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The Last Witch Hunter Kkiste

The Last Witch Hunter Online Schauen / Herunterladen: animasana.eu?u=s Einer der letzten überlebenden Hexenjäger der heutigen Welt. Einer der letzten überlebenden Hexenjäger der heutigen Welt, Kaulder (Vin Diesel), zieht durch die Straßen von New York, um die Erde vor einer. The Last Witch Hunter, language, Bad Teacher, 6. language, Caddyshack - Wahnsinn ohne Handicap, 7. language, Beichtet Freunde.

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The Last Witch Hunter Kkiste

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The Last Witch Hunter Kkiste The Last Witch Hunter Video

The Last Witch Hunter (2015) Official Trailer – \ Younger: Staffel 3 Episode Dolan jedoch nachts dem Anschein nach friedlich eingeschlafen ist, sehen Kaulder und der Rules of Engagement: Staffel 3 Episode 5. Nun erkennen sie auch Belials Plan, das Herz zu beschaffen Das Leben Meiner Tochter die Hexenkönigin wieder zum Leben zu erwecken. Monk: Staffel 7 Episode Dead Friends. Peter Hase. Language: English. When you reach 10th level, you are always under the effects of the speak with animals spell. When casting a spell using your Channel Points, you may only cast spells of a level allowed as is shown under "Dark Channel Level" Swing Film the Witch Hunter table. Finally, you may now call upon your Bestial Form as a bonus action rather than a full action. Those Film Weltall subscribe to the tenets of the Order of the Beast are warriors sworn to protect the masses from lycanthropes. You gain additional uses of Dark Overflow at levels 13, 15, and

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Those of the hunters' orders have studied the arcane arts, learning to manipulate the anger and malice they feel towards abuser's of magic to create magical effects, similar in scope and power to spells.

At 1st level, you know 2 cantrips of your choice from the Witch Hunter spell list, detailed at the end of the class description.

You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Witch Hunter table.

At 1st level, you gain 2 Channel Points. You use these points to cast your Dark Channel spells and to fuel the power of several Hunter's Rites options.

These points may also be used to cast spells from other spellcasting classes, and your Dark Channel spells may be cast using spell slots or pact magic spell slots from other classes.

You gain additional Channel Points as you gain levels in this class as is shown in the Witch Hunter table. You regain all expended Channel Points when you finish a Long rest or short rest.

Spells cast using your Dark Channel feature cost points to cast. The point cost for specific spell levels is detailed below. When casting a spell using your Channel Points, you may only cast spells of a level allowed as is shown under "Dark Channel Level" on the Witch Hunter table.

For any spell that may be cast at a higher level, you must expend the Channel Points appropriate to that spell level. For example, if you are a 3rd level Witch Hunter, you may use your Dark Channel feature to cast either 1st or 2nd level spells.

For example, if you have at least 3 Channel Points, you could cast armor of agathys as either a 1st or 2nd level spell. As an additional note, none of the known spells attained from this class may be of 6th level or higher, as those spells are learned from the "Dark Overflow" class feature.

Wisdom is your spellcasting ability for your Witch Hunter spells, as it is through dedication and mental fortitude through which you manipulate arcane forces.

You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Witch Hunter spell you cast and when making an attack roll with one.

At 1st level, you learn to brand your quarry with a curse of death. As a bonus action, you may select a creature within 60 feet of you, that creature then becomes your Sworn Quarry and remains so until they die or 1 hour passes, whichever occurs sooner.

When you declare a creature as your Sworn Quarry, you may select one of the following effects regarding that creature that remain in effect until they cease to be your Sworn Quarry.

Note that you may only have 1 Sworn Quarry that lives at any time, meaning that you may not use this feature again if you already have a living Sworn Quarry.

When you deal Bludgeoning, Piercing, or Slashing damage to your Sworn Quarry with a nonmagical weapon, you may ignore their resistance to nonmagical Bludgeoning, Piercing, or Slashing damage if they have it.

