Base Class: Blood Hunter
Bloodhunters are solitary hunters by practical but some have figure that monster are more manageable when fought with allies even more so when your allies have the same abilities you do. The Order of Witchers were created to help those in the trade and have the resources to expand, and in this Order there are 6 different Schools that appear in this chapter. Each with different types of combat styles and hunting styles.
Witcher Schools
At 3rd level you choose one of six Witcher Schools; Cat, Viper, Wolf, Griffin, Bear or Manticore. When you a school you cannot change your mind.
School of the Bear
Those of the Bear school are solitary hunters even with those in the same school. They have the training to wear heavier armor and make their attacks deal more damage.
You have Proficiency in the Athletics and Intimidation skills or expertise if proficient. You also have proficiency with Heavy Armor
All your STR based attacks deal an additional d4 of damage(same type of damage of the weapon). The die increases when you reach certain levels; a d6 at 5th leve;, a d8 at 11th level and a d10 at 17th level.
School of the Cat
Along with the additional feature, you gain with the Order you gain a few extra perks
You gain proficiency in the Stealth and Acrobatics, if you already have proficiency you gain expertise in those skills.
You also gain the Sneak Attack class feature from the Rogue class.
School of the Griffin
Griffin Witchers promote neutrality with nations and incorporate their Signs in their fighting
You have Proficiency in Perception and Arcana skills or expertise if proficient
You have a bonus to your Sign casting equal to half your proficiency bonus
School of the Manticore
You have Proficiency in Intimidation and Insight Skills or Expertise if already proficient and expertise with your Alchemist's Kit
You also have Resistance to Acid Damage
School of the Viper
Much like the Cat School, the Viper School Witchers are assassins with the addition that they are more resistant to poison. You gain additional features at 3rd level
You gain proficiency in Stealth, Sleight of Hand skilss and the Poisoner's kit. You gain expertise if you already have proficiency.
You have advantage of saving throws against poison and have resistance to poison damage
Also when you choose this School you gain the Dueling fighting style and can add the axtra damage even when you hold 2 weapons but they both have to have the finesse property.
School of the Wolf
The Wolf School has a reputation of being the most reliable monster hunters in all the Schools
You have proficiency in Survival and Investigation skills or expertise if proficient
You gain a variant of the Ranger's Favored Enemy feature. When you deal damage to a favored enemy with your Crimson Rite you deal an additional die of damage
Witcher Signs
Aard: when you use this sign, in a 5 ft semisphere all creatures in range must make a Strength Saving Throw or be throw 10ft and be fall prone on a failure or 5f5 and not knocked prone on a success.
Igni: you cast Burning Hands as a 1st level spell
Quen: You cast the Shield spell
Yrden: you cast a variant of the Hold person spell. When cast the target makes a DC WIS saving throw or be restrained on a fail or have their movementreduced by 10 on a save. The target and reroll the save at the end of their turn ending it on a success. The target can be no more than Large or smaller. This variant can effect non humaniods as well
Axii: you cast a variant of the Charm spells. This variant is usuable on humaniods and non humaniods.
You use your Intelligence for your casting of your sign and when creatures need a Saving Throw the DC equals 8+your INT/WIS modifer+PB
Mutagen Harvest
When you reach 7th level in this Order, you may choose to harvest the essence of non-humanoids you loot in the form of a Mutagen by rolling a STR/DEX based Survival check with a DC equal to the your Hemocraft Save DC or Half the creatures CR rating whichever is higher . You may choose which effect the Mutagen has.
Attack Power: You add a +1 bonus to attack and damage rolls for each Mutagen of this type( Max of a +3 bonus)
Vitality: You gain an additional Hit Dice for each Mutagen and you gain a bonus to your Max HP equal to the amount of Vitality Mutagen times this class' average HP Roll(max of 3 mutagens)
Sign Intensity: You add a +1 Bonus to Spell Attack rolls and DC Saves made with your Witcher Sign( Max of +3 bonus)
You may have a number of Mutagens equal to you PB
Witcher Techniques
When you reach 11th level in this order you gain benefits based on what type of armor you wear
Light: When you hit an enemy that is either unaware of you or with your Sneak Attack feature, you treat all 1s you roll on damage as 2s and you can crit on 18-20
Medium: Signs that deal addional damage equal to your INT/WIS modifier and DC get a Bonus equal to half Your INT/WIS modifier rounded down (Min of +2 bonus)
Heavy: You gain 22 extra Hit Points and an additional extr HP everylevel in this class. You also gain the Great Weapon Master feat
Witcher Technique(Heavy)
While you wear Heavy Armor You gain 22 extra Hit Points and an additional 2 HP every level in this class and you gain the Great Weapon Master Feat
Witcher Technique(Light)
While you wear light armor and either hit an unaware enemy or have the Sneak Attack feature you treat all 1s on damage rolls as 2s and you can crit on 18-20.
Witcher Technique(Medium)
While you wear Medium Armor all Sign damage gains a bonus equal to Twice your Hemocraft Modifier and you add your Hemocraft Modifer again to the DCs of your Sign.
Enhance Curses
When you Reach 15th level in this Order, instead of your Order giving an additional Curse at this level you gain an enhancement to your existing ones. Any Blood Curses that deal damage you add additional your INT/WIS modifier to the damage and any Creatures you use them on have Disadvantage on the Saving Throw. Also when you Amplify a Blood Curse you can roll twice and use either result.
Mutagenic Healing
When you reach 18th level in this Order, when you would drop to 0 HP but not killed out right you may spend any number of Mutagens(Min of 1) and roll that many Hit Dice and regain HP equal to that result+ your levels in this class. Once you do so you must finish a Long Rest before you can use this feature again.
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