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The witcher

Witchers are professional monster slayers who belong to an ancient order created to protect humankind from creatures of nightmare and legend.   The Witchers recruit human children into their ranks by adopting orphans, receiving unwanted children, and thru an old practice known as The Law of Surprise, in which a Witcher collects   on a life debt sworn by a hapless soul - the traditional words are “that which you already have but do not know”, which refers to their unborn child. In rare cases, unscrupulous or desperate Witchers have kidnapped children. Upon joining the Witchers, a child faces three trials which mutate their body and mind.   First, during The Choice they consume a diet of mushrooms, mosses, and herbs and must endure grueling physical training - this is cleansing for the mutations to come. They also begin their study of monsters, herbalism, and sword-fighting at this time. Those who fail this trial (and don’t die from organ failure) usually leave the Witchers with some form of madness, such as excessively aggressive tendencies. Second, the young would-be Witchers are subjected to the   Trial of the Grasses involving consumption of alchemical compounds that alter the nervous system and boost reflexes. It is a painful process that only half the children survive. One of the effects of this trial is to remove memories of the child’s life before becoming a Witcher.   Third, the Trial of Dreams involves mutation of the eyes allowing for night-vision, bone marrow, and hormones, though it also results in infertility. Supposedly this trial finishes removing the prospective Witcher’s emotion, though that remains debatable. In rare cases when a child’s mutation seems incomplete a fourth trial is given. the Trial of the Mountains, a sort of vision quest which serves primarily to test whether the new Witcher’s memories have truly been removed. When the apprentice completes these trials they become a full-fledged Witcher and set forth from the stronghold of the school where they trained to begin their monster-hunting career.
hit dice: d10
hit points at 1st level: 10 + your Constitution modifier
hit points at higher levels: 1d10 (or 6) + your Constitution modifier per Witcher level after 1st
armor proficiencies: Light, medium
weapon proficiencies: Simple weapons, martial
tools: Herbalism kit
saving throws: Constitution, Dexterity
skills: Choose two skills from: Acrobatics, Arcana, Athletics, Insight, Intimidation, Investigation, Nature, Perception, Stealth, Survival
starting equipment:
(a) scale mail, (b) chain shirt or (c) studded leather
(a) a martial weapon and a shield or (b) two martial weapons
(a) a silver weapon of your choice
(a) dungeoneer’s pack or (b) explorer’s pack
spellcasting:
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier   easy to find sign stat blocks
class features:

Mutant

Due to your altered metabolism after undergoing the trials, you are immune to disease, gain Darkvision out to 60 feet, have an extended lifespan (a few centuries), and your body can process witcher potions which would be toxic to ordinary humans. However, as a side effect of this mutation you are rendered infertile, have a freakish appearance (e.g. predatory eyes, strange colored veins, sharp canine teeth, albinism), and may be the subject of prejudice.  

The Medallion

Upon completing your training as a Witcher, you are given a silver medallion fashioned in the likeness of your school’s animal totem. When worn, this medallion grants you the ability to sense the presence monsters within 30 feet, though you cannot pinpoint their location. In addition, it grants you the ability to use an action to sense the presence of magic within 30 feet, though you cannot identify the type of magic. However, some shapeshifting monsters can mask their presence from Witchers, and armor or jewelry made from dimeritium masks the presence of magic for anyone wearing it.  

Witcher alchemy

  alchemy

Combat Superiority

At 3rd level, you learn maneuvers that are fueled by special dice called superiority dice. Maneuvers. You learn 2 maneuvers of your choice, which are chosen from the list of maneuvers available to fighters with the Battle Master archetype. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.   You learn one additional maneuver of your choice at 5th, 9th, 13th, and 17th levels. Each time you learn a new maneuver, you can also replace one maneuver you know with a different one.

Maneuvers


Ambush When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren't incapacitated.   Bait and Switch When you're within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks. Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.
Brace When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll.
Commander's Strike When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.
Commanding Presence When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.  
Disarming Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Distracting Strike When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Evasive Footwork When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
Feinting Attack You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the superiority die to the attack's damage roll.
Goading Attack When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Grappling Strike Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check.
Lunging Attack When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.
Maneuvering Attack When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
Menacing Attack When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Parry When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
Precision Attack When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Pushing Attack When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
Quick Toss As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon's damage roll.
Rally On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
Riposte When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
Sweeping Attack When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
Tactical Assessment When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.
Trip Attack When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Superiority Dice.

You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.   You gain another superiority die at 9th level and one more at 17th level. Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects.   The saving throw DC is calculated as follows: Maneuver save DC = 8 + your proficiency bonus + Strength or Dexterity modifier (your choice)  

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, when you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class.  