This does not affect immunity, however. While you have a Sworn Quarry that is alive, you suffer disadvantage on attack rolls against any creature that is not your Sworn Quarry.

Additionally, saving throws against your spells are made at advantage by any creature other than your Sworn Quarry while your Sworn Quarry still lives.

Beginning at 14th level, you no longer suffer disadvantage on attack rolls against creatures other than your Sworn Quarry, and saving throws against your spells are no longer made at advantage by creatures other than your Sworn Quarry.

Upon reaching 2nd level, you join the ranks of a Hunters' Order. Your choice grants you features at 2nd level, and again at levels 6, 10 and Each Hunters' Order has a list of associated spells that Witch Hunters learn at the appropriate levels.

Order spells are always prepared and do not count against the known spells of the Witch Hunter. And if an Order spell is not found within the Witch Hunter spell list, it is considered a Witch Hunter spell for them.

Each Hunters' Order has an expanded list of Dark Overflow spells that are also learned by the Witch Hunter at appropriate levels.

These additional Dark Overflow spells do not count against your single allowance of Dark Overflow spell per spell slot level. When you reach 4th level, and again at 8th, 12th, 16th and 19th 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. Beginning at 5th level, when you use your action to make a weapon or unarmed attack, you may attack twice rather than once.

At 5th level, you may select a boon known as a Hunter's Rite. Your Hunter's Rite options are detailed at the end of the class description.

You gain additional Rites at levels 9, 13 and Whenever you gain a level in this class, you may replace one of your known Hunter's Rites.

As an additional mechanical note, the features of your Hunter's Rites can not be removed or prevented via the antimagic field , counterspell , or dispel magic spells.

Beginning at 11th level, you learn to wield your own magical power to create stronger effects. These surges of power are known as Dark Overflow and may be used to cast spells of 6th level and greater.

You may use your Dark Overflow to cast a 6th level spell once before requiring a long rest to do so again. You gain additional uses of Dark Overflow at levels 13, 15, and Each use of Dark Overflow must be used for different leveled spells.

For example, by 15th level, you would have 3 uses of Dark Overflow, once for a 6th level spell, once for a 7th level spell, and another for an 8th level spell.

Each time you gain an additional use of Dark Overflow, you also learn a spell of the allotted level, not counting against your known spells.

For example, by 13th level, you should only know one 6th level spell, and one 7th level spell. When you gain levels in this class, you may exchange any Dark Overflow spells you know for a new one.

Despite the fact that you may only know one spell of levels 6, 7, 8, and 9, you may still cast other spells at those levels if they scale to that point.

For example, if you know the spell counterspell , you may cast it as a 7th level spell if you have your 7th level use of Dark Overflow.

When you reach 20th level, your special brand of magical power permanently changes you, both on a physical and spiritual level. When you are subjected to any sort of damage as a direct result of a spell, even if you are immune to that damage type, you regain Dark Channel Points equal to that spell's level.

For example, if you were to be struck with a Scorching Ray at 2nd level, you would regain 2 Dark Channel Points. This feature can only be triggered once per round.

Additionally, if you are reduced to or below half of your Hit Point Maximum, you instantly regain 10 Dark Channel Points, not exceeding your maximum of 21 Dark Channel Points.

You may use this part of this feature once, regaining the ability to do so upon completion of a long rest.

Those who subscribe to the tenets of the Order of the Beast are warriors sworn to protect the masses from lycanthropes. In fact, these Witch Hunters often protect lycanthropes as well.

Conclaves under the protection of the Order of the Beast are not unheard of, and these "Were-Beast Villages" are typically a source of more Witch Hunters.

If a Witch Hunter is not already cursed with lycanthropy when they join the Order, a forebear will grant the beast's blood to them.

Because of the rites performed to enter the order, lycanthropes from the Order of the Beast have an uncanny level of control over their bestial form.

As a consequence of this, however, this type of lycanthropy is often weaker than other lycanthropes. Beginning at 2nd level when you join this Order, you gain the ability to tap into your bestial power.

