The Witcher

Stalkers of Evil In a world where monsters threatened civilization as a whole, alchemists and mages alike united under the banner of salvation for a solution, paving the way for the creation of the Witchers. Taken in as children, witchers-to-be are subjected to intense alchemical processes, consumption of mutagenic compounds, and relentless physical and magical training to make them dangerous and highly versatile.

Witcher Training

As a witcher, you may replace your current fighting style with the Witcher Swordsmanship fighting style, your spell list is expanded and you know the Prestidigitation cantrip.

Ranger Level Spells 3rd Aard, Heliotrope, Quen, Somne 5th Axii, Igni 9th Yrden

You also have Monstrosities as an additional favored enemy. It becomes a Greater Favored Enemy at 6th level.

Witcher Swordsmanship

Your mutations have granted you supernatural-like agility. When you are wielding a single finesse weapon and no other weapons or shields, and you are not wearing heavy armor, your armor class is increased by 2.

In addition, you may treat longswords as a finesse weapon.

Vatt'ghern

At 3rd level, your mutations have granted you immunity against non-magical diseases and superior perception. You gain proficiency in perception. If you are already proficient in perception, you add double your proficiency bonus.

Alchemy

You have learned how to concoct powerful elixirs that are crucial to your survival in your profession. You use the Herbalism kit to brew potions, and gain proficiency with it.

Alchemy Rank

The quality of your elixirs are determined by your rank in alchemy, which is determined by your level in this class.

Ranger Level Rank 3rd level Novice 7th level Expert 15th level Master

You passively collect ingredients throughout your travels, and amass enough to prepare a number of distinct potions equal to your Wisdom modifier between each long rest.

Each potion has a set amount of doses that define how many times you can drink it per long rest. While long resting, you're maintaining and refilling your potions.

Toxicity

Witcher elixirs are extremely toxic, and often lethal when imbibed by ordinary humans. Whenever you drink a witcher potion, you spend toxicity points.

The amount of toxicity points you have is equal to twice your Constitution modifier

Whenever you spend more toxicity points than you have, you take 4d6 (14) poison damage for a number of rounds equal to the amount of toxicity points spent. This damage can't be reduced in any way.

You regain all your toxicity points by long resting. Any class other than the witcher has 0 toxicity points.

Recipes known

Your rank in alchemy determines what recipes you know. You know all recipes you can craft.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Iron Mind

At 7th level, you gain proficiency in Wisdom saving throws.

Witcher's Flurry

At 11th level, you can Attack (one weapon attack only), Disengage or Use an Object using your bonus action.

Superior Witcher's Defense

At 15th level, 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.

Stalker's Dodge: Whenever a creature attacks you and does not have advantage, you can use your reaction to impose disadvantage on the creature’s attack roll against you. You can use this feature before or after the attack roll is made, but it must be used before the outcome of the roll is determined.