Blood Hunter
Base Class: Blood Hunter

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. Often misunderstood and feared, Witchers are forces of good in the world, fighting and killing man and monster alike in the name of protecting others. Witchers tend not to take sides in political conflict, but can be persuaded to do so if the cause is just or one of the parties are threatening the innocent. Excessively protective and armed with swords, silver and steel, a Witcher can be the grandest of allies or the most unfortunate of foes.

Witcher Potion Formulas

You begin to uncover ancient alchemical formulas that temporarily alter your mental and physical abilities.

Beginning at 3rd level, you choose to learn four Witcher Potion formulas. Your formula options are detailed at the end of this order description. You gain an additional formula at 7th level, 11th level, 15th level, and 18th level.

Additionally, when you gain a new Witcher Potion formula, you can choose one of the formulas you already know and replace it with a new formula.

Aberration Decoction

Abberations that hit you with a melee attack within 5 feet of you take 1d8 psychic damage.

Additionally, your melee attacks against Abberations are critical on a 19 or 20.

These effects last for 1 hour.

Beast Decoction

Beasts that hit you with a melee attack within 5 feet of you take 1d8 psychic damage.

Additionally, your melee attacks against Beasts are critical on a 19 or 20.

These effects last for 1 hour.

Blizzard

When you hit an enemy with a melee attack, you can use the Disengage action as a bonus action.

This effect lasts for 1 minute.

Cat

You gain Superior Darkvision at a range of 300 ft and have advantage on Perception checks that rely on sight.

This effect lasts for 10 minutes.

Celestial Decoction

Celestials that hit you with a melee attack within 5 feet of you take 1d8 psychic damage.

Additionally, your melee attacks against Celestials are critical on a 19 or 20.

These effects last for 1 hour.

Construct Decoction

Constructs that hit you with a melee attack within 5 feet of you take 1d8 psychic damage.

Additionally, your melee attacks against Constructs are critical on a 19 or 20.

These effects last for 1 hour.

Dragon Decoction

Dragons that hit you with a melee attack within 5 feet of you take 1d8 psychic damage.

Additionally, your melee attacks against Dragons are critical on a 19 or 20.

These effects last for 1 hour.

Elemental Decoction

Elementals that hit you with a melee attack within 5 feet of you take 1d8 psychic damage.

Additionally, your melee attacks against Elementals are critical on a 19 or 20.

These effects last for 1 hour.

Fey Decoction

Fey that hit you with a melee attack within 5 feet of you take 1d8 psychic damage.

Additionally, your melee attacks against Fey are critical on a 19 or 20.

These effects last for 1 hour.

Fiend Decoction

Fiends that hit you with a melee attack within 5 feet of you take 1d8 psychic damage.

Additionally, your melee attacks against Fiends are critical on a 19 or 20.

These effects last for 1 hour.

Full Moon

You gain 5 temporary hit points at the beginning of each of your turns.

This effect lasts for 1 minute.

Giant Decoction

Giants that hit you with a melee attack within 5 feet of you take 1d8 psychic damage.

Additionally, your melee attacks against Giants are critical on a 19 or 20.

These effects last for 1 hour.

Golden Oriole

You cancel all active Witcher Potion effects currently in your bloodstream.

Humanoid Decoction

Humanoids that hit you with a melee attack within 5 feet of you take 1d8 psychic damage.

Additionally, your melee attacks against Humanoids are critical on a 19 or 20.

These effects last for 1 hour.

Killer Whale

You can breathe under water.

This effect lasts for 8 hours.

Maribor Forest

You regain 1d4 Sign charges.

Monstrosity Decoction

Monstrosities that hit you with a melee attack within 5 feet of you take 1d8 psychic damage.

Additionally, your melee attacks against Monstrosities are critical on a 19 or 20.

These effects last for 1 hour.

Ooze Decoction

Oozes that hit you with a melee attack within 5 feet of you take 1d8 psychic damage.

Additionally, your melee attacks against Oozes are critical on a 19 or 20.

