Fighter
Base Class: Fighter

Witchers are fighters who undergo rigorous training, alchemical enhancements, and mystical instruction to hunt monsters. Their discipline, agility, and use of alchemy give them a versatile edge against supernatural foes.

Monster Slayer

When you choose this subclass at 3rd level, you become adept at fighting supernatural threats. As a bonus action, choose a creature you can see within 60 feet. For 1 minute, your weapon attacks deal an extra 1d6 force damage. You can use this feature a number of times equal to your proficiency bonus, regaining expended uses after a long rest.

 You also gain proficiency in Survival and Alchemist's Supplies.

Witcher Signs

Also at 3rd level, you learn minor magical abilities known as Signs. Choose two from the list below. You gain an additional Sign at 7th level and again at 15th level.

Using a Sign requires a bonus action. You can use your Signs a combined number of times each long rest equal to your proficiency bonus + your Constitution modifier. You regain all expended uses when you finish a long rest.

  • Aard. You cause one creature within 15 feet to make a Strength saving throw. On a failed save, it is knocked prone and pushed back 10 feet.
  • Igni. Force one creature within 15 feet to make a Dexterity saving throw. It takes 2d8 fire damage on a failed save, or half as much on a success.
  • Quen. You gain temporary hit points equal to your Fighter level + your Constitution modifier.
  • Yrden. Force one creature within 15 feet to make a Wisdom saving throw. On a failure, its speed is halved until the end of your next turn.
  • Axii. Force one creature within 15 feet to make a Wisdom saving throw. On a failure, it becomes charmed by you until the start of your next turn.
Aard

You cause one creature within 15 feet to make a Strength saving throw. On a failed save, it is knocked prone and pushed back 10 feet.

Axii

Force one creature within 15 feet to make a Wisdom saving throw. On a failure, it becomes charmed by you until the start of your next turn.

Igni

Force one creature within 15 feet to make a Dexterity saving throw. It takes 2d6 fire damage on a failed save, or half as much on a success.

Quen

You gain temporary hit points equal to your Fighter level + your Constitution modifier.

Yrden

Force one creature within 15 feet to make a Wisdom saving throw. On a failure, its speed is halved until the end of your next turn.

Alchemical Expertise

Beginning at 7th level, you have learned to craft specialized Witcher potions. During a long rest, you can craft a number of potions equal to your proficiency bonus. These potions lose their potency after 24 hours. A creature that drinks one of these potions gains its effect for 1 hour.

Choose from the following options:

  • Cat. Gain darkvision out to 60 feet, or extend existing darkvision by 60 feet.
  • Swallow. Regain 1d6 hit points at the start of each of your turns if you are below half your hit point maximum.
  • Thunderbolt. Add your proficiency bonus to damage rolls with weapon attacks.
  • Wolf. Gain advantage on Wisdom (Perception) checks and Wisdom (Survival) checks.
  • Blizzard. Gain advantage on initiative rolls, and your speed increases by 10 feet. 

Enhanced Metabolism

At 10th level, your mutated metabolism grants resistance to poison damage, immunity to the poisoned condition, and advantage on saving throws against diseases. Additionally, healing potions you drink restore an extra amount of hit points equal to your Fighter level.

Master Monster Hunter

At 15th level, your Monster Slayer damage increases to 1d8. In addition, each of your Witcher Signs grows in power:

  • Aard. You can push the target 15 feet instead of 10 feet.
  • Igni. The damage increases to 2d8 fire damage.
  • Quen. The temporary hit points increase by an additional amount equal to your Constitution modifier.
  • Yrden. A creature that fails its save also has disadvantage on Dexterity saving throws until the end of your next turn.
  • Axii. While charmed, the target also has disadvantage on attack rolls against creatures other than you.

Legendary Reflexes

At 18th level, your agility and reflexes reach supernatural levels. You have advantage on Dexterity saving throws, and you can use a bonus action on each of your turns to Dash or Disengage.

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