Ranger
Base Class: Ranger

Witchers are legendary monster hunters who roam the world hunting the foul beasts that haunt the land. Mutated to suppress their emotions and give them supernatural combat and detection abilities, Witchers are formidable opponents that are capable of going toe to toe with beasts that would ordinarily crush a normal being. Witchers often wield silver blades as silver is deadly to most beasts.

Witcher Signs

You learn an additional spell when you reach certain levels in this class, as shown in the Witcher Spells table. These spells count as ranger spells for you but don’t count against the number of ranger spells you know.

Witcher Spell Table

3: Burning Hands, Shield

5: Faerie Fire

9: Suggestion

13: Confusion

17: Destructive Wave

Witcher Senses

At 3rd level, your mutated body allows you to pick up the slightest sound and notice the tiniest difference in a situation. You gain proficiency in investigation and perception if you don't already have it. You also increase your passive perception by your proficiency bonus.

Counter Attack

At 7th level, you gain the ability to parry an enemy's attack, using their offensive to off-balance them. When an enemy makes a melee attack action against you, you can, before or after they role to hit, choose to attempt to parry and counter-attack their strike. If you do this, as a reaction, add 2 to your AC. If the opponent misses the attack, then you can counter strike and make an attack action against that creature. Role to hit, then roll a 1d8 for damage. You can use this ability a number of times in between long rests equal to your proficiency bonus. It cannot be used twice between turns.

Unmatched Skill

At level 11, when you take an attack action against a creature that is not humanoid and has a Challenge Rating of your Ranger level or less rounded down, you may make an additional attack as part of that action. When you take this additional attack, you make the last attack with disadvantage.

Witcher Prowess

At 15th level, whenever you attack a non-humanoid, you can add 1d8 to your damage dice if it is a ranged or melee weapon. This feature does not apply to spells.

Previous Versions

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