Base Class: Ranger
Fame, coin, sex, no matter what witcher's hunt for, one thing is always a constant. They never hunt for free. Witcher's undergo extreme trials to become what they are, but if one survives the trials they become the best beast hunters Rulvia has to offer.
Beast Master
Your study of magical beasts during your trials has payed off, and as a result you have learned many more creatures weaknesses. You may chose two additional enemy types as favored enemies from among the ranger list.
Witcher Signs
Upon completing their trials witcher's are given five magical runes that help them channel their power into real magic, however few witcher's can use all of these runes immediately and must continue to train to reach the power needed to activate these runes.
Level 3: Igni- You gain access to the burning hands spell.
Level 5: Aard- You gain access to the Gust of Wind spell.
Level 9: Quen- You gain access to the Protection from energy spell.
Level 13: Yrden- you gain access to the Private Sanctum spell.
Level 17: Axii- you gain access to the dominate person spell.
Enhansed vision
Not all beasts come out during the day and as such, witchers must be able to see in the dark. Upon reaching level 3 gain 60 ft of darkvision, if you already have darkvision, you gain an additional 30 ft.
Skills of a Witcher
In order to survive the trials witchers must pick up many skills that they will use throughout their journeys. Gain proficiency in Animal handling, Survival, and Athletics.
Alchemical Enhansments
Upon continuing to train your body to its absolute physical limits you discover you are able to use potions that would otherwise kill a normal man. After reaching level 7 you may expend a spell slot to create one of the following potions:
1st level spell slot: Potion of enchantment: For the next minute gain advantage on any one ability save of your choice. For each spell level above 1st this potion is made with adds one additional ability.
2nd level spell slot: Potion of affinity: For the next minute gain resistance to one element of your choice. For each spell level above 2nd this potion is made with adds one additional element.
3rd level spell slot: Potion of ferocity: For the next minute any time you hit with a weapon attack add an additional 1d8 force damage.
4th level spell slot: Potion of wisdom: For the next minute gain advantage on all attack rolls.
5th level spell slot: Potion of focus: For the next hour you may use your bonus action as if it were an action.
Potions take a 1 minute to make and an action to consume.
You may only have an amount of potions available equal to the number of your highest spell slot. (for example if you can cast a 5th level spell then you may have 5 potions available at once) Any additional potions made will dispel the oldest made potion.
Witcher's Journal
After surviving many fights you've started to write down notes on the fights you've had. After killing a foe you may spend five minutes studying it to learn all of its immunities, resistances, and vulnerabilities as well as what kind of beast the creature is. After adding a creature to your journal you gain advantage for all attacks made against the same species. Upon adding 7 of the same kind of beast to your journal (for example 7 types of undead) they become a new favored enemy. Additionally upon spending up to 7 weeks in the same terrain it can become a new favored terrain.
Master of the Hunt
You been in more fights than you could count and you've begun to learn on the fly. When fighting an enemy after getting hit by an attack, the enemy has disadvantage to hit you with the same attack. Additionally if you take damage from an attack that forces you to make a save, you then have advantage on saves from that attack for the rest of the fight. Additionally for every turn you spend in combat with this creature you gain an additional +1 up to a max of +5. These effects end when combat ends.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
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6/20/2020 6:08:40 AM
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5
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1
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5e
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Coming Soon
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