https://www.dandwiki.com/w/api.php?action=feedcontributions&user=Schrub&feedformat=atomD&D Wiki - User contributions [en]2024-03-28T10:05:21ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Sword_Mage,_2nd_Variant_(5e_Class)&diff=1628137Sword Mage, 2nd Variant (5e Class)2022-08-31T08:27:45Z<p>Schrub: </p>
<hr />
<div>==Sword Mage==<br />
<br />
One after one swords fly up from the ground, piercing the air as a human chains her foe and flicks her wrist, one of the swords penetrating a doubled-over foe as death is brought down upon it by her ally without her unsheathing her own sword. <br />
<br />
Raising his sword towards the elemental planes as his swords take on bright flames and another becoming quick with the wind, a tiefling burns his enemies to ashes when his team is down. <br />
<br />
Chanting words as daggers appear in the air circling around a horde of imps, an elf sways his arm as daggers converge upon and stab the horde down, quickly ending their attack. <br />
<br />
Swords Mages are the swordsmen and women amongst the mages and can call upon the many elemental planes to make their swords more powerful. Varying from the arts they follow they can get up close and personal dealing deadly damage down on foes and take out giants from their sheer power or they can stay back and deal all sorts of support as they help their allies take out hordes of enemies. <br />
<br />
=== Telekinetic Abilities ===<br />
<br />
Those that train in the ways of telekinesis found it was hard moving unfamiliar items; though possible for day to day tasks, it was not efficient enough to use in combat. They soon learned that if they bonded with them and knew their history by taking the time and studying it, they could become spellbound and share emotions, fighting alongside their owners. Knowledge and understanding are what these mages go through so they can get a feel of their sword's emotions and effectiveness during combat. Outmaneuvering their opponents with their intellect and techniques, they have become great fighters as well as mages to help cities defend or lead charges in many armies. They use their telekinesis smartly and always look for the most efficient way to end their opponents with their spells and weapons. Some have taken out giants from sheer skill and others have slain kings with their telekinetic abilities. They instill shock and awe just from the amount of weapons they can control without a drop of sweat. They trust their weapons as their weapons trust them, an important bond with weapons is what they value at all costs.<br />
<br />
=== Valuable and Passionate Fighters ===<br />
<br />
As they grow and become stronger, their passionate bond with their weapons give out to the rest of the world. They fight for a righteous cause and are trained very well to keep the bonds they have with their swords a very special one, but sometimes it can go too far and follow whatever the swords say. Their communication and friendship with their swords allies can only envy, but the results of their battles says otherwise. Very valuable and efficient, they bond with others to see if they can grow even stronger as they try to understand them. Teams and and guilds appreciate their company until they let their swords talk first. They are trained to use their abilities to be a valued member and through contacts with other planes, their value skyrockets as their bonds with their swords become greater and support allies on the field. Some wield legendary weapons to slay dragons or clear out entire hordes in no time at all. Truly some valuable fighters indeed.<br />
<br />
<br />
=== Creating a Sword Mage ===<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|https://cdna.artstation.com/p/assets/images/images/007/318/436/large/thanh-tu-n-doc-co-cau-bai-rsl.jpg?1505302194|By [https://www.artstation.com/pencillien Thanh Tuấn]}}<br />
</div><br />
When creating a Sword Mage it is important to remember that they are not meant to lift heavy objects with their brawn but rather their brain. They bond with their weapons by seeing their history and believe that they should be legendary for what they have done. Maybe one tells you a story of how they were used to slay a Red Dragon that saved their city, but the hero was only recognized. Another would tell you a story of how they were used to kill thousands of people by an evil man and are looking for redemption or revenge. How did you begin to uncover the secrets of weapon telekinesis and bonding? Were you chosen by the army or did you learn them by yourself? Were you a fighter before you discovered these arcane arts or were you a scholar first? Weapons have their own emotions as they tell you how they feel through telepathy and it's your job to help them complete their mission or complete your own mission with their help. Just like the swords have their own stories, you can share your tales and wishes as you study them. Communication is key to this class. So what motivates you to fight and continue your studies? Why was a specific weapon your first? How can you achieve your own goals and help these weapons become known for great things?<br />
<br />
;Quick Build<br />
You can make a Sword Mage quickly by following these suggestions. First, {{5a|Int}} should be your highest ability score, followed by {{5a|Dex}} or {{5a|Str}} depending on the archetype. Second, choose the Courtier or Sage background.<br />
<br />
{{5e Class Features<br />
|name=Sword Mage<br />
|summary=A mage that utilities telekinetic properties to fight with floating weapons and cast spells<br />
|hd= 8<br />
|spellcasting=half<br />
|armor=Light armor, medium armor, shields <br />
|weapons= Simple and Martial Weapons<br />
|tools= Tinker's Tools<br />
|saves=Intelligence, Wisdom<br />
|skills=Pick 2 from Arcana, Acrobatics, Deception, Investigation, Insight, Intimidation, History, Perception.<br />
|item1a= a short sword<br />
|item1b= a long sword<br />
|item1c= <br />
|item2a= a shield<br />
|item2b= any simple ranged weapon<br />
|item2c= <br />
|item3a= an explorer's pack <br />
|item3b= a dungeoneer's pack<br />
|item3c= a scholar's pack<br />
|item4a= Leather armor and two daggers<br />
|item4b= Leather armor and one martial melee weapon<br />
|wealth= 5d4 x10<br />
<br />
|classfeatures1= Armory, Bound Weapon<br />
|classfeatures2= Techniques of the Blade, Spellcasting<br />
|classfeatures3= Arts of Swordsmanship Archetype<br />
|classfeatures4= <br />
|classfeatures5= Telekinetic Mastery, Blade Vault<br />
|classfeatures6= Sword Art Feature<br />
|classfeatures7= <br />
|classfeatures8= <br />
|classfeatures9= Sword Art Feature<br />
|classfeatures10= <br />
|classfeatures11= Sword Art Feature<br />
|classfeatures12= <br />
|classfeatures13= Sword Art Feature<br />
|classfeatures14= Ability Score Improvement<br />
|classfeatures15= <br />
|classfeatures16= <br />
|classfeatures17= Sword Art Feature<br />
|classfeatures18= Last Attempt<br />
|classfeatures19= <br />
|classfeatures20= Sword Mage Archetype Feature<br />
<br />
|extra1_name= Cantrips<br />
|extra1_1=0<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=2<br />
|extra1_8=3<br />
|extra1_9=3<br />
|extra1_10=3<br />
|extra1_11=3<br />
|extra1_12=3<br />
|extra1_13=3<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=4<br />
|extra1_18=4<br />
|extra1_19=4<br />
|extra1_20=4<br />
<br />
|extra2_name= Enhancements Learned<br />
|extra2_1=0<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=4<br />
|extra2_8=4<br />
|extra2_9=5<br />
|extra2_10=5<br />
|extra2_11=5<br />
|extra2_12=6<br />
|extra2_13=6<br />
|extra2_14=6<br />
|extra2_15=7<br />
|extra2_16=7<br />
|extra2_17=7<br />
|extra2_18=8<br />
|extra2_19=8<br />
|extra2_20=8<br />
<br />
|Extra4_name= imbued swords<br />
|Extra4_1=2<br />
|Extra4_2=2<br />
|Extra4_3=2<br />
|Extra4_4=2<br />
|Extra4_5=2<br />
|Extra4_6=3<br />
|Extra4_7=3<br />
|Extra4_8=3<br />
|Extra4_9=3<br />
|Extra4_10=3<br />
|Extra4_11=4<br />
|Extra4_12=4<br />
|Extra4_13=4<br />
|Extra4_14=4<br />
|Extra4_15=4<br />
|Extra4_16=5<br />
|Extra4_17=5<br />
|Extra4_18=5<br />
|Extra4_19=5<br />
|Extra4_20=5<br />
<br />
}}<br />
<br />
=== Armory ===<br />
<br />
At 1st level, you are able to focus your concentration onto a weapon, wielding it telekinetically like one might normally. As a bonus action, you can imbue a number of one-handed nonmagical weapons up to your Intelligence modifier that are not being worn or carried by a creature other than you and are within 15 feet. <br />
<br />
The imbued weapons float in the air around you and do not occupy a space. You can order them to move up to 30 feet or 60 feet if they have the light property on your turn (no action required by you), and you can use your Action to order them to attack on your turn. When you order your imbued weapons, they make make melee spell attacks against a creature of your choice within their reach, and you can decide whether they attack simultaneously or separately.<br />
<br />
When you order the weapons to attack simultaneously, they must all be within reach of the same target and you make one attack roll, dealing damage equal to all of their damage dice together on a hit.<br />
<br />
When you order the weapons to attack separately, they must make attacks against separate creatures, dealing their damage dice on a hit and adding your Intelligence modifier to the roll.<br />
<br />
When a creature leaves the range of one of your imbued weapons, you can use your reaction to make an attack of opportunity against the creature using the imbued weapon.<br />
<br />
Lastly, you have a pool of hit points divided evenly amongst your currently imbued weapons, equal to five times your Sword Mage level, and your imbued weapons have an armor class equal to your spell save DC, though they are immune to psychic and poison damage. When an imbued weapons takes damage, any hit points lost are subtracted from your pool, though any excess damage is not. If an nonmagical imbued weapon is reduced to 0 hit points, it is destroyed. <br />
<br />
You can expend hit dice to restore hit points to this pool instead of yourself as a part of a short rest, and your pool regains all of its hit points upon finishing a long rest. If your pool reaches 0, you cannot imbue weapons again until you finish a long rest.<br />
<br />
If your imbued weapons are ever more than 100 feet away from you, they fall to the ground and lose their imbued status, returning their current hit points to your pool. You regain all armory hit points when you finish a long rest, and can roll hit dice to restore hit points to the pool instead of your own.<br />
<br />
=== Bound Weapon ===<br />
<br />
Your curiosity grows as you use your magic to bond with your weapons, allowing you to learn more about the weapons you come into contact with. Also at 1st level, you can perform a ritual over the course of an hour to invest a portion of your power into a one-handed melee weapon, which you must remain in contact with over the course of the ritual. Afterwards, you become bonded with the weapon, allowing you to use your Intelligence modifier for its attack and damage rolls, and it counts as magical for the purposes of bypassing immunity and resistance if it didn't already. If the weapon's damage die is lower than 1d8, it becomes a 1d8 as it bonds with you. If you use this feature on another weapon, your bond with the original weapon is broken. You are also proficient in your Bound Weapon.<br />
<br />
Once per turn when you deal damage with the weapon, you can deal an additional 1d8 damage. This increases to 2d8 at 9th level, and 3d8 at 17th level.<br />
<br />
Even if it is a magical weapon, it can be imbued as per your Armory feature.<br />
<br />
====Spellcasting====<br />
By the time you reach 2nd level, you've extended your telekinetic ability beyond controlling your blades, gaining the ability to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 11 for the wizard spell list.<br />
<br />
=====Preparing and Casting Spells=====<br />
The Sword Mage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. <br><br />
<br />
You prepare the list of sword mage spells that are available for you to cast, choosing from the wizard spell list. When you do so, choose a number of wizard spells equal to your Intelligence modifier + half your sword mage level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.<br />
<br />
For example, if you are a 5th-level sword mage, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.<br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of sword mage spells requires time spent drawing in psionic energy: at least 1 minute per spell level for each spell on your list.<br />
<br />
=====Spellcasting Ability=====<br />
Intelligence is your spellcasting ability for your enkindler spells, since your magic comes from your mind. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a sword mage spell you cast and when making an attack roll with one. <br />
<br />
'''Spell save DC''' = 8 + your proficiency bonus + your Intelligence modifier<br><br />
'''Spell attack modifier''' = your proficiency bonus + your Intelligence modifier<br />
<br />
<br />
=== Armory Enhancements ===<br />
<br />
Practicing with your weapons on your adventures has lead you to learning new techniques to decimate enemies when they least expect it. When you reach 2nd, you learn 2 Enhancements of your choice shown in the enhancements detailed at the end of the class description. When you gain certain sword mage levels, you gain additional enhancements of your choice, as shown in the enhancements column of the Sword Mage table.<br />
<br />
=== Arts of Swordsmanship ===<br />
<br />
At 3rd level, your constant practice and concentration in sword handling and use, advances your techniques in the Arts of Swordsmanship. Your combat prowess and intellect helps you as you choose a unique style of battle from two different arts: The Art of the Duelist and The Art of the Mage, detailed at the end of the class description. Your decision grants you a feature at 3rd level, and again at 9th level, 13th level, and at your 17th level.<br />
<br />
=== Ability Score Increase ===<br />
<br />
When you reach 4th level, and again at 8th, 12th, 14th, 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.<br />
<br />
=== Telekinetic Mastery ===<br />
<br />
Starting at 5th level, you can manipulate small objects within 30 feet with your mind as if using your hand to interact with it. You can use this power to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You cannot Attack, activate magical items, or carry more than 10 pounds in this manner. You can move an item you are controlling in this way up to 30 feet during your turn.<br />
<br />
=== Blade Vault ===<br />
<br />
Also at 5th level, you master bonding your magic to your swords. You can use your Bound Weapon feature to bind a number of weapons up to your Intelligence modifier (minimum of two), teleporting them to a harmless demiplane. You can summon or dismiss your bound weapons to your hands as an action. Each time you create your bound weapon, the previous one is dismissed, you can immediately end your attunement to any of your other board weapons, and immediately attune to the weapon you summoned (if it requires attunement).<br />
<br />
=== Last Attempt ===<br />
As you gain more weapons your arsenal, you can fuse them together and fire them off as a last resort. Starting at 18th level, you can, as an action, fuse your armory together into an amalgamation of their best qualities. A creature you can see within 100 feet of you must make a Strength saving throw against your Spell Save DC. On a failure, you can cut off one of the creature's heads. It dies if it cannot survive without the lost head. A creature is immune to this effect if it is immune to bludgeoning, piercing, or slashing damage, doesn't have or need a head, has legendary actions, you don't cut off its head, or the DM decides that the creature is too big for its head to be cut off by this ability. Such a creature instead takes 12d8 bludgeoning, piercing, or slashing damage from the hit. On a success, it takes half as much damage and doesn't lose its head. Once you do so, you cannot do so again until you finish a long rest.<br />
<br />
== The Art of the Duelist ==<br />
<br />
Duelists don't like to stay back and watch the fight unfold from afar. These mages want to join in on the fight along with their other swords to get the enemy down faster. Learning the Art of the Duelist means you are responsible for your swords and what you do with them. You have accepted that learning this art means a great responsibility is placed upon you as a Sword Mage. Your swords aren't just your own, but also for your allies to help take down any foe you encounter.<br />
<br />
;{{#anc: One With The Weapons}}<br />
<br />
At 3rd level, you are able to attack personally along with your imbued weapons and get ahead in the fight. You gain proficiency with heavy armor, and when you attack with your imbued weapons, you can attack with your bound weapon as a bonus action.<br />
<br />
;{{#anc: Magical Sharpness}}<br />
<br />
At 6th level you learn to imbue your weapons with your spellcasting capabilities. When you hit a creature with an attack with a bound weapon, you can expend one spell slot to deal force damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8.<br />
<br />
;{{#anc: Countermeasure}}<br />
<br />
At 9th level, you can use your telekinetic abilities to deflect an attack. When a creature within 60 feet of you makes a weapon attack and hits, you can use your reaction and expend a spell slot to reduce the damage of the attack by an amaount equal to your sword mage level + 5 * the level of the spell slot.<br />
<br />
;{{#anc: Level the Playing Field}}<br />
<br />
Starting at 11th level, you become a force in battle to be reckoned with. The damage die of your bound weapons increases to 1d10 if it was lower, and when you hit a creature with an attack, you do not provoke opportunity attacks from them for the rest of your turn.<br />
<br />
;{{#anc: Bladestorm}}<br />
<br />
At 13th level, you can surround yourself in a whirl of blades. When a creature moves to a space within 10 feet of you or starts its turn there, you can force them to make a Dexterity saving throw or deal 2d8 + your proficiency bonus in slashing damage to the creature. The DC for this ability is equal to your spell save DC.<br />
<br />
;{{#anc: Almighty Duelist}}<br />
<br />
At 17th level, you've mastered fighting alongside your imbued weaponry. When you attack with your bound weapons as a bonus action, you can attack twice, instead of once. <br />
<br />
;{{#anc: Blade of Death}}<br />
<br />
At 20th level, you can use your action to summon a massive ethereal weapon to a spot you can see within 120 feet of you. It counts as an imbued weapon, and you can order it as a part of ordering your other imbued weapons, though it can not make a simultaneous attack. When it hits, it deals 6d8 bludgeoning, piercing, or slashing damage plus 6d8 thunder damage. It lasts for 1 minute, or until you are incapacitated. It is immune to all damage.<br />
<br />
== The Art of the Mage ==<br />
<br />
More often, mages like to keep their hands clean from afar, torturing their enemies as they get struck down by the swords they wield. You learn that you can multi-task dealing damage with your swords as well as casting spells that help support your allies or deal massive damage to multiple foes. You use your spells to your advantage whenever you are in battle. <br />
<br />
;Mage Spells<br />
You gain access to the following spells at the sword mage levels listed bellow. Once you gain access to these spells, you always have them prepared. They don't count against the number of spells you can prepare each day.<br />
{| class="5e"<br />
|+ Spells<br />
|-<br />
! Sword Mage level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''inflict wounds, zephyr strike''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''heat metal, branding smite''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align: left;" | ''lightning arrow, elemental weapon''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || style="text-align: left;" | ''staggering smite, death ward''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || style="text-align: left;" | ''banishing smite, destructive wave''<br />
|}<br />
<br />
<br />
;{{#anc: War Blade}}<br />
<br />
At 3rd level, you gain proficiency in heavy armor, and when you hit a creature with one of your imbued weapons, you can cast a cantrip with a range of touch or one that requires a melee weapon attack as a bonus action on the same creature. In addition, your imbued weapons count as melee weapon attacks for the purposes of the zephyr strike, branding smite, staggering smite, and similar spells.<br />
