Rogue Witchfinder
Witchfinders travel the backroads visiting secluded villages, shrouded ruins and desperate families all hexed, cursed or otherwise plagued by witches and their magical kin. Trained in the ways of the eldritch and arcane, Witchfinders are adept at dispatching magic users and their machinations. Often hired to track down individual threats, they are known for their ability to inhibit the spellcasting of their target. Witchfinders are rare and not the most versatile of their fellow rogues, but excel at their specialization.
What do I get in this PDF?
5E Rogue Subclass
Personality Traits, Ideals, Bonds & Flaws Tables
Origin Table
Trinket Table
Feature Sneak Peek
Magical Quarry
3rd-level Witchfinder feature
Through your training, you’ve developed the ability to overwhelm and lockdown your magical quarry. As a bonus action, you mark a creature you can see within 30 feet of you for one minute.
When attempting to cast a spell, a marked creature must succeed on a spellcasting ability check or the spell fails. The DC is equal to 8 + your proficiency bonus + your Intelligence modifier.
You can roll a d6 and add the result to any saving throw you make caused by the marked creature.
As part of the bonus action to mark your target, you can teleport up 30 feet toward the target. For the duration of this feature, you can activate this effect again on each of your turns as a bonus action. You must teleport as close to your target as possible when using this feature.
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.
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Witchfinders travel the backroads visiting secluded villages, shrouded ruins and desperate families all hexed, cursed or otherwise plagued by witches and their magical kin. Trained in the ways of the eldritch and arcane, Witchfinders are adept at dispatching magic users and their machinations. Often hired to track down individual threats, they are known for their ability to inhibit the spellcasting of their target. Witchfinders are rare and not the most versatile of their fellow rogues, but excel at their specialization.
What do I get in this PDF?
5E Rogue Subclass
Personality Traits, Ideals, Bonds & Flaws Tables
Origin Table
Trinket Table
Feature Sneak Peek
Magical Quarry
3rd-level Witchfinder feature
Through your training, you’ve developed the ability to overwhelm and lockdown your magical quarry. As a bonus action, you mark a creature you can see within 30 feet of you for one minute.
When attempting to cast a spell, a marked creature must succeed on a spellcasting ability check or the spell fails. The DC is equal to 8 + your proficiency bonus + your Intelligence modifier.
You can roll a d6 and add the result to any saving throw you make caused by the marked creature.
As part of the bonus action to mark your target, you can teleport up 30 feet toward the target. For the duration of this feature, you can activate this effect again on each of your turns as a bonus action. You must teleport as close to your target as possible when using this feature.
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.
Want to get free PDFs every month?
Join us over on Patreon!
Witchfinders travel the backroads visiting secluded villages, shrouded ruins and desperate families all hexed, cursed or otherwise plagued by witches and their magical kin. Trained in the ways of the eldritch and arcane, Witchfinders are adept at dispatching magic users and their machinations. Often hired to track down individual threats, they are known for their ability to inhibit the spellcasting of their target. Witchfinders are rare and not the most versatile of their fellow rogues, but excel at their specialization.
What do I get in this PDF?
5E Rogue Subclass
Personality Traits, Ideals, Bonds & Flaws Tables
Origin Table
Trinket Table
Feature Sneak Peek
Magical Quarry
3rd-level Witchfinder feature
Through your training, you’ve developed the ability to overwhelm and lockdown your magical quarry. As a bonus action, you mark a creature you can see within 30 feet of you for one minute.
When attempting to cast a spell, a marked creature must succeed on a spellcasting ability check or the spell fails. The DC is equal to 8 + your proficiency bonus + your Intelligence modifier.
You can roll a d6 and add the result to any saving throw you make caused by the marked creature.
As part of the bonus action to mark your target, you can teleport up 30 feet toward the target. For the duration of this feature, you can activate this effect again on each of your turns as a bonus action. You must teleport as close to your target as possible when using this feature.
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.
Want to get free PDFs every month?
Join us over on Patreon!