Fighter
Base Class: Fighter

Thanks to one of those blasted portals, a group of Witchers were teleported into Faerun. After many failed attempts to return home, they eventually went their own ways and started using their skills to the best of their abilities in their new home.

Though they had to start over from scratch, the Witcher schools are nothing if not resilient, and they quickly began to fill their manuals with new information on magical monsters to assist them on their hunts. Ironically, they are more accepted in this dimension than they were in their homeworld, and most people have no qualms about hiring a Witcher, and many even welcome their presence.

Concoction Creator

3rd-level Witcher feature

Your Witcher training has prepared you to create your various potions. Starting at level 3, you gain proficiency in alchemist's supplies.

The Trial of the Grasses

3rd-level Witcher feature

A grueling and horrible ordeal, this trial forces changes in the Witcher's physiology, allowing them to drink their concoctions, as well as increase their physical capabilities.

The Trial of the Grasses is perhaps the most famous, and most heinous, of the trials. While the trial makes a Witcher stronger, able to see in the dark, and allows them to drink their concoctions safely, it is still the most abhorred part of becoming a Witcher.

Starting at level 3, you gain Darkvision out to 30 ft. You gain resistance to poison damage and gain advantage on saving throws against the poisoned condition.

Witcher School

3rd-level Witcher feature

Each Witcher School has a different focus and purpose. The Wolves are professionals, the Cats are skilled in assassinations, the Bears are tough fighters, the Griffins are honorable, the Vipers are secretive, and the Cranes are knowledgeable in the ways of firearms.

Starting at level 3, choose the Witcher School that trained you, or whose teachings you learned through another means. Each school grants its own set of benefits. You gain another Witcher School feature related to your school at level 18.

School of the Bear

The School of the Bear is the hardiest of all the schools. Gain proficiency in Athletics if you do not have it already. Gain an extra 1 hit point per level.

School of the Cat

The School of the Cat is skilled in taking their enemies by surprise. Gain proficiency in Stealth if you do not have it already. During your first turn in combat, you have advantage on attack rolls against any creature that hasn't taken a turn. Any hit you score on this turn turns into a critical hit.

School of the Crane

The School of the Crane practices the use of firearms, using them to effectively combat flying enemies. Gain proficiency in firearms. When you take the attack action with a melee weapon, you may make an attack with a firearm that has the light property as a bonus action.

School of the Griffin

The School of the Griffin is the most diplomatic of the schools, prioritizing relations with other intelligent creatures in their training. Gain proficiency in Persuasion and Insight if you do not have these skills already. When using a crossbow, attacking from within 5 ft. of an enemy does not impose disadvantage.

School of the Viper

Gain proficiency in Sleight of Hand and poisoner's tools if you do not have them already. You know how to make Viper poison. Using 5gp worth of materials from any herbalist shop (or an appropriate Survival check if the DM allows) and 1 hour of work, you can make 6 charges of this poison. You may use an action to apply this poison to a bladed weapon or 3 pieces of ammunition, causing the weapon to deal an extra 2d6 poison damage on its next hit. Upon application, the poison expires after 1 minute.

School of the Wolf

The School of the Wolf takes pride in their knowledge of this world's monsters. Gain advantage on Arcana, History, Investigation, and Religion checks made to recall information about Aberrations, Monstrosities, and Dragons. Also, you gain advantage on Survival checks made to track these creatures.

 
 

Witcher Signs

7th-level Witcher feature

Witcher's are not mages by any means, but they are capable of using simple spells to aid them in their daily work. Starting at level 7, you learn simple "spells" that are useful in a variety of situations. Aard, Igni, Yrden, Quen, and Axii. You may cast a Sign as long as you have one free hand to make the appropriate hand sign. Some signs require a saving throw equal to 8 + your Intelligence modifier + your proficiency bonus. You may use the feature a number of times equal to your proficiency bonus. You regain all expended uses on a short or long rest.

Aard - You may use a bonus action to launch a blast of force from your palm. All creatures in a 15 ft. cone must succeed on a Strength saving throw or be pushed back 10 ft. and knocked prone. On a success, the creature is pushed back 10 feet but not knocked prone.

Igni - You may use a bonus action to cause a wave of fire to wash over your enemies. All creatures within a 15 ft. cone must make a dexterity saving throw or take 3d6 fire damage, or half as much on a successful save. All flammable objects in this cone not being worn or carried are ignited.