<br />
;{{#anc: Strike True}}<br />
<br />
At 6th level, your way with the Weave of magic allows you to affect weapons in an enchanting way. When a creature within 60 feet of you makes a weapon attack and hits, you can use your reaction to increase the damage it deals by your bound weapon damage.<br />
<br />
;{{#anc: Bound Armor}}<br />
<br />
At 9th level, you can use your Bound Weapon feature on a set of armor or a shield instead. It takes up one of your Blade Vault slots, you can don, doff, attune, and unattune to the armor as an action, and while you live, the armor cannot be removed from you against your will.<br />
<br />
;{{#anc: Overwatch}}<br />
<br />
At 11th level, imbuing your weapons with the semblance of a conscience allows you to see and feel the area around them. You can perceive the area in a 15-foot radius around your imbued weapons as if you had blindsight. In addition, your imbued weapons can be up to a mile away before unimbuing.<br />
<br />
;{{#anc: Seeking}}<br />
<br />
At 13th level, when a creature you can see within 60 feet of you misses with a weapon attack, you can use your reaction to allow them to reroll the attack at advantage. You can do this a number of times equal to your proficiency bonus, and regain all uses upon finishing a long rest.<br />
<br />
;{{#anc: Spell Storing Weapon}}<br />
At 17th level, you've imbued your weapons with your magical essence, making them an extension of yourself. During a long rest, you can imbue your imbued weapons with spells, holding them until they are ready to burst. You cast the spell as normal when imbuing it in this way, though it is instead held by your imbued weapons. Your imbued weapons can only store up to 10 levels worth of spells at a time. The level of the spell slot used to cast the spell determines how much space it uses. If your weapons cannot hold the spell, the spell is expended without effect.<br />
While stored, you can cast a stored spell from the position of one of your imbued weapons.<br />
<br />
In addition, your bound weapon feature's bonus damage increases to 4d8, and you can reroll any number of the damage dice. You must use the new rolls.<br />
<br />
;{{#anc: Whirling Death}}<br />
<br />
At 20th level, you can cast the Blade of Disaster spell once without expending a spell slot. Once you do so, you cannot do so again until you finish a long rest.<br />
<br />
== Enhancements ==<br />
<br />
As you grow and understand your playing style, you learn techniques that help give you advantages in battle and can help allies if need be. Sword Mages have always had these for generations and generations, it be wise to use them. <br />
<br />
;{{#anc: Ranged Weapon Imbuer}}<br />
<br />
You can imbue ranged weapons without the heavy or two-handed properties as a part of your Armory feature, and can bond with them as a part of your Bound Weapon feature. When attacking with an imbued weapon, you make ranged spell attacks, and can only fire at creatures within half the weapon's short range. When you order your imbued weapons to attack, you must decide whether your ranged imbued weapons or your melee imbued weapons attack. You can't make attacks of opportunity with ranged imbued weapons.<br />
<br />
;{{#anc: Heavy Weapon Imbuer}}<br />
<br />
You can imbue weapons with the heavy or two-handed properties as a part of your Armory and Bound Weapon features, though they count as two weapons for your Armory and Blade Vault features.<br />
<br />
;{{#anc: Shield Imbuer}}<br />
<br />
You realize that the best defensive is a floating shield. You can imbue a shield as a part of your Armory feature. It cannot be attacked with, but you can grant its bonus to a creature of your choice while it hovers within 5 feet of them. You can designate a creature for the shield to follow as an action, and it will keep up with the creature to continue granting its bonus. You can use an action to stop it from following, or to designate it to follow another creature.<br />
<br />
;{{#anc: Telekinetic Armor}}<br />
<br />
You've learned how to use your telekinetic abilities to defend yourself. While you aren't wearing armor or wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Intelligence modifier.<br />
<br />
;{{#anc: Daggers Drawn}}<br />
''Prerequisite: 5th level''<br />
<br />
You can cast the Cloud of Daggers spell without expending a spell slot a number of times equal to half your proficiency bonus. The level of this spell is equal to the level of your highest sword mage spell slot.<br />
<br />
;{{#anc: Retaliation}}<br />
''Prerequisite: 5th level''<br />
<br />
When a creature within range of one of your imbued weapons damages you, you can attack the creature with your imbued weapon as a reaction.<br />
<br />
;{{#anc: Crouching Mage Hidden Blade}}<br />
''Prerequisite: 5th level''<br />
<br />
Once per turn, when you and one of your imbued weapons are within 5 feet of a creature and you hit it with the weapon, you can force it to make a Strength saving throw against your Spell Save DC, or be knocked prone.<br />
<br />
;{{#anc: Extensive Reach}}<br />
''Prerequisite: 5th level''<br />
<br />
The reach of all your imbued weapons is increased by 5 feet.<br />
<br />
;{{#anc: Hamstring}}<br />
''Prerequisite: 9th level''<br />
<br />
When you hit a creature with an attack of opportunity using an imbued weapon, the creature's speed is reduced by half, and they take 2d4 damage for every 5 feet they travel.<br />
<br />
;{{#anc: Disarm}}<br />
''Prerequisite: 9th level, Art of the Duelist''<br />
<br />
When you reduce the damage of a weapon attack with your Countermeasure feature to 0, you can force the attacker to make a Strength saving throw. On a failure, they are pushed 10 feet back and lose hold of their weapon, which is flung 10 feet in the opposite direction of the attacker.<br />
<br />
;{{#anc: Energy Blades}}<br />
''Prerequisite: 9th level, Art of the Mage''<br />
<br />
You gain the Magic Weapon or Elemental Weapon as prepared spells, which do not count against your maximum, and when cast you can target all of your imbued weapons at once with the spell, giving them the attack and damage bonus. In addition, you can cast the Elemental Weapon spell once without expending a spell slot. Once you do so, you cannot do so again until you finish a long rest.<br />
<br />
;{{#anc: Room of Swords}}<br />
''Prerequisite: 15th level, Art of the Mage''<br />
<br />
You gain the Banishment spell as a prepared spell, which does not count against your maximum, and when you successfully banish a creature, they take 6d6 slashing damage at the start of their turns until the spell ends.<br />
<br />
;{{#anc: Coup De Grace}}<br />
''Prerequisite: 15th level, Art of the Duelist''<br />
<br />
Once per turn when you make an attack against an incapacitated creature, the attack is a critical hit.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Sword Mage class, you must meet these prerequisites: Intelligence score of 13 <br />
<br />
'''Proficiencies.''' When you multiclass into the Sword Mage class, you gain the following proficiencies: History and Arcana<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Schrubhttps://www.dandwiki.com/w/index.php?title=Sword_Mage,_2nd_Variant_(5e_Class)&diff=1626176Sword Mage, 2nd Variant (5e Class)2022-08-24T17:42:07Z<p>Schrub: </p>
<hr />
<div>==Sword Mage==<br />
<br />
One after one swords fly up from the ground, piercing the air as a human chains her foe and flicks her wrist, one of the swords penetrating a doubled-over foe as death is brought down upon it by her ally without her unsheathing her own sword. <br />
<br />
Raising his sword towards the elemental planes as his swords take on bright flames and another becoming quick with the wind, a tiefling burns his enemies to ashes when his team is down. <br />
<br />
Chanting words as daggers appear in the air circling around a horde of imps, an elf sways his arm as daggers converge upon and stab the horde down, quickly ending their attack. <br />
<br />
Swords Mages are the swordsmen and women amongst the mages and can call upon the many elemental planes to make their swords more powerful. Varying from the arts they follow they can get up close and personal dealing deadly damage down on foes and take out giants from their sheer power or they can stay back and deal all sorts of support as they help their allies take out hordes of enemies. <br />
<br />
=== Telekinetic Abilities ===<br />
<br />
Those that train in the ways of telekinesis found it was hard moving unfamiliar items; though possible for day to day tasks, it was not efficient enough to use in combat. They soon learned that if they bonded with them and knew their history by taking the time and studying it, they could become spellbound and share emotions, fighting alongside their owners. Knowledge and understanding are what these mages go through so they can get a feel of their sword's emotions and effectiveness during combat. Outmaneuvering their opponents with their intellect and techniques, they have become great fighters as well as mages to help cities defend or lead charges in many armies. They use their telekinesis smartly and always look for the most efficient way to end their opponents with their spells and weapons. Some have taken out giants from sheer skill and others have slain kings with their telekinetic abilities. They instill shock and awe just from the amount of weapons they can control without a drop of sweat. They trust their weapons as their weapons trust them, an important bond with weapons is what they value at all costs.<br />
<br />
=== Valuable and Passionate Fighters ===<br />
<br />
As they grow and become stronger, their passionate bond with their weapons give out to the rest of the world. They fight for a righteous cause and are trained very well to keep the bonds they have with their swords a very special one, but sometimes it can go too far and follow whatever the swords say. Their communication and friendship with their swords allies can only envy, but the results of their battles says otherwise. Very valuable and efficient, they bond with others to see if they can grow even stronger as they try to understand them. Teams and and guilds appreciate their company until they let their swords talk first. They are trained to use their abilities to be a valued member and through contacts with other planes, their value skyrockets as their bonds with their swords become greater and support allies on the field. Some wield legendary weapons to slay dragons or clear out entire hordes in no time at all. Truly some valuable fighters indeed.<br />
<br />
<br />
=== Creating a Sword Mage ===<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|https://cdna.artstation.com/p/assets/images/images/007/318/436/large/thanh-tu-n-doc-co-cau-bai-rsl.jpg?1505302194|By [https://www.artstation.com/pencillien Thanh Tuấn]}}<br />
</div><br />
When creating a Sword Mage it is important to remember that they are not meant to lift heavy objects with their brawn but rather their brain. They bond with their weapons by seeing their history and believe that they should be legendary for what they have done. Maybe one tells you a story of how they were used to slay a Red Dragon that saved their city, but the hero was only recognized. Another would tell you a story of how they were used to kill thousands of people by an evil man and are looking for redemption or revenge. How did you begin to uncover the secrets of weapon telekinesis and bonding? Were you chosen by the army or did you learn them by yourself? Were you a fighter before you discovered these arcane arts or were you a scholar first? Weapons have their own emotions as they tell you how they feel through telepathy and it's your job to help them complete their mission or complete your own mission with their help. Just like the swords have their own stories, you can share your tales and wishes as you study them. Communication is key to this class. So what motivates you to fight and continue your studies? Why was a specific weapon your first? How can you achieve your own goals and help these weapons become known for great things?<br />
<br />
;Quick Build<br />
You can make a Sword Mage quickly by following these suggestions. First, {{5a|Int}} should be your highest ability score, followed by {{5a|Dex}} or {{5a|Str}} depending on the archetype. Second, choose the Courtier or Sage background.<br />
<br />
{{5e Class Features<br />
|name=Sword Mage<br />
|summary=A mage that utilities telekinetic properties to fight with floating weapons and cast spells<br />
|hd= 8<br />
|spellcasting=half<br />
|armor=Light armor, medium armor, shields <br />
|weapons= Simple and Martial Weapons<br />
|tools= Tinker's Tools<br />
|saves=Intelligence, Wisdom<br />
|skills=Pick 2 from Arcana, Acrobatics, Deception, Investigation, Insight, Intimidation, History, Perception.<br />
|item1a= a short sword<br />
|item1b= a long sword<br />
|item1c= <br />
|item2a= a shield<br />
|item2b= any simple ranged weapon<br />
|item2c= <br />
|item3a= an explorer's pack <br />
|item3b= a dungeoneer's pack<br />
|item3c= a scholar's pack<br />
|item4a= Leather armor and two daggers<br />
|item4b= Leather armor and one martial melee weapon<br />
|wealth= 5d4 x10<br />
<br />
|classfeatures1= Armory, Bound Weapon<br />
|classfeatures2= Techniques of the Blade, Spellcasting<br />
|classfeatures3= Arts of Swordsmanship Archetype<br />
|classfeatures4= <br />
|classfeatures5= Telekinetic Mastery, Blade Vault<br />
|classfeatures6= Sword Art Feature<br />
|classfeatures7= <br />
|classfeatures8= <br />
|classfeatures9= Sword Art Feature<br />
|classfeatures10= <br />
|classfeatures11= Sword Art Feature<br />
|classfeatures12= <br />
|classfeatures13= Sword Art Feature<br />
|classfeatures14= Ability Score Improvement<br />
|classfeatures15= <br />
|classfeatures16= <br />
|classfeatures17= Sword Art Feature<br />
|classfeatures18= Last Attempt<br />
|classfeatures19= <br />
|classfeatures20= Sword Mage Archetype Feature<br />
<br />
|extra1_name= Cantrips<br />
|extra1_1=0<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=2<br />
|extra1_8=3<br />
|extra1_9=3<br />
|extra1_10=3<br />
|extra1_11=3<br />
|extra1_12=3<br />
|extra1_13=3<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=4<br />
|extra1_18=4<br />
|extra1_19=4<br />
|extra1_20=4<br />
<br />
|extra2_name= Enhancements Learned<br />
|extra2_1=0<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=4<br />
|extra2_8=4<br />
|extra2_9=5<br />
|extra2_10=5<br />
|extra2_11=5<br />
|extra2_12=6<br />
|extra2_13=6<br />
|extra2_14=6<br />
|extra2_15=7<br />
|extra2_16=7<br />
|extra2_17=7<br />
|extra2_18=8<br />
|extra2_19=8<br />
|extra2_20=8<br />
<br />
|Extra4_name= imbued swords<br />
|Extra4_1=2<br />
|Extra4_2=2<br />
|Extra4_3=2<br />
|Extra4_4=2<br />
|Extra4_5=2<br />
|Extra4_6=3<br />
|Extra4_7=3<br />
|Extra4_8=3<br />
|Extra4_9=3<br />
|Extra4_10=3<br />
|Extra4_11=4<br />
|Extra4_12=4<br />
|Extra4_13=4<br />
|Extra4_14=4<br />
|Extra4_15=4<br />
|Extra4_16=5<br />
|Extra4_17=5<br />
|Extra4_18=5<br />
|Extra4_19=5<br />
|Extra4_20=5<br />
<br />
}}<br />
<br />
=== Armory ===<br />
<br />
At 1st level, you are able to focus your concentration onto a weapon, wielding it telekinetically like one might normally. As a bonus action, you can imbue a number of one-handed nonmagical weapons up to your Intelligence modifier that are not being worn or carried by a creature other than you and are within 15 feet. <br />
<br />
The imbued weapons float in the air around you and do not occupy a space. You can order them to move up to 30 feet or 60 feet if they have the light property on your turn (no action required by you), and you can use your Action to order them to attack on your turn. When you order your imbued weapons, they make make melee spell attacks against a creature of your choice within their reach, and you can decide whether they attack simultaneously or separately.<br />
<br />
When you order the weapons to attack simultaneously, they must all be within reach of the same target and you make one attack roll, dealing damage equal to all of their damage dice together on a hit.<br />
<br />
When you order the weapons to attack seperately, they must make attacks against seperate creatures, dealing their damage dice on a hit and adding your Intelligence modifier to the roll.<br />
<br />
When a creature leaves the range of one of your imbued weapons, you can use your reaction to make an attack of opportunity against the creature using the imbued weapon.<br />
<br />
Your imbued weapons have a pool of hit points equal to [(5 + your Intelligence modifier) * your sword mage level] divided amongst them, and when a weapon's hit points are reduced to 0, it is destroyed if it was originally a nonmagical weapon, though any excess damage does not affect the total. When you imbue a new weapon, you must subtract hit points from your currently imbued weapons or the pool in order to imbue it. Your imbued weapons have an AC of 10 + your Intelligence modifier.<br />
<br />
If your imbued weapons are ever more than 100 feet away from you, they fall to the ground and lose their imbued status, returning their current hit points to your pool. You regain all armory hit points when you finish a long rest, and can roll hit dice to restore hit points to the pool instead of your own.<br />
<br />
=== Bound Weapon ===<br />
<br />
Your curiosity grows as you use your magic to bond with your weapons, allowing you to learn more about the weapons you come into contact with. Also at 1st level, you can perform a ritual over the course of an hour to invest a portion of your power into a one-handed melee weapon, which you must remain in contact with over the course of the ritual. Afterwards, you become bonded with the weapon, allowing you to use your Intelligence modifier for its attack and damage rolls, and it counts as magical for the purposes of bypassing immunity and resistance if it didn't already. If the weapon's damage die is lower than 1d8, it becomes a 1d8 as it bonds with you. If you use this feature on another weapon, your bond with the original weapon is broken. You are also proficient in your Bound Weapon.<br />
<br />
Once per turn when you deal damage with the weapon, you can deal an additional 1d8 damage. This increases to 2d8 at 9th level, and 3d8 at 17th level.<br />
<br />
Even if it is a magical weapon, it can be imbued as per your Armory feature.<br />
<br />
====Spellcasting====<br />
By the time you reach 2nd level, you've extended your telekinetic ability beyond controlling your blades, gaining the ability to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 11 for the wizard spell list.<br />
<br />
=====Preparing and Casting Spells=====<br />
The Sword Mage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. <br><br />
<br />
You prepare the list of sword mage spells that are available for you to cast, choosing from the wizard spell list. When you do so, choose a number of wizard spells equal to your Intelligence modifier + half your sword mage level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.<br />
<br />
For example, if you are a 5th-level sword mage, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.<br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of sword mage spells requires time spent drawing in psionic energy: at least 1 minute per spell level for each spell on your list.<br />
<br />
=====Spellcasting Ability=====<br />
Intelligence is your spellcasting ability for your enkindler spells, since your magic comes from your mind. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a sword mage spell you cast and when making an attack roll with one. <br />
<br />
'''Spell save DC''' = 8 + your proficiency bonus + your Intelligence modifier<br><br />
'''Spell attack modifier''' = your proficiency bonus + your Intelligence modifier<br />
<br />
<br />
=== Armory Enhancements ===<br />
<br />
Practicing with your weapons on your adventures has lead you to learning new techniques to decimate enemies when they least expect it. When you reach 2nd, you learn 2 Enhancements of your choice shown in the enhancements detailed at the end of the class description. When you gain certain sword mage levels, you gain additional enhancements of your choice, as shown in the enhancements column of the Sword Mage table.<br />
<br />
=== Arts of Swordsmanship ===<br />
<br />
At 3rd level, your constant practice and concentration in sword handling and use, advances your techniques in the Arts of Swordsmanship. Your combat prowess and intellect helps you as you choose a unique style of battle from two different arts: The Art of the Duelist and The Art of the Mage, detailed at the end of the class description. Your decision grants you a feature at 3rd level, and again at 9th level, 13th level, and at your 17th level.<br />