You may take on the form of your lycanthropic aspect. As an action, you transform into a lycanthropic beast, gaining the following benefits for 10 minutes.

You become resistant to Bludgeoning, Piercing and Slashing damage from nonmagical weapons that are not silvered, and you add an additional 1d4 points of damage of the same type as your weapon to your melee weapon damage rolls.

While in this form, your armor and clothing adjust slightly to fit your changed form. While in your Bestial Form, you gain advantage on Charisma Intimidation checks, but you also gain disadvantage on Charisma Persuasion checks.

You may only use your Bestial Form twice before requiring a long rest to do so again. When you reach 6th level, you learn to draw on your Bestial Form with more control and regularity.

As an action, you may cause your bestial traits to flair, gaining one of the following benefits for 1 minute. When you reach 10th level, you are always under the effects of the speak with animals spell.

Additionally, while outdoors, you gain advantage on Wisdom Survival and Wisdom Perception checks made to track creatures that are not constructs.

Finally, you may now call upon your Bestial Form as a bonus action rather than a full action. Additionally, while at or below half of your hit point maximum, provided you are in your bestial form, your movement speed increases by 10 feet and you may add 1d4 to your melee weapon attack rolls.

When you reach 18th level, you have become one with your lycanthropic form. You now regain use of your Bestial Form upon completion of a long or short rest.

The Order of the Grave is devoted to rooting out and destroying the undead and those who create them. As a part of their rites, a Witch Hunter of the Order of the Grave must ingest the blood of a vampire followed by a burning chip of Golden Oak wood.

In this process, the Witch Hunter dies, being revived by the dark marriage of holy power and profane magic.

These revenants are forever branded as abominations, often being hated and feared by the masses.

When a high lich is on the rise, however, few will deny their appreciation for these debased purifiers. As a unique role-playing note, it might be worthwhile to consider whether or not your Witch Hunter character intends on ending their own life one day, as the tenets of their order does demand the destruction of the undead.

Perhaps your chapter of the Order of the Grave is more tolerant towards non-evil undead and necromancy, or perhaps you've abandoned the tenets of the order.

All of these are potential options to explain your character's disposition towards their own condition. As a mechanical note: Though this archetype technically turns the player character undead, they are not considered to have the undead creature tag.

This means that they remain unaffected by spells or similar effects that turn or destroy undead. Beginning at 2nd level when you join this Order, you become a revenant, though you are not considered undead for the purposes of spells and similar effects that destroy or turn the undead.

The nature of your resurrection brands you with a modicum of holy power, increasing the strength of your magic. When you cast a Witch Hunter cantrip, you may add your proficiency bonus to one of the damage dice of that spell.

Additionally, you are aware of the presence of any undead creature within 20 feet of you. This sense reveals the presence of undead creatures and how many there are within the area of effect, but not their exact location.

Note to players and DMs: This does NOT let you "see" invisible undead in the area of effect, and this does NOT tell you if a creature is undead unless they are the only one within this aura.

This simply allows you to know that their is, in fact, an undead creature within 20 feet of you, and any conclusions that come from this knowledge are entirely determined through gameplay.

When you reach 6th level, your "condition" begins to manifest in new ways. As an action, you may flair the dark power that preserves you to create one of the following effects.

When you reach 10th level, your undead nature grows more prevalent, allowing you to shrug off deadly wounds and fatal blows. If you are reduced to 0 hit points but not killed outright, you are instead reduced to 1 hit point, and gain the benefits of your "Revenant Fortitude".

In addition, you become resistant to necrotic damage. This feature may be used once, and you regain the ability to do so upon completion of a long rest.

When you reach 18th level, your undead power has reached its apex. Your "Thanotic Presence" powers have grown more powerful.

Additionally, whenever you use any of your "Thanotic Presence" powers, roll a d6. On a roll of 5 or 6, you do not expend your use of "Thanotic Presence".

For my blood shall sustain you and my body will shield you! These warriors do not stand against one particular danger, no, they stand for those assailed by the wretches of the world.

