Fighter
Base Class: Fighter

You’ve chosen to become one of these lands’ protectors, those who give up their life to become the slayers of monsters, both humanoid and not, in order to protect the realm from all the evil foes it might encounter, no matter the shape they take. As a Vatt’ghern, you’ve honed your body and mind to peak performance through training and challenges known as the trials of the lands. You’ve subjected yourself to alchemical trials that have awakened the superior hunter within you and now, with enhanced senses and abilities, you’re a formidable foe to any monster that dares cross your path.

Level 3: Enhanced Senses

The alchemical trial you’ve passed has forever changed your body and senses. You gain the following benefits

  • You have resistance to poison damage.
  • You have proficiency in Nature and you may roll Nature checks using your Intelligence modifier.

Level 3: Alchemy Savant

Your newfound bodily resilience allows you to push your body beyond its limits. You’ve learned secret formulas that can radically change your physiology in ways that could prove lethal for others.

You earn proficiency with the Alchemy kit and the Herbalism kit. In addition, you get access to several formulas to prepare unique potions called Vatt’ghern potions that grant you special bonuses upon drinking them.

Vatt'ghern Potions. You learn the White Honey formula and three formulas of your choice, which are detailed under "Vatt'ghern Potion Formulas" below. These potions enhance your senses, attacks or defenses in some way.

You learn two additional formulas of your choice at 7th, 10th, 15th and 18th level. Each time you learn new formulas, you can also replace one formula you know with a different one.

Only you can drink them and you can only drink a limited amount of them at a time. Drinking beyond this limit makes all active potions lose their effect and forces you to make a Constitution saving throw. On a fail, you receive 5 + PB * your fighter level of poison damage, one point of exhaustion and the poisoned condition. On a success, you receive half damage and one point of exhaustion. This effect also applies to anyone who drinks these potions who isn't you, as they prove toxic to them.

The limit for how may potions you may have active at a time increases to 2 at 7th level, 3 at 10th level, 4 at 15th level and 5 at 18th level.

You can brew Vatt'ghern potions on short rests and you may brew a number of them equal to your proficiency bonus per long rest. These potions last until your next long rest. Using them requires your bonus action. 

Ingredients. To brew these potions, you will need to find or purchase their ingredients. You may roll a Nature check to try to find the ingredients in the wild. The check's DC and the price for the ingredients are up to DM discretion.

Alchemy Savant DC = 8 + your proficiency bonus + your Intelligence modifier.

 

Vatt'ghern Potion Formulas

The Vatt'ghern Potions are presented in alphabetical order.

Arcanist's Trick

You must be 15th level to learn this formula. You gain advantage on saving throws against magical effects. This effect lasts for one minute.

Barkskin

You must be 7th level to learn this formula. Your skin becomes thick like a tree's bark. You gain resistance to piercing, bludgeoning and slashing damage from nonmagical attacks. This effect lasts for one minute.

Black Blood

You must be 7th level to learn this formula. You deal 2d6 acid damage to any creature that ingests your blood. This damage increases to 3d6 at 10th level, 4d6 at 15th level and 5d6 at 18th level. This effect lasts for one minute.

Blizzard

You may add 2d4 to all Dexterity saving throws. This bonus increases to 3d4 at 7th level, 2d6 at 10th level, 3d6 at 15th level and 4d6 at 18th level. This effect lasts for one minute.

Bloody Frenzy

You must be 15th level to learn this formula. You add 4d6 lightning damage to your weapon attacks whenever your hit points fall below half. The damage dealt increases to 4d8 at 18th level. This effect lasts for one minute.

Cat Eyes

You may see in both magical and nonmagical darkness up to 60 feet. This effect lasts for an hour.

Forest's Kiss

Your movement speed increases by 10ft. This bonus increases to 15ft at 7th level, 20ft at 10th level, 25ft at 15th level and 30ft at 18th level. This effect lasts for one minute.

Moon's Boon

You must be 10th level to learn this formula. You gain 2d10 temporary hit points that last until your next long rest. This bonus increases to 3d10 at 15th level and 4d10 at 18th level.

Panther's Skill

You must be 10th level to learn this formula. You may use Dash and Disengage as a Bonus Action. This effect lasts for one minute.

Swallow's Gift

You must be 7th level to learn this formula. You regain 1d10 hit points at the end of your turn if you have not received damage this round. This effect increases to 2d10 at 10th level, 3d10 at 15th level and 4d10 at 18th level. This effect lasts for one minute.