<br />
=== Ability Score Increase ===<br />
<br />
When you reach 4th level, and again at 8th, 12th, 14th, 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.<br />
<br />
=== Telekinetic Mastery ===<br />
<br />
Starting at 5th level, you can manipulate small objects within 30 feet with your mind as if using your hand to interact with it. You can use this power to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You cannot Attack, activate magical items, or carry more than 10 pounds in this manner. You can move an item you are controlling in this way up to 30 feet during your turn.<br />
<br />
=== Blade Vault ===<br />
<br />
Also at 5th level, you master bonding your magic to your swords. You can use your Bound Weapon feature to bind a number of weapons up to your Intelligence modifier (minimum of two), teleporting them to a harmless demiplane. You can summon or dismiss your bound weapons to your hands as an action. Each time you create your bound weapon, the previous one is dismissed, you can immediately end your attunement to any of your other board weapons, and immediately attune to the weapon you summoned (if it requires attunement).<br />
<br />
=== Last Attempt ===<br />
As you gain more weapons your arsenal, you can fuse them together and fire them off as a last resort. Starting at 18th level, you can, as an action, fuse your armory together into an amalgamation of their best qualities. A creature you can see within 100 feet of you must make a Strength saving throw against your Spell Save DC. On a failure, you can cut off one of the creature's heads. It dies if it cannot survive without the lost head. A creature is immune to this effect if it is immune to bludgeoning, piercing, or slashing damage, doesn't have or need a head, has legendary actions, you don't cut off its head, or the DM decides that the creature is too big for its head to be cut off by this ability. Such a creature instead takes 12d8 bludgeoning, piercing, or slashing damage from the hit. On a success, it takes half as much damage and doesn't lose its head. Once you do so, you cannot do so again until you finish a long rest.<br />
<br />
== The Art of the Duelist ==<br />
<br />
Duelists don't like to stay back and watch the fight unfold from afar. These mages want to join in on the fight along with their other swords to get the enemy down faster. Learning the Art of the Duelist means you are responsible for your swords and what you do with them. You have accepted that learning this art means a great responsibility is placed upon you as a Sword Mage. Your swords aren't just your own, but also for your allies to help take down any foe you encounter.<br />
<br />
;{{#anc: One With The Weapons}}<br />
<br />
At 3rd level, you are able to attack personally along with your imbued weapons and get ahead in the fight. You gain proficiency with heavy armor, and when you attack with your imbued weapons, you can attack with your bound weapon as a bonus action.<br />
<br />
;{{#anc: Magical Sharpness}}<br />
<br />
At 6th level you learn to imbue your weapons with your spellcasting capabilities. When you hit a creature with an attack with a bound weapon, you can expend one spell slot to deal force damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8.<br />
<br />
;{{#anc: Countermeasure}}<br />
<br />
At 9th level, you can use your telekinetic abilities to deflect an attack. When a creature within 60 feet of you makes a weapon attack and hits, you can use your reaction and expend a spell slot to reduce the damage of the attack by an amaount equal to your sword mage level + 5 * the level of the spell slot.<br />
<br />
;{{#anc: Level the Playing Field}}<br />
<br />
Starting at 11th level, you become a force in battle to be reckoned with. The damage die of your bound weapons increases to 1d10 if it was lower, and when you hit a creature with an attack, you do not provoke opportunity attacks from them for the rest of your turn.<br />
<br />
;{{#anc: Bladestorm}}<br />
<br />
At 13th level, you can surround yourself in a whirl of blades. When a creature moves to a space within 10 feet of you or starts its turn there, you can force them to make a Dexterity saving throw or deal 2d8 + your proficiency bonus in slashing damage to the creature. The DC for this ability is equal to your spell save DC.<br />
<br />
;{{#anc: Almighty Duelist}}<br />
<br />
At 17th level, you've mastered fighting alongside your imbued weaponry. When you attack with your bound weapons as a bonus action, you can attack twice, instead of once. <br />
<br />
;{{#anc: Blade of Death}}<br />
<br />
At 20th level, you can use your action to summon a massive ethereal weapon to a spot you can see within 120 feet of you. It counts as an imbued weapon, and you can order it as a part of ordering your other imbued weapons, though it can not make a simultaneous attack. When it hits, it deals 6d8 bludgeoning, piercing, or slashing damage plus 6d8 thunder damage. It lasts for 1 minute, or until you are incapacitated. It is immune to all damage.<br />
<br />
== The Art of the Mage ==<br />
<br />
More often, mages like to keep their hands clean from afar, torturing their enemies as they get struck down by the swords they wield. You learn that you can multi-task dealing damage with your swords as well as casting spells that help support your allies or deal massive damage to multiple foes. You use your spells to your advantage whenever you are in battle. <br />
<br />
;Mage Spells<br />
You gain access to the following spells at the sword mage levels listed bellow. Once you gain access to these spells, you always have them prepared. They don't count against the number of spells you can prepare each day.<br />
{| class="5e"<br />
|+ Spells<br />
|-<br />
! Sword Mage level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''inflict wounds, zephyr strike''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''heat metal, branding smite''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align: left;" | ''lightning arrow, elemental weapon''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || style="text-align: left;" | ''staggering smite, death ward''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || style="text-align: left;" | ''banishing smite, destructive wave''<br />
|}<br />
<br />
<br />
;{{#anc: War Blade}}<br />
<br />
At 3rd level, you gain proficiency in heavy armor, and when you hit a creature with one of your imbued weapons, you can cast a cantrip with a range of touch or one that requires a melee weapon attack as a bonus action on the same creature. In addition, your imbued weapons count as melee weapon attacks for the purposes of the zephyr strike, branding smite, staggering smite, and similar spells.<br />
<br />
;{{#anc: Strike True}}<br />
<br />
At 6th level, your way with the Weave of magic allows you to affect weapons in an enchanting way. When a creature within 60 feet of you makes a weapon attack and hits, you can use your reaction to increase the damage it deals by your bound weapon damage.<br />
<br />
;{{#anc: Bound Armor}}<br />
<br />
At 9th level, you can use your Bound Weapon feature on a set of armor or a shield instead. It takes up one of your Blade Vault slots, you can don, doff, attune, and unattune to the armor as an action, and while you live, the armor cannot be removed from you against your will.<br />
<br />
;{{#anc: Overwatch}}<br />
<br />
At 11th level, imbuing your weapons with the semblance of a conscience allows you to see and feel the area around them. You can perceive the area in a 15-foot radius around your imbued weapons as if you had blindsight. In addition, your imbued weapons can be up to a mile away before unimbuing.<br />
<br />
;{{#anc: Seeking}}<br />
<br />
At 13th level, when a creature you can see within 60 feet of you misses with a weapon attack, you can use your reaction to allow them to reroll the attack at advantage. You can do this a number of times equal to your proficiency bonus, and regain all uses upon finishing a long rest.<br />
<br />
;{{#anc: Spell Storing Weapon}}<br />
At 17th level, you've imbued your weapons with your magical essence, making them an extension of yourself. During a long rest, you can imbue your imbued weapons with spells, holding them until they are ready to burst. You cast the spell as normal when imbuing it in this way, though it is instead held by your imbued weapons. Your imbued weapons can only store up to 10 levels worth of spells at a time. The level of the spell slot used to cast the spell determines how much space it uses. If your weapons cannot hold the spell, the spell is expended without effect.<br />
While stored, you can cast a stored spell from the position of one of your imbued weapons.<br />
<br />
In addition, your bound weapon feature's bonus damage increases to 4d8, and you can reroll any number of the damage dice. You must use the new rolls.<br />
<br />
;{{#anc: Whirling Death}}<br />
<br />
At 20th level, you can cast the Blade of Disaster spell once without expending a spell slot. Once you do so, you cannot do so again until you finish a long rest.<br />
<br />
== Enhancements ==<br />
<br />
As you grow and understand your playing style, you learn techniques that help give you advantages in battle and can help allies if need be. Sword Mages have always had these for generations and generations, it be wise to use them. <br />
<br />
;{{#anc: Ranged Weapon Imbuer}}<br />
<br />
You can imbue ranged weapons without the heavy or two-handed properties as a part of your Armory feature, and can bond with them as a part of your Bound Weapon feature. When attacking with an imbued weapon, you make ranged spell attacks, and can only fire at creatures within half the weapon's short range. When you order your imbued weapons to attack, you must decide whether your ranged imbued weapons or your melee imbued weapons attack. You can't make attacks of opportunity with ranged imbued weapons.<br />
<br />
;{{#anc: Heavy Weapon Imbuer}}<br />
<br />
You can imbue weapons with the heavy or two-handed properties as a part of your Armory and Bound Weapon features, though they count as two weapons for your Armory and Blade Vault features.<br />
<br />
;{{#anc: Shield Imbuer}}<br />
<br />
You realize that the best defensive is a floating shield. You can imbue a shield as a part of your Armory feature. It cannot be attacked with, but you can grant its bonus to a creature of your choice while it hovers within 5 feet of them. You can designate a creature for the shield to follow as an action, and it will keep up with the creature to continue granting its bonus. You can use an action to stop it from following, or to designate it to follow another creature.<br />
<br />
;{{#anc: Telekinetic Armor}}<br />
<br />
You've learned how to use your telekinetic abilities to defend yourself. While you aren't wearing armor or wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Intelligence modifier.<br />
<br />
;{{#anc: Daggers Drawn}}<br />
''Prerequisite: 5th level''<br />
<br />
You can cast the Cloud of Daggers spell without expending a spell slot a number of times equal to half your proficiency bonus. The level of this spell is equal to the level of your highest sword mage spell slot.<br />
<br />
;{{#anc: Retaliation}}<br />
''Prerequisite: 5th level''<br />
<br />
When a creature within range of one of your imbued weapons damages you, you can attack the creature with your imbued weapon as a reaction.<br />
<br />
;{{#anc: Crouching Mage Hidden Blade}}<br />
''Prerequisite: 5th level''<br />
<br />
Once per turn, when you and one of your imbued weapons are within 5 feet of a creature and you hit it with the weapon, you can force it to make a Strength saving throw against your Spell Save DC, or be knocked prone.<br />
<br />
;{{#anc: Extensive Reach}}<br />
''Prerequisite: 5th level''<br />
<br />
The reach of all your imbued weapons is increased by 5 feet.<br />
<br />
;{{#anc: Hamstring}}<br />
''Prerequisite: 9th level''<br />
<br />
When you hit a creature with an attack of opportunity using an imbued weapon, the creature's speed is reduced by half, and they take 2d4 damage for every 5 feet they travel.<br />
<br />
;{{#anc: Disarm}}<br />
''Prerequisite: 9th level, Art of the Duelist''<br />
<br />
When you reduce the damage of a weapon attack with your Countermeasure feature to 0, you can force the attacker to make a Strength saving throw. On a failure, they are pushed 10 feet back and lose hold of their weapon, which is flung 10 feet in the opposite direction of the attacker.<br />
<br />
;{{#anc: Energy Blades}}<br />
''Prerequisite: 9th level, Art of the Mage''<br />
<br />
You gain the Magic Weapon or Elemental Weapon as prepared spells, which do not count against your maximum, and when cast you can target all of your imbued weapons at once with the spell, giving them the attack and damage bonus. In addition, you can cast the Elemental Weapon spell once without expending a spell slot. Once you do so, you cannot do so again until you finish a long rest.<br />
<br />
;{{#anc: Room of Swords}}<br />
''Prerequisite: 15th level, Art of the Mage''<br />
<br />
You gain the Banishment spell as a prepared spell, which does not count against your maximum, and when you successfully banish a creature, they take 6d6 slashing damage at the start of their turns until the spell ends.<br />
<br />
;{{#anc: Coup De Grace}}<br />
''Prerequisite: 15th level, Art of the Duelist''<br />
<br />
Once per turn when you make an attack against an incapacitated creature, the attack is a critical hit.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Sword Mage class, you must meet these prerequisites: Intelligence score of 13 <br />
<br />
'''Proficiencies.''' When you multiclass into the Sword Mage class, you gain the following proficiencies: History and Arcana<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Schrubhttps://www.dandwiki.com/w/index.php?title=Sword_Mage,_2nd_Variant_(5e_Class)&diff=1626175Sword Mage, 2nd Variant (5e Class)2022-08-24T17:40:27Z<p>Schrub: </p>
<hr />
<div>==Sword Mage==<br />
<br />
One after one swords fly up from the ground, piercing the air as a human chains her foe and flicks her wrist, one of the swords penetrating a doubled-over foe as death is brought down upon it by her ally without her unsheathing her own sword. <br />
<br />
Raising his sword towards the elemental planes as his swords take on bright flames and another becoming quick with the wind, a tiefling burns his enemies to ashes when his team is down. <br />
<br />
Chanting words as daggers appear in the air circling around a horde of imps, an elf sways his arm as daggers converge upon and stab the horde down, quickly ending their attack. <br />
<br />
Swords Mages are the swordsmen and women amongst the mages and can call upon the many elemental planes to make their swords more powerful. Varying from the arts they follow they can get up close and personal dealing deadly damage down on foes and take out giants from their sheer power or they can stay back and deal all sorts of support as they help their allies take out hordes of enemies. <br />
<br />
=== Telekinetic Abilities ===<br />
<br />
Those that train in the ways of telekinesis found it was hard moving unfamiliar items; though possible for day to day tasks, it was not efficient enough to use in combat. They soon learned that if they bonded with them and knew their history by taking the time and studying it, they could become spellbound and share emotions, fighting alongside their owners. Knowledge and understanding are what these mages go through so they can get a feel of their sword's emotions and effectiveness during combat. Outmaneuvering their opponents with their intellect and techniques, they have become great fighters as well as mages to help cities defend or lead charges in many armies. They use their telekinesis smartly and always look for the most efficient way to end their opponents with their spells and weapons. Some have taken out giants from sheer skill and others have slain kings with their telekinetic abilities. They instill shock and awe just from the amount of weapons they can control without a drop of sweat. They trust their weapons as their weapons trust them, an important bond with weapons is what they value at all costs.<br />
<br />
=== Valuable and Passionate Fighters ===<br />
<br />
As they grow and become stronger, their passionate bond with their weapons give out to the rest of the world. They fight for a righteous cause and are trained very well to keep the bonds they have with their swords a very special one, but sometimes it can go too far and follow whatever the swords say. Their communication and friendship with their swords allies can only envy, but the results of their battles says otherwise. Very valuable and efficient, they bond with others to see if they can grow even stronger as they try to understand them. Teams and and guilds appreciate their company until they let their swords talk first. They are trained to use their abilities to be a valued member and through contacts with other planes, their value skyrockets as their bonds with their swords become greater and support allies on the field. Some wield legendary weapons to slay dragons or clear out entire hordes in no time at all. Truly some valuable fighters indeed.<br />
<br />
<br />
=== Creating a Sword Mage ===<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|https://cdna.artstation.com/p/assets/images/images/007/318/436/large/thanh-tu-n-doc-co-cau-bai-rsl.jpg?1505302194|By [https://www.artstation.com/pencillien Thanh Tuấn]}}<br />
</div><br />
When creating a Sword Mage it is important to remember that they are not meant to lift heavy objects with their brawn but rather their brain. They bond with their weapons by seeing their history and believe that they should be legendary for what they have done. Maybe one tells you a story of how they were used to slay a Red Dragon that saved their city, but the hero was only recognized. Another would tell you a story of how they were used to kill thousands of people by an evil man and are looking for redemption or revenge. How did you begin to uncover the secrets of weapon telekinesis and bonding? Were you chosen by the army or did you learn them by yourself? Were you a fighter before you discovered these arcane arts or were you a scholar first? Weapons have their own emotions as they tell you how they feel through telepathy and it's your job to help them complete their mission or complete your own mission with their help. Just like the swords have their own stories, you can share your tales and wishes as you study them. Communication is key to this class. So what motivates you to fight and continue your studies? Why was a specific weapon your first? How can you achieve your own goals and help these weapons become known for great things?<br />
<br />
;Quick Build<br />
You can make a Sword Mage quickly by following these suggestions. First, {{5a|Int}} should be your highest ability score, followed by {{5a|Dex}} or {{5a|Str}} depending on the archetype. Second, choose the Courtier or Sage background.<br />
<br />
{{5e Class Features<br />
|name=Sword Mage<br />
|summary=A mage that utilities telekinetic properties to fight with floating weapons and cast spells<br />
|hd= 8<br />
|spellcasting=half<br />
|armor=Light armor, medium armor, shields <br />
|weapons= Simple and Martial Weapons<br />
|tools= Tinker's Tools<br />
|saves=Intelligence, Wisdom<br />
|skills=Pick 2 from Arcana, Acrobatics, Deception, Investigation, Insight, Intimidation, History, Perception.<br />
|item1a= a short sword<br />
|item1b= a long sword<br />
|item1c= <br />
|item2a= a shield<br />
|item2b= any simple ranged weapon<br />
|item2c= <br />
|item3a= an explorer's pack <br />
|item3b= a dungeoneer's pack<br />
|item3c= a scholar's pack<br />
|item4a= Leather armor and two daggers<br />
|item4b= Leather armor and one martial melee weapon<br />
|wealth= 5d4 x10<br />
<br />
|classfeatures1= Armory, Bound Weapon<br />
|classfeatures2= Techniques of the Blade, Spellcasting<br />
|classfeatures3= Arts of Swordsmanship Archetype<br />
|classfeatures4= <br />
|classfeatures5= Telekinetic Mastery, Blade Vault<br />
|classfeatures6= Sword Art Feature<br />
|classfeatures7= <br />
|classfeatures8= <br />
|classfeatures9= Sword Art Feature<br />
|classfeatures10= <br />
|classfeatures11= Sword Art Feature<br />
|classfeatures12= <br />
|classfeatures13= Sword Art Feature<br />
|classfeatures14= Ability Score Improvement<br />
|classfeatures15= <br />
|classfeatures16= <br />
|classfeatures17= Sword Art Feature<br />
|classfeatures18= Last Attempt<br />
|classfeatures19= <br />
|classfeatures20= Sword Mage Archetype Feature<br />
<br />
