ward and Thought Shield are right up the right alley.

Fiend Patron is heading down the path of (literally) playing with fire, fallen off the slippery moral slope sort of deal. Spell List is not appropriate, but everything except Hurl Through Hell reinforces the "tough-as-nails" thing.

Archfey has nice synergy, thematically, with the Oath of Ancients Paladin and/or Ranger. Fey Presence is good for rocking the scary stranger, who's also strangely compelling mojo and Beguiling Defences rocks the "immune to enchantments" thing.

Spoiler: Spells Show

For spells, I like to think those that are appropriate for this kind of character are mostly the "Detect and Defence" spells, with a sprinkling of ritualistic style spells. I don't see him using magic to throw fireballs or beguile minions or craft illusions. What I do see him using magic for is rooting out evil and keeping himself (and to a lesser extent, others) from harm. Here's a list of the spells I think most appropriate; if the build is to have any spellcasting, as many of these as can be crammed in is better.

Level 1
Armour of Agathys, Bane, Bless, Detect E/G, Detect Magic, Divine Favour, Heroism, Hex, Hunter's Mark, Protection from E/G, Sanctuary, Shield, Shield of Faith

Level 2
Aid, Augury, Calm Emotions, Darkvision, Detect Thoughts, Enhance Ability, Locate Object, Magic Weapon, Pass without Trace, Protection from Poison, See Invisibility, Silence, Warding Bond, Zone of Truth

Level 3
Clairvoyance, Counterspell, Daylight, Dispel Magic, Glyph of Warding, Haste, Magic Circle, Nondetection, Protection from Energy, Remove Curse, Speak with Dead, Spirit Guardians, Tongues

Level 4
Arcane Eye, Banishment, Death Ward, Divination, Freedom of Movement, Locate Creature, Otiluke's Resilient Sphere

Level 5
Circle of Power, Commune, Commune with Nature, Contact Other Plane, Dispel E/G, Hallow, Legend Lore, Planar Binding, Rary's Telepathic Bond, Scying

I won't list anything higher than 5th level spells here, because I've my doubts as to whether this character will ever get them, due to multiclassing.

What I'm struggling with is mashing all this together to make something satisfactory. I'm looking for opinions, builds or whatever. I'm open to any and all suggestions!

I apologise if I come across daft. I'm a bit like that. I also like a good argument, so please don't take offence if I'm somewhat. forthright.

Please be aware; when it comes to 5ed D&D, I own Core (1st printing) and SCAG only. All my opinions and rulings are based solely on those, unless otherwise stated. I reserve the right of ignorance of errata or any other source.

Vin Diesel Brings Matthew Mercer’s New Class To Life: The Witch Hunter Class for D&D

As a Halloween gift to all the Critters, D&D players, and generally awesome people out there, I release into the wild my custom Dungeon & Dragons 5th Edition class, the Witch Hunter! This was inspired by both my love of the The Witcher series of books and games, and the custom character I made for Vin Diesel in preparation for our D&Diesel game session to promote his upcoming film The Last Witch Hunter. Coming home, I looked at the basic abilities I made up for his character Kaulder and saw potential to build a full class option… and kinda became temporarily obsessed with fleshing it out. I enjoyed the whole process immensely, and all the community feedback I received to aid in balancing out my original design was greatly appreciated. Thank you all!

The Witch Hunter is designed to play as a second-line combat class (more damage and utility than tanking) that can use its own health as a resource. Single weapon combat makes for a fun, focused bit of balance and survivability, where dual-wielding with dual-Blood Rite becomes a dangerous trade for extra damage. Throw in the Crossbow Expert feat for a fun Melee + Hand crossbow or dual-hand crossbow build. (Diablo III Demon Hunter much?). Dark Velocity allows you to move between multiple foes with better confidence, and Rune of Binding can help control the battlefield briefly, even enabling a good initial hit on the target for you or an ally. From there, the choice of Orders can make for three very different play styles. Order of the Ghostslayer helps you capture, survive, and slay some of the most dangerous undead in the realm; while the Order of the Profane Soul brings some limited Warlock flavor to your game, adding some new defensive and offensive benefits. If mystical powers aren’t your thing, there’s also the Order of the Mutant, where some research, knowledge, and tracking can help you tailor your defense (and offense) to a specific looming threat. Rolled high on an Intelligence check to recall a barbed devil’s attack method and learned it’s all piercing-based? Prepare a Piercing Resistance mutagen! Many options at your disposal!

