Witcher School:
Beginning at 1st level, you choose the witcher school you belong to. Your starting equipment is determined by the school you choose. Each witcher school has their own specialized fighting style and will influence class abilities you gain at later levels accordingly. You gain a school related feature at 13th and 17th level.
Witcher Senses:
The mutation has heightend all your senses. Beginning at 1st level you gain the following benefits.
- You gain dark vision out to a range of 20 feet.
- While tracking other creatures, you gain advantage on investigation checks trying to determine their exact number, their sizes and how long ago they passed through the area.
- You gain advantage on perception checks that rely on hearing and smell.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
Witcher Knowledge:
Since the founding of their order, witchers have spent their entire lives studying their foes. The knowledge has since then been passed down from one generation to the next. Starting at 3rd level you can recall details regarding a creature you can see within 60 feet of you as an action in order to determine whether the creature has any damage immunities, resistances, or vulnerabilities. Is the creature unknown to you, you can still attempt an intelligence check to gain information. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.
Bombs and Potions:
Starting at 3rd level you learn the recipes of 2 bombs and 2 potions that you can craft using your alchemist kit. You can prepare 2 bombs and 2 potions each day. Unused bombs and potions expire after 24h or when you take a long rest. As the potions are toxic, only 2 potions may be active at the same time. The maximum number of the same bomb/potion you can prepare is limited to 2. If you do not taking a long rest within 18h after using a potion, you become poisoned until you take a long rest or the poison is cured magically. Bombs can be thrown up to a range of 60 feet.
You gain access to 2 additional recipes for bombs and potions each at 7th, 11th, 15th and 19th level. The amount of bombs and potions you can prepare also increases by 1 each at 7th, 11th, 15th and 19th level. To craft the superior version of a bomb/potion, the enhanced version of the same bomb/potion must be known. To craft a enhanced version of a bomb/potion, the base version of the same bomb/potion must be known. You are able to learn enhanced recipes when you reach the 7th level and superior recipes when you reach the 11th level.
Bomb Recipes:
Dancing Star: Produces a fiery explosion. Each creatue in a 5-foot-radius sphere centered on the point of impact must make a dexterity saving throw. A target takes 3d6 fire damage or half as much damage on a sucessful one. The explosion also ignites flammable objects in the area that are not being worn or carried. (DC 13)
Dancing Star (enhanced): The range of the explosion increases to a 10-foor-radius sphere and the damage increases to 4d6 fire damage. (DC 14)
Dancing Star (superior): On a failed saving throw, the target is also set on fire and takes 2d4 fire damage at the end of each of its turn until the fire is put out using an action. (DC 15)
Devil´s Puffball: Creates a 5-foot-radius sphere of poisonous, green fog centered on the point of detonation. The fog spreads around corners. The effect ends after 2 rounds at the start of your turn or until strong wind disperses the fog, ending the spell. Its area is heavily obscured. When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 2d4 poison damage on a failed save and becomes poisoned, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don’t need to breathe. At the end of each of its turn, the poisoned creature can make a constitution saving throw to clear the poisoned condition. (DC 13)
Devil´s Puffball (enhanced): Increases the range to a 10-foot-radius sphere, and the damage to 3d4. (DC 14)
Devil´s Puffball (superior): Increases the range to a 15-foot-radius sphere, the duration to 3 rounds and the dmage to 4d4. (DC 15)
Dimiritium Bomb (100g): Creates a 5-foot-radius sphere of dimiritium powder centered on the point of detonation, lasting 2 rounds and ends at the start of your turn. Creatures within the sphere cannot cast spells or use magical abilities. Creatures who are currently maintaining concentration on a spell and starts their turn in the sphere must make a concentration check against the bombs DC. (DC 13)
Dimiritium Bomb (enhanced) (200g): increases the range to a 10-foot-radius sphere and increases the duration by 1 round. (DC 14)
Dimiritium Bomb (superior) (400g): No magical effect can occure within the area of effect. Can also dispel existing magical effects and unsummon summoned creatures. (DC 15)
Dragon´s Dream: the explosion is almost silent and releases refined sleeping powder in a 5-foot-radius sphere. This bomb sends creatures into a deep slumber. Roll 8d8; the total is how many hit points of creatures this spell can affect. Creatures within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this bomb falls unconscious for 1 hour or the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being poisond aren’t affected by this bomb.
Dragon´s Dream (enhanced): increases the radius to a 10-foot-radius sphere and the HD maximum of affected creatures to 10d8. The duration of the sleep is increased to 2 hours.
Dragon´s Dream (superior): increases the radius to a 15-foot-radius sphere and the HD maximum of affected creatures to 12d8. The duration of the sleep is increased to 4 hours.
