Ranger Subclass- Witch Hunter

Brief
The Witch Hunters of Loridios are a nomadic group. They were formed from a group of Magi who had a taste of coin wanted to hunt down evil not out of duty but greed. Witch Hunters learn how to exploit the weaknesses of the worlds most vile monsters. Often a Witch Hunter will pick a specific bestiary genre such as demons and specialize in killing the said category. They are often feared by civilians and never stay in a town long after a job is done. This has lead them to have a mysterious reputation but always sought after in times of trouble. They use to be considered a good order until there way a time were they started being hired to kill magic users by various kings who felt wizards and witches threatened their power. After this they earned their namesake and reputation of fanatics against magic and the occult, which isn’t usually true, just fanatics over quick coin and tough fights.

Features
*Proficiency in firearms, shields, and 2 handed weapons

Witch Hunter School: Choose a more broad favorite enemy as an extra from below:

Spell Casters, Demons, Monsters, Spirits, Constructs, Or Behemoths

When fighting one of the above you gain an automatic awareness of any specific weaknesses

Untrusted Hero: Advantage when convincing side quests givers to offer up a greater reward for defeating a non humanoid.

Fight Monster With Monster- At 3rd level you can use a two handed weapon with one hand, with it’s 2 handed damage, and a shield/firearm only. (CAN’T DUAL WIELD 2 HANDED)

Elixir Acceptance- At 5th level all potions have a twice along duration for you or double beneficial dice. You also gain Poison Resistance.

Get Out Of Here Witch- At 9th level 2/LR you can use the shield spell against incoming magic attacks as an ability as a free action.

Forged By Experience- At 15th level 3/LR you can negate disadvantages that you have attacking, you can now also use your attack of opportunity on 4 times instead of once (4 separate enemies one attack each). Larger monsters do not have advantage against you, nor you disadvantage against them. You may also be able to disengage as a bonus action.

You Are What You Slay- At 17th level your physical appearance bares the tolls of the abominations you have spent your life slaying. But all that ugliness comes with benefits (Advantage on insight & intimidation rolls). You also gain an extra attack as well as 50 temp HP that are restored after a short rest. You may also travel other planes of existence as comfortable as a native.