These effects last for 1 hour.

Petri's Philter

Your signs negate the resistances of the creatures they effect.

This effect lasts for 1 minute.

Plant Decoction

Plants that hit you with a melee attack within 5 feet of you take 1d8 psychic damage.

Additionally, your melee attacks against Plants are critical on a 19 or 20.

These effects last for 1 hour.

Swallow

You regain hit points every round equal to your Constitution modifier.

This effect lasts for 1 minute.

Tawny Owl

Your movement speed is doubled.

This effect lasts for 1 minute.

Thunderbolt

Your melee attacks inflict an additional damage die.

This effect lasts for 1 minute.

Undead Decoction

Undead that hit you with a melee attack within 5 feet of you take 1d8 psychic damage.

Additionally, your melee attacks against Undead are critical on a 19 or 20.

These effects last for 1 hour.

White Honey

You cancel a single magical effect affecting you.

Crafting Witcher Potions

At 3rd level, you can concoct a number of witcher potions equal to your Intelligence modifier plus your Proficiency bonus during a long rest.

As a bonus action you can consume a single witcher potion. The number of witcher potions you can safely consume and have active at a time is equal to your Constitution modifier. If you consume a number of witcher potions greater than your Constitution modifier, you will begin experiencing negative effects as detailed in the Witcher Potions class feature.

Witcher Potions are designed for your biology and have violent effects on other creatures. If a creature other than a member of the Order of The Witcher consumes a Witcher Potion, they must make a Constitution saving throw equal to your spellcasting modifier or take 5d8 necrotic damage and become poisoned. On a success, the creature takes half damage and isn't poisoned.

They are also unstable by nature, losing their potency over time and becoming inert if not used before you finish your next long rest.

Witcher Potions

These potions are presented in alphabetical order. You can learn a potion formula at the same time you meet its prerequisites. You can have a number of potions active equal to your Constitution modifier before experiencing negative effects (detailed at the bottom of the list.)

Aberration Decoction (Duration: 1 hour) (Prerequisite: 11th level.)

Abberations that hit you with a melee attack within 5 feet of you take 1d8 psychic damage. Additionally, your melee attacks against Abberations are critical on a 19 or 20.

Beast Decoction (Duration: 1 hour) (Prerequisite: 11th level.)

Beasts that hit you with a melee attack within 5 feet of you take 1d8 psychic damage. Additionally, your melee attacks against Beasts are critical on a 19 or 20.

Blizzard (Duration: 1 minute)

When you hit an enemy with a melee attack, you can use the Disengage action as a bonus action.

Cat (Duration: 10 minutes)

You gain Superior Darkvision at a range of 300 ft and have advantage on Perception checks that rely on sight.

Celestial Decoction (Duration: 1 hour) (Prerequisite: 11th level.)

Celestials that hit you with a melee attack within 5 feet of you take 1d8 psychic damage. Additionally, your melee attacks against Celestials are critical on a 19 or 20.

Construct Decoction (Duration: 1 hour) (Prerequisite: 11th level.)

Constructs that hit you with a melee attack within 5 feet of you take 1d8 psychic damage. Additionally, your melee attacks against Constructs are critical on a 19 or 20.

Dragon Decoction (Duration: 1 hour) (Prerequisite: 11th level.)

Dragons that hit you with a melee attack within 5 feet of you take 1d8 psychic damage. Additionally, your melee attacks against Dragons are critical on a 19 or 20.

Elemental Decoction (Duration: 1 hour) (Prerequisite: 11th level.)

Elementals that hit you with a melee attack within 5 feet of you take 1d8 psychic damage. Additionally, your melee attacks against Elementals are critical on a 19 or 20.

Fey Decoction (Duration: 1 hour) (Prerequisite: 11th level.)

Fey that hit you with a melee attack within 5 feet of you take 1d8 psychic damage. Additionally, your melee attacks against Fey are critical on a 19 or 20.

