Fighter
Base Class: Fighter

Witcher Subclass
Mutated through brutal alchemical trials and trained from childhood to hunt monsters, Witchers are warriors unlike any other. Enhanced beyond human limits, they wield supernatural reflexes, sharpened senses, and deadly skill in both swordplay and alchemy. Feared and revered in equal measure, Witchers walk the line between man and beast, bound by their own code in a world that often despises them.

Witcher Training (Level 3)
Upon choosing this subclass at 3rd level, you gain the following features:

Darkvision: Your mutations enhance your sight beyond natural limits. You gain darkvision out to 60 feet. If you already have darkvision, its range increases by 30 feet.
Monster Slayer’s Arsenal: You gain proficiency with silvered weapons, which are specially forged to strike down supernatural creatures. Against creatures vulnerable to silver, your weapon attacks ignore resistance to nonmagical damage.
Poisoned Resilience: Your body has adapted to the toxic nature of alchemical potions. You gain resistance to poison damage and advantage on saving throws against being poisoned.
Signs & Alchemy: You gain proficiency with alchemist’s supplies and learn the basics of Witcher alchemy. You also learn a simple magical Sign, gaining the ability to cast one cantrip from a limited Witcher spell list (such as Thaumaturgy, Mage Hand, or a homebrewed Sign equivalent).
Potion Crafting (Level 7)
At 7th level, your alchemical training allows you to brew specialized potions designed for your unique Witcher metabolism. These potions grant powerful effects but come with inherent risks.

Potion Preparation: During a short rest, you may prepare up to two potions from the list of recipes you have learned. These potions remain potent for 24 hours, after which they degrade into harmless distilled water.
Learning Recipes: You begin with four potion recipes at level 7. You learn one additional recipe at levels 9, 11, 13, 15, 17, and 19.
Metabolic Flush: As a bonus action, you may forcefully purge a potion from your system, ending both its benefits and penalties immediately.
Witcher-Specific Alchemy: These potions are highly toxic to non-Witchers, making them ineffective or even lethal to others.

Level 3: Spellcasting

You have learned to cast spells.

Cantrips. You know two cantrips of your choice from the Wizard spell list. Whenever you gain a Fighter level, you can replace one of these cantrips with another cantrip of your choice from the Wizard spell list.

When you reach Fighter level 10, you learn another Wizard cantrip of your choice.

Spell Slots. The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Eldritch Knight Spellcasting
  —Spell Slots per Spell Level—
Fighter Level Spells Prepared 1 2 3 4
3 3 2
4 4 3
5 4 3
6 4 3
7 5 4 2
8 6 4 2
9 6 4 2
10 7 4 3
11 8 4 3
12 8 4 3
13 9 4 3 2
14 10 4 3 2
15 10 4 3 2
16 11 4 3 3
17 11 4 3 3
18 11 4 3 3
19 12 4 3 3 1
20 13 4 3 3 1

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 spells from the Wizard spell list.

The number of spells on your list increases as you gain Fighter levels, as shown in the Prepared Spells column of the Eldritch Knight Spellcasting table. Whenever that number increases, choose additional spells from the Wizard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 7 Fighter, your list of prepared spells can include five Wizard spells of levels 1 and 2 in any combination.

Changing Your Prepared Spells. Whenever you gain a Fighter level, you can replace one spell on your list with another Wizard spell for which you have spell slots.

Spellcasting Ability. Intelligence is your spellcasting ability for your Wizard spells.

Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Wizard spells.

Trial of the Grasses

Having survived the brutal Trial of the Grasses, your body has been permanently altered, granting you unnatural resilience and heightened senses.

Mutagenic Constitution: You have advantage on saving throws against poison and resistance to poison damage.
Enhanced Senses: You gain expertise in Perception and Survival, representing your honed tracking skills and supernatural awareness.
Your mutated physiology makes you a living weapon, able to withstand toxins and perceive the world with preternatural clarity.

Potion Crafting

Potion Crafting (Level 7)
At 7th level, your alchemical training allows you to brew specialized potions designed for your unique Witcher metabolism. These potions grant powerful effects but come with inherent risks.

Potion Preparation: During a short rest, you may prepare up to two potions from the list of recipes you have learned. These potions remain potent for 24 hours, after which they degrade into harmless distilled water.