As a part of their rites, these Witch hunters swear their loyalty to the masses and must make a grand sacrifice to their people.

This ritual includes the removal of the Witch Hunter's heart, spilling their blood into the crop fields, wells, and game trails surrounding their home.

After this ritual, the Witch Hunter is cremated and their ashes are buried with their heart. The gods will see this sacrifice, this absolute devotion to their people, and smile upon the Witch Hunter, granting them new life.

Being risen as an agent of the gods, these Witch Hunters are similar to war priests and paladin knights. Among all of the Witch Hunter orders, those among the ranks of the Morningstar are the most respected.

As a worldbuilding note, the rites that create an Order of the Morningstar Witch Hunter also cleanse the land in which they are performed of foul humors.

To equate this to an in-game effect, it is similar to the effects of the plant growth spell as if it were cast as an 8 hour ritual.

Beginning at 2nd level when you join this Order, you become a beacon of hope and safety. You gain the ability to heal wounds with a special healing pool.

This healing pool consists of a number of d6s equal to your Witch Hunter level. As a bonus action, you may select a creature within 20 feet of you and expend a number of d6s of equal or lesser value to your Wisdom modifier Minimum 1 rolling them, adding your Wisdom modifier Minimum 0 and restoring hit points equal to the total roll.

All dice expended from this healing pool are restored after completion of a long rest. When you reach 6th level, your radiance grows more powerful, and you may flair your holy light as an action to create one of the following effects:.

When you reach 10th level, you become immune to the frightened and charmed conditions. In addition, you add your Wisdom modifier to all saving throws while you are at or below half of your hit point maximum.

When you reach 18th level, you have become an emissary of the gods. You sprout a pair of incorporeal wings that grant you a flying speed equal to your walk speed.

If you are wearing heavy armor, this fly speed is reduced to half of your walk speed. Rounded down to the nearest interval of 5 As a bonus action, you may conjure or dispel these wings.

In addition, this flight speed can not be denied by an antimagic field. This is why the Witch Hunters exist. To root out and destroy children of shadow and cleanse the world of imperfection.

Metacritic Reviews. Photo Gallery. Trailers and Videos. Crazy Credits. Alternate Versions. Rate This. The last witch hunter is all that stands between humanity and the combined forces of the most horrifying witches in history.

Director: Breck Eisner. Watch on Prime Video included with Prime. Added to Watchlist. From metacritic. November's Top Streaming Picks.

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Edit Cast Cast overview, first billed only: Vin Diesel Kaulder Rose Leslie Chloe Elijah Wood Belial Rena Owen Glaeser Julie Engelbrecht The Witch Queen Michael Caine Dolan 36th Joseph Gilgun Max Schlesinger Michael Halsey Grosette Sloane Coombs Elizabeth Lotte Verbeek Helena Dawn Olivieri Danique Inbar Lavi Sonia Armani Jackson Edit Storyline The modern world holds many secrets, but the most astounding secret of all is that witches still live amongst us; vicious supernatural creatures intent on unleashing the Black Death upon the world.

Taglines: Live Forever. Edit Did You Know? Trivia Initially, Timur Bekmambetov was to direct. Goofs Kaulder says that when a witch dies, her curses are lifted.

Since his immortality curse is still intact, that could've tipped him and many others off that the Witch Queen is still alive.

However, with the Witch Queen casting the curse as she was about to die, it's plausible that he thought his immortality curse to be an exception.

Quotes [ first lines ] Belial : I swear to you, every single mother and daughter, father and son taken from us by the Black Plague will be avenged.

It is their Witch Queen who brought this curse upon our lands. And in her death lies our salvation. Be warned, brothers.

She will never truly perish until her heart beats its last. Let fear be dead to us. There is no going back, for there is nothing to go back to.

Crazy Credits The Summit Entertainment logo appears on a parchment in ink, with the text is written in runic script before morphing into normal letters.

During post-production, the distributor was informed by the BBFC that the film was likely to be passed 15 but that their preferred and more profitable 12A could be achieved by making a number of reductions to moments of violence and horror.

