Fighter
Base Class: Fighter

A Witcher is chosen at a young age to undergo a grueling ritual to modify their body into a mutant state providing them with powers normal humanoids do not posses. If they pass their trial they then go to a school that fits their combat style to become masters of different fighting styles.

Witcher Signs

Signs are cantrips specific to the Witcher fighting style that all Witcher's learn to use effectively. They take an action to cast.

Igni - A spray of fire flows from your hands dealing 2d4 damage to the selected target. When you gain access to its Critical Sign form the spray is released in a 30 ft line dealing 15 damage to all those within the line.

Axii - You can influence the minds of others to calm them or make it easier to get your way in a conversation. This sign temporarily lowers charisma based DCs but the target has a chance to know they have been affected. When you gain access to its Critical Sign form the target has no idea they have been affected.

Aard - A burst of force energy radiates from your hands knocking down any wooden doors and crumbling very weak walls. When you gain access to its Critical Sign form you may also push back a foe 1 size larger than you 10 feet back and knock them prone.

Yrden - A circle of magical energy radiates on the ground causing any shape shifter to reveal their true forms and creates difficult terrain for any fiend, undead, or aberration. When you gain access to its Critical Sign form the circle is invisible and traps any fiend, undead, or aberration that is equal to your level or lower for 1 round of combat.

Quen - A protective shield of magic surrounds the Witcher giving a temporary +1 to Armor Class as well as 2d4 temporary health. When you gain access to its Critical Sign form when these temporary health points are depleted a burst of force energy explodes from the shield, anyone within melee range of you must make a DC 15 constitution save or be knocked prone.

Witcher School

At 3rd Level a Witcher must select the school he is going to dedicate his studies toward. A Witcher may only choose 1 school to follow. This school will be the same for every level and bonus they get.

Wolf School - +1 to strength or dexterity, medium armor proficiency, tracking (advantage on survival checks to track a foe)

Cat School - +1 to dexterity, light armor proficiency, +5 to walking speed

Viper School - +1 to dexterity, light armor proficiency, poison resistance

Griffin School - +1 to wisdom or intelligence, medium armor proficiency, 1st level spells of any caster

Bear School - +1 to strength or constitution, heavy armor proficiency, heavy crossbow proficiency

Monster Master

In preparations for any monster fight at 7th level a Witcher can spend their time accordingly to be best prepared

-1hr studying to know damage resistances or vulnerabilities

-1hr preparing oil concoctions 
       - Covering their swords in oils that are effective against a specific kind of monster which will double their damage against it for 1d6 rounds.

-1hr lair studies

 

Improved Witcher School

At 10th level, your time studying has allowed you to grow more proficient in your schools abilities 

Wolf School - +1 to strength or dexterity (Can exceed 20), Alpha (When rolling initiative you can choose to go either first or last if you want), Pack Tactics

Cat School - +1 to dexterity (Can exceed 20), Stealth Expertise, Cat Like Reflexes (Can use your reaction to either deflect missiles or uncanny dodge)

Viper School - +1 to dexterity (Can exceed 20), Gains bonus action to hide, Can add 2d6 poison damage on melee attacks 3 times per long rest

Griffin School - +1 to wisdom or intelligence (Can exceed 20), 3rd level spells from any caster, Critical Witcher Signs 

Bear School - +1 to strength or constitution (Can exceed 20), Damage resistance of players choice, Battle Cry (All allies gain advantage for 1 round and any enemies in a 30ft circle centered on you must make a DC 11 Wisdom save or be frightened of you as you emit a loud roar)

Sword Master

At 15th level you have learned to be a renowned melee weapon expert.

When making any attack with your sword or melee weapon of choice you may double your damage modifier as well as your proficiency modifier.

Master Witcher School

At 18th level, your time invested in your studies has led you to be a paragon of the abilities each school holds.

Wolf School - +1 to strength or dexterity (Can exceed 20), +10 to movement, Silent Stalker (You can choose to make your footsteps silent)

Cat School - +1 to dexterity (Can exceed 20), +15 to movement, Assassinate ability 

Viper School - +1 to dexterity (Can exceed 20), immune to poison, Snakes Tongue (Expertise in any charisma based check)

Griffin School - +1 to wisdom or intelligence (Can exceed 20), 5th level spells of any caster, Human Tome (Can choose new spells after a short rest)

Bear School - +1 to strength or constitution (Can exceed 20), Resistant to all elemental damages, Size goes up one level

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