Witcher, 2nd Variant (5e Class)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Incomplete.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Work In Progress

Witch Blade[edit]

<!-Introduction Leader->[edit]

Creating a Hexblade[edit]


Quick Build

You can make a Witcher quickly by following these suggestions. First, Dexterity or Strength should be your highest ability score, followed by Wisdom. Second, choose the Urban Bounty Hunter background. Third, choose two swords one silvered and one not

Class Features

As a you gain the following class features.

Hit Points

Hit Dice: 1d10 per level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons, melee martial weapons with the finesse property.
Tools:
Saving Throws: Dexterity, Charisma
Skills: Choose two from Arcana, Athletics, Acrobatics, Deception, Insight, Intimidation, Medicine, Nature and Religion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The

Level Proficiency
Bonus
Features
1st +2 Witcher Senses
2nd +2 Signs, Oils
3rd +2 Witcher Specialization
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Witcher Specialization
7th +3 Evasion
8th +3 Ability Score Improvement
9th +4 Oil II
10th +4 Witcher's Resolve
11th +4 Witcher Specialization
12th +4 Ability Score Improvement
13th +5 Oil III
14th +5 Mutant
15th +5 Witcher Specialization
16th +5 Ability Score Improvement
17th +6 Oil IV
18th +6
19th +6 Ability Score Improvement
20th +6 Witcher Specialization

Alchemical Knowledge[edit]

Starting at 1st level, you can add half your proficiency bonus, rounded up, to any skill check made to identify herbs, potions, poisons, or other alchemical substances. If you are proficient with such a skill, this bonus stacks with your normal proficiency bonus.

Weapon Mastery[edit]

At 1st level, you have been trained in the arts of combat, being a master in using weapons. Whenever you make an attack with a weapon attack that don't have the heavy or two-handed property, you can use your Dexterity, instead of Strength, for attacks and damage rolls.

In addition, whenever you make an attack with a weapon you wield in two hands, you add the damage die in one size (d6 - d8 - d10 - d12 - 2d8).

Crowd Keeper[edit]

To guard lands ridden with monsters crowding the borders of civilized settlements, you have been trained to deal with multiple enemies, often on your own. At 1st level, you learn the following abilities:

Sword Twirl

As an action, you can attempt to make a spinning attack with a melee weapon that lacks the heavy property. Make an attack against a creature within 5 feet. On a hit, all creatures within 5 feet must succeed on a save against the result of your attack, taking half the damage dealt to your target on a failed save.

Twin Shot

When you make an attack with a shortbow, longbow or thrown weapons, you can spend two pieces of ammunition or thrown two weapons as an action. The second attack causes half the damage of the first, on a hit. Both targets must be within 20 feet of you.

Glyph Magic[edit]

At 2nd level, you learn a simple form of magic based on glyphs traced with your hand, called glyph magic. You must have one free hand and be able to speak in order to cast a glyph.

Casting a Glyph

When you take the Attack action, you can cast a glyph as part of that action.

Empowered Glyph

You can also use your Action to cast the glyph in its empowered form. If the glyph causes damage, you add your Intelligence modifier to the damage of your empowered glyphs.

Glyph Save DC

Your glyphs require a saving throw, with the following DC: 8 + your proficiency bonus + your Intelligence modifier.

Fire Glyph.

You force a creature within 5 feet to make a Dexterity saving throw. On a failed save, the creature takes 1d10 fire damage. You can empower the fire glyph to force all creatures in a 15-foot line to make a Dexterity saving throw, the damage on a failed save.

The damage of your Empowered Fire Glyph increases to 3d10 at 5th level, 4d10 at 11th level and 5d10 at 17th level.
Ice Glyph.

You force a creature within 5 feet to make a Constitution saving throw. On a failed save, the target take 1d8 cold damage and its movement speed is reduced by 10 feet. You can empower the ice glyph to force all creatures in a 5-foot radius to make this saving throw, suffering the same effects on a failed save.