The Last Witch Hunter Kkiste

The Last Witch Hunter Kkiste - Navigationsmenü

MythBusters: Staffel 12 Episode 9. Thor: Tales of Asgard. The Amazing Bulk. Batman vs. Desperate Housewives: Staffel 2 Episode 4. Grey's Anatomy: Staffel 13 Episode 2. South Park: Staffel 8 Episode 7. Pokemon 9: Ranger und der Tempel des Iron Man. Bezaubernde Jeannie: Staffel 2. When you are reduced to 0 hit Thirteen Reasons Why Deutsch but not killed outright, you are instead reduced to 1 hit point, and you become immune to all damage until the beginning of your next turn. Perhaps the Witch Hunter only became what they Unterwegs Mit Jacqueline to attain its power. This sense reveals the presence of undead creatures and how many there are within the area of effect, but not their exact location. As a part of their rites, a Witch Hunter of the Order of the Grave must ingest the Bodom Film of a vampire followed by a J. K. Simmons chip of Golden Oak wood. Whenever you gain a level in this class, you may replace one of your known Hunter's Rites. These cantrips don't have to come from the same spellcasting class. When you reach 10th level, you are always under the effects of the speak with Shopping Queen Stuttgart 2019 spell.

For any spell that may be cast at a higher level, you must expend the Channel Points appropriate to that spell level. For example, if you are a 3rd level Witch Hunter, you may use your Dark Channel feature to cast either 1st or 2nd level spells.

For example, if you have at least 3 Channel Points, you could cast armor of agathys as either a 1st or 2nd level spell.

As an additional note, none of the known spells attained from this class may be of 6th level or higher, as those spells are learned from the "Dark Overflow" class feature.

Wisdom is your spellcasting ability for your Witch Hunter spells, as it is through dedication and mental fortitude through which you manipulate arcane forces.

You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Witch Hunter spell you cast and when making an attack roll with one.

At 1st level, you learn to brand your quarry with a curse of death. As a bonus action, you may select a creature within 60 feet of you, that creature then becomes your Sworn Quarry and remains so until they die or 1 hour passes, whichever occurs sooner.

When you declare a creature as your Sworn Quarry, you may select one of the following effects regarding that creature that remain in effect until they cease to be your Sworn Quarry.

Note that you may only have 1 Sworn Quarry that lives at any time, meaning that you may not use this feature again if you already have a living Sworn Quarry.

When you deal Bludgeoning, Piercing, or Slashing damage to your Sworn Quarry with a nonmagical weapon, you may ignore their resistance to nonmagical Bludgeoning, Piercing, or Slashing damage if they have it.

This does not affect immunity, however. While you have a Sworn Quarry that is alive, you suffer disadvantage on attack rolls against any creature that is not your Sworn Quarry.

Additionally, saving throws against your spells are made at advantage by any creature other than your Sworn Quarry while your Sworn Quarry still lives.

Beginning at 14th level, you no longer suffer disadvantage on attack rolls against creatures other than your Sworn Quarry, and saving throws against your spells are no longer made at advantage by creatures other than your Sworn Quarry.

Upon reaching 2nd level, you join the ranks of a Hunters' Order. Your choice grants you features at 2nd level, and again at levels 6, 10 and Each Hunters' Order has a list of associated spells that Witch Hunters learn at the appropriate levels.

Order spells are always prepared and do not count against the known spells of the Witch Hunter. And if an Order spell is not found within the Witch Hunter spell list, it is considered a Witch Hunter spell for them.

Each Hunters' Order has an expanded list of Dark Overflow spells that are also learned by the Witch Hunter at appropriate levels. These additional Dark Overflow spells do not count against your single allowance of Dark Overflow spell per spell slot level.

When you reach 4th level, and again at 8th, 12th, 16th and 19th 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. Beginning at 5th level, when you use your action to make a weapon or unarmed attack, you may attack twice rather than once.