|extra1_name= Cantrips<br />
|extra1_1=0<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=2<br />
|extra1_8=3<br />
|extra1_9=3<br />
|extra1_10=3<br />
|extra1_11=3<br />
|extra1_12=3<br />
|extra1_13=3<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=4<br />
|extra1_18=4<br />
|extra1_19=4<br />
|extra1_20=4<br />
<br />
|extra2_name= Enhancements Learned<br />
|extra2_1=0<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=4<br />
|extra2_8=4<br />
|extra2_9=5<br />
|extra2_10=5<br />
|extra2_11=5<br />
|extra2_12=6<br />
|extra2_13=6<br />
|extra2_14=6<br />
|extra2_15=7<br />
|extra2_16=7<br />
|extra2_17=7<br />
|extra2_18=8<br />
|extra2_19=8<br />
|extra2_20=8<br />
<br />
|Extra4_name= imbued swords<br />
|Extra4_1=2<br />
|Extra4_2=2<br />
|Extra4_3=2<br />
|Extra4_4=2<br />
|Extra4_5=2<br />
|Extra4_6=3<br />
|Extra4_7=3<br />
|Extra4_8=3<br />
|Extra4_9=3<br />
|Extra4_10=3<br />
|Extra4_11=4<br />
|Extra4_12=4<br />
|Extra4_13=4<br />
|Extra4_14=4<br />
|Extra4_15=4<br />
|Extra4_16=5<br />
|Extra4_17=5<br />
|Extra4_18=5<br />
|Extra4_19=5<br />
|Extra4_20=5<br />
<br />
}}<br />
<br />
=== Armory ===<br />
<br />
At 1st level, you are able to focus your concentration onto a weapon, wielding it telekinetically like one might normally. As a bonus action, you can imbue a number of one-handed nonmagical weapons up to your Intelligence modifier that are not being worn or carried by a creature other than you and are within 15 feet. <br />
<br />
The imbued weapons float in the air around you and do not occupy a space. You can order them to move up to 30 feet or 60 feet if they have the light property on your turn (no action required by you), and you can use your Action to order them to attack on your turn. When you order your imbued weapons, they make make melee spell attacks against a creature of your choice within their reach, and you can decide whether they attack simultaneously or separately.<br />
<br />
When you order the weapons to attack simultaneously, they must all be within reach of the same target and you make one attack roll, dealing damage equal to all of their damage dice together on a hit.<br />
<br />
When you order the weapons to attack seperately, they must make attacks against seperate creatures, dealing their damage dice on a hit and adding your Intelligence modifier to the roll.<br />
<br />
When a creature leaves the range of one of your imbued weapons, you can use your reaction to make an attack of opportunity against the creature using the imbued weapon.<br />
<br />
Your imbued weapons have a pool of hit points equal to [(5 + your Intelligence modifier) * your sword mage level] divided amongst them, and when a weapon's hit points are reduced to 0, it is destroyed if it was originally a nonmagical weapon, though any excess damage does not affect the total. When you imbue a new weapon, you must subtract hit points from your currently imbued weapons or the pool in order to imbue it. Your imbued weapons have an AC of 10 + your Intelligence modifier.<br />
<br />
If your imbued weapons are ever more than 100 feet away from you, they fall to the ground and lose their imbued status, returning their current hit points to your pool. You regain all armory hit points when you finish a long rest, and can roll hit dice to restore hit points to the pool instead of your own.<br />
<br />
=== Bound Weapon ===<br />
<br />
Your curiosity grows as you use your magic to bond with your weapons, allowing you to learn more about the weapons you come into contact with. Also at 1st level, you can perform a ritual over the course of an hour to invest a portion of your power into a one-handed melee weapon, which you must remain in contact with over the course of the ritual. Afterwards, you become bonded with the weapon, allowing you to use your Intelligence modifier for its attack and damage rolls, and it counts as magical for the purposes of bypassing immunity and resistance if it didn't already. If the weapon's damage die is lower than 1d8, it becomes a 1d8 as it bonds with you. If you use this feature on another weapon, your bond with the original weapon is broken. You are also proficient in your Bound Weapon.<br />
<br />
Once per turn when you deal damage with the weapon, you can deal an additional 1d8 damage. This increases to 2d8 at 9th level, and 3d8 at 17th level.<br />
<br />
Even if it is a magical weapon, it can be imbued as per your Armory feature.<br />
<br />
====Spellcasting====<br />
By the time you reach 2nd level, you've extended your telekinetic ability beyond controlling your blades, gaining the ability to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 11 for the wizard spell list.<br />
<br />
=====Preparing and Casting Spells=====<br />
The Sword Mage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. <br><br />
<br />
You prepare the list of sword mage spells that are available for you to cast, choosing from the wizard spell list. When you do so, choose a number of wizard spells equal to your Intelligence modifier + half your sword mage level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.<br />
<br />
For example, if you are a 5th-level sword mage, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.<br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of sword mage spells requires time spent drawing in psionic energy: at least 1 minute per spell level for each spell on your list.<br />
<br />
=====Spellcasting Ability=====<br />
Intelligence is your spellcasting ability for your enkindler spells, since your magic comes from your mind. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a sword mage spell you cast and when making an attack roll with one. <br />
<br />
'''Spell save DC''' = 8 + your proficiency bonus + your Intelligence modifier<br><br />
'''Spell attack modifier''' = your proficiency bonus + your Intelligence modifier<br />
<br />
<br />
=== Armory Enhancements ===<br />
<br />
Practicing with your weapons on your adventures has lead you to learning new techniques to decimate enemies when they least expect it. When you reach 2nd, you learn 2 Enhancements of your choice shown in the enhancements detailed at the end of the class description. When you gain certain sword mage levels, you gain additional enhancements of your choice, as shown in the enhancements column of the Sword Mage table.<br />
<br />
=== Arts of Swordsmanship ===<br />
<br />
At 3rd level, your constant practice and concentration in sword handling and use, advances your techniques in the Arts of Swordsmanship. Your combat prowess and intellect helps you as you choose a unique style of battle from two different arts: The Art of the Duelist and The Art of the Mage, detailed at the end of the class description. Your decision grants you a feature at 3rd level, and again at 9th level, 13th level, and at your 17th level.<br />
<br />
=== Ability Score Increase ===<br />
<br />
When you reach 4th level, and again at 8th, 12th, 14th, 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.<br />
<br />
=== Telekinetic Mastery ===<br />
<br />
Starting at 5th level, you can manipulate small objects within 30 feet with your mind as if using your hand to interact with it. You can use this power to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You cannot Attack, activate magical items, or carry more than 10 pounds in this manner. You can move an item you are controlling in this way up to 30 feet during your turn.<br />
<br />
=== Blade Vault ===<br />
<br />
Also at 5th level, you master bonding your magic to your swords. You can use your Bound Weapon feature to bind a number of weapons up to your Intelligence modifier (minimum of two), teleporting them to a harmless demiplane. You can summon or dismiss your bound weapons to your hands as an action. Each time you create your bound weapon, the previous one is dismissed, you can immediately end your attunement to any of your other board weapons, and immediately attune to the weapon you summoned (if it requires attunement).<br />
<br />
=== Last Attempt ===<br />
As you gain more weapons your arsenal, you can fuse them together and fire them off as a last resort. Starting at 18th level, you can, as an action, fuse your armory together into an amalgamation of their best qualities. A creature you can see within 100 feet of you must make a Strength saving throw against your Spell Save DC. On a failure, you can cut off one of the creature's heads. It dies if it cannot survive without the lost head. A creature is immune to this effect if it is immune to bludgeoning, piercing, or slashing damage, doesn't have or need a head, has legendary actions, you don't cut off its head, or the DM decides that the creature is too big for its head to be cut off by this ability. Such a creature instead takes 12d8 force damage from the hit, or the damage it would have taken from being hit by a simultaneous attack from your imbued weapons. On a success, it takes half as much damage and doesn't lose its head. Once you do so, you cannot do so again until you finish a long rest.<br />
<br />
== The Art of the Duelist ==<br />
<br />
Duelists don't like to stay back and watch the fight unfold from afar. These mages want to join in on the fight along with their other swords to get the enemy down faster. Learning the Art of the Duelist means you are responsible for your swords and what you do with them. You have accepted that learning this art means a great responsibility is placed upon you as a Sword Mage. Your swords aren't just your own, but also for your allies to help take down any foe you encounter.<br />
<br />
;{{#anc: One With The Weapons}}<br />
<br />
At 3rd level, you are able to attack personally along with your imbued weapons and get ahead in the fight. You gain proficiency with heavy armor, and when you attack with your imbued weapons, you can attack with your bound weapon as a bonus action.<br />
<br />
;{{#anc: Magical Sharpness}}<br />
<br />
At 6th level you learn to imbue your weapons with your spellcasting capabilities. When you hit a creature with an attack with a bound weapon, you can expend one spell slot to deal force damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8.<br />
<br />
;{{#anc: Countermeasure}}<br />
<br />
At 9th level, you can use your telekinetic abilities to deflect an attack. When a creature within 60 feet of you makes a weapon attack and hits, you can use your reaction and expend a spell slot to reduce the damage of the attack by an amaount equal to your sword mage level + 5 * the level of the spell slot.<br />
<br />
;{{#anc: Level the Playing Field}}<br />
<br />
Starting at 11th level, you become a force in battle to be reckoned with. The damage die of your bound weapons increases to 1d10 if it was lower, and when you hit a creature with an attack, you do not provoke opportunity attacks from them for the rest of your turn.<br />
<br />
;{{#anc: Bladestorm}}<br />
<br />
At 13th level, you can surround yourself in a whirl of blades. When a creature moves to a space within 10 feet of you or starts its turn there, you can force them to make a Dexterity saving throw or deal 2d8 + your proficiency bonus in slashing damage to the creature. The DC for this ability is equal to your spell save DC.<br />
<br />
;{{#anc: Almighty Duelist}}<br />
<br />
At 17th level, you've mastered fighting alongside your imbued weaponry. When you attack with your bound weapons as a bonus action, you can attack twice, instead of once. <br />
<br />
;{{#anc: Blade of Death}}<br />
<br />
At 20th level, you can use your action to summon a massive ethereal weapon to a spot you can see within 120 feet of you. It counts as an imbued weapon, and you can order it as a part of ordering your other imbued weapons, though it can not make a simultaneous attack. When it hits, it deals 6d8 bludgeoning, piercing, or slashing damage plus 6d8 thunder damage. It lasts for 1 minute, or until you are incapacitated. It is immune to all damage.<br />
<br />
== The Art of the Mage ==<br />
<br />
More often, mages like to keep their hands clean from afar, torturing their enemies as they get struck down by the swords they wield. You learn that you can multi-task dealing damage with your swords as well as casting spells that help support your allies or deal massive damage to multiple foes. You use your spells to your advantage whenever you are in battle. <br />
<br />
;Mage Spells<br />
You gain access to the following spells at the sword mage levels listed bellow. Once you gain access to these spells, you always have them prepared. They don't count against the number of spells you can prepare each day.<br />
{| class="5e"<br />
|+ Spells<br />
|-<br />
! Sword Mage level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''inflict wounds, zephyr strike''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''heat metal, branding smite''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align: left;" | ''lightning arrow, elemental weapon''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || style="text-align: left;" | ''staggering smite, death ward''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || style="text-align: left;" | ''banishing smite, destructive wave''<br />
|}<br />
<br />
<br />
;{{#anc: War Blade}}<br />
<br />
At 3rd level, you gain proficiency in heavy armor, and when you hit a creature with one of your imbued weapons, you can cast a cantrip with a range of touch or one that requires a melee weapon attack as a bonus action on the same creature. In addition, your imbued weapons count as melee weapon attacks for the purposes of the zephyr strike, branding smite, staggering smite, and similar spells.<br />
<br />
;{{#anc: Strike True}}<br />
<br />
At 6th level, your way with the Weave of magic allows you to affect weapons in an enchanting way. When a creature within 60 feet of you makes a weapon attack and hits, you can use your reaction to increase the damage it deals by your bound weapon damage.<br />
<br />
;{{#anc: Bound Armor}}<br />
<br />
At 9th level, you can use your Bound Weapon feature on a set of armor or a shield instead. It takes up one of your Blade Vault slots, you can don, doff, attune, and unattune to the armor as an action, and while you live, the armor cannot be removed from you against your will.<br />
<br />
;{{#anc: Overwatch}}<br />
<br />
At 11th level, imbuing your weapons with the semblance of a conscience allows you to see and feel the area around them. You can percieve the area in a 15-foot radius around your imbued weapons as if you had truesight. In addition, your imbued weapons can be up to a mile away before unimbuing.<br />
<br />
;{{#anc: Seeking}}<br />
<br />
At 13th level, when a creature you can see within 60 feet of you misses with a weapon attack, you can use your reaction to allow them to reroll the attack at advantage. You can do this a number of times equal to your proficiency bonus, and regain all uses upon finishing a long rest.<br />
<br />
;{{#anc: Spell Storing Weapon}}<br />
At 17th level, you've imbued your weapons with your magical essence, making them an extension of yourself. During a long rest, you can imbue your imbued weapons with spells, holding them until they are ready to burst. You cast the spell as normal when imbuing it in this way, though it is instead held by your imbued weapons. Your imbued weapons can only store up to 10 levels worth of spells at a time. The level of the spell slot used to cast the spell determines how much space it uses. If your weapons cannot hold the spell, the spell is expended without effect.<br />
While stored, you can cast a stored spell from the position of one of your imbued weapons.<br />
<br />
In addition, your bound weapon feature's bonus damage increases to 4d8, and you can reroll any number of the damage dice. You must use the new rolls.<br />
<br />
;{{#anc: Whirling Death}}<br />
<br />
At 20th level, you can cast the Blade of Disaster spell once without expending a spell slot. Once you do so, you cannot do so again until you finish a long rest.<br />
<br />
== Enhancements ==<br />
<br />
As you grow and understand your playing style, you learn techniques that help give you advantages in battle and can help allies if need be. Sword Mages have always had these for generations and generations, it be wise to use them. <br />
<br />
;{{#anc: Ranged Weapon Imbuer}}<br />
<br />
You can imbue ranged weapons without the heavy or two-handed properties as a part of your Armory feature, and can bond with them as a part of your Bound Weapon feature. When attacking with an imbued weapon, you make ranged spell attacks, and can only fire at creatures within half the weapon's short range. When you order your imbued weapons to attack, you must decide whether your ranged imbued weapons or your melee imbued weapons attack. You can't make attacks of opportunity with ranged imbued weapons.<br />
<br />
;{{#anc: Heavy Weapon Imbuer}}<br />
<br />
You can imbue weapons with the heavy or two-handed properties as a part of your Armory and Bound Weapon features, though they count as two weapons for your Armory and Blade Vault features.<br />
<br />
;{{#anc: Shield Imbuer}}<br />
<br />
You realize that the best defensive is a floating shield. You can imbue a shield as a part of your Armory feature. It cannot be attacked with, but you can grant its bonus to a creature of your choice while it hovers within 5 feet of them. You can designate a creature for the shield to follow as an action, and it will keep up with the creature to continue granting its bonus. You can use an action to stop it from following, or to designate it to follow another creature.<br />
<br />
;{{#anc: Telekinetic Armor}}<br />
<br />
You've learned how to use your telekinetic abilities to defend yourself. While you aren't wearing armor or wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Intelligence modifier.<br />
<br />
;{{#anc: Daggers Drawn}}<br />
''Prerequisite: 5th level''<br />
<br />
You can cast the Cloud of Daggers spell without expending a spell slot a number of times equal to half your proficiency bonus. The level of this spell is equal to the level of your highest sword mage spell slot.<br />
<br />
;{{#anc: Retaliation}}<br />
''Prerequisite: 5th level''<br />
<br />
When a creature within range of one of your imbued weapons damages you, you can attack the creature with your imbued weapon as a reaction.<br />
<br />
;{{#anc: Crouching Mage Hidden Blade}}<br />
''Prerequisite: 5th level''<br />
<br />
Once per turn, when you and one of your imbued weapons are within 5 feet of a creature and you hit it with the weapon, you can force it to make a Strength saving throw against your Spell Save DC, or be knocked prone.<br />
<br />
;{{#anc: Extensive Reach}}<br />
''Prerequisite: 5th level''<br />
<br />
The reach of all your imbued weapons is increased by 5 feet.<br />
<br />
;{{#anc: Hamstring}}<br />
''Prerequisite: 9th level''<br />
<br />
When you hit a creature with an attack of opportunity using an imbued weapon, the creature's speed is reduced by half, and they take 2d4 damage for every 5 feet they travel.<br />
<br />
;{{#anc: Disarm}}<br />
''Prerequisite: 9th level, Art of the Duelist''<br />
<br />
When you reduce the damage of a weapon attack with your Countermeasure feature to 0, you can force the attacker to make a Strength saving throw. On a failure, they are pushed 10 feet back and lose hold of their weapon, which is flung 10 feet in the opposite direction of the attacker.<br />
<br />
;{{#anc: Energy Blades}}<br />
''Prerequisite: 9th level, Art of the Mage''<br />
<br />
You gain the Magic Weapon or Elemental Weapon as prepared spells, which do not count against your maximum, and when cast you can target all of your imbued weapons at once with the spell, giving them the attack and damage bonus. In addition, you can cast the Elemental Weapon spell once without expending a spell slot. Once you do so, you cannot do so again until you finish a long rest.<br />
<br />
;{{#anc: Room of Swords}}<br />
''Prerequisite: 15th level, Art of the Mage''<br />
<br />
You gain the Banishment spell as a prepared spell, which does not count against your maximum, and when you successfully banish a creature, they take 6d6 slashing damage at the start of their turns until the spell ends.<br />
<br />
;{{#anc: Coup De Grace}}<br />
''Prerequisite: 15th level, Art of the Duelist''<br />
<br />
Once per turn when you make an attack against an incapacitated creature, the attack is a critical hit.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Sword Mage class, you must meet these prerequisites: Intelligence score of 13 <br />
<br />
'''Proficiencies.''' When you multiclass into the Sword Mage class, you gain the following proficiencies: History and Arcana<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Schrubhttps://www.dandwiki.com/w/index.php?title=Sword_Mage,_2nd_Variant_(5e_Class)&diff=1626174Sword Mage, 2nd Variant (5e Class)2022-08-24T17:38:59Z<p>Schrub: </p>
