Fighter
Base Class: Fighter

A witcher is someone who has undergone extensive training, ruthless mental and physical conditioning, and mysterious rituals in preparation for becoming an itinerant monster slayer for hire. 

Witcher School

When you choose this archetype at 3rd level, you have competed the training of a specific witcher school.  Choose one of the following schools: cat, griffin, or wolf. You gain proficiency with alchemist's supplies and a skill of your chosen school.

School of the Cat

Witchers from this school focus on delivering fast attacks and dodging counter attacks from their enemies. You gain proficiency with the acrobatics skill.

School of the Griffin

Witchers from this school focus on protecting the innocent and their own honor. You gain proficiency with the persuasion skill.

School of the Wolf

Witchers from this school focus on hunting large monsters where others dare not follow. You gain proficiency with the survival skill.

Trial of Grasses

At 3rd level, your body becomes enhanced by alchemical concoctions you undertake as you become a witcher.  You become immune to disease and have advantage on Constitution saving throws.

Sign Magic

At 3rd level, you gain the ability to use magical signs. You can use a sign if you have at least one free hand and can speak.

You learn two signs of your choice, which are detailed under "Signs" below. You learn one additional sign of your choice at 7th, 10th, and 15th level. Each time you learn a new sign, you can also replace one sign you know with a different one. You can use your signs a number of times equal to your Constitution modifier, regain expending uses when you complete a long rest.

Saving Throws. Some of your signs require your target to make a saving throw to resist the sign's effects. The saving throw DC is calculated as follows:

Sign Magic save DC = 8 + your proficiency bonus + your Wisdom modifier

Signs

The signs are presented in alphabetical order.

Aard

As an action, you can use this sign to cast the thunderwave spell as a 1st-level spell. When you cast it in this way the area becomes a 15-foot cone originating from yourself.

The spell level increases to 2nd-level at 10th level, and to 3rd-level at 18th level.

Axii

 As an action, you can use this sign to cast the charm person spell.

The spell level increases to 2nd-level at 10th level, and to 3rd-level at 18th level. At 18th level you can target any type of creature.

Igni

As an action, you can use this sign to cast the burning hands spell as a 1st-level spell.

The spell level increases to 2nd-level at 10th level, and to 3rd-level at 18th level.

Quen

As an action, you can use this sign to cast the false life spell as a 1st-level spell, without material components.

The spell level increases to 2nd-level at 10th level, and to 3rd-level at 18th level.

Yrden

As an action, you can use this sign to create a 5-foot-radius, 10-foot-tall cylinder of magical energy centered on a point on the ground that you can see within 15 feet of you until the end of your next turn. Glowing runes appear wherever the cylinder intersects with the floor or other surface. The circle affects certain creatures in the following ways:

  • The area within the cylinder becomes difficult terrain to creatures that are not humanoid.
  • A shapechanger within the cylinder can't assume a different form until it leaves the cylinder's area.
  • Creatures with incorporeal movement cannot move through other creatures or objects while they are within the area of the cylinder.

At 10th level the radius of the cylinder increases to 10-feet, the height increases to 20-feet, and the duration increases to 1 minute. At 18th level you can alternatively cast the magic circle spell as a 3rd-level spell.

Witcher Strike

At 7th level, when you use your action to use one of your signs, you can make one weapon attack as a bonus action.

Trial of Dreams

Starting at 10th level, you undergo additional mutations as you drink another alchemical concoction that alters your metabolism, slows your heart beat to a crawl, and makes you sterile.

Your eyes are transformed into that of a wild cat, granting you darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet. You also gain supernatural strength, granting you advantage on Strength saving throws and Strength ability checks.

Mutant Tenacity

At 15th level, when you use your Action Surge class feature, you also use one of your signs as a bonus action.

Flood of Anger

Starting at 18th level, when you roll initiative and have no uses of your signs remaining, you regain one use of your signs.

Previous Versions

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5/23/2020 7:55:17 PM
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Witcher Image

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