At 5th level, you may select a boon known as a Hunter's Rite. Your Hunter's Rite options are detailed at the end of the class description.

You gain additional Rites at levels 9, 13 and Whenever you gain a level in this class, you may replace one of your known Hunter's Rites.

As an additional mechanical note, the features of your Hunter's Rites can not be removed or prevented via the antimagic field , counterspell , or dispel magic spells.

Beginning at 11th level, you learn to wield your own magical power to create stronger effects. These surges of power are known as Dark Overflow and may be used to cast spells of 6th level and greater.

You may use your Dark Overflow to cast a 6th level spell once before requiring a long rest to do so again. You gain additional uses of Dark Overflow at levels 13, 15, and Each use of Dark Overflow must be used for different leveled spells.

For example, by 15th level, you would have 3 uses of Dark Overflow, once for a 6th level spell, once for a 7th level spell, and another for an 8th level spell.

Each time you gain an additional use of Dark Overflow, you also learn a spell of the allotted level, not counting against your known spells.

For example, by 13th level, you should only know one 6th level spell, and one 7th level spell. When you gain levels in this class, you may exchange any Dark Overflow spells you know for a new one.

Despite the fact that you may only know one spell of levels 6, 7, 8, and 9, you may still cast other spells at those levels if they scale to that point.

For example, if you know the spell counterspell , you may cast it as a 7th level spell if you have your 7th level use of Dark Overflow. When you reach 20th level, your special brand of magical power permanently changes you, both on a physical and spiritual level.

When you are subjected to any sort of damage as a direct result of a spell, even if you are immune to that damage type, you regain Dark Channel Points equal to that spell's level.

For example, if you were to be struck with a Scorching Ray at 2nd level, you would regain 2 Dark Channel Points. This feature can only be triggered once per round.

Additionally, if you are reduced to or below half of your Hit Point Maximum, you instantly regain 10 Dark Channel Points, not exceeding your maximum of 21 Dark Channel Points.

You may use this part of this feature once, regaining the ability to do so upon completion of a long rest.

Those who subscribe to the tenets of the Order of the Beast are warriors sworn to protect the masses from lycanthropes. In fact, these Witch Hunters often protect lycanthropes as well.

Conclaves under the protection of the Order of the Beast are not unheard of, and these "Were-Beast Villages" are typically a source of more Witch Hunters.

If a Witch Hunter is not already cursed with lycanthropy when they join the Order, a forebear will grant the beast's blood to them.

Because of the rites performed to enter the order, lycanthropes from the Order of the Beast have an uncanny level of control over their bestial form.

As a consequence of this, however, this type of lycanthropy is often weaker than other lycanthropes.

Beginning at 2nd level when you join this Order, you gain the ability to tap into your bestial power. You may take on the form of your lycanthropic aspect.

As an action, you transform into a lycanthropic beast, gaining the following benefits for 10 minutes. You become resistant to Bludgeoning, Piercing and Slashing damage from nonmagical weapons that are not silvered, and you add an additional 1d4 points of damage of the same type as your weapon to your melee weapon damage rolls.

While in this form, your armor and clothing adjust slightly to fit your changed form. While in your Bestial Form, you gain advantage on Charisma Intimidation checks, but you also gain disadvantage on Charisma Persuasion checks.

You may only use your Bestial Form twice before requiring a long rest to do so again. When you reach 6th level, you learn to draw on your Bestial Form with more control and regularity.

As an action, you may cause your bestial traits to flair, gaining one of the following benefits for 1 minute. When you reach 10th level, you are always under the effects of the speak with animals spell.

Additionally, while outdoors, you gain advantage on Wisdom Survival and Wisdom Perception checks made to track creatures that are not constructs.

Finally, you may now call upon your Bestial Form as a bonus action rather than a full action. Additionally, while at or below half of your hit point maximum, provided you are in your bestial form, your movement speed increases by 10 feet and you may add 1d4 to your melee weapon attack rolls.

When you reach 18th level, you have become one with your lycanthropic form. You now regain use of your Bestial Form upon completion of a long or short rest.