Moon Dust: The explosion releases a cloud of enchanted silver dust in a 5-foot-radius sphere that will remain in the air for 2 rounds and ends at the end of your turn. It temporarily prevents creatures within its area of effect from transforming or becoming invisible. However it will not prevent transformed creatures from reverting back to their original form. Creatures vulnerable to silver must make a charisma saving throw and take 3d8 acid damage on a failed save or half as much on a succsessful one. Even after leaving the area of effect, silver dust lingers on the target. In order to transform or becoming invisible a creature must succeed on a charisma saving throw at the start of their turn or until the silver dust dissipates/is removed. (DC 13)
Moon Dust (enhanced): The range is increased to a 10-foot-radius sphere. The damage is increased to 4d8 and the duration is increased to 3 rounds. (DC 14)
Moon Dust (superior): The range is increased to a 15-foot-radius sphere. The damage is increased to 6d8 abd the duration is increased to 4 rounds. (DC 15)
Northern Wind: Each creature within a 5-foot-radius sphere must make a dexterity saving throw, taking 1d8 cold damage and have their movement speed reduced by 10 feet until the end of their next turn. Creatures that are resistant or immune to cold damage are not affected by this effect. Can be used to extinguish fires. (DC 13)
Northern Wind (enhanced): Increases the range to a 10-foot-radius sphere and the damage to 2d8 cold damage. On a failed save, the creature becomes restrained. Creatures that are resistant or immune to cold damage are not affected by this effect. (DC 14)
Northern Wind (superior): Increases the damage to 3d8 cold damage. On a failed save, the creature is frozen solid and becomes paralyzed until the start of its next turn. Creatures that are resistant or immune to cold damage are not affected by this effect. (DC 15)
Samum: The explosion releases a thunderous sound and a bright flash of light. Each creature within a 5-foot-radius sphere must make a constitution saving throw or be blinded and deafend until the end of its next turn on a failed save. (DC 13)
Samum (enhanced): The range is increased to a 10-foot-sphere. (DC 14)
Samum (superior): The range iis increased to a 15-foot-sphere. On a failed save a target is stunned until it succeeds a constitution saving throw at the end of its turns. (DC 15)
Potion Recipes:
Black Blood: Turns your blood into poison for undead creatures. If you are wounded by an undead creature within 5 feet of you and lose blood in the process, the attacking creature suffers 1d6 acid damage. Lasts 1 minute.
Black Blood (enhanced): Increases the damage to 1d8.
Black Blood (superior): Your blood oxidize and become vapor. Each undead creature within 5 feet of you suffer 1d8 acid damage for every 8 points of damage you suffer damage and lose blood in process.
Blizzard: Quickens your movement and reflexes. Increases your movement speed by 10 feet. Allows you to take the parry stance as an action, increasing your ac by 1 against melee attacks and 2 against ranged attacks until the start of your next turn. Lasts 1 minute.
Blizzard (enhanced): Grants advantage on dexterity saving throws and allows you to take two reactions each turn.
Blizzard (superior): Increases your movement speed by an additional 5 feet and the ac bonuses in parry stance by 1.
Cat: Increases the range of your dark vision by an additional 10 feet to a total of 30 feet. Lasts 1 hour.
Cat (enhanced): Increases the range of your dark vision by an addtional 10 feet to a total of 40 feet.
Cat (superior): Increase the range of your dark vision by an additonal 10 feet to a total of 50 feet and grants advantage on perception checks using sight.
Full Moon: Boots your vitality. Grants 1d12 temporary hit points. Lasts 1 minute
Full Moon (enhanced): Grants 2d12 temporary hit points. Lasts 10 minutes
Full Moon (superior): Grants 3d12 temporary hit points, Lasts 1 hour.
Golden Oriole: grants resistance to poison. Lasts 1 minute.
Golden Oriole (enhanced): Grants immunity to poison and resistance to acid.
Golden Oriole (superior): Grants immunity to both poison and acid.
Killer Whale: Lets you breath and move more freely under water. Your swimming speed is increased by 10 feet. Lasts 10 minutes.
Killer Whale (enhanced): Increases your swimming speed by 20 feet. Lasts 1 hour.
Killer Whale (superior): Increases your swimming speed by 30 feet. Lasts 4 hours.
Maribor Forest: Boots your endurance and dulls pain. Grants you resistance to bludgeoning, piercing, and slashing damage from non magical sources. Lasts 1 minute
Maribor Forest (enhanced): Grants you resistance to fire, cold and lightning damage in addition to the effect of the base version.
Maribor Forest (superior) Grants you advantage on strength and constitution saving throws in addition to the effect of the enhanced version.
Petri´s Filter: Increases the intensity of your signs. Whenever you deal damage with your sign, you add 1d8 to your signs damage. Lasts 1 minute
Petri´s Filter (enhanced): Whenever you deal damage with your sign, you add 1d10 to your signs damage.
Petri´s Filter (superior): Whenever you deal damage with your sign, you add 1d12 to your signs damage.
Swallow: Mends your wounds and boosts your regeneration. Effect fades when you become unconscious. Heals 1d4 + your Wisdom modifier at the start of each of your turn for 2 turns.
Swallow (enhanced): Heals 2d4 + your Wisdom modifier at the start of each of your turn for 2 turns.
Swallow (superior): Heals 3d4 + your Wisdom modifier at the start of each of your turn for 2 turns.
Tawny Owl: Restores spellslots. Restores one 1st level spell slot.
Tawny Owl (enhanced) Restores two 1st spell slot or one 2nd level spell slot.
Tawny Owl (superior) Restores one 2nd level spell slot and one 1st level spell slot or one 3rd level spell slot.
Thunderbolt: Enhances your attack power and critical strike chance by putting an enourmous strain on your body. Whenever you hit a target with a melee weapon, you add 1d8 to your attacks damage. Lasts 4 turns.
Thunderbolt (enhanced): You have advantage on your attacks and you add 2d8 to your attacks damage. You critically hit on a roll of 18-20 Lasts 3 turns.
Thunderbolt (superior): You have advantage on your attacks, succsessful hit automatically crits. Lasts 2 turns. When the effect expires at the start of your turn, you are stunned until the end of your next turn.
Ability Score Improvement:
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can´t increase an ability score above 20 using this feature.
Extra Attack:
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class.
Grim Resolve:
Beginning at 9th level your mental fortitude reaches a new plateau. You have advantage on saving throws against being charmed or frightened.