Fiend Decoction (Duration: 1 hour) (Prerequisite: 11th level.)

Fiends that hit you with a melee attack within 5 feet of you take 1d8 psychic damage. Additionally, your melee attacks against Fiends are critical on a 19 or 20.

Full Moon (Duration: 1 minute)

You gain 5 temporary hit points at the beginning of each of your turns.

Giant Decoction (Duration: 1 hour) (Prerequisite: 11th level.)

Giants that hit you with a melee attack within 5 feet of you take 1d8 psychic damage. Additionally, your melee attacks against Giants are critical on a 19 or 20.

Golden Oriole (Duration: Instant)

You cancel all of the active potion effects currently in your bloodstream.

Humanoid Decoction (Duration: 1 hour) (Prerequisite: 11th level.)

Humanoids that hit you with a melee attack within 5 feet of you take 1d8 psychic damage. Additionally, your melee attacks against Humanoids are critical on a 19 or 20.

Killer Whale (Duration: 8 hours)

You can breathe under water.

Maribor Forest (Duration: Instant)

You regain 1d4 Sign charges.

Monstrosity Decoction (Duration: 1 hour) (Prerequisite: 11th level.)

Monstrosities that hit you with a melee attack within 5 feet of you take 1d8 psychic damage. Additionally, your melee attacks against Monstrosities are critical on a 19 or 20.

Ooze Decoction (Duration: 1 hour) (Prerequisite: 11th level.)

Oozes that hit you with a melee attack within 5 feet of you take 1d8 psychic damage. Additionally, your melee attacks against Oozes are critical on a 19 or 20.

Petri's Philter (Duration: 1 minute)

Your signs negate the resistances of the creatures they effect.

Plant Decoction (Duration: 1 hour) (Prerequisite: 11th level.)

Plants that hit you with a melee attack within 5 feet of you take 1d8 psychic damage. Additionally, your melee attacks against Plants are critical on a 19 or 20.

Swallow (Duration: 1 minute)

You regain hit points every round equal to your Constitution modifier.

Tawny Owl (Duration: 1 minute)

Your movement speed is doubled.

Thunderbolt (Duration: 1 minute)

Your melee attacks inflict an additional damage die.

Undead Decoction (Duration: 1 hour) (Prerequisite: 11th level.)

Undead that hit you with a melee attack within 5 feet of you take 1d8 psychic damage. Additionally, your melee attacks against Undead are critical on a 19 or 20.

White Honey (Duration: Instant)

You cancel a single magical effect affecting you.

 

Negative Effects

If you take a number of potions greater than your Constitution modifier, you will gain 2 levels of exhaustion for each additional potion you take above the limit. Exhaustion does not wear off with the potions, but may be reduced by normal means.

Signs

A witcher has access to the most fundamental of magic: basic glyphs and wards called Signs. Witchers may call upon these powers a number of times equal to their Intelligence modifier + their Blood Hunter level per long rest.

Aard

As an action, you can use this sign to create a blast of force energy in a 10-foot cone. All creatures within the cone must make a Strength saving throw against your spell save DC or take 2d8 force damage and be pushed 10 feet away from you. On a success, a creature takes half damage and is not pushed.

Igni

As an action, you can use this sign to spout a 10-foot line of fire. All creatures within the line must make a Dexterity saving throw against your spell save DC or take 4d6 fire damage. On a success, a creature takes half damage. Alternatively, you can use this sign as a bonus action to wreath your weapon in flames for 1 minute. While wreathed it flames, your weapon does an additional 1d6 fire damage on a hit.

Yrden (Requires Concentration)

As an action, you can use this sign to create a 15-foot dome of protective energy for 1 minute. While active in this way, enemies in the dome's area have a -2 penalty to their AC. Fey, Fiends, and Undead within the area also cannot take reactions.

Quen

As a reaction, you can use this sign to gain +5 to your armor class and gain resistance to bludgeoning, slashing, and piercing damage until the end of your next turn.