Yrden - You may use a bonus action to create a circle to slow down your enemies and make them vulnerable. Choose a point within 30 ft.  A 15 ft radius and 30 ft tall cylinder appears around that point. This area becomes difficult terrain for all creatures except you for 1 minute, and creatures that have resistance to non-magical damage do not have that resistance while inside the circle. Additionally, creatures other than you may not move through other creatures or objects while inside the cylinder.

Quen - When you would take damage, you may use a reaction to create a translucent shield around yourself to absorb damage. You gain temporary hit points equal to 5 times your proficiency bonus. These temporary hit points last until the end of your next turn.

Axii - You may use an action to influence the mind of a creature before you. Choose a creature within 30 feet of you that can see or hear you. The creature must succeed on a Wisdom saving throw or become charmed by you. A creature charmed by you can be told to do a single action or task, as long as that task is not directly harmful to it or a creature it is allied with, and as long as the task can be completed within 1 minute. After one minute, or after completing the action or task, the charm ends. The creature does not automatically know it was charmed by you, though it may figure it out naturally. If the creature succeeds on the save, it knows that you attempted to charm it. This sign automatically fails against a creature you are in combat with.

Swallow

10th-level Witcher feature

Making the traditional Witcher concoctions in a new world proved to be extremely challenging. To date, the only potion that has been able to be replicated is the Swallow potion, which has been a staple of the Witcher caste since its founding.

Starting at level 10, at the end of each long rest, you create a Swallow concoction. This potion can be drunk as an action if you have one hand free and restores a number of hit points equal to five times your fighter level. If a creature other than a Witcher tries to drink this potion, they must make a DC 20 Constitution saving throw, taking 2d6 poison damage on a failed save, and half as much on a success.

Intense Signs

15th-level Witcher feature

There is always room for improvement. Starting at level 15, all of your Witcher Signs have increased in Intensity, altering or enhancing their effects.

Aard - Upon failing the strength save, creatures now take 3d6 cold damage in addition to the other effects, or half damage upon succeeding.

Igni - Igni's damage increases to 6d6 fire damage.

Yrden - The radius of Yrden increases to 30 feet, the height increases to 60 feet, and creatures that you assign at the casting of the sign are not affected by the difficult terrain.

Quen - If your temporary hit points from this Sign are reduced to zero, you may choose to have the shield explode, dealing 3d6 force damage to all creatures within 5 feet of you, not including you.

Axii - You may use this Sign in combat to force a creature that fails the Wisdom save to use its reaction to move up to half its speed and make an attack against another creature of your choice. In addition, that creature will have disadvantage on attack rolls made against you until the end of its next turn.

Professional Witcher

18th-level Witcher feature

You are among the top Witchers in your respective school and have the skills to prove it. Starting at level 18, you gain another feature related to your Witcher school.

Bear Den Leader

Temporary hit points granted by the Quen Sign are increased to 20. When your Quen Sign's temporary hit points are reduced to 0 and it explodes, roll 1d4. On a 4, another shield appears instantaneously. This can only happen once per use of the sign.

Cat Pride Leader

You gain the Sneak Attack feature. Once per turn, you can deal an extra 3d6 damage to one creature you hit with an Attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

Crane Sedge Leader

You have learned to create a handheld bomb. You can throw this bomb as an action to a square within 60 feet of you. All creatures within 15 feet of that square must succeed on a Dexterity saving throw or take 8d6 fire damage and 8d6 bludgeoning damage. You must complete a long rest before you can use this feature again.

Griffin Flock Leader

The number of times you can use your Witcher Signs increases by 2.

Viper Pit Leader

You can now apply poison to your weapons as a bonus action, and when rolling for damage, you ignore resistance to poison damage.

Wolf Pack Leader

You have learned to make special oils that aid you in your hunts. You can use a bonus action to coat a melee weapon or 4 pieces of ammunition in a special oil made to be used against Aberrations, Monstrosities, and Dragons. The oil makes the weapon or ammunition magical for 1 minute for purposes of overcoming resistance. In addition, if you hit an Aberration, Monstrosity, or Dragon with a weapon or piece of ammunition that is covered in this oil, they take an additional 2d6 poison damage. This damage cannot be reduced in any way.

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