<hr />
<div>==Sword Mage==<br />
<br />
One after one swords fly up from the ground, piercing the air as a human chains her foe and flicks her wrist, one of the swords penetrating a doubled-over foe as death is brought down upon it by her ally without her unsheathing her own sword. <br />
<br />
Raising his sword towards the elemental planes as his swords take on bright flames and another becoming quick with the wind, a tiefling burns his enemies to ashes when his team is down. <br />
<br />
Chanting words as daggers appear in the air circling around a horde of imps, an elf sways his arm as daggers converge upon and stab the horde down, quickly ending their attack. <br />
<br />
Swords Mages are the swordsmen and women amongst the mages and can call upon the many elemental planes to make their swords more powerful. Varying from the arts they follow they can get up close and personal dealing deadly damage down on foes and take out giants from their sheer power or they can stay back and deal all sorts of support as they help their allies take out hordes of enemies. <br />
<br />
=== Telekinetic Abilities ===<br />
<br />
Those that train in the ways of telekinesis found it was hard moving unfamiliar items; though possible for day to day tasks, it was not efficient enough to use in combat. They soon learned that if they bonded with them and knew their history by taking the time and studying it, they could become spellbound and share emotions, fighting alongside their owners. Knowledge and understanding are what these mages go through so they can get a feel of their sword's emotions and effectiveness during combat. Outmaneuvering their opponents with their intellect and techniques, they have become great fighters as well as mages to help cities defend or lead charges in many armies. They use their telekinesis smartly and always look for the most efficient way to end their opponents with their spells and weapons. Some have taken out giants from sheer skill and others have slain kings with their telekinetic abilities. They instill shock and awe just from the amount of weapons they can control without a drop of sweat. They trust their weapons as their weapons trust them, an important bond with weapons is what they value at all costs.<br />
<br />
=== Valuable and Passionate Fighters ===<br />
<br />
As they grow and become stronger, their passionate bond with their weapons give out to the rest of the world. They fight for a righteous cause and are trained very well to keep the bonds they have with their swords a very special one, but sometimes it can go too far and follow whatever the swords say. Their communication and friendship with their swords allies can only envy, but the results of their battles says otherwise. Very valuable and efficient, they bond with others to see if they can grow even stronger as they try to understand them. Teams and and guilds appreciate their company until they let their swords talk first. They are trained to use their abilities to be a valued member and through contacts with other planes, their value skyrockets as their bonds with their swords become greater and support allies on the field. Some wield legendary weapons to slay dragons or clear out entire hordes in no time at all. Truly some valuable fighters indeed.<br />
<br />
<br />
=== Creating a Sword Mage ===<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|https://cdna.artstation.com/p/assets/images/images/007/318/436/large/thanh-tu-n-doc-co-cau-bai-rsl.jpg?1505302194|By [https://www.artstation.com/pencillien Thanh Tuấn]}}<br />
</div><br />
When creating a Sword Mage it is important to remember that they are not meant to lift heavy objects with their brawn but rather their brain. They bond with their weapons by seeing their history and believe that they should be legendary for what they have done. Maybe one tells you a story of how they were used to slay a Red Dragon that saved their city, but the hero was only recognized. Another would tell you a story of how they were used to kill thousands of people by an evil man and are looking for redemption or revenge. How did you begin to uncover the secrets of weapon telekinesis and bonding? Were you chosen by the army or did you learn them by yourself? Were you a fighter before you discovered these arcane arts or were you a scholar first? Weapons have their own emotions as they tell you how they feel through telepathy and it's your job to help them complete their mission or complete your own mission with their help. Just like the swords have their own stories, you can share your tales and wishes as you study them. Communication is key to this class. So what motivates you to fight and continue your studies? Why was a specific weapon your first? How can you achieve your own goals and help these weapons become known for great things?<br />
<br />
;Quick Build<br />
You can make a Sword Mage quickly by following these suggestions. First, {{5a|Int}} should be your highest ability score, followed by {{5a|Dex}} or {{5a|Str}} depending on the archetype. Second, choose the Courtier or Sage background.<br />
<br />
{{5e Class Features<br />
|name=Sword Mage<br />
|summary=A mage that utilities telekinetic properties to fight with floating weapons and cast spells<br />
|hd= 8<br />
|spellcasting=half<br />
|armor=Light armor, medium armor, shields <br />
|weapons= Simple and Martial Weapons<br />
|tools= Tinker's Tools<br />
|saves=Intelligence, Wisdom<br />
|skills=Pick 2 from Arcana, Acrobatics, Deception, Investigation, Insight, Intimidation, History, Perception.<br />
|item1a= a short sword<br />
|item1b= a long sword<br />
|item1c= <br />
|item2a= a shield<br />
|item2b= any simple ranged weapon<br />
|item2c= <br />
|item3a= an explorer's pack <br />
|item3b= a dungeoneer's pack<br />
|item3c= a scholar's pack<br />
|item4a= Leather armor and two daggers<br />
|item4b= Leather armor and one martial melee weapon<br />
|wealth= 5d4 x10<br />
<br />
|classfeatures1= Armory, Bound Weapon<br />
|classfeatures2= Techniques of the Blade, Spellcasting<br />
|classfeatures3= Arts of Swordsmanship Archetype<br />
|classfeatures4= <br />
|classfeatures5= Telekinetic Mastery, Blade Vault<br />
|classfeatures6= Sword Art Feature<br />
|classfeatures7= <br />
|classfeatures8= <br />
|classfeatures9= Sword Art Feature<br />
|classfeatures10= <br />
|classfeatures11= Sword Art Feature<br />
|classfeatures12= <br />
|classfeatures13= Sword Art Feature<br />
|classfeatures14= Ability Score Improvement<br />
|classfeatures15= <br />
|classfeatures16= <br />
|classfeatures17= Sword Art Feature<br />
|classfeatures18= Last Attempt<br />
|classfeatures19= <br />
|classfeatures20= Sword Mage Archetype Feature<br />
<br />
|extra1_name= Cantrips<br />
|extra1_1=0<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=2<br />
|extra1_8=3<br />
|extra1_9=3<br />
|extra1_10=3<br />
|extra1_11=3<br />
|extra1_12=3<br />
|extra1_13=3<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=4<br />
|extra1_18=4<br />
|extra1_19=4<br />
|extra1_20=4<br />
<br />
|extra2_name= Enhancements Learned<br />
|extra2_1=0<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=4<br />
|extra2_8=4<br />
|extra2_9=5<br />
|extra2_10=5<br />
|extra2_11=5<br />
|extra2_12=6<br />
|extra2_13=6<br />
|extra2_14=6<br />
|extra2_15=7<br />
|extra2_16=7<br />
|extra2_17=7<br />
|extra2_18=8<br />
|extra2_19=8<br />
|extra2_20=8<br />
<br />
|Extra4_name= imbued swords<br />
|Extra4_1=2<br />
|Extra4_2=2<br />
|Extra4_3=2<br />
|Extra4_4=2<br />
|Extra4_5=2<br />
|Extra4_6=3<br />
|Extra4_7=3<br />
|Extra4_8=3<br />
|Extra4_9=3<br />
|Extra4_10=3<br />
|Extra4_11=4<br />
|Extra4_12=4<br />
|Extra4_13=4<br />
|Extra4_14=4<br />
|Extra4_15=4<br />
|Extra4_16=5<br />
|Extra4_17=5<br />
|Extra4_18=5<br />
|Extra4_19=5<br />
|Extra4_20=5<br />
<br />
}}<br />
<br />
=== Armory ===<br />
<br />
At 1st level, you are able to focus your concentration onto a weapon, wielding it telekinetically like one might normally. As a bonus action, you can imbue a number of one-handed nonmagical weapons up to your Intelligence modifier that are not being worn or carried by a creature other than you and are within 15 feet. <br />
<br />
The imbued weapons float in the air around you and do not occupy a space. You can order them to move up to 30 feet or 60 feet if they have the light property on your turn (no action required by you), and you can use your Action to order them to attack on your turn. When you order your imbued weapons, they make make melee spell attacks against a creature of your choice within their reach, and you can decide whether they attack simultaneously or separately.<br />
<br />
When you order the weapons to attack simultaneously, they must all be within reach of the same target and you make one attack roll, dealing damage equal to all of their damage dice together on a hit.<br />
<br />
When you order the weapons to attack seperately, they must make attacks against seperate creatures, dealing their damage dice on a hit and adding your Intelligence modifier to the roll.<br />
<br />
When a creature leaves the range of one of your imbued weapons, you can use your reaction to make an attack of opportunity against the creature using the imbued weapon.<br />
<br />
Your imbued weapons have a pool of hit points equal to [(5 + your Intelligence modifier) * your sword mage level] divided amongst them, and when a weapon's hit points are reduced to 0, it is destroyed if it was originally a nonmagical weapon, though any excess damage does not affect the total. When you imbue a new weapon, you must subtract hit points from your currently imbued weapons or the pool in order to imbue it. Your imbued weapons have an AC of 10 + your Intelligence modifier.<br />
<br />
If your imbued weapons are ever more than 100 feet away from you, they fall to the ground and lose their imbued status, returning their current hit points to your pool. You regain all armory hit points when you finish a long rest, and can roll hit dice to restore hit points to the pool instead of your own.<br />
<br />
=== Bound Weapon ===<br />
<br />
Your curiosity grows as you use your magic to bond with your weapons, allowing you to learn more about the weapons you come into contact with. Also at 1st level, you can perform a ritual over the course of an hour to invest a portion of your power into a one-handed melee weapon, which you must remain in contact with over the course of the ritual. Afterwards, you become bonded with the weapon, allowing you to use your Intelligence modifier for its attack and damage rolls, and it counts as magical for the purposes of bypassing immunity and resistance if it didn't already. If the weapon's damage die is lower than 1d8, it becomes a 1d8 as it bonds with you. If you use this feature on another weapon, your bond with the original weapon is broken. You are also proficient in your Bound Weapon.<br />
<br />
Once per turn when you deal damage with the weapon, you can deal an additional 1d8 damage. This increases to 2d8 at 9th level, and 3d8 at 17th level.<br />
<br />
Even if it is a magical weapon, it can be imbued as per your Armory feature.<br />
<br />
====Spellcasting====<br />
By the time you reach 2nd level, you've extended your telekinetic ability beyond controlling your blades, gaining the ability to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 11 for the wizard spell list.<br />
<br />
=====Preparing and Casting Spells=====<br />
The Sword Mage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. <br><br />
<br />
You prepare the list of sword mage spells that are available for you to cast, choosing from the wizard spell list. When you do so, choose a number of wizard spells equal to your Intelligence modifier + half your sword mage level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.<br />
<br />
For example, if you are a 5th-level sword mage, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.<br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of sword mage spells requires time spent drawing in psionic energy: at least 1 minute per spell level for each spell on your list.<br />
<br />
=====Spellcasting Ability=====<br />
Intelligence is your spellcasting ability for your enkindler spells, since your magic comes from your mind. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a sword mage spell you cast and when making an attack roll with one. <br />
<br />
'''Spell save DC''' = 8 + your proficiency bonus + your Intelligence modifier<br><br />
'''Spell attack modifier''' = your proficiency bonus + your Intelligence modifier<br />
<br />
<br />
=== Armory Enhancements ===<br />
<br />
Practicing with your weapons on your adventures has lead you to learning new techniques to decimate enemies when they least expect it. When you reach 2nd, you learn 2 Enhancements of your choice shown in the enhancements detailed at the end of the class description. When you gain certain sword mage levels, you gain additional enhancements of your choice, as shown in the enhancements column of the Sword Mage table.<br />
<br />
=== Arts of Swordsmanship ===<br />
<br />
At 3rd level, your constant practice and concentration in sword handling and use, advances your techniques in the Arts of Swordsmanship. Your combat prowess and intellect helps you as you choose a unique style of battle from two different arts: The Art of the Duelist and The Art of the Mage, detailed at the end of the class description. Your decision grants you a feature at 3rd level, and again at 9th level, 13th level, and at your 17th level.<br />
<br />
=== Ability Score Increase ===<br />
<br />
When you reach 4th level, and again at 8th, 12th, 14th, 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.<br />
<br />
=== Telekinetic Mastery ===<br />
<br />
Starting at 5th level, you can manipulate small objects within 30 feet with your mind as if using your hand to interact with it. You can use this power to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You cannot Attack, activate magical items, or carry more than 10 pounds in this manner. You can move an item you are controlling in this way up to 30 feet during your turn.<br />
<br />
=== Blade Vault ===<br />
<br />
Also at 5th level, you master bonding your magic to your swords. You can use your Bound Weapon feature to bind a number of weapons up to your Intelligence modifier (minimum of two), teleporting them to a harmless demiplane. You can summon or dismiss your bound weapons to your hands as an action. Each time you create your bound weapon, the previous one is dismissed, you can immediately end your attunement to any of your other board weapons, and immediately attune to the weapon you summoned (if it requires attunement).<br />
<br />
=== Last Attempt ===<br />
As you gain more weapons your arsenal, you can fuse them together and fire them off as a last resort. Starting at 18th level, you can, as an action, fuse your armory together into an amalgamation of their best qualities. A creature you can see within 100 feet of you must make a Strength saving throw against your Spell Save DC. On a failure, you can cut off one of the creature's heads. It dies if it cannot survive without the lost head. A creature is immune to this effect if it is immune to bludgeoning, piercing, or slashing damage, doesn't have or need a head, has legendary actions, you don't cut off its head, or the DM decides that the creature is too big for its head to be cut off by this ability. Such a creature instead takes 12d8 force damage from the hit, or the damage it would have taken from being hit by a simultaneous attack from your imbued weapons. On a success, it takes half as much damage and doesn't lose its head. You can do so once, and regain the ability to do so again when you finish a long rest.<br />
<br />
== The Art of the Duelist ==<br />
<br />
Duelists don't like to stay back and watch the fight unfold from afar. These mages want to join in on the fight along with their other swords to get the enemy down faster. Learning the Art of the Duelist means you are responsible for your swords and what you do with them. You have accepted that learning this art means a great responsibility is placed upon you as a Sword Mage. Your swords aren't just your own, but also for your allies to help take down any foe you encounter.<br />
<br />
;{{#anc: One With The Weapons}}<br />
<br />
At 3rd level, you are able to attack personally along with your imbued weapons and get ahead in the fight. You gain proficiency with heavy armor, and when you attack with your imbued weapons, you can attack with your bound weapon as a bonus action.<br />
<br />
;{{#anc: Magical Sharpness}}<br />
<br />
At 6th level you learn to imbue your weapons with your spellcasting capabilities. When you hit a creature with an attack with a bound weapon, you can expend one spell slot to deal force damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8.<br />
<br />
;{{#anc: Countermeasure}}<br />
<br />
At 9th level, you can use your telekinetic abilities to deflect an attack. When a creature within 60 feet of you makes a weapon attack and hits, you can use your reaction and expend a spell slot to reduce the damage of the attack by an amaount equal to your sword mage level + 5 * the level of the spell slot.<br />
<br />
;{{#anc: Level the Playing Field}}<br />
<br />
Starting at 11th level, you become a force in battle to be reckoned with. The damage die of your bound weapons increases to 1d10 if it was lower, and when you hit a creature with an attack, you do not provoke opportunity attacks from them for the rest of your turn.<br />
<br />
;{{#anc: Bladestorm}}<br />
<br />
At 13th level, you can surround yourself in a whirl of blades. When a creature moves to a space within 10 feet of you or starts its turn there, you can force them to make a Dexterity saving throw or deal 2d8 + your proficiency bonus in slashing damage to the creature. The DC for this ability is equal to your spell save DC.<br />
<br />
;{{#anc: Almighty Duelist}}<br />
<br />
At 17th level, you've mastered fighting alongside your imbued weaponry. When you attack with your bound weapons as a bonus action, you can attack twice, instead of once. <br />
<br />
;{{#anc: Blade of Death}}<br />
<br />
At 20th level, you can use your action to summon a massive ethereal weapon to a spot you can see within 120 feet of you. It counts as an imbued weapon, and you can order it as a part of ordering your other imbued weapons, though it can not make a simultaneous attack. When it hits, it deals 6d8 bludgeoning, piercing, or slashing damage plus 6d8 thunder damage. It lasts for 1 minute, or until you are incapacitated. It is immune to all damage.<br />
<br />
== The Art of the Mage ==<br />
<br />
More often, mages like to keep their hands clean from afar, torturing their enemies as they get struck down by the swords they wield. You learn that you can multi-task dealing damage with your swords as well as casting spells that help support your allies or deal massive damage to multiple foes. You use your spells to your advantage whenever you are in battle. <br />
<br />
;Mage Spells<br />
You gain access to the following spells at the sword mage levels listed bellow. Once you gain access to these spells, you always have them prepared. They don't count against the number of spells you can prepare each day.<br />
{| class="5e"<br />
|+ Spells<br />
|-<br />
! Sword Mage level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''inflict wounds, zephyr strike''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''heat metal, branding smite''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align: left;" | ''lightning arrow, elemental weapon''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || style="text-align: left;" | ''staggering smite, death ward''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || style="text-align: left;" | ''banishing smite, destructive wave''<br />
|}<br />
<br />
<br />
;{{#anc: War Blade}}<br />
<br />
At 3rd level, you gain proficiency in heavy armor, and when you hit a creature with one of your imbued weapons, you can cast a cantrip with a range of touch or one that requires a melee weapon attack as a bonus action on the same creature. In addition, your imbued weapons count as melee weapon attacks for the purposes of the zephyr strike, branding smite, staggering smite, and similar spells.<br />
<br />
;{{#anc: Strike True}}<br />
<br />
At 6th level, your way with the Weave of magic allows you to affect weapons in an enchanting way. When a creature within 60 feet of you makes a weapon attack and hits, you can use your reaction to increase the damage it deals by your bound weapon damage.<br />
