Barbarian
Base Class: Barbarian

Witchers of the Bear School, unlike the Wolves, tend to be loners and do not forge strong bonds with their brethren. Meeting between them on the Path can even lead to bloodshed.

They wear heavier armor, favoring defense over agility. Along with the Cat School, they are the only known witcher schools to use crossbows in their hunt.

Witcher Powers

Starting when you choose this path at 3rd level, you gain certain powers that only Witcher’s can use, such as signs, sign upgrades, mutations, school specific techniques, perks, etc. You choose 2 from the list at level 3 and gain additional powers upon reaching 5th, 7th, 9th, 12th, 15th, 18th levels.

Ursine Prowess

While raging, you have resistance to all damage except psychic damage. You also gain a bonus to hit point maximum equal to your Class Level + Constitution modifier + Proficiency bonus.

You gain proficiency with Heavy Armor.

Heavy Attacks

When you use the Reckless Attack feature, add 1d4 to your damage. This dice is not doubled on crit. At level 10 the dice becomes a d6 and at level 14 the dice becomes a d8.

Adrenaline

While raging, if you take damage or attack on your turn, you gain an adrenaline point. You can only gain 1 adrenaline point per turn up to a max of your Strength modifier (Minimum 1). You gain 1 adrenaline point when you enter rage. If you stop raging you lose all adrenaline points. While raging, damage is reduced by the number of adrenaline points you currently have. This effect happens after resistances are accounted for. You can expend adrenaline points as a bonus action to do certain things listed here:

  • 1 Adrenaline Point: Dash
  • 2 Adrenaline Point: Heal for 1d12 + Con modifier
  • 3 Adrenaline Point: Make a melee attack

Imposing Might

You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects. While you're raging, any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.

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