Fighter
Base Class: Fighter

The archetypal Witcher roots out evil monsters across the world using specialized training. To strike down evil, a Witcher uses its wits and prowess to achieve victory.

Opportunistic Hunter

Starting at 3rd Level, you’ve learned to become a weapon of opportunity. You have advantage on initiative rolls. Additionally, when an ally, who is a creature other than you, makes a melee attack against a creature within your reach, you may use your reaction to make a single melee attack against the same creature.

Studious Warrior

A Witcher is also well studied. You create a bestiary in a notebook where you track monsters you have fought before. If you analyze a monster you have killed/subdued for 10 minutes after battle, you may add it to your bestiary. If you face a monster you have already recorded in your bestiary, you know its immunities, resistances, and vulnerabilities.

Slayer Strikes

Your training comes to fruition as you can now focus your strikes against your enemies. 

 

You may craft a special Witcher’s Silver Weapon. By completing an 8 hour crafting, you infuse a mundane weapon with Silver. The Witcher Weapon gains the following benefits:

 

  • Against enemies who are not Beast or Humanoid type, you gain a +1 to attack and damage rolls. This bonus increases to +2 at level 10, and +3 at level 15, +4 at level 23, +5 at level 27, +6 at level 31, and +7 at level 34, and +8 at level 38. 
  • The Witcher Weapon deals force damage instead of slashing, bludgeoning, or piercing damage. 
  • Against Beasts and Humanoids, the Weapon only deals damage equal to your strength or dexterity modifier. This damage cannot be modified in any way. 

 

This bonus also functions when fighting creatures you have noted in your bestiary.

Unnatural Steadiness

You gain proficiency in Wisdom saving throws and have advantage on saving throws made against Frightened.

Witcher Oils

Your skills with alchemy can now enhance your prowess in combat. As part of your Witcher’s Craft species feature, you may additionally prepare and craft a number of different Blade Oils equal to your proficiency bonus. Each Blade Oil expires during your next long rest. As a bonus action, you may apply a Blade Oil to your mundane weapon and/or Witcher Silver Weapon. 


Once applied, the Blade Oil lasts for 1 hour before its effects wear off. A blade may have up to 3 oils applied at one time. At level 15, you may craft the Superior versions of the damaging Blade Oils, increasing the damage die from 1d4 to 1d8. At level 23, you may craft Enhanced Superior versions of the damaging Blade Oils, increasing the damage die from 1d8 to 2d8. If an oil requires a saving throw, the DC equals 8 + your proficiency bonus + your wisdom modifier.

The options and effects for Blade Oils are listed in the following table:

Aberrata Oil

Against Aberrations, your strikes deal an additional 1d4 force damage. 

Beastia Oil (non silvered weapon only)

Against Beasts, your strikes deal an additional 1d4 force damage. 

Draconid Oil

Against Dragons, your strikes deal an additional 1d4 force damage. 

Elementa Oil

Against Elementals, your strikes deal an additional 1d4 force damage. 

Feysha Oil

Against Fey, your strikes deal an additional 1d4 force damage. 

Fiendish Oil

Against Fiends, your strikes deal an additional 1d4 force damage. 

Giganta Oil

Against Giants, your strikes deal an additional 1d4 force damage. 

Hanged Man’s Venom (Non-silvered weapon only)

Against Humanoids, your strikes deal an additional 1d4 force damage.

Relict Oil

Against Monsters, your strikes deal an additional 1d4 force damage.

Spectre Oil

Against Undead, your strikes deal an additional 1d4 force damage.

Moondust Oil

Each time you hit a creature who is shapeshifted, the creature must make a Constitution Saving Throw against your save DC or be reverted back to its original form. 

Bewitching Oil 

If you hit a creature who has a Regeneration Feature, the regeneration fails to function until the end of the creature’s next turn. 

Samum Oil

Each time you hit a creature, the creature must make a Constitution Saving Throw or be Blinded until the end of its next turn. 

Northern Wind Oil

Each time you hit a creature, the creature must make a Strength Saving Throw or lose half of its movement speed. This effect lasts until the end of the creature’s next turn.

Dimeritium Oil

When you hit a creature who is producing a lasting emanation, the creature must make a Wisdom Saving Throw. On failure, the emanation is nullified until the start of your next turn. 

 

Superior Senses

As long as you can hear and smell, you gain Blindsight with a range of 30 feet. If you are deafened or have lost your sense of smell, the Blindsight range is halved. 

Addan Anye

Whenever a creature is flanked by you and at least one other allied creature, the enemy creature suffers disadvantage on all melee attacks while you flank it. You now also benefit from flanking by being within 5 feet of an enemy creature and if another ally is within 5 feet of the same creature. You do not need to be in opposite spaces.

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