<br />
;{{#anc: Bound Armor}}<br />
<br />
At 9th level, you can use your Bound Weapon feature on a set of armor or a shield instead. It takes up one of your Blade Vault slots, you can don, doff, attune, and unattune to the armor as an action, and while you live, the armor cannot be removed from you against your will.<br />
<br />
;{{#anc: Overwatch}}<br />
<br />
At 11th level, imbuing your weapons with the semblance of a conscience allows you to see and feel the area around them. You can percieve the area in a 15-foot radius around your imbued weapons as if you had truesight. In addition, your imbued weapons can be up to a mile away before unimbuing.<br />
<br />
;{{#anc: Seeking}}<br />
<br />
At 13th level, when a creature you can see within 60 feet of you misses with a weapon attack, you can use your reaction to allow them to reroll the attack at advantage. You can do this a number of times equal to your proficiency bonus, and regain all uses upon finishing a long rest.<br />
<br />
;{{#anc: Spell Storing Weapon}}<br />
At 17th level, you've imbued your weapons with your magical essence, making them an extension of yourself. During a long rest, you can imbue your imbued weapons with spells, holding them until they are ready to burst. You cast the spell as normal when imbuing it in this way, though it is instead held by your imbued weapons. Your imbued weapons can only store up to 10 levels worth of spells at a time. The level of the spell slot used to cast the spell determines how much space it uses. If your weapons cannot hold the spell, the spell is expended without effect.<br />
While stored, you can cast a stored spell from the position of one of your imbued weapons.<br />
<br />
In addition, your bound weapon feature's bonus damage increases to 4d8, and you can reroll any number of the damage dice. You must use the new rolls.<br />
<br />
;{{#anc: Whirling Death}}<br />
<br />
At 20th level, you can cast the Blade of Disaster spell once without expending a spell slot. Once you do so, you cannot do so again until you finish a long rest.<br />
<br />
== Enhancements ==<br />
<br />
As you grow and understand your playing style, you learn techniques that help give you advantages in battle and can help allies if need be. Sword Mages have always had these for generations and generations, it be wise to use them. <br />
<br />
;{{#anc: Ranged Weapon Imbuer}}<br />
<br />
You can imbue ranged weapons without the heavy or two-handed properties as a part of your Armory feature, and can bond with them as a part of your Bound Weapon feature. When attacking with an imbued weapon, you make ranged spell attacks, and can only fire at creatures within half the weapon's short range. When you order your imbued weapons to attack, you must decide whether your ranged imbued weapons or your melee imbued weapons attack. You can't make attacks of opportunity with ranged imbued weapons.<br />
<br />
;{{#anc: Heavy Weapon Imbuer}}<br />
<br />
You can imbue weapons with the heavy or two-handed properties as a part of your Armory and Bound Weapon features, though they count as two weapons for your Armory and Blade Vault features.<br />
<br />
;{{#anc: Shield Imbuer}}<br />
<br />
You realize that the best defensive is a floating shield. You can imbue a shield as a part of your Armory feature. It cannot be attacked with, but you can grant its bonus to a creature of your choice while it hovers within 5 feet of them. You can designate a creature for the shield to follow as an action, and it will keep up with the creature to continue granting its bonus. You can use an action to stop it from following, or to designate it to follow another creature.<br />
<br />
;{{#anc: Telekinetic Armor}}<br />
<br />
You've learned how to use your telekinetic abilities to defend yourself. While you aren't wearing armor or wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Intelligence modifier.<br />
<br />
;{{#anc: Daggers Drawn}}<br />
''Prerequisite: 5th level''<br />
<br />
You can cast the Cloud of Daggers spell without expending a spell slot a number of times equal to half your proficiency bonus. The level of this spell is equal to the level of your highest sword mage spell slot.<br />
<br />
;{{#anc: Retaliation}}<br />
''Prerequisite: 5th level''<br />
<br />
When a creature within range of one of your imbued weapons damages you, you can attack the creature with your imbued weapon as a reaction.<br />
<br />
;{{#anc: Crouching Mage Hidden Blade}}<br />
''Prerequisite: 5th level''<br />
<br />
Once per turn, when you and one of your imbued weapons are within 5 feet of a creature and you hit it with the weapon, you can force it to make a Strength saving throw against your Spell Save DC, or be knocked prone.<br />
<br />
;{{#anc: Extensive Reach}}<br />
''Prerequisite: 5th level''<br />
<br />
The reach of all your imbued weapons is increased by 5 feet.<br />
<br />
;{{#anc: Hamstring}}<br />
''Prerequisite: 9th level''<br />
<br />
When you hit a creature with an attack of opportunity using an imbued weapon, the creature's speed is reduced by half, and they take 2d4 damage for every 5 feet they travel.<br />
<br />
;{{#anc: Disarm}}<br />
''Prerequisite: 9th level, Art of the Duelist''<br />
<br />
When you reduce the damage of a weapon attack with your Countermeasure feature to 0, you can force the attacker to make a Strength saving throw. On a failure, they are pushed 10 feet back and lose hold of their weapon, which is flung 10 feet in the opposite direction of the attacker.<br />
<br />
;{{#anc: Energy Blades}}<br />
''Prerequisite: 9th level, Art of the Mage''<br />
<br />
You gain the Magic Weapon or Elemental Weapon as prepared spells, which do not count against your maximum, and when cast you can target all of your imbued weapons at once with the spell, giving them the attack and damage bonus. In addition, you can cast the Elemental Weapon spell once without expending a spell slot. Once you do so, you cannot do so again until you finish a long rest.<br />
<br />
;{{#anc: Room of Swords}}<br />
''Prerequisite: 15th level, Art of the Mage''<br />
<br />
You gain the Banishment spell as a prepared spell, which does not count against your maximum, and when you successfully banish a creature, they take 6d6 slashing damage at the start of their turns until the spell ends.<br />
<br />
;{{#anc: Coup De Grace}}<br />
''Prerequisite: 15th level, Art of the Duelist''<br />
<br />
Once per turn when you make an attack against an incapacitated creature, the attack is a critical hit.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Sword Mage class, you must meet these prerequisites: Intelligence score of 13 <br />
<br />
'''Proficiencies.''' When you multiclass into the Sword Mage class, you gain the following proficiencies: History and Arcana<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Schrubhttps://www.dandwiki.com/w/index.php?title=Sword_Mage,_2nd_Variant_(5e_Class)&diff=1621190Sword Mage, 2nd Variant (5e Class)2022-08-07T04:46:14Z<p>Schrub: </p>
<hr />
<div>==Sword Mage==<br />
<br />
One after one swords fly up from the ground, piercing the air as a human chains her foe and flicks her wrist, one of the swords penetrating a doubled-over foe as death is brought down upon it by her ally without her unsheathing her own sword. <br />
<br />
Raising his sword towards the elemental planes as his swords take on bright flames and another becoming quick with the wind, a tiefling burns his enemies to ashes when his team is down. <br />
<br />
Chanting words as daggers appear in the air circling around a horde of imps, an elf sways his arm as daggers converge upon and stab the horde down, quickly ending their attack. <br />
<br />
Swords Mages are the swordsmen and women amongst the mages and can call upon the many elemental planes to make their swords more powerful. Varying from the arts they follow they can get up close and personal dealing deadly damage down on foes and take out giants from their sheer power or they can stay back and deal all sorts of support as they help their allies take out hordes of enemies. <br />
<br />
=== Telekinetic Abilities ===<br />
<br />
Those that train in the ways of telekinesis found it was hard moving unfamiliar items; though possible for day to day tasks, it was not efficient enough to use in combat. They soon learned that if they bonded with them and knew their history by taking the time and studying it, they could become spellbound and share emotions, fighting alongside their owners. Knowledge and understanding are what these mages go through so they can get a feel of their sword's emotions and effectiveness during combat. Outmaneuvering their opponents with their intellect and techniques, they have become great fighters as well as mages to help cities defend or lead charges in many armies. They use their telekinesis smartly and always look for the most efficient way to end their opponents with their spells and weapons. Some have taken out giants from sheer skill and others have slain kings with their telekinetic abilities. They instill shock and awe just from the amount of weapons they can control without a drop of sweat. They trust their weapons as their weapons trust them, an important bond with weapons is what they value at all costs.<br />
<br />
=== Valuable and Passionate Fighters ===<br />
<br />
As they grow and become stronger, their passionate bond with their weapons give out to the rest of the world. They fight for a righteous cause and are trained very well to keep the bonds they have with their swords a very special one, but sometimes it can go too far and follow whatever the swords say. Their communication and friendship with their swords allies can only envy, but the results of their battles says otherwise. Very valuable and efficient, they bond with others to see if they can grow even stronger as they try to understand them. Teams and and guilds appreciate their company until they let their swords talk first. They are trained to use their abilities to be a valued member and through contacts with other planes, their value skyrockets as their bonds with their swords become greater and support allies on the field. Some wield legendary weapons to slay dragons or clear out entire hordes in no time at all. Truly some valuable fighters indeed.<br />
<br />
<br />
=== Creating a Sword Mage ===<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|https://cdna.artstation.com/p/assets/images/images/007/318/436/large/thanh-tu-n-doc-co-cau-bai-rsl.jpg?1505302194|By [https://www.artstation.com/pencillien Thanh Tuấn]}}<br />
</div><br />
When creating a Sword Mage it is important to remember that they are not meant to lift heavy objects with their brawn but rather their brain. They bond with their weapons by seeing their history and believe that they should be legendary for what they have done. Maybe one tells you a story of how they were used to slay a Red Dragon that saved their city, but the hero was only recognized. Another would tell you a story of how they were used to kill thousands of people by an evil man and are looking for redemption or revenge. How did you begin to uncover the secrets of weapon telekinesis and bonding? Were you chosen by the army or did you learn them by yourself? Were you a fighter before you discovered these arcane arts or were you a scholar first? Weapons have their own emotions as they tell you how they feel through telepathy and it's your job to help them complete their mission or complete your own mission with their help. Just like the swords have their own stories, you can share your tales and wishes as you study them. Communication is key to this class. So what motivates you to fight and continue your studies? Why was a specific weapon your first? How can you achieve your own goals and help these weapons become known for great things?<br />
<br />
;Quick Build<br />
You can make a Sword Mage quickly by following these suggestions. First, {{5a|Int}} should be your highest ability score, followed by {{5a|Dex}} or {{5a|Str}} depending on the archetype. Second, choose the Courtier or Sage background.<br />
<br />
{{5e Class Features<br />
|name=Sword Mage<br />
|summary=A mage that utilities telekinetic properties to fight with floating weapons and cast spells<br />
|hd= 8<br />
|spellcasting=half<br />
|armor=Light armor, medium armor, shields <br />
|weapons= Simple and Martial Weapons<br />
|tools= Tinker's Tools<br />
|saves=Intelligence, Wisdom<br />
|skills=Pick 2 from Arcana, Acrobatics, Deception, Investigation, Insight, Intimidation, History, Perception.<br />
|item1a= a short sword<br />
|item1b= a long sword<br />
|item1c= <br />
|item2a= a shield<br />
|item2b= any simple ranged weapon<br />
|item2c= <br />
|item3a= an explorer's pack <br />
|item3b= a dungeoneer's pack<br />
|item3c= a scholar's pack<br />
|item4a= Leather armor and two daggers<br />
|item4b= Leather armor and one martial melee weapon<br />
|wealth= 5d4 x10<br />
<br />
|classfeatures1= Armory, Bound Weapon<br />
|classfeatures2= Techniques of the Blade, Spellcasting<br />
|classfeatures3= Arts of Swordsmanship Archetype<br />
|classfeatures4= <br />
|classfeatures5= Telekinetic Mastery, Blade Vault<br />
|classfeatures6= Sword Art Feature<br />
|classfeatures7= <br />
|classfeatures8= <br />
|classfeatures9= Sword Art Feature<br />
|classfeatures10= <br />
|classfeatures11= Sword Art Feature<br />
|classfeatures12= <br />
|classfeatures13= Sword Art Feature<br />
|classfeatures14= Ability Score Improvement<br />
|classfeatures15= <br />
|classfeatures16= <br />
|classfeatures17= Sword Art Feature<br />
|classfeatures18= Last Attempt<br />
|classfeatures19= <br />
|classfeatures20= Sword Mage Archetype Feature<br />
<br />
|extra1_name= Cantrips<br />
|extra1_1=0<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=2<br />
|extra1_8=3<br />
|extra1_9=3<br />
|extra1_10=3<br />
|extra1_11=3<br />
|extra1_12=3<br />
|extra1_13=3<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=4<br />
|extra1_18=4<br />
|extra1_19=4<br />
|extra1_20=4<br />
<br />
|extra2_name= Enhancements Learned<br />
|extra2_1=0<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=4<br />
|extra2_8=4<br />
|extra2_9=5<br />
|extra2_10=5<br />
|extra2_11=5<br />
|extra2_12=6<br />
|extra2_13=6<br />
|extra2_14=6<br />
|extra2_15=7<br />
|extra2_16=7<br />
|extra2_17=7<br />
|extra2_18=8<br />
|extra2_19=8<br />
|extra2_20=8<br />
<br />
|Extra4_name= imbued swords<br />
|Extra4_1=2<br />
|Extra4_2=2<br />
|Extra4_3=2<br />
|Extra4_4=2<br />
|Extra4_5=2<br />
|Extra4_6=3<br />
|Extra4_7=3<br />
|Extra4_8=3<br />
|Extra4_9=3<br />
|Extra4_10=3<br />
|Extra4_11=4<br />
|Extra4_12=4<br />
|Extra4_13=4<br />
|Extra4_14=4<br />
|Extra4_15=4<br />
|Extra4_16=5<br />
|Extra4_17=5<br />
|Extra4_18=5<br />
|Extra4_19=5<br />
|Extra4_20=5<br />
<br />
}}<br />
<br />
=== Armory ===<br />
<br />
At 1st level, you are able to focus your concentration onto a weapon, wielding it telekinetically like one might normally. As a bonus action, you can imbue a number of one-handed nonmagical weapons up to your Intelligence modifier that are not being worn or carried by a creature other than you and are within 15 feet. <br />
<br />
The imbued weapons float in the air around you and do not occupy a space. You can order them to move up to 30 feet or 60 feet if they have the light property on your turn (no action required by you), and you can use your Action to order them to attack on your turn. When you order your imbued weapons, they make make melee spell attacks against a creature of your choice within their reach, and you can decide whether they attack simultaneously or separately.<br />
<br />
When you order the weapons to attack simultaneously, they must all be within reach of the same target and you make one attack roll, dealing damage equal to all of their damage dice together on a hit.<br />
<br />
When you order the weapons to attack seperately, they must make attacks against seperate creatures, dealing their damage dice on a hit and adding your Intelligence modifier to the roll.<br />
<br />
When a creature leaves the range of one of your imbued weapons, you can use your reaction to make an attack of opportunity against the creature using the imbued weapon.<br />
<br />
Your imbued weapons have a pool of hit points equal to [(5 + your Intelligence modifier) * your sword mage level] divided amongst them, and when a weapon's hit points are reduced to 0, it is destroyed if it was originally a nonmagical weapon, though any excess damage does not affect the total. When you imbue a new weapon, you must subtract hit points from your currently imbued weapons or the pool in order to imbue it. Your imbued weapons have an AC of 10 + your Intelligence modifier.<br />
<br />
If your imbued weapons are ever more than 100 feet away from you, they fall to the ground and lose their imbued status, returning their current hit points to your pool. You regain all armory hit points when you finish a long rest, and can roll hit dice to restore hit points to the pool instead of your own.<br />
<br />
=== Bound Weapon ===<br />
<br />
Your curiosity grows as you use your magic to bond with your weapons, allowing you to learn more about the weapons you come into contact with. Also at 1st level, you can perform a ritual over the course of an hour to invest a portion of your power into a one-handed melee weapon, which you must remain in contact with over the course of the ritual. Afterwards, you become bonded with the weapon, allowing you to use your Intelligence modifier for its attack and damage rolls, and it counts as magical for the purposes of bypassing immunity and resistance if it didn't already. If the weapon's damage die is lower than 1d8, it becomes a 1d8 as it bonds with you. If you use this feature on another weapon, your bond with the original weapon is broken. You are also proficient in your Bound Weapon.<br />
<br />
Once per turn when you deal damage with the weapon, you can deal an additional 1d8 damage. This increases to 2d8 at 9th level, and 3d8 at 17th level.<br />
<br />
Even if it is a magical weapon, it can be imbued as per your Armory feature.<br />
<br />
====Spellcasting====<br />
By the time you reach 2nd level, you've extended your telekinetic ability beyond controlling your blades, gaining the ability to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 11 for the wizard spell list.<br />
<br />
=====Preparing and Casting Spells=====<br />
The Sword Mage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. <br><br />
<br />
You prepare the list of sword mage spells that are available for you to cast, choosing from the wizard spell list. When you do so, choose a number of wizard spells equal to your Intelligence modifier + half your sword mage level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.<br />
<br />
For example, if you are a 5th-level sword mage, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.<br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of sword mage spells requires time spent drawing in psionic energy: at least 1 minute per spell level for each spell on your list.<br />
<br />
=====Spellcasting Ability=====<br />
Intelligence is your spellcasting ability for your enkindler spells, since your magic comes from your mind. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a sword mage spell you cast and when making an attack roll with one. <br />
<br />
'''Spell save DC''' = 8 + your proficiency bonus + your Intelligence modifier<br><br />
'''Spell attack modifier''' = your proficiency bonus + your Intelligence modifier<br />
<br />
<br />
=== Armory Enhancements ===<br />
<br />
Practicing with your weapons on your adventures has lead you to learning new techniques to decimate enemies when they least expect it. When you reach 2nd, you learn 2 Enhancements of your choice shown in the enhancements detailed at the end of the class description. When you gain certain sword mage levels, you gain additional enhancements of your choice, as shown in the enhancements column of the Sword Mage table.<br />
<br />
=== Arts of Swordsmanship ===<br />
<br />
At 3rd level, your constant practice and concentration in sword handling and use, advances your techniques in the Arts of Swordsmanship. Your combat prowess and intellect helps you as you choose a unique style of battle from two different arts: The Art of the Duelist and The Art of the Mage, detailed at the end of the class description. Your decision grants you a feature at 3rd level, and again at 9th level, 13th level, and at your 17th level.<br />
<br />
=== Ability Score Increase ===<br />
<br />
When you reach 4th level, and again at 8th, 12th, 14th, 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.<br />
<br />
=== Telekinetic Mastery ===<br />
<br />
