More Oriental Adventures.
The witch hunters – tsukai-sagasu) combine magical training with combat expertise to battle the spiritual forces of evil in the world. Ghosts and other evil spirits, demons
and oni, and practitioners of the maho (blood magic) are the witch hunters’ sworn enemies. They have strong ties to the Crab Clan.
Starting at 3rd level, when you choose this ranger archetype, you can cast
detect evil and good at will, without expending a spell slot. When you cast
the spell in this way, it only detects aberrations, fiends, and undead, but it
also detects creatures infected with Taint.
Bane of Evil
Also starting at 3rd level, once per turn when you hit an aberration, fiend,
undead, or a creature infected with Taint with a melee weapon attack, you
can roll one additional weapon damage die. Once you reach 7th level, whenever you successfully hit an aberration, fiend, undead, or creature of Taint with your Bane of Evil feature, you ignore all resistances the creature has for the rest of your turn. When you reach 18th level, you can roll two additional weapon damage dice instead of one. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1). You regain all expended charges when you finish a short or long rest.
Beginning at 7th level, you can add your Intelligence modifier to all saving
Starting at 11th level, you can no longer be frightened. Additionally, whenever
a creature attempts to frighten you, until the end of the encounter, your attacks are made with advantage against the creature that attempted to frighten you.
Starting at 15th level, you have advantage on saving throws against spells
cast by aberrations, fiends, undead, and creatures infected with Taint.