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. Witchers of the School of the Bear rely on heavy armor to protect them and use heavy strikes to bring down their foes.

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.

Ursine Style

At 3rd level you gain proficiency with heavy armor. Additionally, whenever you hit an enemy with an attack using a weapon with two hands, you gain 1d6 temporary Hit Points.

Enhanced Ursine Skills

Starting at 7th level, once per turn when you hit an enemy with an attack using a weapon with two hands, you may reduced the Armor Class (AC) of that enemy by 2 until the start of your next turn.

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 Ursine Style

At 15th level you can use your bonus action to give yourself advantage on one of your attacks using a weapon with two hands. If the attack hits, you can choose to spend 3 Stamina in order for the attack to deal an extra die of it's damage.

Master Ursine Witcher

Beginning at 18th level, whenever you use the Quen sign it can now lasts for 2 attacks instead of one. Additionally your attacks using a weapon with two hands now score a critical hit on a roll of 19 or 20. Lastly, you can choose a second option from the Fighting Style class feature.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Witcher School Of The Bear Image

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