Base Class: Ranger
This is my attempt at making a Ranger subclass relevant to the Witcherverse by Andrzej Sapkowski.
For all future references, a monster is any creature that is not a humanoid.
Bestiary
Your training in the ways of hunting monsters has made you an expert in recording and extrapolating data about the habits and lifestyles of many monsters, as well as the knowledge regarding how to fight them. After you kill a monster, you may take 10 minutes to record it in your Bestiary before leaving the area. Make a Monster Knowledge check, with a DC equal to 10 + the monster's CR - the number of times it is listed in your Bestiary. If you succeed, you learn one damage immunity, resistance, or vulnerability of the DM's choosing each time you study a corpse.
Witcher's Training
When you choose this subclass at 3rd level, you gain proficiency with the Herbalism Kit and the Poisoner's Kit. You also gain proficiency in a new skill, Monster Knowledge, a Wisdom-based skill that allows you to figure out lore and weaknesses of monsters.
Additionally, longswords count as Finesse weapons for you.
Witcher Sight
At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision, its range is increased by 30 feet.
Signs
You gain access to additional spells at 3rd, 5th, 9th, and 13th levels. Once you gain a Sign, it counts as a Ranger spell for you, but doesn't count against the number of Ranger spells you know.
3rd - Igni (Fire Bolt), Aard (Mind Sliver)
5th - Quen (Shield)
9th - Yrden (Slow)
13th - Axii (Confusion)
Witcher's Senses
At 7th level, you have advantage on Investigation, Perception, and Survival checks to track monsters that are in your Bestiary.
Witcher's Constitution
At 11th level, you gain proficiency in Constitution saving throws. Additionally, you can add half your Constitution modifier (rounded down) to any hit dice you expend during a short rest.
Monster Slayer Attack
Beginning at 15th level, you can attack thrice, instead of twice, whenever you take the Attack action on your turn against a monster in your Bestiary.
Why is the Aard spell Mind Sliver in this subclass? My understanding of the Aard Witcher sign is that it is a force-push, more along the lines of Gust of Wind. Mind Sliver seems more appropriate for Axii, but I think Hypnotism might be a better fit for Axii than Confusion.
This is pretty great subclass! Well balanced nice bit of flair for the changes a Witcher has been through. Think you've done a good job getting some of the key Witcher traits specifically those from the CDPR games.
The only things I'd consider:
I think the "Monster Knowledge" skill bit is a bit unnecessary, it may as well just be a Survival check, could give proficiency in an extra skill (WIS based, Survival or Nature or maybe from the original list instead) or maybe even the CON proficiency from Witcher Constitution?
Meaning at 11th level you could give an entirely different buff? New additional Fighting Style maybe or something else entirely?