Axii (Requires Concentration)

As an action, you can use this sign to effect a single creature's emotions. A targeted creature must succeed on a Charisma saving throw against your spell save DC or be charmed by you for 1 minute. While the creature is charmed, you can choose to either suppress any effect that would cause it to be frightened or you can make the creature indifferent about creatures of your choice that it is hostile towards. The creature becomes hostile again once the spell ends or if it is attacked or harmed by a spell.

Witcher Metabolism

Beginning at 7th level, your body has begun to adapt to toxins and venoms, ignoring their corroding effects. You gain immunity to poison damage and the poisoned condition.

In addition, you can have one additional Witcher Potion active before beginning to experience harmful side-effects.

Greater Signs

As you grow in power, so does the intensity of the Signs that you wield. At 11th level, you may use three sign charges to increase the intensity of your basic signs. You may alter your signs in the following ways:

Greater Aard

As an action, you can use this sign to create a blast of force energy in a 20-foot sphere. All creatures within the sphere must make a Strength saving throw against your spell save DC or take 4d8 force damage and be pushed 20 feet away from you. On a success, a creature takes half damage and is not pushed.

Greater Igni

As an action, you can use this sign to immolate a single creature. The creature must make a Dexterity saving throw against your spell save DC or take 8d6 fire damage. On a success, a creature takes half damage. Alternatively, wreathing your weapon in flame deals an additional 2d6 fire damage on a hit.

Greater Yrden (Requires Concentration)

As an action, you can use this sign to create a 20-foot sphere of protective energy centered on yourself for 1 minute. While active in this way, enemies in the dome's area have a -2 penalty to their AC, have disadvantage on Dexterity saving throws, and cannot take reactions. Fey, Fiends, and Undead within the area must succeed on a Wisdom saving throw against your spell save DC or be forced out of the area or be contained within at your discretion.

Greater Quen

As a reaction, you can use this sign to target another creature within 15 feet and grant +5 to their armor class and resistance to bludgeoning, slashing, and piercing damage until the end of your next turn.

Greater Axii (Requires Concentration)

As an action, you can use this sign to cause a single humanoid or beast to ally itself with you. If targeting a single humanoid or beast within 30 ft, that creature must make a Charisma saving throw against your spell save DC or be charmed for 1 minute. While charmed, the target treats you as an ally and can be commanded with a bonus action. If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. Each time the target takes damage, it makes a new Charisma saving throw against the spell. If the saving throw succeeds, the effect ends.

Alternatively, this sign can effect the emotions of multiple creatures. You create a 20-ft. sphere centered on a point you can see within 60 feet. Creatures within the sphere must make a Charisma saving throw against your spell save DC or be charmed for 1 minute. While a creature is charmed, you can choose to suppress any effect that would cause the creature to be frightened or cause it to be indifferent toward creatures that it is hostile toward. An affected creature becomes hostile again when the effect ends or if it is attacked or damaged by a spell.

Brand of Analyzation

At 15th level, your enhanced knowledge of creatures has altered your Brand of Castigation to reveal a foe's true nature. As a bonus action, you can discern the resistances, immunities, and vulnerabilities of a creature that you have branded with your Brand of Castigation.

Additionally, as a reaction you can impose disadvantage on a single saving throw made by a creature that you have branded. Once this feature has been used, the creature ceases to be branded by you.

Witcher Blood

At 18th level, your body has adapted to your continuous use of Witcher Potions and can synthesize their effects from other Witcher Potions. As a bonus action, you can choose one witcher potion currently affecting you to flush from your system and end, then immediately have a witcher potion you know the formula for take effect in its place.

You can use this feature a number of times equal to your Intelligence modifier (minimum of 1). You regain all uses of this feature after you finish a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
12/24/2021 1:32:09 AM
11
1
--
Coming Soon
12/28/2021 5:59:24 AM
17
3
--
Coming Soon
12/28/2021 6:17:21 AM
13
1
--
Coming Soon
5/5/2022 6:01:13 AM
173
65
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes