Witcher Class
Witchers are made by Enhanced Alchemy and advanced enchantment.
The Human Kingdom have developed a highly secretive method of enhancing human children before the age of 15 using highly volatile injections with concentrated essences of divine and unholy creatures to course fundamental transmutations in combination with extreme physical training to permanently transform the young child into a “Witcher” - a Human-mutant with the following permanent benefits:
Permanently blessed by “Protection from good and evil”
The Witcher is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
Possible Physical Mutations excluding Cat-like eyes which all witchers get (Roll 1d10):
Unusually Vibrant Eye Color: Beyond the cat-like vertical pupils, some Witchers Eyes glows brighter than others (Blindsight 5m)
Marked Skin: Subtle, vein-like luminescent patterns might weave across their skin, visible under certain light conditions. (+1 AC)
White Hair: A Witcher's hair on their entire body might turn a ghostly white. (No effect)
Elongated Canines: Slightly pronounced canine teeth, not unlike those of a predator, could be a subtle mutation. While not as impactful as their combat skills, it could add to their menacing demeanor.(+2 to Intimidation)
Resilient Nails: Their nails could become as hard as a lightweight metal, rarely needing trimming and capable of leaving marks on softer materials.(+1d4 to unarmed attack damage)
Subtle Horns: Very small, horn-like protrusions could form at the forehead or temples, easily hidden by hair. These are remnants of a mutation aimed at enhancing skull durability. (+1 to Intimidation and +1 AC to unarmed attack damage)
Glowing Scars: Scars that result from injuries sustained after undergoing mutations might have a faint, bioluminescent quality, making them visible in the dark.(-1 to stealth)
Altered Voice: Some Witchers could have a slight metallic echo to their voice, a byproduct of the potion-induced mutations. (+1 to Persuasion)
Enhanced Olfactory Markings: Witchers could have unique patterns or markings around their nose, signifying an enhanced sense of smell. These markings might be subtle and resemble freckles or slight discolorations.(+2 to Survival and Nature)
Temperature Insensitivity: An inability to feel extreme temperatures, making Witchers seem unnervingly comfortable in environments that would discomfort others, due to adjustments in their internal thermoregulation processes.(Resistance to Cold and Fire)
Darkvision 24m
Dexterity +2(not above 20)
Sterile
800 year lifespan
Immune to most mundane diseases and resistance to poison damage
Warrior Archetype (level 3) - Vatt'ghern
Spellcasting - Signs
When you reach 5th level, you augment your martial prowess with the ability to cast spells. Spell Evolution - Signs: The Vatt’ghern subclass allows for 5 spells to be cast. Each of them gains a more powerful form as you level.
Aard (telekinetic blast) - Level 1 - 1st level spell: Thunderwave → level 7 - 2nd level spell: Thunderwave + 1d6 → level 13 - 2nd level spell: Thunderwave + 3d6 → level 19 - 5th level spell: Telekinesis.
Igni (fire) - level 1 - 1st level spell: Burning Hand → level 7 - 2nd level spell: Flaming Sphere → level 13 - 3rd level spell: Fireball → Level 19 - 4th level spell: Wall of Fire.
Quen (protective shield) - level 1 - 1st level spell: Shield → level 7 - 1st level spell: Shield + 1 AC → level 13 - 1st level spell: Shield + 3 AC → Level 19 - 1st level spell: Shield + 5 AC.
Axii (mind control) - level 1 - Cantrip spell: Friends → level 7 - 1st level spell: Charm Person → level 13 - 4th level spell: Charm monster → Level 19 - 5th level spell: Charm Creature + 1 additional monster or 3 additional humanoids.
Yrden (magical trap) - level 1 - 3rd level spell: Glyph of lesser Warding(Limited to 24 hours) → level 7 - 3rd level spell: Glyph of Warding → level 13 - 3rd level spell: Glyph of Warding + 1 additional spell can be laid into the glyph → Level 19 - 3rd level spell: Glyph of Empowered Warding (permanently ward the chosen object with up to 3 spells)
Each lower level of the Signs can be cast at will. Spell Slots This subclass uses muta-magic slots. All of these are regained after a short rest. A muta-magic slot can be used to cast any level spell known.
Fighter level Muta-magic Slots 3 3 4 4 7 6 10 8 13 12 16 15 19 20
Spellcasting Ability Wisdom is your spellcasting ability for your wizard spells, since you learn your spells through failures and successes in their intense training. 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 wizard 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 Weapon Bond At 3rd level, you learn a ritual that creates a magical bond between yourself and a weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
Increase Ability score At the 4th level, increase your ability scores, either increasing two scores by 1 each or increasing one score by 2. You can't increase an ability score above 20.
War Magic Beginning at 7th level, when you use your action to cast a sign, you can make one weapon attack as a bonus action.
Increase Ability score At the 8th level, increase your ability scores, either increasing two scores by 1 each or increasing one score by 2. You can't increase an ability score above 20.
Choose Feat at level 9. Choose a new Feat.
Bane Strikes At 10th level, you learn how to make your weapon strikes undercut a Monster's resistance to your spells. When you hit a monster with a weapon attack, that monster has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
Increase Ability score At the 12th level, increase your ability scores, either increasing two scores by 1 each or increasing one score by 2. You can't increase an ability score above 20.
Choose Feat at level 14. Choose a new Feat.
Perfect Parry At 15th level, you can use one of your bound weapons as a reaction to reflect any incoming missile back to the attacker once per long rest.
Increase Ability score At the 16th level, increase your ability scores, either increasing two scores by 1 each or increasing one score by 2. You can't increase an ability score above 20.
Choose Feat at level 17. Choose a new Feat. Sign Mastery At 18th level, you've honed your understanding of the magical signs, enabling you to cast them with increased efficiency. You can now combine 3 signs for different and more powerful effects. These spells expend 3 Muta-spell slots per casting. The effect are as follows:
Aard-Igni-Quen: Spell tier 6: Investiture of Flame Quen-Axii-Yrden: Spell tier 7: Mind control Igni-Quen-Yrden: Spell tier 7: Delayed Blast Fireball
Aard-Axii-Yrden: spell tier 7: Sequester
Aard-Quen-Yrden: spell tier 7: Plane Shift
Increase Ability score At the 19th level, increase your ability scores, either increasing two scores by 1 each or increasing one score by 2. You can't increase an ability score above 20.
Veteran Witcher’s Resolve At the 20th level, your battle-hardened skills and mutations allow you to completely shrug off effects that would hinder others. You gain immunity to being charmed, frightened, petrified, poisoned or paralyzed. Additionally, once per long rest, you can remove one level of exhaustion as a bonus action.
The Human Kingdom have developed a highly secretive method of enhancing human children before the age of 15 using highly volatile injections with concentrated essences of divine and unholy creatures to course fundamental transmutations in combination with extreme physical training to permanently transform the young child into a “Witcher” - a Human-mutant with the following permanent benefits:
Unusually Vibrant Eye Color: Beyond the cat-like vertical pupils, some Witchers Eyes glows brighter than others (Blindsight 5m)
Marked Skin: Subtle, vein-like luminescent patterns might weave across their skin, visible under certain light conditions. (+1 AC)
White Hair: A Witcher's hair on their entire body might turn a ghostly white. (No effect)
Elongated Canines: Slightly pronounced canine teeth, not unlike those of a predator, could be a subtle mutation. While not as impactful as their combat skills, it could add to their menacing demeanor.(+2 to Intimidation)
Resilient Nails: Their nails could become as hard as a lightweight metal, rarely needing trimming and capable of leaving marks on softer materials.(+1d4 to unarmed attack damage)
Subtle Horns: Very small, horn-like protrusions could form at the forehead or temples, easily hidden by hair. These are remnants of a mutation aimed at enhancing skull durability. (+1 to Intimidation and +1 AC to unarmed attack damage)
Glowing Scars: Scars that result from injuries sustained after undergoing mutations might have a faint, bioluminescent quality, making them visible in the dark.(-1 to stealth)
Altered Voice: Some Witchers could have a slight metallic echo to their voice, a byproduct of the potion-induced mutations. (+1 to Persuasion)
Enhanced Olfactory Markings: Witchers could have unique patterns or markings around their nose, signifying an enhanced sense of smell. These markings might be subtle and resemble freckles or slight discolorations.(+2 to Survival and Nature)
Temperature Insensitivity: An inability to feel extreme temperatures, making Witchers seem unnervingly comfortable in environments that would discomfort others, due to adjustments in their internal thermoregulation processes.(Resistance to Cold and Fire)
Warrior Archetype (level 3) - Vatt'ghern
Spellcasting - Signs
When you reach 5th level, you augment your martial prowess with the ability to cast spells. Spell Evolution - Signs: The Vatt’ghern subclass allows for 5 spells to be cast. Each of them gains a more powerful form as you level.