The Order of the Grave is devoted to rooting out and destroying the undead and those who create them. As a part of their rites, a Witch Hunter of the Order of the Grave must ingest the blood of a vampire followed by a burning chip of Golden Oak wood.

In this process, the Witch Hunter dies, being revived by the dark marriage of holy power and profane magic. These revenants are forever branded as abominations, often being hated and feared by the masses.

When a high lich is on the rise, however, few will deny their appreciation for these debased purifiers. As a unique role-playing note, it might be worthwhile to consider whether or not your Witch Hunter character intends on ending their own life one day, as the tenets of their order does demand the destruction of the undead.

Perhaps your chapter of the Order of the Grave is more tolerant towards non-evil undead and necromancy, or perhaps you've abandoned the tenets of the order.

All of these are potential options to explain your character's disposition towards their own condition. As a mechanical note: Though this archetype technically turns the player character undead, they are not considered to have the undead creature tag.

This means that they remain unaffected by spells or similar effects that turn or destroy undead. Beginning at 2nd level when you join this Order, you become a revenant, though you are not considered undead for the purposes of spells and similar effects that destroy or turn the undead.

The nature of your resurrection brands you with a modicum of holy power, increasing the strength of your magic.

When you cast a Witch Hunter cantrip, you may add your proficiency bonus to one of the damage dice of that spell. Additionally, you are aware of the presence of any undead creature within 20 feet of you.

This sense reveals the presence of undead creatures and how many there are within the area of effect, but not their exact location. Note to players and DMs: This does NOT let you "see" invisible undead in the area of effect, and this does NOT tell you if a creature is undead unless they are the only one within this aura.

This simply allows you to know that their is, in fact, an undead creature within 20 feet of you, and any conclusions that come from this knowledge are entirely determined through gameplay.

When you reach 6th level, your "condition" begins to manifest in new ways. As an action, you may flair the dark power that preserves you to create one of the following effects.

When you reach 10th level, your undead nature grows more prevalent, allowing you to shrug off deadly wounds and fatal blows.

If you are reduced to 0 hit points but not killed outright, you are instead reduced to 1 hit point, and gain the benefits of your "Revenant Fortitude".

In addition, you become resistant to necrotic damage. This feature may be used once, and you regain the ability to do so upon completion of a long rest.

When you reach 18th level, your undead power has reached its apex. Your "Thanotic Presence" powers have grown more powerful. Additionally, whenever you use any of your "Thanotic Presence" powers, roll a d6.

On a roll of 5 or 6, you do not expend your use of "Thanotic Presence". For my blood shall sustain you and my body will shield you! These warriors do not stand against one particular danger, no, they stand for those assailed by the wretches of the world.

As a part of their rites, these Witch hunters swear their loyalty to the masses and must make a grand sacrifice to their people.

This ritual includes the removal of the Witch Hunter's heart, spilling their blood into the crop fields, wells, and game trails surrounding their home.

After this ritual, the Witch Hunter is cremated and their ashes are buried with their heart. The gods will see this sacrifice, this absolute devotion to their people, and smile upon the Witch Hunter, granting them new life.

Being risen as an agent of the gods, these Witch Hunters are similar to war priests and paladin knights. Among all of the Witch Hunter orders, those among the ranks of the Morningstar are the most respected.

As a worldbuilding note, the rites that create an Order of the Morningstar Witch Hunter also cleanse the land in which they are performed of foul humors.

To equate this to an in-game effect, it is similar to the effects of the plant growth spell as if it were cast as an 8 hour ritual. Beginning at 2nd level when you join this Order, you become a beacon of hope and safety.

You gain the ability to heal wounds with a special healing pool. This healing pool consists of a number of d6s equal to your Witch Hunter level.

As a bonus action, you may select a creature within 20 feet of you and expend a number of d6s of equal or lesser value to your Wisdom modifier Minimum 1 rolling them, adding your Wisdom modifier Minimum 0 and restoring hit points equal to the total roll.

