Barbarian
Base Class: Barbarian

The School of the Bear focuses on a direct, melee assault, and great physical endurance, capable of withstanding the horrible attacks of monsters. The School of the Bear originates on the islands of Skeegle. Their style was influenced by the berzerker warriors native to that warrior culture. They focus less on the academic side of Witchering and are known for their brutal and often simplistic approach to Witchering. Where heroic Witchers like Geralt may be known for their great efforts to save a life or lift a curse, the School of the Bear had a reputation for simply slaying a "monster" on sight without consideration. Being the least academic school there is very little recorded about them, indeed it is unknown if any Ursan Witchers exist, still their discipline has been passed on to new Witcher students taught by Vesemir.

Witcher Training and Mutations

Beginning at 3th level, you gain several extra senses.

The Witcher has greater hearing and smell, like a bear or wolf. He has advantage on perception made to hear or smell. He can track a smell he has a familiarity with, the scent must be available to track on path, as in the case of following the quarry's path, or perhaps if the wind is carrying the scent to him (up to GM discretion). He can also hear a wider range on frequencies. The Witcher amulet detects even very weak magical signatures at a range of 30 feet, only the Witcher wearing the amulet can notice this subtle vibration. Greater magical energies will make the amulet tremor very obviously. The Witcher may also have awareness of perceptions that normal humans do not (at GM's choice).

These are superhuman senses so the GM may decide that a check is not required to, for example, follow a scent. What might require a high check for a normal human, would not even be a challenge for a Witcher.

You gain proficiency with Witcher supplies. With these you can craft special poisons, potions, decoctions, and bombs. What these do and how expensive they are to craft is entirely determined by your GM. They should be treated like consumable magic items. While anyone can put Witcher poison on his sword, and anyone can throw a Witcher bomb, only Witchers can survive drinking Witcher decoctions.The toxicity of these potions and how many a Witcher can have in his system at once is determined by the GM.

Most Witchers sustain a supply of one or two decoctions on their person at all times, and only craft specific others one for specific situations. While heroic Witchers like Geralt may have mastered a wide range of these skills, most Witchers focus on just a few at a time. These crafts are focused on killing monsters, but of course are used on humans as well.

You gain a wide base on knowledge on the monsters that plague humanity, their powers, curses, and weaknesses. You GM may decide you simply know a thing about any monster, but otherwise you have advantage on any check made to remember/know something on these topics.

The mutagen and toxins in a Witcher's blood make him very long lived and immune to disease.

Fiend Decoction Affinity

At 6th level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.

Ursan Witcher Signs

Beginning at 10th the Witcher gains five Signs. These count as spells and magical. Dimeretium can prevent their casting. They are all cast without material or verbal components, only requiring a quick somatic hand signing, as a bonus action (or reaction in the case of Quen). If they have a save the DC 12 plus the witcher's proficiency bonus. They all count as level 1 spells. You may Sign 5 times before needing a long or short rest to restore this pool.

Axii

You attempt to charm a creature you can see within range. It must make a Wisdom saving throw (the spell save DC is equal to 12 plus your proficiency bonus, it counts as a level 1 spell), and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends (after 1 hour) or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.

Cold Aard

The cold island of Skeelge inspired a icy version of the Aard sign. A wave of cold force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 cold damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.

Igni

A blast of flame shoots forth from your hand. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

The fire ignites any flammable objects in the area that aren't being worn or carried.

Quen

As a reaction to taking acid, fire, cold, thunder, or lightening damage you create a magical shield, reducing the damage taken by half.

Yrden

From a point on the ground centered on you in a 10 foot radius a magical trap is created that forces creatures on the ethereal plane into the material plane and prevents their leaving this space/plane for 5 rounds, no save. Specters are trapped in this space regardless if they were on the ethereal plane when they entered it.

The Beast

Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.

 
Ursan Witcher Image

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