White Honey

You end all Vatt'ghern potion conditions affecting you.

Willow's Roots

You cannot be stunned or knocked prone. This effect lasts for one minute.

Witch's Eye

You must be 10th level to learn this formula. You may see invisible creatures and gain blindsight up to 10ft. This effect lasts for an hour.

Wolverine's Sense

You must be 15th level to learn this formula. You score a Critical Hit on a roll of 19 or 20. This range increases to 18 to 20 on 18th level. This effect lasts for one minute.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

Cantrips

You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots

The Vatt'ghern Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level wizard spells of your choice.

The Spells Known column of the Vatt'ghern Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Eldritch Knight Spellcasting

Fighter Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

2

3

2

4th

2

4

3

5th

2

4

3

6th

2

4

3

7th

2

5

4

2

8th

2

6

4

2

9th

2

6

4

2

10th

3

7

4

3

11th

3

8

4

3

12th

3

8

4

3

13th

3

9

4

3

2

14th

3

10

4

3

2

15th

3

10

4

3

2

16th

3

11

4

3

3

17th

3

11

4

3

3

18th

3

11

4

3

3

19th

3

12

4

3

3

1

20th

3

13

4

3

3

1

Level 7: Superior Senses

Your body’s supernatural abilities have improved.

  • You gain advantage on saving throws to resist being poisoned.
  • You gain expertise in Nature.
  • You now gain advantage on History, Arcana, Medicine, Religion and Investigation checks made to track a creature or recall information on one

Alchemy Expert

In addition to the Vatt’ghern potions, you’ve learned how to prepare special oils to enhance your attacks and become a real problem for your foes. You gain proficiency with Poisoner’s Kit and gain access to Vatt’ghern oils.

Oil Formulas. You learn two oil formulas of your choice, which are detailed under "Vatt'ghern  Oil Formulas" below. You learn one additional formula at 10th, 15th and 18th levels. Each time you learn a new one, you can also replace one you know with a different one.

You can prepare oils on short rests. You can prepare an amount of oil applications equal to your proficiency bonus per long rest. These oils last until your next long rest. Using them requires you to use your bonus action. An oil lasts applied on your blade until the next short or long rest you take. You may only have one oil active at a time. Applying a new oil to a blade with an already active one overrides the previous one.

Saving Throws. Some of your oils require your target to make a saving throw to resist the oil's effects. The saving throw DC is that of your Alchemy Savant feature.

Vatt'ghern Oil Formulas

The Vatt'ghern Oils are presented in alphabetical order.

Batsense Oil

When you hit a target with a weapon that has this oil applied, the target must succeed a Constitution saving throw. On a fail, the target becomes blinded and deafened. This effect lasts for one minute. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the condition ends on the target.

Crippling Oil

You must be 10th level to learn this formula. When you hit a target with a weapon that has this oil applied, it must make a Constitution saving throw. On a fail, it has disadvantage on all attack rols, its movement speed is halved and it cannot take reactions. This effect lasts for one minute. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the condition ends on the target.

Elemental Oil

You must be 10th level to learn this formula. When you apply this oil to a weapon, choose a damage type between acid, cold, fire, lightning and thunder. Weapon attacks made with this oil applied deal an extra 2d6 damage of the chosen type. This damage increases to 3d6 at 15th level and 4d6 at 18th level.

Frightening Oil

When you hit a target with a weapon that has this oil applied, the target must succeed a Constitution saving throw. On a fail, the target is frightened of you. This effect lasts for one minute. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the condition ends on the target.

Hallowed Oil

You must be 15th level to learn this formula. When you apply this oil to a weapon, choose a damage type between necrotic and radiant. Weapon attacks made with this oil applied deal an extra 3d6 damage of the chosen type. This damage increases to 4d6 at 18th level.

Hanged Man's Venom

Weapon attacks made with this oil applied deal an extra 1d6 poison damage. In addition, when you hit a target with a weapon that has this oil applied, the target must succeed a Constitution saving throw. On a fail, the target is poisoned. This effect lasts for one minute. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the condition ends on the target. This damage increases to 2d6 at 10th level, 3d6 at 15th level and 4d6 at 18th level.

Lethargic Oil

You must be 10th level to learn this formula. When you hit a target with a weapon that has this oil applied, the target must succeed a Constitution saving throw. On a fail, the target has disadvantage on saving throws against your spells and abilities. This effect lasts for one minute. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the condition ends on the target.

Mage's Bane

You must be 15th level to learn this formula. When you hit a target with a weapon that has this oil applied, the target must succeed a constitution saving throw. On a fail, the target's magic abilities are affected by your attack. If the target attempts to cast a spell with a casting time of 1 action, it must roll a d20. On a 13 or higher, the spell doesn't take effect and the spell slot is wasted. This effect lasts for one minute. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the condition ends on the target.

Numbing Oil

When you hit a target with a weapon that has this oil applied, the target must succeed a Constitution saving throw. On a fail, the target is incapacitated. This effect lasts for one minute. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the condition ends on the target.

Paralyzing Oil

You must be 18th level to learn this formula. When you hit a target with a weapon that has this oil applied, the target must succeed a Constitution saving throw. On a fail, the target is paralyzed. This effect lasts for one minute. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the condition ends on the target.

Psychic Oil

You must be 18th level to learn this formula. When you apply this oil to a weapon, choose a damage type between psychic and force. Weapon attacks made with this oil applied deal an extra 4d6 damage of the chosen type.

Specter

When you apply this oil to one of your weapons, your weapon attacks made with it count as magical for the purpose of overcoming resistance or immunity to nonmagical attacks and damage.

Level 10: Apex Predator

You’ve honed your abilities and have learned to anticipate battle and let your body hum in tune to it. You cannot be surprised and you gain proficiency in Iniciative rolls. In addition, as a bonus action, you may enter a battle trance that grants you the following benefits:

  • You gain a +1 bonus to AC.
  • You don’t provoke opportunity attacks.

The battle trance lasts for one minute. You may use this feature once per short rest.

At 18th level, your battle trance improves and grants you further benefits:

  • You gain a +2 bonus to AC instead of +1.
  • You gain advantage on dexterity saving throws.

You also gain a second use of your battle trance.

Level 15: Magical Alchemist

Your alchemical knowledge and resistance to it now allows you to brew and consume elixirs; a special type of Vatt’ghern mixtures that enhance your magical abilities. These elixirs give you benefits to your spells and your spellcasting abilities.

Vatt'ghern Blood. You are immune to the poisoned condition.

Elixirs. You gain access to the complete elixir table, which is detailed under "Vatt'ghern  Oil Formulas" below. You may prepare elixirs on short rests and you may prepare a total of elixirs equal to your proficiency bonus per long rest. These elixirs last until your next long rest. Consuming one of them requires a bonus action. They last for a minute or until you cast a spell that benefits from it.

Only you can drink them and you can only drink one at a time. Drinking beyond this limit makes all active potions lose their effect and forces you to make a Constitution saving throw. On a fail, you receive 5 + PB * your fighter level of acid damage and two points of exhaustion. On a success, the damage is halved. This effect also applies to anyone who drinks these potions who isn't you, as they prove toxic to them.

Vatt'ghern Elixir Formulas

The Vatt'ghern Elixirs are presented in alphabetical order.

Chaotic Flux

When you cast a damage dealing spell, roll on the chaotic flux table:
1-2: The spell deals max damage but backfires, dealing half damage to you.
3-4: The spell targets one additional creature of your choice within range.
5-6: You can choose a different damage type for the spell.

Duplicity

When you cast a spell that requires concentration, you can maintain concentration on two spells at once for up to one round. If you take damage, you roll separately for each concentration check.

Echo

When you cast a 1st or 2nd level spell, you can have it repeat at the start of your next turn, targeting the same creature. The echoed spell doesn't require an additional spell slot but you must roll a d6. On a 1, the echo fizzles.

Flow Warp

When you cast a spell that requires your target to make a saving throw, roll on the Flow Warp table:
1-2: The target immediately fails the saving throw but you must also make the save.
3-4: The area of effect's size is doubled.
5-6: You can choose a different ability for the saving throw.

Piercing Will

Your next spell ignores any resistance to that spell's damage type. If the target is immune, it instead takes half damage instead of none.

Rapid Incantation

When you cast a spell with casting time of one action, you can instead cast it as a bonus action. However, you take 1d6 force damage per level of the spell due to the strain.

Level 18: Hunter Of Monsters

You’ve mastered the art of being a Vatt’ghern.

  • Your Apex Predator ability improves; it now grants a +2 bonus to AC and you gain advantage on dexterity saving throws. You also gain a second use of your Apex Predator ability per short rest.
  • When you roll initiative, you may drink a Vatt’ghern potion, an elixir or apply an oil as part of the roll.
  • When you use your action to cast a spell, you can make a weapon attack as a bonus action.