I do wish to remind you folks that this Class is NOT extensively play-tested. There may be balance issues, unclear aspects, etc. The good news is you and your DM are welcome to alter/tweak any elements of it you wish for your own game! That’s the cool thing about Tabletop RPGs: You can customize them to be whatever you want!

Anyway, I hope you enjoy my little brainchild, and roll for initiative!

Check out Matt’s absolutely amazing Witch Hunter Class by downloading the PDF below.

Check out Matthew’s amazing DM skills on Critical Role every Thursday at 7pm on Geek & Sundry’s Twtch channel!

Image credit: Matthew Mercer
Feature Image credit: Geek & Sundry

Then, there is Luna, a vampire with pale skin and blood-red eyes. Thirdly, there is Rocky, a Frankenstein-like creature made up of mismatched body parts. Lastly, we have Hocus, a mischievous imp who can shape-shift into various forms.

A witch and her monsters live here

Together, they are Morgana's loyal and fearsome companions, protecting their fortress and carrying out her wicked schemes. The castle itself is an ominous sight, with its looming towers and ivy-covered walls. Inside, the air is heavy with spells and potions, giving it an otherworldly atmosphere. The witch's room is filled with ancient tomes and spell ingredients strewn across the tables, evidence of her never-ending pursuit of power. Morgana's monsters have their own quarters, personalized to suit their unique natures. Fang has a gloomy den with animal bones strewn across the floor, while Luna's coffin sits elegantly in a chamber adorned with black velvet curtains. Rocky's area is cluttered with laboratory equipment and discarded limbs, reminding anyone who enters of his creation. Hocus, being the mischievous imp, has no fixed room and can be found in unexpected places, ready to cause chaos. The castle is a place of both terror and fascination, drawing curious explorers and those seeking dark magic. Its inhabitants, the witch and her monsters, instill fear in the hearts of many, but also inspire awe at their supernatural abilities. For those brave enough to venture inside, caution is advised, as encountering Morgana and her loyal monsters may have grave consequences..

Reviews for "The witch's entourage: the fantastical creatures that reside in her domain"

1. John - ★☆☆☆☆
I found "A Witch and Her Monsters Live Here" to be a pointless and dull read. The plot was confusing and scattered, with no clear direction or purpose. The characters were underdeveloped and lacked depth, which made it difficult to care about their outcomes. Additionally, the writing style was flat and uninspiring, failing to engage the reader in any meaningful way. Overall, I was highly disappointed with this book and would not recommend it to others.
2. Sarah - ★★☆☆☆
Despite the intriguing title, "A Witch and Her Monsters Live Here" fell short for me. The story was slow-paced and dragged on unnecessarily. The descriptions were overly detailed and often repetitive, creating a monotonous reading experience. Moreover, the dialogue felt forced and unnatural, hindering the development of the characters and their relationships. I was unable to connect with the story or immerse myself in its world, ultimately leading to my disappointment in this book.
3. Michael - ★★☆☆☆
I had high hopes for "A Witch and Her Monsters Live Here," but unfortunately, it failed to deliver. The storyline was predictable and lacked originality, following common tropes and cliches of the fantasy genre. The pacing was inconsistent, with long periods of tedious exposition followed by rushed and unsatisfying resolutions. The characters felt one-dimensional and lacked the complexity necessary to make them relatable or interesting. Overall, this book felt like a missed opportunity and left me feeling underwhelmed.
4. Emily - ★☆☆☆☆
"A Witch and Her Monsters Live Here" was a complete disappointment. The writing style was convoluted and hard to follow, making it a struggle to comprehend the story's events and themes. The world-building was weak, leaving many gaps and unanswered questions. Additionally, the characters were unlikable and lacked any redeeming qualities, making it impossible to form a connection with them. Overall, I found this book to be a frustrating and unenjoyable read, and I would not recommend it to others.
5. David - ★☆☆☆☆
I found "A Witch and Her Monsters Live Here" to be a poorly executed novel. The plot was disjointed and hard to follow, with numerous plot holes and inconsistencies. The dialogue was stilted and unrealistic, hindering the development of the characters and their relationships. Furthermore, the pacing was slow and dragged on unnecessarily, leading to a lack of engagement with the story. Overall, I was left feeling underwhelmed and unsatisfied with this book.

Conjuring companions: the witch's unique relationship with her monstrous household

The witch's lair: a sanctuary for both witch and monstrous beings alike