Ranger
Base Class: Ranger

In the space between man and monster and mages treads a group known as the Witchers. Seen by some as vagabonds and assassins and reliable soldiers or monster slayers by others, they often appear where a need arises. A Witcher has an incredible arsenal of abilities from their training that slowly improve as they gain experience surviving the horrors they must face as an outcast of society.

Witcher Training

Having survived the Trial of Grasses, a Witcher unlocks certain survival instincts. As a Witcher you gain the following benefits at 3rd level:

-Darkvision of 60 ft, if you already have darkvision from a racial feature the distance of your darkvision increases by 30 ft

-Advantage for WIS skill checks relating to a creature you are contracted to kill

-Weapons with the Versatile property also have the Finesse property for you while wielded in one hand

Witcher Signs

Beginning at 3rd level you gain access to specific magic known to Witchers, known as Signs. These are additional spells for you that are gained at level 3, 5, 9, and 13 and count as Ranger spells but do not count against the number of Ranger Spells you know.

3rd- Igni (Produce Flame), Aard (Mind Sliver), Heliotrope (Absorb Elements), Quen (Shield)

5th- Axii (Calm Emotions and Hold Person),  Firestream (Igni Alternate- Scorching Ray), Sweep (Aard Alternate- Gust of Wind)

9th- Active Shield (Quen Alternate- Magic Circle), Yrden (Slow)

13th- Puppet (Axii Alternate- Confusion), Magic Trap (Yrden Alternate- Black Tentacles)

Witcher School

As part of the road to becoming a Witcher, you were trained by one of the major schools, granting you additional benefits at 3rd, 7th, 11th, and 15th levels. Pick between the following schools: Bear, Car, Griffon, Manticore, Viper, and Wolf; gaining the benefits of that school at the appropriate level.

3rd Level Benefits

School of the Bear- you gain proficiency in Heavy Armor and do not suffer any negative effects for lacking the Strength requirement to wear such armor.

School of the Cat-  you can use your Bonus Action to take the Disengage or Dash actions. After using your Bonus action to take one of these actions, you gain a climbing speed equal to your movement speed and you can use your Dexterity to determine jumping distance.

School of the Griffon- you gain an additional Sign Vyntir (Ray of Frost) and you have advantage on any INT checks relating to spells, magical effects, or arcane lore.

School of the Manticore- you gain proficiency in the Alchemist Kit and  during a long rest you can create one common potion.

School of the Viper- you gain proficiency in the Poisoner's Kit and during a long rest you can create one vial of common poison. 

School of the Wolf- you gain proficiency in the Persuasion skill and have advantage on such checks when discussing payment for jobs or buying items.

7th Level Benefits

School of the Bear- weapons you wield in one hand with the Versatile property are considered to have the Light Property and you can draw multiple weapons at once.

School of the Cat- the first attack you make in combat scores a critical hit on a 19 or 20 on the die and has advantage if the creature is surprised.

School of the Griffon- you gain an additional Sign Shadi (Invisibility). Once per long rest, you can cast a Sign consuming hit dice equal to its spell level instead of using a spell slot.

School of the Manticore- you can use your bonus action to drink a potion or throw a bomb and during a long rest you can create two common potions or one uncommon potion.

School of the Viper- you gain resistance to poison damage and advantage on any saving throw made to resist or overcome the effect of a poison. During a long rest you can create two vials of common poison or one vial of drow poison.

School of the Wolf- you have +1 to all damage and attack rolls against a creature you are paid to fight, and your weapons ignore resistance when fighting such creatures.

11th Level Benefits

School of the Bear- you gain proficiency in Constitution saving throws and when you deal damage with a weapon that has the Versatile property wielded in one hand, you use the damage die as if you are wielding it in two hands.

School of the Cat- you can traverse walls and water as if they are normal terrain. Ending your turn on such surfaces causes you to fall off the wall or into the water. Any damage you take from falling is halved.

School of the Griffon- you gain an additional Sign Volun (Lightning Bolt). When you take a short rest, the uses of Swords and Signs reset as well as on a long rest.

School of the Manticore-  your expertise in alchemy allows you to create double the bombs from the Witcher Craft feature during a long rest. During a long rest you can create one rare potion or three common potions.

School of the Viper- your expertise in poisons allows you to ignore a creature's resistance to poison damage with your weapons. During a long rest you can create one vial of wyvern poison or three vials of common poison.

