Ranger
Base Class: Ranger

Witchers are warriors that undergo extensive training, ruthless physical and mental conditioning, and mysterious rituals in preparation for becoming an itenerant monster slayer for hire. Taken in as children, witchers-to-be are subjected to intense alchemical processes, consumption of mutagenic compounds, and relentless physical and magical training. These procedures ultimately mean that each fully-trained witcher is a mutant built specifically to hunt and kill inhuman prey. 

Sign Casting

Being a witcher lets you choose from an expanded list of spells when you learn a ranger spell. The spells from the Expanded Spell List table are added to the ranger spell list for you. If you cast any of these spells, you do not require a verbal or material component. It also only takes you an action to cast each of these spells, except if it requires a reaction to cast it.

Expanded Spell List

Mutated

At 3rd level, you have passed the Trial of Grasses and completed your final mutations. You gain darkvision out to a range of 60 feet. If you already have darkvision, extend it out to an additional 60 feet.
 
You also have advantage on saving throws against poison, resistance against poison damage, and immunity against diseases.

Witcher School

Your training as a witcher starts at one of the famous schools known for teaching the art of monster slaying. At 3rd level, you choose which of the six witcher schools you belong to and gain a signiture feature from that school, as well as another at 11th level of this class.

School of the Bear

You gain proficiency with heavy armor, and you also gain a +1 bonus to AC if you are wearing heavy Armor.

At 11th level, when you make your first attack on your turn, you can decide to make a rend attack. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

School of the Cat

You can use Dexterity instead of Strength for the attack and damage rolls of melee weapons that don’t have the two-handed or heavy property. If you wield such a weapon with both hands, you also gain a +1 bonus to AC.

Starting at 11th level, when you make an opportunity attack on a creature, you can attack that creature twice instead of once.

School of the Griffin

Whenever you make a Charisma (Persuasion), Intelligence (Arcana) or Intelligence (History) check, you gain a bonus to the check equal to your Wisdom modifier.

From 11th level, once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than a third of your ranger level (rounded up).

School of the Manticore

You gain immunity to poison damage.

When you reach 11th level, you can craft two additional potions when you finish a short or long rest.

School of the Viper

Once per turn, you can deal extra damage equal to half your ranger level (rounded up) to one creature you hit with a weapon attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

From 11th level, if you are wielding two light melee weapons and use the Attack action, you can make two additional weapon attacks as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative or if you have the Two-Weapon Fighting Style.

School of the Wolf

When you are hit by a weapon attack, you can use your reaction to deflect the melee weapon or missile. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your ranger level. You must be wielding a melee weapon or shield to use this feature. You can deflect a weapon attack a number of times equal to your Wisdom modifier (minimum of 1), and must finish a short or long rest to regain expended charges.

At 11th level, you can cast the hunter's mark spell without expending a spell slot and without concentrating on the spell. Once you cast hunter's mark using this feature, you must finish a short or long rest to do so again.

Potion Brewing

At 7th level, you gain proficiency with alchemist's supplies and can use it to concoct two witcher potion when you finish a short or long rest. Starting at 15th level, the number of witcher potions you can create when you finish a rest increases to three.
 
As a bonus action you can consume a single witcher potion. If you are already under the effect of another witcher potion, consuming another witcher potion forces you to take 1d12 damage for every witcher potion's effect you are under and you must make a Constitution saving throw against your Spell Save DC or be poisoned for 10 minutes, due to the toxicity of your witcher potions. While you are under the effect of at least one potion, you can use an action to focus and flush the toxins from your system, ending the effect of that witcher potion.
 
Witcher potions are designed for your biology and have no effect on other creatures. They are also unstable by nature, losing their potency over time and becoming inert if not used before you finish your next short or long rest.
 
When you brew a witcher potion, choose the potion's effect from the Witcher Potions table:

Witcher Potions

Potion Effect

Swallow

For 1 minute, you regain hit points equal to your Wisdom modifier when you drink this potion as well as at the start of each of your subsequent turns. 

Thunderbolt

For 1 minute, you add your Wisdom modifier to the damage rolls of your weapon attacks.

Cat

You gain darkvision of infinite range for 1 hour.

Killer Whale

You can hold your breath underwater for 1 hour.

Tawny Owl

For 1 minute, you add 20 feet to your movement speed.

Black Blood

For 1 minute, any creature that makes a melee attack against you suffers 1d4 acid damage, or 1d8 acid damage if it makes a bite or beak attack against you.

Monster Oil

Starting at 11th level, when you finish a long or short rest, choose one creature type: aberrations, beasts, celestials, dragons, elementals, fey, fiends, giants, humanoids, monstrosities, oozes, plants, or undead. Using alchemist's supplies, you can apply an oil to a melee weapon or 20 pieces of ammunition that makes the chosen creature type weak to. The oil stays on the weapon or ammunition until the start of your next long or short rest.

Whenever you hit a creature of the chosen type with a weapon attack using the oiled weapon or ammunition, the damage for that attack ignores all resistances and immunities that creature has, and the weapon attack is a critical hit on a roll of a 19 or 20 on the attack roll.

Master Witcher

At 15th level, your mutations as a witcher are complete, making you a more capable predator to the most vicous monsters. You gain a bonus to all saving throws. This bonus is equal to your Wisdom modifier.

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