Aard (telekinetic blast) - Level 1 - 1st level spell: Thunderwave → level 7 - 2nd level spell: Thunderwave + 1d6 → level 13 - 2nd level spell: Thunderwave + 3d6 → level 19 - 5th level spell: Telekinesis.
Igni (fire) - level 1 - 1st level spell: Burning Hand → level 7 - 2nd level spell: Flaming Sphere → level 13 - 3rd level spell: Fireball → Level 19 - 4th level spell: Wall of Fire.
Quen (protective shield) - level 1 - 1st level spell: Shield → level 7 - 1st level spell: Shield + 1 AC → level 13 - 1st level spell: Shield + 3 AC → Level 19 - 1st level spell: Shield + 5 AC.
Axii (mind control) - level 1 - Cantrip spell: Friends → level 7 - 1st level spell: Charm Person → level 13 - 4th level spell: Charm monster → Level 19 - 5th level spell: Charm Creature + 1 additional monster or 3 additional humanoids.
Yrden (magical trap) - level 1 - 3rd level spell: Glyph of lesser Warding(Limited to 24 hours) → level 7 - 3rd level spell: Glyph of Warding → level 13 - 3rd level spell: Glyph of Warding + 1 additional spell can be laid into the glyph → Level 19 - 3rd level spell: Glyph of Empowered Warding (permanently ward the chosen object with up to 3 spells)
Each lower level of the Signs can be cast at will. Spell Slots This subclass uses muta-magic slots. All of these are regained after a short rest. A muta-magic slot can be used to cast any level spell known.
Fighter level Muta-magic Slots 3 3 4 4 7 6 10 8 13 12 16 15 19 20
Spellcasting Ability Wisdom is your spellcasting ability for your wizard spells, since you learn your spells through failures and successes in their intense training. 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 wizard 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 Weapon Bond At 3rd level, you learn a ritual that creates a magical bond between yourself and a weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
Increase Ability score At the 4th level, increase your ability scores, either increasing two scores by 1 each or increasing one score by 2. You can't increase an ability score above 20.
War Magic Beginning at 7th level, when you use your action to cast a sign, you can make one weapon attack as a bonus action.
Increase Ability score At the 8th level, increase your ability scores, either increasing two scores by 1 each or increasing one score by 2. You can't increase an ability score above 20.
Choose Feat at level 9. Choose a new Feat.
Bane Strikes At 10th level, you learn how to make your weapon strikes undercut a Monster's resistance to your spells. When you hit a monster with a weapon attack, that monster has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
Increase Ability score At the 12th level, increase your ability scores, either increasing two scores by 1 each or increasing one score by 2. You can't increase an ability score above 20.
Choose Feat at level 14. Choose a new Feat.
Perfect Parry At 15th level, you can use one of your bound weapons as a reaction to reflect any incoming missile back to the attacker once per long rest.
Increase Ability score At the 16th level, increase your ability scores, either increasing two scores by 1 each or increasing one score by 2. You can't increase an ability score above 20.
Choose Feat at level 17. Choose a new Feat. Sign Mastery At 18th level, you've honed your understanding of the magical signs, enabling you to cast them with increased efficiency. You can now combine 3 signs for different and more powerful effects. These spells expend 3 Muta-spell slots per casting. The effect are as follows:
Aard-Igni-Quen: Spell tier 6: Investiture of Flame Quen-Axii-Yrden: Spell tier 7: Mind control Igni-Quen-Yrden: Spell tier 7: Delayed Blast Fireball
Aard-Axii-Yrden: spell tier 7: Sequester
Aard-Quen-Yrden: spell tier 7: Plane Shift
Increase Ability score At the 19th level, increase your ability scores, either increasing two scores by 1 each or increasing one score by 2. You can't increase an ability score above 20.
Veteran Witcher’s Resolve At the 20th level, your battle-hardened skills and mutations allow you to completely shrug off effects that would hinder others. You gain immunity to being charmed, frightened, petrified, poisoned or paralyzed. Additionally, once per long rest, you can remove one level of exhaustion as a bonus action.
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