School of the Wolf- while attacking a creature you are paid to fight, you can turn a missed attack into a hit, once per short rest. If you have more hit points remaining than the creature when you use this feature, it is considered to be a critical hit.

15th Level Benefits

School of the Bear- whenever you hit a creature with a weapon attack, it must make a Constitution Saving Throw equal to half of the total damage you have dealt it this round. If it fails, it has disadvantage on all of its attack rolls until the end of its next turn. If it fails this saving throw multiple times, it also have disadvantage on Strength and Dexterity saving throws until the end of its next turn.

School of the Cat- all of your attacks on the first round of combat score a critical hit on a 18, 19, or 20. A creature hit by one of these attacks while surprised must make an Intelligence Saving Throw equal to half of the damage it took from the attack or be stunned until the end of their next turn.

School of the Griffon- you gain two additional Signs Moahk (Watery Sphere) and Icy Squall (Cone of Cold). Also, if you fail a concentration check for one of your Signs you can choose to succeed instead, once per short rest.

School of the Manticore- you further improve the effectiveness of your alchemical concoctions, causing all of the healing potions you create to always heal the maximum amount. During a long rest you can create one very rare potion, two uncommon potions, or four common potions. Alternatively you can create one rare potion and two common potions.

School of the Viper- you further improve the effectiveness of your poisons, causing all of the poisons you create to always deal the maximum amount of damage. During a long rest you can create one vial of purple worm poison, two vials of drow poison, or four vials of common poison. Alternatively you can create one vial of wyvern poison and two vials of common poison.

School of the Wolf- you gain +2 to the damage and attack rolls against a creature you are paid to fight, and your weapons treat immunity to the damage they deal as resistance instead.

Witcher Craft

As part of your Witcher training, you learn to craft bombs to aid in your fight against monsters. During a Long Rest you can prepare a number of bombs equal to your Proficiency Bonus. These bombs are considered a simple weapon with the Finesse and Thrown property and have a range of 30/60 ft, and the saving throw for their effects is 8+PB+WIS. The damage and radius of these bombs increases by an additional damage die and 5 ft at level 7, level 11, and level 15. Below are the following bombs a Witcher is able to prepare:

Dancing Star- upon impact the bomb explodes in a 5-ft radius forcing all creatures in the area to make a Dexterity Saving Throw or take 2d6 fire damage, half on a successful save. The bomb explodes again on the next round dealing 2d4 fire damage, forcing a second saving throw. If a creature failed the first saving throw it has disadvantage on the second.

Devil's Puffball- upon impact the bomb releases a cloud of poison in a 5-ft radius which lasts for 1 minute or if dispersed by a moderate or magical wind. Creatures that start their turn within the cloud must make a Constitution Saving Throw or take 2d6 poison Damage, half on a successful save.

Grapeshot- upon impact the bomb releases a spray of shards in a 5-ft radius, forcing all creatures in the area to make a Dexterity Saving Throw or take 2d8 piercing damage, half on a successful save. Structures within the blast take double damage.

Moondust- upon impact the bomb releases a flurry of silver in a 5-ft radius, forcing all creatures in the area to make a Dexterity Saving Throw or take 1d8 radiant damage, half on a successful save. If the creature is a Shapechanger or is magically transformed, it reverts to its original form and takes an additional 2d6 acid damage, regardless if they succeeded on the initial saving throw.

Samum- upon impact the bomb explodes in a flash of brilliant light and harsh sound in a 5-ft radius, forcing all creatures in the area to make a Constitution Saving Throw or be stunned until the end of their next turn and take 2d4 thunder damage. On a successful save they are blinded until the end of their next turn and take half damage. Creatures that do not have eyes or have truesight or blindsight cannot be blinded by this bomb.

Witcher Constitution

At 7th level a Witcher has improved hardiness and survival instincts. During a short rest you receive double the number on the die from any hit dice you roll to heal. You also add your Constitution Modifier to any Death Saving throw you make.

Swords and Signs

At 11th level you are able to weave magic into your combat form. When you take the Attack action, you can replace one of the weapon attacks with one of your Witcher Signs. You can use this option a number of times equal to your Wisdom Modifier, which resets after a long rest. 

Slayer of Monsters and Men

At 15th level a Witcher has mastery over combat against all manner of creature, allowing them to make an additional attack whenever they take the Attack action. Additionally, for each weapon that hits a creature on your turn, you gain +1 to your Armor Class against attacks from that creature.

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