Starting at 5th level, you can manipulate small objects within 30 feet with your mind as if using your hand to interact with it. You can use this power to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You cannot Attack, activate magical items, or carry more than 10 pounds in this manner. You can move an item you are controlling in this way up to 30 feet during your turn.<br />
<br />
=== Blade Vault ===<br />
<br />
Also at 5th level, you master bonding your magic to your swords. You can use your Bound Weapon feature to bind a number of weapons up to your Intelligence modifier (minimum of two), teleporting them to a harmless demiplane. You can summon or dismiss your bound weapons to your hands as an action. Each time you create your bound weapon, the previous one is dismissed, you can immediately end your attunement to any of your other board weapons, and immediately attune to the weapon you summoned (if it requires attunement).<br />
<br />
==== Extra Sword ====<br />
As you master bonding your magic to your swords, one or two weapons aren't enough. Your practices of telekinesis and your combat prowess grants you the ability to master more weapons than your intellect would normally allow.<br />
You may imbue a extra sword with your Armory ability at the 7th, 10th, and 15th levels.<br />
<br />
=== Last Attempt ===<br />
As you gain more weapons your arsenal, you can fuse them together and fire them off as a last resort. Starting at 18th level, you can, as a bonus action, fuse your armory together into an amalgamation of their best qualities. A creature you can see within 100 feet of you must make a Strength saving throw against your Spell Save DC. On a failure, you can cut off one of the creature's heads. It dies if it cannot survive without the lost head. A creature is immune to this effect if it is immune to bludgeoning, piercing, or slashing damage, doesn't have or need a head, has legendary actions, you don't cut off its head, or the DM decides that the creature is too big for its head to be cut off by this ability. Such a creature instead takes 12d8 force damage from the hit, or the damage it would have taken from being hit by a simultaneous attack from your imbued weapons. On a success, it takes half as much damage and doesn't lose its head.<br />
<br />
== The Art of the Duelist ==<br />
<br />
Duelists don't like to stay back and watch the fight unfold from afar. These mages want to join in on the fight along with their other swords to get the enemy down faster. Learning the Art of the Duelist means you are responsible for your swords and what you do with them. You have accepted that learning this art means a great responsibility is placed upon you as a Sword Mage. Your swords aren't just your own, but also for your allies to help take down any foe you encounter.<br />
<br />
;{{#anc: One With The Weapons}}<br />
<br />
At 3rd level, you are able to attack personally along with your imbued weapons and get ahead in the fight. You gain proficiency with heavy armor, and when you attack with your imbued weapons, you can attack with your bound weapon as a bonus action.<br />
<br />
;{{#anc: Magical Sharpness}}<br />
<br />
At 6th level you learn to imbue your weapons with your spellcasting capabilities. When you hit a creature with an attack with a bound weapon, you can expend one spell slot to deal force damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8.<br />
<br />
;{{#anc: Countermeasure}}<br />
<br />
At 9th level, you can use your telekinetic abilities to deflect an attack. When a creature within 60 feet of you makes a weapon attack and hits, you can use your reaction and expend a spell slot to reduce the damage of the attack by an amaount equal to your sword mage level + 5 * the level of the spell slot.<br />
<br />
;{{#anc: Level the Playing Field}}<br />
<br />
Starting at 11th level, you become a force in battle to be reckoned with. The damage die of your bound weapons increases to 1d10 if it was lower, and when you hit a creature with an attack, you do not provoke opportunity attacks from them for the rest of your turn.<br />
<br />
;{{#anc: Bladestorm}}<br />
<br />
At 13th level, you can surround yourself in a whirl of blades. When a creature moves to a space within 10 feet of you or starts its turn there, you can force them to make a Dexterity saving throw or deal 2d8 + your proficiency bonus in slashing damage to the creature. The DC for this ability is equal to your spell save DC.<br />
<br />
;{{#anc: Almighty Duelist}}<br />
<br />
At 17th level, you've mastered fighting alongside your imbued weaponry. When you attack with your bound weapons as a bonus action, you can attack twice, instead of once. <br />
<br />
;{{#anc: Blade of Death}}<br />
<br />
At 20th level, you can use your action to summon a massive ethereal weapon to a spot you can see within 120 feet of you. It counts as an imbued weapon, and you can order it as a part of ordering your other imbued weapons, though it can not make a simultaneous attack. When it hits, it deals 6d8 bludgeoning, piercing, or slashing damage plus 6d8 thunder damage. It lasts for 1 minute, or until you are incapacitated. It is immune to all damage.<br />
<br />
== The Art of the Mage ==<br />
<br />
More often, mages like to keep their hands clean from afar, torturing their enemies as they get struck down by the swords they wield. You learn that you can multi-task dealing damage with your swords as well as casting spells that help support your allies or deal massive damage to multiple foes. You use your spells to your advantage whenever you are in battle. <br />
<br />
;Mage Spells<br />
You gain access to the following spells at the sword mage levels listed bellow. Once you gain access to these spells, you always have them prepared. They don't count against the number of spells you can prepare each day.<br />
{| class="5e"<br />
|+ Spells<br />
|-<br />
! Sword Mage level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''inflict wounds, zephyr strike''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''heat metal, branding smite''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align: left;" | ''lightning arrow, elemental weapon''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || style="text-align: left;" | ''staggering smite, death ward''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || style="text-align: left;" | ''banishing smite, destructive wave''<br />
|}<br />
<br />
<br />
;{{#anc: War Blade}}<br />
<br />
At 3rd level, you gain proficiency in heavy armor, and when you hit a creature with one of your imbued weapons, you can cast a cantrip with a range of touch or one that requires a melee weapon attack as a bonus action on the same creature. In addition, your imbued weapons count as melee weapon attacks for the purposes of the zephyr strike, branding smite, staggering smite, and similar spells.<br />
<br />
;{{#anc: Strike True}}<br />
<br />
At 6th level, your way with the Weave of magic allows you to affect weapons in an enchanting way. When a creature within 60 feet of you makes a weapon attack and hits, you can use your reaction to increase the damage it deals by your bound weapon damage.<br />
<br />
;{{#anc: Bound Armor}}<br />
<br />
At 9th level, you can use your Bound Weapon feature on a set of armor or a shield instead. It takes up one of your Blade Vault slots, you can don, doff, attune, and unattune to the armor as an action, and while you live, the armor cannot be removed from you against your will.<br />
<br />
;{{#anc: Overwatch}}<br />
<br />
At 11th level, imbuing your weapons with the semblance of a conscience allows you to see and feel the area around them. You can percieve the area in a 15-foot radius around your imbued weapons as if you had truesight. In addition, your imbued weapons can be up to a mile away before unimbuing.<br />
<br />
;{{#anc: Seeking}}<br />
<br />
At 13th level, when a creature you can see within 60 feet of you misses with a weapon attack, you can use your reaction to allow them to reroll the attack at advantage. You can do this a number of times equal to your proficiency bonus, and regain all uses upon finishing a long rest.<br />
<br />
;{{#anc: Spell Storing Weapon}}<br />
At 17th level, you've imbued your weapons with your magical essence, making them an extension of yourself. During a long rest, you can imbue your imbued weapons with spells, holding them until they are ready to burst. You cast the spell as normal when imbuing it in this way, though it is instead held by your imbued weapons. Your imbued weapons can only store up to 10 levels worth of spells at a time. The level of the spell slot used to cast the spell determines how much space it uses. If your weapons cannot hold the spell, the spell is expended without effect.<br />
While stored, you can cast a stored spell from the position of one of your imbued weapons.<br />
<br />
In addition, your bound weapon feature's bonus damage increases to 4d8, and you can reroll any number of the damage dice. You must use the new rolls.<br />
<br />
;{{#anc: Whirling Death}}<br />
<br />
At 20th level, you can cast the Blade of Disaster spell once without expending a spell slot. Once you do so, you cannot do so again until you finish a long rest.<br />
<br />
== Enhancements ==<br />
<br />
As you grow and understand your playing style, you learn techniques that help give you advantages in battle and can help allies if need be. Sword Mages have always had these for generations and generations, it be wise to use them. <br />
<br />
;{{#anc: Ranged Weapon Imbuer}}<br />
<br />
You can imbue ranged weapons without the heavy or two-handed properties as a part of your Armory feature, and can bond with them as a part of your Bound Weapon feature. When attacking with an imbued weapon, you make ranged spell attacks, and can only fire at creatures within half the weapon's short range. When you order your imbued weapons to attack, you must decide whether your ranged imbued weapons or your melee imbued weapons attack. You can't make attacks of opportunity with ranged imbued weapons.<br />
<br />
;{{#anc: Heavy Weapon Imbuer}}<br />
<br />
You can imbue weapons with the heavy or two-handed properties as a part of your Armory and Bound Weapon features, though they count as two weapons for your Armory and Blade Vault features.<br />
<br />
;{{#anc: Shield Imbuer}}<br />
<br />
You realize that the best defensive is a floating shield. You can imbue a shield as a part of your Armory feature. It cannot be attacked with, but you can grant its bonus to a creature of your choice while it hovers within 5 feet of them. You can designate a creature for the shield to follow as an action, and it will keep up with the creature to continue granting its bonus. You can use an action to stop it from following, or to designate it to follow another creature.<br />
<br />
;{{#anc: Telekinetic Armor}}<br />
<br />
You've learned how to use your telekinetic abilities to defend yourself. While you aren't wearing armor or wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Intelligence modifier.<br />
<br />
;{{#anc: Daggers Drawn}}<br />
''Prerequisite: 5th level''<br />
<br />
You can cast the Cloud of Daggers spell without expending a spell slot a number of times equal to half your proficiency bonus. The level of this spell is equal to the level of your highest sword mage spell slot.<br />
<br />
;{{#anc: Retaliation}}<br />
''Prerequisite: 5th level''<br />
<br />
When a creature within range of one of your imbued weapons damages you, you can attack the creature with your imbued weapon as a reaction.<br />
<br />
;{{#anc: Crouching Mage Hidden Blade}}<br />
''Prerequisite: 5th level''<br />
<br />
Once per turn, when you and one of your imbued weapons are within 5 feet of a creature and you hit it with the weapon, you can force it to make a Strength saving throw against your Spell Save DC, or be knocked prone.<br />
<br />
;{{#anc: Extensive Reach}}<br />
''Prerequisite: 5th level''<br />
<br />
The reach of all your imbued weapons is increased by 5 feet.<br />
<br />
;{{#anc: Hamstring}}<br />
''Prerequisite: 9th level''<br />
<br />
When you hit a creature with an attack of opportunity using an imbued weapon, the creature's speed is reduced by half, and they take 2d4 damage for every 5 feet they travel.<br />
<br />
;{{#anc: Disarm}}<br />
''Prerequisite: 9th level, Art of the Duelist''<br />
<br />
When you reduce the damage of a weapon attack with your Countermeasure feature to 0, you can force the attacker to make a Strength saving throw. On a failure, they are pushed 10 feet back and lose hold of their weapon, which is flung 10 feet in the opposite direction of the attacker.<br />
<br />
;{{#anc: Energy Blades}}<br />
''Prerequisite: 9th level, Art of the Mage''<br />
<br />
You gain the Magic Weapon or Elemental Weapon as prepared spells, which do not count against your maximum, and when cast you can target all of your imbued weapons at once with the spell, giving them the attack and damage bonus. In addition, you can cast the Elemental Weapon spell once without expending a spell slot. Once you do so, you cannot do so again until you finish a long rest.<br />
<br />
;{{#anc: Room of Swords}}<br />
''Prerequisite: 15th level, Art of the Mage''<br />
<br />
You gain the Banishment spell as a prepared spell, which does not count against your maximum, and when you successfully banish a creature, they take 6d6 slashing damage at the start of their turns until the spell ends.<br />
<br />
;{{#anc: Coup De Grace}}<br />
''Prerequisite: 15th level, Art of the Duelist''<br />
<br />
Once per turn when you make an attack against an incapacitated creature, the attack is a critical hit.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Sword Mage class, you must meet these prerequisites: Intelligence score of 13 <br />
<br />
'''Proficiencies.''' When you multiclass into the Sword Mage class, you gain the following proficiencies: History and Arcana<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Schrubhttps://www.dandwiki.com/w/index.php?title=Sword_Mage,_2nd_Variant_(5e_Class)&diff=1621189Sword Mage, 2nd Variant (5e Class)2022-08-07T04:44:58Z<p>Schrub: other grammatical fixes</p>
<hr />
<div>==Sword Mage==<br />
<br />
One after one swords fly up from the ground, piercing the air as a human chains her foe and flicks her wrist, one of the swords penetrating a doubled-over foe as death is brought down upon it by her ally without her unsheathing her own sword. <br />
<br />
Raising his sword towards the elemental planes as his swords take on bright flames and another becoming quick with the wind, a tiefling burns his enemies to ashes when his team is down. <br />
<br />
Chanting words as daggers appear in the air circling around a horde of imps, an elf sways his arm as daggers converge upon and stab the horde down, quickly ending their attack. <br />
<br />
Swords Mages are the swordsmen and women amongst the mages and can call upon the many elemental planes to make their swords more powerful. Varying from the arts they follow they can get up close and personal dealing deadly damage down on foes and take out giants from their sheer power or they can stay back and deal all sorts of support as they help their allies take out hordes of enemies. <br />
<br />
=== Telekinetic Abilities ===<br />
<br />
Those that train in the ways of telekinesis found it was hard moving unfamiliar items; though possible for day to day tasks, it was not efficient enough to use in combat. They soon learned that if they bonded with them and knew their history by taking the time and studying it, they could become spellbound and share emotions, fighting alongside their owners. Knowledge and understanding are what these mages go through so they can get a feel of their sword's emotions and effectiveness during combat. Outmaneuvering their opponents with their intellect and techniques, they have become great fighters as well as mages to help cities defend or lead charges in many armies. They use their telekinesis smartly and always look for the most efficient way to end their opponents with their spells and weapons. Some have taken out giants from sheer skill and others have slain kings with their telekinetic abilities. They instill shock and awe just from the amount of weapons they can control without a drop of sweat. They trust their weapons as their weapons trust them, an important bond with weapons is what they value at all costs.<br />
<br />
=== Valuable and Passionate Fighters ===<br />
<br />
As they grow and become stronger, their passionate bond with their weapons give out to the rest of the world. They fight for a righteous cause and are trained very well to keep the bonds they have with their swords a very special one, but sometimes it can go too far and follow whatever the swords say. Their communication and friendship with their swords allies can only envy, but the results of their battles says otherwise. Very valuable and efficient, they bond with others to see if they can grow even stronger as they try to understand them. Teams and and guilds appreciate their company until they let their swords talk first. They are trained to use their abilities to be a valued member and through contacts with other planes, their value skyrockets as their bonds with their swords become greater and support allies on the field. Some wield legendary weapons to slay dragons or clear out entire hordes in no time at all. Truly some valuable fighters indeed.<br />
<br />
<br />
=== Creating a Sword Mage ===<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|https://cdna.artstation.com/p/assets/images/images/007/318/436/large/thanh-tu-n-doc-co-cau-bai-rsl.jpg?1505302194|By [https://www.artstation.com/pencillien Thanh Tuấn]}}<br />
</div><br />
When creating a Sword Mage it is important to remember that they are not meant to lift heavy objects with their brawn but rather their brain. They bond with their weapons by seeing their history and believe that they should be legendary for what they have done. Maybe one tells you a story of how they were used to slay a Red Dragon that saved their city, but the hero was only recognized. Another would tell you a story of how they were used to kill thousands of people by an evil man and are looking for redemption or revenge. How did you begin to uncover the secrets of weapon telekinesis and bonding? Were you chosen by the army or did you learn them by yourself? Were you a fighter before you discovered these arcane arts or were you a scholar first? Weapons have their own emotions as they tell you how they feel through telepathy and it's your job to help them complete their mission or complete your own mission with their help. Just like the swords have their own stories, you can share your tales and wishes as you study them. Communication is key to this class. So what motivates you to fight and continue your studies? Why was a specific weapon your first? How can you achieve your own goals and help these weapons become known for great things?<br />
<br />
;Quick Build<br />
You can make a Sword Mage quickly by following these suggestions. First, {{5a|Int}} should be your highest ability score, followed by {{5a|Dex}} or {{5a|Str}} depending on the archetype. Second, choose the Courtier or Sage background.<br />
<br />
{{5e Class Features<br />
|name=Sword Mage<br />
|summary=A mage that utilities telekinetic properties to fight with floating weapons and cast spells<br />
|hd= 8<br />
|spellcasting=half<br />
|armor=Light armor, medium armor, shields <br />
|weapons= Simple and Martial Weapons<br />
|tools= Tinker's Tools<br />
|saves=Intelligence, Wisdom<br />
|skills=Pick 2 from Arcana, Acrobatics, Deception, Investigation, Insight, Intimidation, History, Perception.<br />
|item1a= a short sword<br />
|item1b= a long sword<br />
|item1c= <br />
|item2a= a shield<br />
|item2b= any simple ranged weapon<br />
|item2c= <br />
|item3a= an explorer's pack <br />
|item3b= a dungeoneer's pack<br />
|item3c= a scholar's pack<br />
|item4a= Leather armor and two daggers<br />
|item4b= Leather armor and one martial melee weapon<br />
|wealth= 5d4 x10<br />
<br />
|classfeatures1= Armory, Bound Weapon<br />
|classfeatures2= Armory Enhancements, Spellcasting<br />
|classfeatures3= Arts of Swordsmanship Archetype<br />
|classfeatures4= <br />
|classfeatures5= Telekinetic Mastery, Blade Vault<br />
|classfeatures6= Sword Art Feature<br />
|classfeatures7= Extra Sword<br />
|classfeatures8= <br />
|classfeatures9= Sword Art Feature<br />
|classfeatures10= Extra Sword<br />
|classfeatures11= Sword Art Feature<br />
|classfeatures12= <br />
|classfeatures13= Sword Art Feature<br />
|classfeatures14= Ability Score Improvement<br />
|classfeatures15= Extra Sword<br />
|classfeatures16= <br />
|classfeatures17= Sword Art Feature<br />
