Artificer
Base Class: Artificer

Witchers are hunters specialized in finding and killing monsters. Trained in swordplay, combat magic, and well researched in the bestiary, their task is to slay creatures of horror and wielders of dark magic.

Bestiary

Witchers being the well trained hunters they are learned in many aspects of the habits and behaviors of the creatures they hunt. Beginning at 3rd level you gain proficiency in survival or nature your choice.

Reagents and Decoctions

A withcher learns the components needed to create special decoctions from specialized ingredients. Beginning at 3rd level they learn how to brew potions helpful to them while hunting monsters. The witcher may create a number of potions after a long rest equal to 1+ INT modifier chosen from the decoction list.

Cat's Eye Brew

For 8 hours, the irises of your eyes change into vertical slits and you gain darkvision out to a range of 30 feet. If you already have darkvision, its range increases by 30 feet.

Earth Elemental Decoction

Your skin toughens and becomes gnarly, giving you a +1 bonus to AC and resistance to slashing, piercing, and bludgeoning damage for 1 minutes.

Maribor Forest Brew

Heightened vigor lightens your step. You may dash as a bonus action for 1 hour.

Petri´s Philter

An odorless potion that heals magical synapses. You regain 1 spell slot of 2nd level or 1st level.

Thunderbolt Reagent

You imbue your weapon attacks with 1d6 lightning or thunder damage and +1 to all weapon attacks for 1 minute.

White Raffard

A restorative potion that closes wounds and quickens healing. You regain hit points equal to 1d10 +your INT modifier when consumed and INT modifier hit points each round for 1 minute.

Combat Training

Witchers are trained in science and combat and learn the uses of martial weapons. Beginning at 3rd level you gain proficiency in martial weapons.

Extra Attack

Beginning at 5th level you can attack twice, rather than once, whenever you take the Attack action on your turn.

Mutagenic Decoctions

The ultimate weapon in a witcher arsenal is the ability to permanently alter your physiology to combat the horrors of the world. Beginning at 9th level you learn a mutagenic decoction that permanently alters your anatomy.

Striga's Urge-  You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Hellhound's Soul- You have resistance to fire damage and may inflict an additional 1d6 fire on melee weapon attacks.

Werewolf's Wrath- You gain resistance to slashing, bludgeoning, and piercing from non-silver weapon. You also have advantage on perception checks using smell.

Banshee's Breath- You gain resistance to necrotic damage and may inflict an additional 1d6 psychic damage on melee weapon attacks.

Greater Decoction

Beginning at 15th level the Witcher can imbue a prepared mutagen that heightens combat abilities. After a long rest the Witcher may create one of the following Decoctions that last for 10 minutes when imbibed.

Heartblood of the Wolf: 20 temporary HP, Darkvision 60 Ft., Resistance to (slashing, piercing, and bludgeoning) from non-silver weapons.

Vitreous Humor of the Dragon: AC +2, Breath weapon 4d6+PB as bonus action, advantage on Saves vs. Spells, Darkvision 90 ft..

Marrow of the Crone: Flight, Detect magic at will, Recover all used spell slots, Darkvision 60 ft., may cast Clairvoyance without expending a spell slot.

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