Fighter
Base Class: Fighter

As a young child you were taken from your orphanage to be trained as a witcher.  You spent years learning about monsters and training in swordplay.  After undergoing serveral trials you undertook your mutations and became a witcher.

Bonus Proficiencies

At 3rd level, you gain proficiency with alchemy supplies, investigation, and perception.

Signs

Starting at 3rd level, you gain the ability to cast the signs: Aard, Axii, Igni, Quen, and Yrden.

Bomb Crafting

Starting at 7th level, through study of your crafting materials and nature you have learned how to certain bombs that have different effects:
All bombs have a radius of 5-feet and creatures within the sphere must succeed a Dexterity saving throw against your spell DC.  The DCs for crafting each bomb are listed with the bomb.  Whether or not ingredients are needed for these is up to your DM.

Bombs:
Dancing Star – Creates a fiery explosion that deals 2d8 fire damage – DC 16
Devil’s Puffball – Releases a cloud of poison that lingers for five turns, creatures within the cloud take 2d4 poison damage at the beginning of their turn – DC 15
Dimeritium Bomb – Releases a cloud of silver dust that lasts for five turns, creatures within the cloud have disadvantage when casting spells (disadvantage on attack roll or the target gets advantage on the save – DC 17
Dragon’s Dream – Releases a cloud of gas that can be ignited, when it explodes it deals 4d10 fire damage to creatures within a 10-foot radius of the initial bomb – DC 15
Grapeshot – Creates a shrapnel filled explosion that deals 2d6 piercing damage and 1d4 fire damage – DC 18
Moon Dust – Creates an explosion of silver splinters that cause creatures within the blast to lose resistances, and immunities turn into resistances, until the end of your next turn – DC 20
Northern Wind – Creates and icy explosion that freezes creatures within range, they are considered restrained until the end of your next turn – DC 18
Samum – Give creatures within range the blinded condition until the end of your next turn – DC 19
Smoke Bomb – Creates a cloud of smoke for five turns, creatures within or looking through have disadvantage on perception (wisdom) checks and advantage on stealth (dexterity) checks – DC 14

Advanced Signs

Starting at 10th level, you have gained more experience with your signs and now know different ways of casting them.

Alchemy

Starting at 15th level, you have spent time learning who to craft certain potions and bombs that can be used to aid you in your adventures:
These potions are extremely toxic, and your body can only take so much at once.  Your toxicity level is equal to 15 + your constitution modifier (minimum of +0) and reduces by one point every minute.  Each round your toxicity is above your limit you take 1d10 + the amount over your limit poison damage.  Should your reach a toxicity of double your limit you fall unconscious and must begin making death saving throws.  If another creature drinks one of your potions they must make a DC 18 Constitution saving throw of fall unconscious and begin making death saving throws.  The DCs for creation and toxicity points are listed with each potion.

Restorative:
White Raffard's Decoction - Heals 35% of Max. hp - DC 16 – Tox. 5
Swallow – You heal hp equal to two time your constitution modifier at the beginning of your turn – DC 15 – Tox. 4
White Honey – Stops all potion effects and brings your toxicity to zero – DC 20 – Tox. 0

Offensive:
Thunderbolt – For the next two rounds of combat the damage dice for your melee attacks is maxed – DC 15 – Tox. 6
Petri’s Philter – For the next two rounds of combat the damage dice for your signs is maxed – DC 16 – Tox. 6
Leshen Decoction – Reflect 10 damage back to an attacker for the next minute – DC 19 – Tox. 4
Kataken Decoction – For the next hour your weapon attacks are critical hits on a 19 or 20 – DC 20 – Tox. 8

Defensive:
Black Blood – Gain resistance to necrotic damage for the next hour – DC 18 – Tox. 3
Full Moon – Gain temporary hit points equal to 2d10 – DC 14 – Tox. 10
Golden Oriole – Curse current poison effects and grants immunity to poison damage for one minute – DC 21 – Tox. 7
Griffon Decoction – Gain advantage on saving throws for the next minute – DC 17 – Tox. 4
Reliever’s Decoction – Gain resistance to non-magical bludgeoning, piercing, and slashing damage for one minute – DC 16 – Tox. 5
Earth Elemental Decoction – Increase AC by 2 for the next hour – DC 18 – Tox. 8

Utility:
Cat – Gain Darkvision up to 120 feet and Darkvision in magical darkness up to 30 feet for the next hour – DC 17 – Tox. 7
Killer Whale – Gain the ability to breath underwater for the next 8 hours – DC 16 – Tox. 12
Giant Decoction – Increase your strength score by 2 for one hour – DC 17 – Tox. 5
Werewolf Decoction – Increase your dexterity score by 2 for one hour – DC 20 – Tox. 6
Chimera Decoction – Increase your constitution score by 2 for one hour – DC 19 – Tox. 8
Mind Flayer Decoction – Increase your intelligence score by 2 for one hour – DC 16 – Tox. 2
Sphinx Decoction – Increase your wisdom score by 2 for one hour – DC 18 – Tox. 4
Fiend Decoction – Increase your charisma score by 2 for one hour – DC 17 – Tox. 3

Cunning Action

Starting at 18th level, your agility allows you to use your bonus action to Dash, Disengage, Drink one of your Witcher Potions, or Throw a Witcher Bomb.

Previous Versions

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