Base Class: Fighter
The archetypal Witcher employ martial, magical, and alchemical techniques to strengthen and enhance their monster hunting abilities. Witchers-to-be are taken in as children, and are subjected to intense alchemical processes, consumption of mutagenic compounds, and relentless physical and magical training to make them dangerous and highly versatile against their vast array of opponents, many of which possess superhuman speed, strength and/or other deadly powers. These procedures ultimately mean that each fully-trained witcher is a mutant built specifically to hunt and kill inhuman prey.
Basic Witcher Training
Starting at 3rd level, your mastery as a witcher becomes apparent. You are highly skilled on horseback and have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated. Mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
In addition, your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.
You gain proficiency with Alchemist's Tools. You also gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.
Monster Hunter
At 3rd level, you gain one of the following features of your choice.
Colossus Slayer
Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.
Giant Killer
When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
Horde Breaker
Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
Witcher Signs (Spells)
Spellcasting
By the time you reach 3rd level, you have learned to use the magical essence of your mutations and alchemy to cast spells. You can use Alchemist's Tools as a spellcasting focus for your spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the witcher spell list.
Cantrips
You learn 2 cantrips of your choice from the witcher spell list.
Spell Slots
The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your witcher spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level witcher spells of your choice.
The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more witcher spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Spellcasting Ability
Wisdom is your spellcasting ability for your witcher spells, since you channel them through the use of the Circle of Elements. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a witcher spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Signs
Though they are not warrior mages who employ powerful magic, witchers can cast simple magic spells that can prove effective when used properly. Witchers call these spells signs and usually use them against monsters, though they also have non-combat application. These signs can be upcast using higher level spell slots if you have them.
At third level you add the following signs to your prepared spells.
-Axii: a charm placed on an opponent. (bonus action, the friends cantrip)
-Quen: a protective shield that lasts for 6 seconds. (the shield spell)
-Yrden: a magical trap placed on the ground, which will wound and immobilize opponents. (snare)
-Igni: a gush of flames that wounds opponents. (bonus action, burning hands)
-Aard: a telekinetic wave that can throw back an opponent. (bonus action, thunderwave but force damage)
Witcher Fighting Prowess
At 7th level, you gain one of the following features of your choice.
Escape the Horde
Opportunity attacks against you are made with disadvantage.
Multiattack Defense
When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
Steel Will
You have advantage on saving throws against being frightened.
I'm Your Foe
Starting at 10th level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature.
While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn’t target you.
In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack’s weapon deals extra damage to the target equal to half your fighter level.
Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Warding Manuever
At 15th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you’re wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target’s AC against that attack. If the attack still hits, the target has resistance against the attack’s damage.
You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Battle Sense Mutation
Your mutations improve your battle senses. You gain one of the following features of your choice.
Evasion
When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Stand Against the Tide
When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
Uncanny Dodge
When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
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