Fighter
Base Class: Fighter

A witcher -- also known as a wiccan, hexer, vedymin, or witchman (Elder Speech: vatt'ghern), is someone who has undergone extensive training, ruthless mental and physical conditioning, and mysterious rituals in preparation for becoming an itinerant monster slayer for hire. The Witchers from the School of the Cat excel at using light armor and dancing around their foes they use lighter attacks in quick succession instead of a few strong hits.

Though they cover proficiency in basically any weapon that comes to hand, a witcher's training focuses on two primary tools: a sword of steel, and a sword of silver. These swords are typically carried on the back. A steel blade used for more mundane beings, while a silver blade for beasts of the supernatural. Witchers are also frequent mixers and users of powerful potions, having developed an advanced tolerance to their inherent toxicity, but still limited to a few at a time (even one of their weaker brews would be fatal to an ordinary human). Finally, their formal magical training deals with signs, a low-level yet versatile form of magic that allows witchers to cast spells and enchantments with simple hand gestures. Without extensive improvement and practice, these are mere tricks compared to what a sorceress can do, but they serve very well for someone with a sword in one hand to add a variety of improvisation to their efforts. Also, the more powerful magic used by mages often takes a lot of time to prepare while all signs are instantaneous. Additionally, witchers are trained by seasoned mages in how to use these signs to the best effect.

In general, a witcher is a formidable and often overwhelming opponent to more mundane races thanks to their superhuman physical prowess, regenerative capabilities, and magic. However, they are not infallible, as they can still make mistakes, take a misstep in battle against mundane men or supernatural demons, or be overwhelmed by sheer numbers and individuals who have the skill to match a witcher, though rare is the individual who managed to slay a witcher out of skill rather than dumb luck or by ambush.

Stamina

Starting at 3rd level you have a pool of Stamina points, that you can use to fuel some of your abilities. The maximum number of Stamina points you have is shown in the Stamina column of the Witcher table. You regain all your Stamina points upon finishing a short or long rest.

Feline Style

At 3rd level you gain proficiency with light armor. Additionally, you may add your Dexterity score bonus (DEX) to melee weapon attacks made with weapons wielded in one hand. Also whenever you attack an opponent you don't provoke opportunity attacks from that opponent until the end of the turn. Lastly, you can add your Wisdom modifier to Initiative Rolls.

Enhanced Feline Skills

Starting at 7th level your one-handed attacks cause your enemies to bleed. Whenever you hit an enemy with a one-handed weapon attack, that enemy must make a Constitution Saving throw or take 1d6 additional damage at the end of his next turn. The enemy (or ally of the enemy) can use his action to stop the bleeding, therefore avoiding the damage of this ability, by making a successful Wisdom (Medicine) check against your Sign Save DC.

Mutation

Your mutation can give you different abilities depending on the mutagens you use. At 10th level you can choose one of the following options:

  • Red Mutagen: Your attack bonus for melee attacks increases by one.
  • Green Mutagen: Your HP increase by your current Witcher level and by one each time you level up.
  • Blue Mutagen: Your Wisdom score increases by one.

Mutagens give you even more abilities as you become stronger. At 15th level you can choose one of the following options:

  • Greater Red Mutagen: Once per turn, when you hit an enemy with a melee attack, the next attack against that enemy until the start of your next turn deals an additional die of the weapons damage.
  • Greater Green Mutagen: Once on each enemy's turn, when you are hit by a ranged or melee attack, the next attack by the enemy that hit you has disadvantage against you.
  • Greater Blue Mutagen: Whenever you roll die to determine the effectiveness of a sign, you can roll one additional die.

By the 18th level, you have gotten accustomed to your mutations and are now able to use their full power. You can choose one of the following options:

  • Metamorphosis: When you land a critical hit you gain the benefit of one of the following potions at random: Potion of Flying, Potion of Heroism, Potion of Resistance and Potion of Growth. You can have a maximum of 2 Potions active at the same time by means of this ability. When you would gain a third benefit you can choose to replace one of the effects that is already active on you. When you roll an effect that is already active on you the duration of that effect is reset.
  • Second Life: When you would drop to 0 Hit points by any damage that wouldn't kill you outright, you can use your reaction to reduce the damage to 0 and instantly make a melee attack against an enemy in 5ft. of you (if possible). You must finish a short or long rest before you can use this ability again.
  • Magic Sensibilities: Whenever you damage an enemy with one of your signs roll a d20. On a 20 you critically hit the enemy, allowing you to treat the damage as if it where a normal critical hit. This ability doesn't apply if the enemy critically failed a saving throw to avoid the signs damage.
Blue Mutagen

Your Wisdom score increases by one.

Greater Blue Mutagen

Whenever you roll die to determine the effectiveness of a sign, you can roll one additional die.

Greater Green Mutagen

Once on each enemy's turn, when you are hit by a ranged or melee attack, the next attack by the enemy that hit you has disadvantage against you.

Greater Red Mutagen

Once per turn, when you hit an enemy with a melee attack, the next attack against that enemy until the start of your next turn deals an additional die of the weapons damage.

Green Mutagen

Your HP increases by your current Witcher level and by one each time you level up.

Magic Sensibilities

Whenever you damage an enemy with one of your signs roll a d20. On a 20 you critically hit the enemy, allowing you to treat the damage as if it where a normal critical hit. This ability doesn't apply if the enemy critically failed a saving throw to avoid the signs damage.

Metamorphosis

When you land a critical hit you gain the benefit of one of the following potions at random: Potion of Flying, Potion of Heroism, Potion of Resistance and Potion of Growth. You can have a maximum of 2 Potions active at the same time by means of this ability. When you would gain a third benefit you can choose to replace one of the effects that is already active on you. When you roll an effect that is already active on you the duration of that effect is reset.

Red Mutagen

Your attack bonus for melee attacks increases by one.

Second Life

When you would drop to 0 Hit points by any damage that wouldn't kill you outright, you can use your reaction to reduce the damage to 0 and instantly make a melee attack against an enemy in 5ft. of you if possible. You must finish a short or long rest before you can use this ability again.

Superior Feline Style

At 15th level, when you make an attack with a one-handed weapon, you may use your bonus action to make an additional attack with that weapon.

Master Feline Witcher

Beginning at 18th level you regain one Stamina point whenever you hit an opponent with a one-handed attack. Additionally, when you hit an enemy with a one- handed weapon attack, you can spend 2 Stamina points to Stun that enemy until the start of your next turn if it fails a Constitution Saving Throw against your Sign Save DC.

Witcher School Of The Cat Image

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