Advanced Mutation

While conventional teachings hold that the transformation into a Witcher is an over and done event, experienced Witchers learn that mutation is an ongoing process. Some would even say it is an accelerated evolutionary process. Choose one of the following mutations at 6th level, and again at 9th, 13th, and 18th levels.
Accelerated Healing You heal lethal wounds seemingly overnight, but must consume twice as much food as normal. Whenever you spend hit dice to regain hit points, you regain an additional number of hit points equal to your proficiency bonus per hit die spent.
Alchemical Blood Increase your Witcher potion toxicity threshold by one. Even when you’re poisoned due to toxicity, the potions you imbibe still have an effect. However when you suffer toxicity, and for every potion you drink while poisoned due to toxicity, you must roll on the Potions Miscibility table in the DMG.
Bear’s Endurance You have advantage on ability checks and Constitution saving throws you make to stave off exhaustion.
Bloodhound Scent You’ve developed an acute sense of smell which grants you advantage on ability checks involving picking up odors. You can detect the presence of familiar creatures within 30 feet by sense of smell, though not their precise location.
Cat’s Instinct You are quick to spring to action, gaining a bonus to initiative equal to your proficiency bonus.
Griffon Eyes You can see twice as far as a human outdoors and you don’t suffer disadvantage to your Wisdom (Perception) checks in a lightly obscured area.
Metabolism Control Potions you consume last twice as long. In addition, by meditating for 1 minute you can control your metabolism in one of the following ways:
  • Purge poisons and toxicity from your bloodstream, removing the poisoned condition and any poison effects, as well as clearing the effects (and any toxicity of) all potions in your system.
  • Slow your breathing, allowing you to hold your breath for a number of minutes equal to your Constitution score.
  • Suppress all your life signs, allowing yourself to feign death. However for each minute you sustain this, you suffer 1d6 damage which cannot be resisted or negated in any way.
 
Nerves of Steel
You cannot be frightened, and you have advantage on Wisdom saving throws against fear based spells and effects.
Manticore wings You gain a 50ft fly speed and advantage on dexterity saving throws.
Trance You no longer need to sleep. Instead, you meditate deeply for 4 hours a day. While meditating, you can dream after a fashion and don’t suffer the sleep penalty to Wisdom checks to perceive your surroundings. After resting in this way, you gain the same benefit a human does from 8 hours of sleep.
Viper Tongue You can detect poisons by taste and have resistance to poison damage.
Wolf Ears You’ve developed keen hearing which grants you advantage on ability checks involving hearing. Additionally, when an invisible creature you can hear makes an attack, it gives away its precise location to you.    

MASTER WITCHER

At 20th level, when you take the Attack action you may replace one of your attacks with casting a Sign. Also, all Intelligence checks you make to recall lore about monsters are advantaged.  

The Witcher’s Code

While peasants often claim a Witcher’s only code is gold, some mages and monarchs believe all Witchers obey an ancient code of honor, obligating them to take any monster contract that comes their way. Fact is, there is no single code which unites all Witchers, and often there is tension between their schools over the philosophical tenets of being a Witcher. Whether an individual Witcher strives to follow a code of personal honor and professional conduct is up to the player. Precepts of a Witcher’s personal code might include:   The Contract: Witchers do not work for free. Upon taking a contract to hunt a monster, the Witcher should make a good faith effort to rid the land of the monster. If the Witcher fails, payment received should be returned to their patron. Likewise, the Witcher should observe professional courtesy and never poach a fellow Witcher’s contract.   Free of Emotion: The Witcher should strive to remain free of emotion and to keep an open mind; often the most obvious answer is the least true.   Knowing Man From Monster: The line between monsters and men can be thin indeed, and the Witcher must discern what separates the two.   Law of Surprise: Witchers reserve the right to ask for a child to train as a Witcher in payment for a life debt.   Neutrality: Witchers try not to get too involved in politics; it usually ends badly and complicates their monster-hunting.   No Dragons: Witchers don’t normally hunt dragons out of respect for - and perhaps healthy fear of - this sentient Elder Race. In ages past, dragons were hunted to near extinction.   Sanctity of Life: Humans, elves, dwarves, and sometimes even trolls are not the enemy, and the Witcher should avoid taking a sentient life in all but extreme situations. Likewise, the best way to deal with a monster may not lie in sword or spell.
subclass options:
Bear Cat Griffin Manticore Viper Wolf
LevelsignsAbilities
10Mutant, The Medallion, Witcher Alchemy, Witcher School
22Witcher signs
32Combat superiorty, Witcher school feature
42Ability Score Improvement
52Extra Attack
62Favored Enemy, Natural Explorer
73Advanced Mutation
83Witcher School Feature, Empowered Signs
93Ability Score Improvement
103Extra Attack
114Witcher School feature
124Fighting Style (Archer), Spellcasting
134Extra Attack
144Advanced Mutation
155-
165Witcher School feature
175Ability Score Improvement
186-
196Advanced Mutation
206Master Witcher

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dnd discord.

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