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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. When you reach 6th level, your obsessive purity shines through, and you learn to release small and precise bursts of your cleansing power.
As an action, you may create one of the following effects as your power flares. When you reach 10th level, when you are reduced to zero hit points but not killed outright, you are instead reduced to 1 hit point and your "Cleansing Blaze" feature activates without expending your use of Aspect of Perfection.
When you reach 18th level, you have become a monolith of perfection, and your zealous hatred of witchcraft lays heavy on the world around you.
In addition, you gain resistance to fire damage. Death is not the end, nay, it is simply the next chapter of our lives, and it is beautiful.
As a part of their rites, they are buried alive in a cemetery or crypt with a quartz marble in their possession. When the Witch Hunter finally succumbs to their lack of air, the spirits of the dead come to them, preserving them until dawn.
By the break of dawn, the quartz marble that was buried with the Witch Hunter is infused with the deathly power of the spirits.
Later, the Witch Hunter is to return to their brethren and have one of their eyes removed, and subsequently replaced with the marble.
This magical bond to the world of the dead grants the Witch Hunter a great deal of power which they use to protect the righteous and punish the wicked.
As a note to players who wish to create an evil character using this archetype, this transaction of power between the spirits of the dead and the Witch Hunter doesn't have to be consensual.
The Witch Hunter might be a student of necromancy and know how to bind souls to physical objects, thus the quartz marble. In the case of an evil Order of the Spirits Witch Hunter, you should re-flavor the descriptions of your powers as a forceful theft of the power you have.
As an added source of inspiration, these Witch Hunters might be servants of the Raven Queen if she is present within the setting of your campaign.
Beginning at 2nd level when you join this Order, you gain the ability to commune with those who came before you.
When you complete a long rest, you may choose a single skill of your choice and gain proficiency in it until your next long rest. Additionally, you may draw on the power of your quartz eye, seeing beyond the surface of what surrounds you.
As an action, you invoke the power in your eye, gaining the benefits of the detect magic and detect poison and disease spells for 10 minutes.
You regain use of this ability when you complete a long rest. When you reach 6th level, your connection to the land of the dead is strengthened.
As an action, you may flair your deathly power to create one of the following effects:. When you reach 10th level, you have become a trusted warden between the world of the living and the world of the dead.
The spirits of ancient warriors sometimes come to your aid in your quest to protect the living and the dead. When you are reduced to or below half of your hit point maximum, a Spectral Warrior appears in an unoccupied space of your choice within 10 feet of you.
The statistics of the Spectral Warrior are detailed at the end of this feature's description. The Spectral Warrior remains to fight with you for 1 minute and acts on your initiative, following verbal commands given by you, at no action cost on your part.
Phantasmal Ward: The Spectral Warrior is resistant to bludgeoning, piercing, and slashing damage from nonmagical weapons.
Additionally, the Spectral Warrior is immune to poison damage, the poisoned condition, and disease. Spectral Longsword. Spectral Javelin. When you reach 18th level, you have become an agent of death itself, and the Reaper is willing to bend the rules for you.
When you are reduced to 0 hit points 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.
Rather, their presence is integral to the balance of the world at large. Rather than witches, monsters and fiends, these Witch Hunters root out any and all who threaten to destroy the balance between these two worlds.
Due to their militant neutrality, there are historical accounts of these Witch Hunters fighting alongside man to beat back orc hoards, dragon armies and the like, but they have also been known to aid fey, goblinkin and the like in defending their lands from encroaching human empires.
As a part of their rites, these Witch Hunters must undergo solitary meditation within the Shadowfell. They are to remain there for no less than a week, and it is only when they have lost their identity as one of mankind's own that they may complete their rites.
Beginning at 2nd level when you join this Order, you gain the ability to blend into the shadows as if you were never there. While in an area of dim light or darkness, you may use your action to create a cloak of dark magic around yourself, increasing your Dexterity Stealth checks by 5 for the next hour.
This effect ends early if you enter an area of bright light. You may only use this feature once before requiring a long rest to do so again. In addition, you learn to cast a limited form of the spell alter self.
This version of the spell only allows you to use the "Change Appearance" feature of the spell and does not require that you maintain concentration.
When you reach 6th level, your monstrous nature grows more profound, and you learn to draw upon it in more subtle ways. As an action, you may create one of the following effects.
When you reach 10th level, your connections to the Shadowfell grow even stronger. When you are reduced to 0 hit points but not killed outright, you are instead reduced to 1 hit point and you become invisible until the beginning of your next turn and teleport to an unoccupied space that you can see within 30 feet of yourself.
You may use this feature once before requiring a long rest to do so again. When you reach 18th level, you regain use of both of your "Fringe Walker" features upon completion of a long or short rest.
Additionally, you know the true form of any creature under a shapechange, polymorph, or illusory effect provided you can see that creature and that they are within 15 feet of you.
As an action, you let loose a bloodthirsty cry and expend 4 Dark Channel Points. Release Dates. Official Sites. Company Credits.
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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. New on Netflix India This October.
Top 25 Vin Diesel Movies Ranked. Use the HTML below. You must be a registered user to use the IMDb rating plugin. 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.