The damage of your Empowered Ice Glyph increases to 3d8 at 5th level, 4d8 at 11th level and 5d8 at 17th level.
Wind Glyph.

You can force a creature within 5 feet to make a Strength saving throw. On a failed save, the target is pushed 10 feet back. You can empower this glyph to target a 15-foot cone instead.

The distance of targets pushed increases to 15 feet at 11th level. The maximum size affected increases to huge at 5th level and gargantuan at 17th level.

Lighting Glyph.

You can force a creature within 10 feet to make a Strength saving throw. On a failed save, the target takes 1d6 lighting damage and is pushed 5 feet towards you. You can empower this glyph to target all creatures in a 10-foot radius.

The damage of your Empowered Lighting Glyph increases to 3d6 at 5th level, 4d6 at 11th level and 5d6 at 17th level. The range of your glyph increases 5 feet at 5th, 11th and 17th levels.
Sun Glyph.

You can force a creature within 5 feet to make a Dexterity saving throw. On a failed save, the target takes 1d6 radiant damage and have disadvantage on its next attack roll. You can empower this glyph to target all creatures within 5 feet.

Creatures immune to the blinded condition or who don't rely on sight don't have disadvantage on attacks.

The damage of your Empowered Sun Glyph increases to 3d6 at 5th level, 4d6 at 11th level and 5d6 at 17th level. In addition, at 11th level a creature is blinded on a failed save.

Witchcraft[edit]

When you reach the 3rd level, your control over magic increase as you advance your knowledge over the secrets of witchcraft. Your witchcraft is represented by an amount of magic points you have. You can spend your magic points in the following manners:

Empowered Glyph

You can spend a number of magic points up to your proficiency bonus when you cast a empowered glyph, increasing the damage of the glyph in one damage die per point spent.

Enhanced Abilities

You can spend 2 magic points to enhance your speed, allowing you to take the Dash, Disengage, Dodge, Search, Hide, make one attack with a weapon or cast a empowered glyph as a bonus action.

True Alchemy

You can spend magic points during a short rest to concoct a magical potion. The potion list is shown on the alchemy list below.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score 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.

Swift Strider[edit]

At 5th level, you can use your bonus action move trough the battlefield unscathed and untouched. Your movement doesn't provoke opportunity attacks until the end of your turn, and your movement is not hindered for difficult terrain.

Improved Mastery[edit]

At 5th level, once per turn when you hit a creature with a weapon attack, you cause additional damage equal to the damage die of that weapon. This increases to two damage dice of that weapon at 11th level and three at 17th level.

Controlled Attacks[edit]

At 11th level, whenever you use your Crowd Keeper abilities or Glyphs, you can choose any amount of creatures of your choice to not take damage from those abilities.

Uncanny Dodge[edit]

At 15th level, whenever you take damage from a source you are able to see, you can use your reaction to halve that damage.

Witchcraft Mastery[edit]

At 20th level, the magic coarses trough your veins with powerful might, maintaining your youth and enhancing your magic. You age 1 year for each 10 years passed. In addition, you regain your magic points whenever you finish a short or a long rest.

Finally, your magic keeps you alive. When you are reduced to 0 hit points, you can lose any magic you have and regain all your hit points. When you do so, you are unable to use magic and don't regain magic points for the next 7 days.

Specialization[edit]

Alchemy Specialization[edit]

Lesser Concoctions

At 2nd level, whenever you finish a short or a long rest, if you have your alchemist supplies on yourself, you can brew potions using a vial fueled with water, that enhance the vigor of a creature who drinks it. You can craft a number of those concoctions equal to twice your proficiency bonus.

A creature can consume the brew as a bonus action. After consuming the brew, that creature gains a number of temporary hit points equal to 5 plus half your level in this class.

Glyph Specialization[edit]

Improved Glyphs

Martial Specialization[edit]

Battle Tricks
Home of user-generated,
homebrew pages!


Advertisements: