# Witch Hunter Ranger Wielders of the arcane can be some of the most powerful entities to exist on the material planes, so it is of no surprise that those in power often train or employ others to keep magic users in check. That’s where Witch Hunters often come in handy. Rangers tend to excel in tracking dangerous prey, often in hostile territory; coupled with their own arcane skills and martial prowess they can make quite dangerous foes, so with a bit of training they can make excellent use of their abilities against spellcasters primarily. ##### Witch Hunter Features | Ranger Level | Features | |:----:|:-------------| | 3rd | Witch Hunter Magic, Antimage Tactics, Inquisitor’s Wrath | | 7th | Arcane Assailant | | 11th | Soul Drain, Inquisitor’s Judgment | | 15th | Devourer of Magic | ## Witch Hunter Spells 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. ##### Witch Hunter Spells | Ranger Level | Spell | |:----:|:-------------| | 3rd | Command | | 5th | Spiritual Weapon | | 9th | Counterspell | | 13th | Polymorph | | 17th | Dominate Person | ## Antimage Tactics At 3rd level, your innate knowledge of spell casters gives you insight into their plots and tactics. Any creature with the spellcasting feature counts as a Favored Enemy to you, in addition to the ones you already have chosen, though you do not learn a new language. You can also attempt to learn the origin of the source of magic or spells they can cast with a bonus action Intelligence (Arcana) check with a DC based on the Target’s spell save DC. ## Inquisitor’s Wrath Starting at 3rd level, whenever you or anyone else within 30 feet of you casts a spell of 1st level or higher, you do an extra d8 damage on the first attack of your turn; you choose the damage type based on the spells you know or have been cast within 30 feet of you. ## Arcane Assailant At 7th level, when you engage in combat with a spellcaster, you can use your reaction to give yourself advantage on an attack roll, or saving throw against said spellcaster, alternatively you can impose disadvantage on their attack rolls or saving throws. ## Soul Drain At 11th level, you gain the ability to drain the essence of those who use magic. When you use this ability make an attack against a character, they must make a constitution check against your spell save DC, or lose their highest level available spell slot. If the target has no more spell slots available or can not cast cast spells they are instead stunned. You can use this ability once per short rest. ## Inquisitor’s Judgment At 11rd level, your Inquisitor’s Wrath can be initiated by anyone casting a spell within 60 feet of you and the damage is increased to a d10. ## Devourer of Magic When you reach 15th level, when you are take damage from a spell you can absorb the magic of the spell and gain a spell slot equal to the spell level used on you, if it’s greater than a 5th level spell slot then you can gain an amount equal to the level divide into spell slots of your choice (such as an eight level spell being turned into a level 5 spell slot and a level 3 spell slot). You also then either gain temporary hit points equal to the amount of damage you received from the spell plus your ranger level or return the spell back at the one who sent it for an equal amount of damage you took plus your ranger level. You can use this ability once per long rest.