Learning Recipes: You begin with four potion recipes at level 7. You learn one additional recipe at levels 10,15, and 18.
Metabolic Flush: As a bonus action, you may forcefully purge a potion from your system, ending both its benefits and penalties immediately.
Witcher-Specific Alchemy: These potions are highly toxic to non-Witchers, making them ineffective or even lethal to others.

Kryos (Κρύος – "Cold")

Effect: This potion grants resistance to cold damage for 10 minutes.
Side Effect: The potion slows your body's natural warmth, numbing your extremities. While under its effects, you have disadvantage on Dexterity checks and initiative rolls as your movements become sluggish.

Nehar (נהר – "River")

Effect: This potion grants the drinker a swim speed of 30 feet and the ability to breathe underwater for 10 minutes.
Side Effect: The potion thins the blood unnaturally, making wounds bleed more freely. While under its effects, you suffer vulnerability to slashing and piercing damage.

Potion: Lumen (Λύμην – "Light")

Effect: This potion grants the drinker the ability to see in complete darkness and magical darkness as if it were dim light for 1 hour.
Side Effect: The potion overstimulates the eyes, causing temporary light sensitivity. While under its effects, the drinker suffers disadvantage on saving throws against blinding effects and takes 1d4 radiant damage each time they are subjected to bright light.

Pyr (Πῦρ – "Fire")

Effect: This potion grants resistance to fire damage for 10 minutes.
Side Effect: The potion overheats your body, causing excessive sweating and dehydration. While under its effects, you gain disadvantage on Constitution checks and saving throws, and you cannot regain hit points from non-magical sources (such as food, rest, or basic healing) until the potion wears off

Seraph (שָׂרָף – Biblical Hebrew, "Burning One")

Effect: This oil coats a weapon, causing it to ignite with magical flames for 10 minutes. While the oil is active:
The weapon deals an additional 1d6 fire damage on a hit.
Attacks with this weapon bypass fire resistance but not fire immunity.
Application Time: 1 minute
Side Effect: The flames are volatile and difficult to control. While wielding a weapon coated in Esh, you suffer disadvantage on Stealth checks due to the faint glow and heat distortion it creates.

Vitalis (Latin – "Life")

Effect: This potion grants the drinker a surge of life force, healing them for hit points equal to their Constitution modifier at the start of each of their turns for 1 minute.
For the duration, the drinker regains hit points equal to their Constitution modifier (e.g., if their Constitution modifier is +3, they regain 3 hit points each turn).


Side Effect: At the end of the duration, the drinker suffers 1 level of exhaustion for each 5 rounds they were healed by the potion, up to a maximum of 2 levels of exhaustion. (For example, if the potion lasts 6 rounds, the drinker would only suffer 1 level of exhaustion. If it lasts 10 rounds, they'd suffer 2 levels of exhaustion.)

Witcher's Tactics

Monster Knowledge: You gain advantage on all Nature or Arcana checks to recall information about monsters you encounter, specifically Beasts, Monstrosities, Aberrations, and Fey. This advantage applies whether you're studying an enemy before combat or learning about their traits during the encounter.

Enhanced Reflexes: Your combat reflexes are unparalleled. You gain double your Dexterity modifier for your initiative rolls. Additionally, when a creature you can see hits you with an attack, you can use your reaction to halve the damage, reflecting your ability to dodge or deflect the blow with your quick reflexes.

Witcher's Will & Arcane Lore

Inner Resilience: When you drop to 0 hit points and aren’t killed outright, you can choose to automatically stabilize and regain hit points equal to half your hit point maximum at the start of your next turn (this does not require any rolls). After using this feature, you must finish a long rest before you can use it again.
Additionally, you have advantage on saving throws against being charmed, frightened, or stunned.

Monster Lore: You can now cast Identify without expending a spell slot once per long rest. Additionally, when you examine a monster’s corpse or a piece of their remains, you can immediately recall one important piece of information about their abilities, weaknesses, or ecology that would be difficult to obtain through regular research or observation (e.g., resistance to a certain element, their lair behavior, or details about their lifecycle).
This ability can also extend to knowledge of monster rituals or arcane traps, letting you discern the nature of magical phenomena tied to monsters and how to counter them.

Level 18: Trial of the Grandmaster

The Witcher has undergone the ultimate trial, sharpening both mind and body beyond the limits of mortality. Once per long rest, the Witcher can double their movement speed and take an additional action on their turn. This lasts for 1 minute, and during this time, the Witcher has advantage on all attack rolls and saving throws.

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