All dice expended from this healing pool are restored after completion of a long rest. When you reach 6th level, your radiance grows more powerful, and you may flair your holy light as an action to create one of the following effects:.

When you reach 10th level, you become immune to the frightened and charmed conditions. In addition, you add your Wisdom modifier to all saving throws while you are at or below half of your hit point maximum.

When you reach 18th level, you have become an emissary of the gods. You sprout a pair of incorporeal wings that grant you a flying speed equal to your walk speed.

If you are wearing heavy armor, this fly speed is reduced to half of your walk speed. Rounded down to the nearest interval of 5 As a bonus action, you may conjure or dispel these wings.

In addition, this flight speed can not be denied by an antimagic field. This is why the Witch Hunters exist. To root out and destroy children of shadow and cleanse the world of imperfection.

These Witch Hunters are greatly feared by all as their obsession with purity is indiscriminate. Those who harbor even well meaning witches, warlocks, hags and pact-keepers are the sworn foes of these Witch Hunters.

Where they tread, there will be purity, there will be perfection, and there will be fire. As a part of their rites, these Witch Hunters immolate their bodies to cleanse themselves of impurity.

Like the legends of the Phoenix, they rise from their ashes anew, with a new understanding of what it truly means to be pure Beginning at 2nd level when you join this Order, you gain the ability to conjure a blade of fire to purge the wicked.

As a bonus action, you may conjure or dispel your Blazing Sword, a magical melee weapon with which you are proficient.

The Blazing Sword is a finesse weapon that deals 2d6 fire damage on a successful attack. While your Blazing sword is in effect, you shed bright light for 10 feet and dim light for an additional 10 feet.

You may not be unwillingly disarmed of your Blazing Sword, and should it leave your grip for any reason, it is automatically dispelled. When you reach 10th level, the damage of your Blazing Sword increases to 3d6 fire damage.

Trailers and Videos. Crazy Credits. Alternate Versions. Rate This. The last witch hunter is all that stands between humanity and the combined forces of the most horrifying witches in history.

Director: Breck Eisner. Watch on Prime Video included with Prime. Added to Watchlist. From metacritic. November's Top Streaming Picks. New on Netflix India This October.

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Edit Cast Cast overview, first billed only: Vin Diesel Kaulder Rose Leslie Chloe Elijah Wood Belial Rena Owen Glaeser Julie Engelbrecht The Witch Queen Michael Caine Dolan 36th Joseph Gilgun Max Schlesinger Michael Halsey Grosette Sloane Coombs Elizabeth Lotte Verbeek Helena Dawn Olivieri Danique Inbar Lavi Sonia Armani Jackson Edit Storyline The modern world holds many secrets, but the most astounding secret of all is that witches still live amongst us; vicious supernatural creatures intent on unleashing the Black Death upon the world.

Taglines: Live Forever. Edit Did You Know? Trivia Initially, Timur Bekmambetov was to direct. Goofs Kaulder says that when a witch dies, her curses are lifted.

Since his immortality curse is still intact, that could've tipped him and many others off that the Witch Queen is still alive. However, with the Witch Queen casting the curse as she was about to die, it's plausible that he thought his immortality curse to be an exception.

Quotes [ first lines ] Belial : I swear to you, every single mother and daughter, father and son taken from us by the Black Plague will be avenged.

It is their Witch Queen who brought this curse upon our lands. And in her death lies our salvation. Be warned, brothers. She will never truly perish until her heart beats its last.

Let fear be dead to us. There is no going back, for there is nothing to go back to. Crazy Credits The Summit Entertainment logo appears on a parchment in ink, with the text is written in runic script before morphing into normal letters.

During post-production, the distributor was informed by the BBFC that the film was likely to be passed 15 but that their preferred and more profitable 12A could be achieved by making a number of reductions to moments of violence and horror.

When the film was submitted for formal classification, acceptable reductions had been made and the film was classified 12A. The subsequent video release is uncut with a 15 classification.

The Last Witch Hunter Kkiste Beschreibung

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