Base Class: Ranger
During your travels in the wilderness you have undertaken the trial of the grasses and now it is time to walk the path. You specialise in hunting and killing monsters, to safeguard the people of the world from the evils and dangers around their islands of civilisation, for a price.
Alchemical Witcher Bombs, Oils and Decoctions.
When you reach level 3, you augment your martial prowess with alchemical learning. You gain proficiency in Alchemist Supplies. During a short rest, provided you have the necessary materials, you may make small bombs, oils and at level 6 decoctions. Bombs and oils may be used as an action, decoctions as a bonus action.
Bomb Types: Incendiary (Dancing Star) (30ft range, d10 fire, creatures catch fire, 15ft diameter), Smoke (Samum) (30ft range, obscured, 30ft diameter), Frost (Northern Wind) (30ft range, d8 frost, difficult terrain 20ft diameter, 2 turns), Gas (Dragons Dream) (30ft range, creatures are flammable: take double fire damage, 10ft diameter). A bomb costs 100gp to make. If a bomb would deal damage, affected creatures must make a Dex Save DC = (8+PROF+WIS) taking half damage on a successful save.
Oil Types: Aberration, Beast, Celestial, Dragon, Elemental, Fey, Giants, Humanoids, Monstrosities, Oozes, Plants, Undead, Constructs. When a creature is damaged by a blade coated in a Witcher Oil the same as the creature type, it takes a further d8 necrotic damage (except undead and plants which take fire). A blade coated in Oil will only last 1 hour before it becomes inert. Oils cost 100gp to create, excluding the primary component which is an internal organ from the type of creature the oil is to combat.
Materials to make decoctions, oils and bombs must be found in the world, either as base materials bought in a store or plants found at the side of the road. These potions are secret to the Witcher schools, and as such can not be found pre made for purchase. To make a decoction, oil or bomb, a successful check must be made using your alchemists kit (d20+Prof) with a DC of 8
Decoctions
Decoction Types: Speed (Thunderbolt) (gain an extra attack when taking the attack action), Healing (Swallow) (at the beginning of your turn you heal a hit die and continue to do so until you have no hit die left, using hit die even while at full health), Resistance (Tawny Owl) (advantage on saving throws), Corrosive Blood (Black Blood) (Melee Attacks made against you cause the attacker to suffer half the damage equal of that dealt to you). Only Witcher's may take Decoctions, any other to ingest a decoction suffers d12 acid damage per round for 1 minute, ignoring resistances and invulnerability. Furthermore, once ingested by a Witcher, the decoction will only last one minute until the effects have worn off and becomes inert. A Witcher that ingests more than one decoction per short rest will suffer 1d12 acid damage every round for 1 minute for every decoction taken, the effects of the decoction continue to work. Multiple uses of the same Decoction do not stack. Decoctions cost 200gp to create. A decoction may be taken as a bonus action.
Beast Slayer
Proficiency with forks, tables knifes, and other table cutlery.
Decoctions
Decoction Types: Speed (Thunderbolt) (gain an extra attack when taking the attack action), Healing (Swallow) (at the beginning of your turn you heal a hit die and continue to do so until you have no hit die left, using hit die even while at full health), Resistance (Tawny Owl) (advantage on saving throws), Corrosive Blood (Black Blood) (Melee Attacks made against you cause the attacker to suffer half the damage equal of that dealt to you). Only Witcher's may take Decoctions, any other to ingest a decoction suffers d12 acid damage per round for 1 minute, ignoring resistances and invulnerability. Furthermore, once ingested by a Witcher, the decoction will only last one minute until the effects have worn off and becomes inert. A Witcher that ingests more than one decoction per short rest will suffer 1d12 acid damage every round for 1 minute for every decoction taken, the effects of the decoction continue to work. Multiple uses of the same Decoction do not stack. Decoctions cost 200gp to create. A decoction may be taken as a bonus action.
Schools of Thought
School of the Wolf: Expertise with alchemical kits, and one skill you are proficient with. (Materials for bombs, oils and decoctions cost half, and at the DM's discretion can be found in the wild for less/free).
School of the Cat: As a bonus Action you may use the hide, disengage or dash actions. And while hidden, one attack gains Precise Brutality (+4d6 damage), you may only benefit from this ability once per turn.
School of the Bear: Proficiency with all armour, weapons and shields. +1/+2 AC while wearing medium/heavy armour.
School of the Gryphon: +1 to spell DC and Spell Attack Modifier and advantage on maintaining spell concentration.
School of the Bear
School of the Bear: Proficiency with all armour, weapons and shields. +1/+2 AC while wearing medium/heavy armour.
School of the Cat
School of the Cat: As a bonus Action you may use the hide, disengage or dash actions. And while hidden, one attack gains Precise Brutality (+4d6 damage) you may only benefit from this ability once per turn.
School of the Gryphon
School of the Gryphon: +1 to spell DC and Spell Attack Modifier and advantage on maintaining spell concentration.
School of the Wolf
School of the Wolf: Expertise with alchemical kits, and one skill you are proficient with. (Materials for bombs, oils and decoctions cost half, and at the DM's discretion can be found in the wild for less/free).
Quickened Reactions
You may apply oils, throw bombs or fire a hand crossbow as bonus actions (the hand crossbow may be reloaded as a bonus action on the next turn).
Learning the Path
School of the Wolf: While using an Oil, against the same type of creature as the oil, you may reroll one damage die and attacks score critical hits on a roll of 19 or 20.
School of the Cat: While hidden, or with advantage, one attack per round gains a further trigger of Precise Brutality (+4d6 damage) you may only benefit from this ability once per turn. You also gain expertise with an ability you are proficient with. (You may only gain the full 8d6 damage from Precise Brutality if you are hidden and have advantage, you will only gain one trigger, 4d6, from an attack made with advantage)
School of the Bear: Mortal Critical, while wielding a two handed weapon, upon a critical hit you may re roll any number of damage dice. Furthermore, upon any attack hitting an enemy, if your Attack roll is greater than your enemies Armour Class + 8, you may deal an additional 5 points of damage.
School of the Gryphon: The number of Decoctions that can be safely ingested is increased to two. Furthermore you may take two Decoctions or use two Bombs or Oils instead of only one. Furthermore, you may cast two spells with a single action, but one spell can be no higher than 1st level.
School of the Bear
School of the Bear: Mortal Critical, while wielding a two handed weapon, upon a critical hit you may re roll any number of damage dice. Furthermore, upon any attack hitting an enemy, if your Attack roll is greater than your enemies Armour Class + 8, you may deal an additional 5 points of damage.
School of the Cat
School of the Cat: While hidden, or with advantage, one attack per round gains a further trigger of Precise Brutality (+4d6 damage) you may only benefit from this ability once per turn. You also gain expertise with an ability you are proficient with. (You may only gain the full 8d6 damage from Precise Brutality if you are hidden and have advantage, you will only gain one trigger, 4d6, from an attack made with advantage)
School of the Gryphon
School of the Gryphon: The number of Decoctions that can be safely ingested is increased to two. Furthermore you may take two Decoctions or use two Bombs or Oils instead of only one. Furthermore, you may cast two spells with a single action, but one spell can be no higher than 1st level.
School of the Wolf
School of the Wolf: While using an Oil, against the same type of creature as the oil, you may reroll one damage die and attacks score critical hits on a roll of 19 or 20.
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