Base Class: Fighter
Witcher
Fighter Martial Archetype
Across the land, terrifying monsters roam the wilds, stalk the night, and prey upon the helpless. Most folk can do little but pray for deliverance—or hire a Witcher. These mutated warriors are forged through merciless training, dangerous alchemy, and years of hunting horrors that ordinary steel cannot defeat.
Though feared by the common folk as inhuman mutants, Witchers are professional monster slayers whose sole purpose is to battle creatures that threaten humanity. Their unnatural senses, resistance to toxins, and mastery of esoteric combat techniques make them the perfect hunters. But the path of the Witcher is a lonely one: distrusted, reviled, and seen as tools rather than people, they wander the land in search of contracts that will keep their skills sharp and their coin purses filled.
A Witcher combines three strengths: unmatched martial discipline, limited arcane power in the form of Signs, and the resilience of their mutations. Their training rivals that of the greatest knights and sellswords, their magic is swift and instinctive rather than scholarly, and their bodies endure toxins that would fell other mortals.
Where others flee in terror, Witchers stride forward, steel or silver in hand. They fight with a calm, deliberate focus, striking not only with brute strength but with knowledge—knowing exactly where to aim, how to exploit weaknesses, and how to end a fight quickly before their foe overwhelms them.
The Path of Steel and Signs
Witchers are not sorcerers or wizards; their “Signs” are simple magical techniques—bursts of fire, gusts of force, wards of protection, or tricks of the mind. A Witcher’s magic is never as grand as a wizard’s fireball or a cleric’s divine smite, but it is quick, instinctive, and practical, honed for battle. Signs exist to give the Witcher an edge: a shield in the nick of time, a push to create space, or a charm to defuse a threat.
Mutations and Monster Knowledge
The trials Witchers endure leave them changed. Their golden eyes pierce darkness, their blood resists poisons, and their reflexes border on supernatural. Each Witcher is a specialist in monster hunting, trained in anatomy, arcane lore, and survival techniques that let them recognize weaknesses in unnatural creatures. To a Witcher, fighting a basilisk or fiend is less about courage and more about preparation and method.
Outsiders Among Men
Despite their service to humanity, Witchers rarely find gratitude. Commoners whisper of their unnatural eyes, their emotionless stares, and the rumors that they are as monstrous as the creatures they slay. Nobles use Witchers when convenient, but few will trust one as a friend. As such, Witchers often live as wanderers, moving from town to town, seeking contracts, coin, and perhaps—though they seldom admit it—some faint measure of belonging.
Witcher Features by Level
- 3rd Level: You gain Signs (limited magic) and Mutations (resilience and poison resistance).
- 7th Level: Your Hunter’s Senses sharpen, granting skill mastery and detection magic.
- 10th Level: Witcher’s Reflexes grant faster reactions and added resilience when you steel yourself.
- 15th Level: Your Signs evolve, granting you a specialized magical edge (Igni, Aard, Axii, Quen, or Yrden).
- 18th Level: You become a Legendary Slayer, a master of your craft with senses and combat focus that make you the bane of monsters.
Level 3: Signs
You learn two cantrips from the following list: Control Flames, Gust, Mage Hand, Thaumaturgy, Prestidigitation. Constitution is your spellcasting ability for these cantrips.
At 3rd level, you also choose one 1st-level spell from the Signs list: Axii, Igni, Quen, Yrden, and Aard. You can cast the chosen sign once per long rest without material components.
At 7th, 10th, and 15th levels, you may choose one additional spell from the Signs list, for a maximum of four.
Aard
Used to propel matter away from the Witcher using unseen magical forces. (Thunderwave)
Axii
A mental Wave that triggers a hex that causes the enemy to fight along side the Witcher, or a non combatant to be easily influenced by the Witcher. (Charm Person)
Igni
A novice sign that draws from the Plane of Fire that is used by Witchers and causes a burst of fire that can burn and ignite enemies. (Fire Bolt)
Quen
A protective sigil to absorb damage and protect the wielder. (Shield)
Yrden
This sign captures some incoming energy lessening its effects and stores that energy for your next attack. (Absorb Elements)
Hunter’s Senses
You gain proficiency in either Investigation or Survival. If you are already proficient, you double your proficiency bonus for that skill.
In addition, you can cast either Detect Magic or Detect Poison and Disease once per long rest.
Mutations
Your body has been altered by alchemy and training. You gain the following benefits:
• You have advantage on saving throws against disease and poison.
• You have resistance to poison damage.
• You add your proficiency bonus to saving throws made to resist being charmed or frightened.
Level 15: Signs Mastery
At the 15th level, your Signs evolve. Choose one of the following:
Aard
Once per turn, when you hit a creature with a weapon attack, you may use a bonus action to push it back 10 feet.
Axii
Creatures have disadvantage on saving throws against your charm spells.
Igni
Add CON modifier to fire damage from spells
Quen
When you are hit, you can use your reaction to gain temporary hit points equal to your Fighter level (once per short or long rest).
Yrden
When you cast a Sign, you may reduce one creature’s speed by 10 feet until the start of your next turn.
Level 10: Witcher’s Reflexes
You add your Constitution modifier to your initiative rolls.
Second Wind
Gain advantage on saving throws against being charmed, frightened, or paralyzed until the start of your next turn.
Level 18: Legendary Slayer
At 18th level, you become the ultimate monster hunter.
• You gain Blindsense out to 30 feet.
• Once per long rest, you can enter a Hunter’s Focus for 1 minute. While focused:
– You have advantage on attack rolls against Aberrations, Fiends, Monstrosities, and Undead.
– When you reduce one of these creatures to 0 hit points, you may immediately make one additional weapon attack.
Hunters Focus
- Once per long rest, you can enter a Hunter’s Focus for 1 minute. While focused:
– You have advantage on attack rolls against Aberrations, Fiends, Monstrosities, and Undead.
– When you reduce one of these creatures to 0 hit points, you may immediately make one additional weapon attack.

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