|classfeatures18= Last Attempt<br />
|classfeatures19= <br />
|classfeatures20= Sword Mage Archetype Feature<br />
<br />
|extra1_name= Cantrips<br />
|extra1_1=0<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=2<br />
|extra1_8=3<br />
|extra1_9=3<br />
|extra1_10=3<br />
|extra1_11=3<br />
|extra1_12=3<br />
|extra1_13=3<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=4<br />
|extra1_18=4<br />
|extra1_19=4<br />
|extra1_20=4<br />
<br />
|extra2_name= Enhancements Learned<br />
|extra2_1=0<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=4<br />
|extra2_8=4<br />
|extra2_9=5<br />
|extra2_10=5<br />
|extra2_11=5<br />
|extra2_12=6<br />
|extra2_13=6<br />
|extra2_14=6<br />
|extra2_15=7<br />
|extra2_16=7<br />
|extra2_17=7<br />
|extra2_18=8<br />
|extra2_19=8<br />
|extra2_20=8<br />
<br />
|Extra4_name= imbued swords<br />
|Extra4_1=2<br />
|Extra4_2=2<br />
|Extra4_3=2<br />
|Extra4_4=2<br />
|Extra4_5=2<br />
|Extra4_6=3<br />
|Extra4_7=3<br />
|Extra4_8=3<br />
|Extra4_9=3<br />
|Extra4_10=3<br />
|Extra4_11=4<br />
|Extra4_12=4<br />
|Extra4_13=4<br />
|Extra4_14=4<br />
|Extra4_15=4<br />
|Extra4_16=5<br />
|Extra4_17=5<br />
|Extra4_18=5<br />
|Extra4_19=5<br />
|Extra4_20=5<br />
<br />
}}<br />
<br />
=== Armory ===<br />
<br />
At 1st level, you are able to focus your concentration onto a weapon, wielding it telekinetically like one might normally. As a bonus action, you can imbue a number of one-handed nonmagical weapons up to your Intelligence modifier that are not being worn or carried by a creature other than you and are within 15 feet. <br />
<br />
The imbued weapons float in the air around you and do not occupy a space. You can order them to move up to 30 feet or 60 feet if they have the light property on your turn (no action required by you), and you can use your Action to order them to attack on your turn. When you order your imbued weapons, they make make melee spell attacks against a creature of your choice within their reach, and you can decide whether they attack simultaneously or separately.<br />
<br />
When you order the weapons to attack simultaneously, they must all be within reach of the same target and you make one attack roll, dealing damage equal to all of their damage dice together on a hit.<br />
<br />
When you order the weapons to attack seperately, they must make attacks against seperate creatures, dealing their damage dice on a hit and adding your Intelligence modifier to the roll.<br />
<br />
When a creature leaves the range of one of your imbued weapons, you can use your reaction to make an attack of opportunity against the creature using the imbued weapon.<br />
<br />
Your imbued weapons have a pool of hit points equal to [(5 + your Intelligence modifier) * your sword mage level] divided amongst them, and when a weapon's hit points are reduced to 0, it is destroyed if it was originally a nonmagical weapon, though any excess damage does not affect the total. When you imbue a new weapon, you must subtract hit points from your currently imbued weapons or the pool in order to imbue it. Your imbued weapons have an AC of 10 + your Intelligence modifier.<br />
<br />
If your imbued weapons are ever more than 100 feet away from you, they fall to the ground and lose their imbued status, returning their current hit points to your pool. You regain all armory hit points when you finish a long rest, and can roll hit dice to restore hit points to the pool instead of your own.<br />
<br />
=== Bound Weapon ===<br />
<br />
Your curiosity grows as you use your magic to bond with your weapons, allowing you to learn more about the weapons you come into contact with. Also at 1st level, you can perform a ritual over the course of an hour to invest a portion of your power into a one-handed melee weapon, which you must remain in contact with over the course of the ritual. Afterwards, you become bonded with the weapon, allowing you to use your Intelligence modifier for its attack and damage rolls, and it counts as magical for the purposes of bypassing immunity and resistance if it didn't already. If the weapon's damage die is lower than 1d8, it becomes a 1d8 as it bonds with you. If you use this feature on another weapon, your bond with the original weapon is broken. You are also proficient in your Bound Weapon.<br />
<br />
Once per turn when you deal damage with the weapon, you can deal an additional 1d8 damage. This increases to 2d8 at 9th level, and 3d8 at 17th level.<br />
<br />
Even if it is a magical weapon, it can be imbued as per your Armory feature.<br />
<br />
====Spellcasting====<br />
By the time you reach 2nd level, you've extended your telekinetic ability beyond controlling your blades, gaining the ability to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 11 for the wizard spell list.<br />
<br />
=====Preparing and Casting Spells=====<br />
The Sword Mage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. <br><br />
<br />
You prepare the list of sword mage spells that are available for you to cast, choosing from the wizard spell list. When you do so, choose a number of wizard spells equal to your Intelligence modifier + half your sword mage level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.<br />
<br />
For example, if you are a 5th-level sword mage, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.<br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of sword mage spells requires time spent drawing in psionic energy: at least 1 minute per spell level for each spell on your list.<br />
<br />
=====Spellcasting Ability=====<br />
Intelligence is your spellcasting ability for your enkindler spells, since your magic comes from your mind. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a sword mage spell you cast and when making an attack roll with one. <br />
<br />
'''Spell save DC''' = 8 + your proficiency bonus + your Intelligence modifier<br><br />
'''Spell attack modifier''' = your proficiency bonus + your Intelligence modifier<br />
<br />
<br />
=== Armory Enhancements ===<br />
<br />
Practicing with your weapons on your adventures has lead you to learning new techniques to decimate enemies when they least expect it. When you reach 2nd, you learn 2 Enhancements of your choice shown in the enhancements detailed at the end of the class description. When you gain certain sword mage levels, you gain additional enhancements of your choice, as shown in the enhancements column of the Sword Mage table.<br />
<br />
=== Arts of Swordsmanship ===<br />
<br />
At 3rd level, your constant practice and concentration in sword handling and use, advances your techniques in the Arts of Swordsmanship. Your combat prowess and intellect helps you as you choose a unique style of battle from two different arts: The Art of the Duelist and The Art of the Mage, detailed at the end of the class description. Your decision grants you a feature at 3rd level, and again at 9th level, 13th level, and at your 17th level.<br />
<br />
=== Ability Score Increase ===<br />
<br />
When you reach 4th level, and again at 8th, 12th, 14th, 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.<br />
<br />
=== Telekinetic Mastery ===<br />
<br />
Starting at 5th level, you can manipulate small objects within 30 feet with your mind as if using your hand to interact with it. You can use this power to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You cannot Attack, activate magical items, or carry more than 10 pounds in this manner. You can move an item you are controlling in this way up to 30 feet during your turn.<br />
<br />
=== Blade Vault ===<br />
<br />
Also at 5th level, you master bonding your magic to your swords. You can use your Bound Weapon feature to bind a number of weapons up to your Intelligence modifier (minimum of two), teleporting them to a harmless demiplane. You can summon or dismiss your bound weapons to your hands as an action. Each time you create your bound weapon, the previous one is dismissed, you can immediately end your attunement to any of your other board weapons, and immediately attune to the weapon you summoned (if it requires attunement).<br />
<br />
=== Last Attempt ===<br />
As you gain more weapons your arsenal, you can fuse them together and fire them off as a last resort. Starting at 18th level, you can, as an action, fuse your armory together into an amalgamation of their best qualities. A creature you can see within 100 feet of you must make a Dexterity saving throw against your Spell Save DC. On a failure, you can cut off one of the creature's heads. It dies if it cannot survive without the lost head. A creature is immune to this effect if it is immune to bludgeoning, piercing, or slashing damage, doesn't have or need a head, has legendary actions, you don't cut off its head, or the DM decides that the creature is too big for its head to be cut off by this ability. Such a creature instead takes 12d8 bludgeoning, piercing, or slashing damage from the hit, or the damage it would have taken from being hit by a simultaneous attack from your imbued weapons. On a success, it takes half as much damage and doesn't lose its head. <br />
<br />
Once you use this feature, you cannot do so again until you finish a long rest.<br />
<br />
== The Art of the Duelist ==<br />
<br />
Duelists don't like to stay back and watch the fight unfold from afar. These mages want to join in on the fight along with their other swords to get the enemy down faster. Learning the Art of the Duelist means you are responsible for your swords and what you do with them. You have accepted that learning this art means a great responsibility is placed upon you as a Sword Mage. Your swords aren't just your own, but also for your allies to help take down any foe you encounter.<br />
<br />
;{{#anc: One With The Weapons}}<br />
<br />
At 3rd level, you are able to attack personally along with your imbued weapons and get ahead in the fight. You gain proficiency with heavy armor, and when you attack with your imbued weapons, you can attack with your bound weapon as a bonus action.<br />
<br />
;{{#anc: Magical Sharpness}}<br />
<br />
At 6th level you learn to imbue your weapons with your spellcasting capabilities. When you hit a creature with an attack with a bound weapon, you can expend one spell slot to deal force damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8.<br />
<br />
;{{#anc: Countermeasure}}<br />
<br />
At 9th level, you can use your telekinetic abilities to deflect an attack. When a creature within 60 feet of you makes a weapon attack and hits, you can use your reaction and expend a spell slot to reduce the damage of the attack by an amaount equal to your sword mage level + 5 * the level of the spell slot.<br />
<br />
;{{#anc: Level the Playing Field}}<br />
<br />
Starting at 11th level, you become a force in battle to be reckoned with. The damage die of your bound weapons increases to 1d10 if it was lower, and when you hit a creature with an attack, you do not provoke opportunity attacks from them for the rest of your turn.<br />
<br />
;{{#anc: Bladestorm}}<br />
<br />
At 13th level, you can surround yourself in a whirl of blades. When a creature moves to a space within 10 feet of you or starts its turn there, you can force them to make a Dexterity saving throw or deal 2d8 + your proficiency bonus in slashing damage to the creature. The DC for this ability is equal to your spell save DC.<br />
<br />
;{{#anc: Almighty Duelist}}<br />
<br />
At 17th level, you've mastered fighting alongside your imbued weaponry. When you attack with your bound weapons as a bonus action, you can attack twice, instead of once. <br />
<br />
;{{#anc: Blade of Death}}<br />
<br />
At 20th level, you can use your action to summon a massive ethereal weapon to a spot you can see within 120 feet of you. It counts as an imbued weapon, and you can order it as a part of ordering your other imbued weapons, though it can not make a simultaneous attack. When it hits, it deals 6d8 bludgeoning, piercing, or slashing damage plus 6d8 thunder damage. It lasts for 1 minute, or until you are incapacitated. It is immune to all damage.<br />
<br />
== The Art of the Mage ==<br />
<br />
More often, mages like to keep their hands clean from afar, torturing their enemies as they get struck down by the swords they wield. You learn that you can multi-task dealing damage with your swords as well as casting spells that help support your allies or deal massive damage to multiple foes. You use your spells to your advantage whenever you are in battle. <br />
<br />
;Mage Spells<br />
You gain access to the following spells at the sword mage levels listed bellow. Once you gain access to these spells, you always have them prepared. They don't count against the number of spells you can prepare each day.<br />
{| class="5e"<br />
|+ Spells<br />
|-<br />
! Sword Mage level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''inflict wounds, zephyr strike''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''heat metal, branding smite''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align: left;" | ''lightning arrow, elemental weapon''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || style="text-align: left;" | ''staggering smite, death ward''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || style="text-align: left;" | ''banishing smite, destructive wave''<br />
|}<br />
<br />
<br />
;{{#anc: War Blade}}<br />
<br />
At 3rd level, you gain proficiency in heavy armor, and when you hit a creature with one of your imbued weapons, you can cast a cantrip with a range of touch or one that requires a melee weapon attack as a bonus action on the same creature. In addition, your imbued weapons count as melee weapon attacks for the purposes of the zephyr strike, branding smite, staggering smite, and similar spells.<br />
<br />
;{{#anc: Strike True}}<br />
<br />
At 6th level, your way with the Weave of magic allows you to affect weapons in an enchanting way. When a creature within 60 feet of you makes a weapon attack and hits, you can use your reaction to increase the damage it deals by your bound weapon damage.<br />
<br />
;{{#anc: Bound Armor}}<br />
<br />
At 9th level, you can use your Bound Weapon feature on a set of armor or a shield instead. It takes up one of your Blade Vault slots, you can don, doff, attune, and unattune to the armor as an action, and while you live, the armor cannot be removed from you against your will.<br />
<br />
;{{#anc: Overwatch}}<br />
<br />
At 11th level, imbuing your weapons with the semblance of a conscience allows you to see and feel the area around them. You can hear and perceive the area in a 15-foot radius around any of your imbued weapons as if you had blindsight. In addition, your imbued weapons can be up to a mile away before becoming unimbued..<br />
<br />
;{{#anc: Seeking}}<br />
<br />
At 13th level, when a creature you can see within 60 feet of you misses with a weapon attack, you can use your reaction to allow them to reroll the attack at advantage. You can do this a number of times equal to your proficiency bonus, and regain all uses upon finishing a long rest.<br />
<br />
;{{#anc: Spell Storing Weapon}}<br />
At 17th level, you've imbued your weapons with your magical essence, making them an extension of yourself. During a long rest, you can imbue your imbued weapons with spells, holding them until they are ready to burst. You cast the spell as normal when imbuing it in this way, though it is instead held by your imbued weapons. Your imbued weapons can only store up to 10 levels worth of spells at a time. The level of the spell slot used to cast the spell determines how much space it uses. If your weapons cannot hold the spell, the spell is expended without effect.<br />
While stored, you can cast a stored spell from the position of one of your imbued weapons.<br />
<br />
In addition, your bound weapon feature's bonus damage increases to 4d8, and you can reroll any number of the damage dice. You must use the new rolls.<br />
<br />
;{{#anc: Whirling Death}}<br />
<br />
At 20th level, you can cast the Blade of Disaster spell once without expending a spell slot. Once you do so, you cannot do so again until you finish a long rest.<br />
<br />
== Enhancements ==<br />
<br />
As you grow and understand your playing style, you learn techniques that help give you advantages in battle and can help allies if need be. Sword Mages have always had these for generations and generations, it be wise to use them. <br />
<br />
;{{#anc: Ranged Weapon Imbuer}}<br />
<br />
You can imbue ranged weapons without the heavy or two-handed properties as a part of your Armory feature, and can bond with them as a part of your Bound Weapon feature. When attacking with an imbued weapon, you make ranged spell attacks, and can only fire at creatures within half the weapon's short range. When you order your imbued weapons to attack, you must decide whether your ranged imbued weapons or your melee imbued weapons attack. You can't make attacks of opportunity with ranged imbued weapons.<br />
<br />
;{{#anc: Heavy Weapon Imbuer}}<br />
<br />
You can imbue weapons with the heavy or two-handed properties as a part of your Armory and Bound Weapon features, though they count as two weapons for your Armory and Blade Vault features.<br />
<br />
;{{#anc: Shield Imbuer}}<br />
<br />
You realize that the best defensive is a floating shield. You can imbue a shield as a part of your Armory feature. It cannot be attacked with, but you can grant its bonus to a creature of your choice while it hovers within 5 feet of them. You can designate a creature for the shield to follow as an action, and it will keep up with the creature to continue granting its bonus. You can use an action to stop it from following, or to designate it to follow another creature.<br />
<br />
;{{#anc: Telekinetic Armor}}<br />
<br />
You've learned how to use your telekinetic abilities to defend yourself. While you aren't wearing armor or wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Intelligence modifier.<br />
<br />
;{{#anc: Daggers Drawn}}<br />
''Prerequisite: 5th level''<br />
<br />
You can cast the Cloud of Daggers spell without expending a spell slot a number of times equal to half your proficiency bonus. The level of this spell is equal to the level of your highest sword mage spell slot.<br />
<br />
;{{#anc: Retaliation}}<br />
''Prerequisite: 5th level''<br />
<br />
When a creature within range of one of your imbued weapons damages you, you can attack the creature with your imbued weapon as a reaction.<br />
<br />
;{{#anc: Crouching Mage Hidden Blade}}<br />
''Prerequisite: 5th level''<br />
<br />
Once per turn, when you and one of your imbued weapons are within 5 feet of a creature and you hit it with the weapon, you can force it to make a Strength saving throw against your Spell Save DC, or be knocked prone.<br />
<br />
;{{#anc: Extensive Reach}}<br />
''Prerequisite: 5th level''<br />
<br />
The reach of all your imbued weapons is increased by 5 feet.<br />
<br />
;{{#anc: Hamstring}}<br />
''Prerequisite: 9th level''<br />
<br />
When you hit a creature with an attack of opportunity using an imbued weapon, the creature's speed is reduced by half, and they take 2d4 damage for every 5 feet they travel.<br />
<br />
;{{#anc: Disarm}}<br />
''Prerequisite: 9th level, Art of the Duelist''<br />
<br />
When you reduce the damage of a weapon attack with your Countermeasure feature to 0, you can force the attacker to make a Strength saving throw. On a failure, they are pushed 10 feet back and lose hold of their weapon, which is flung 10 feet in the opposite direction of the attacker.<br />
<br />
;{{#anc: Energy Blades}}<br />
''Prerequisite: 9th level, Art of the Mage''<br />
<br />
You gain the Magic Weapon or Elemental Weapon as prepared spells, which do not count against your maximum, and when cast you can target all of your imbued weapons at once with the spell, giving them the attack and damage bonus. In addition, you can cast the Elemental Weapon spell once without expending a spell slot. Once you do so, you cannot do so again until you finish a long rest.<br />
<br />
;{{#anc: Room of Swords}}<br />
''Prerequisite: 15th level, Art of the Mage''<br />
<br />
You gain the Banishment spell as a prepared spell, which does not count against your maximum, and when you successfully banish a creature, they take 6d6 slashing damage at the start of their turns until the spell ends.<br />
<br />
;{{#anc: Coup De Grace}}<br />
''Prerequisite: 15th level, Art of the Duelist''<br />
<br />
Once per turn when you make an attack against an incapacitated creature, the attack is a critical hit.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Sword Mage class, you must meet these prerequisites: Intelligence score of 13 <br />
<br />
'''Proficiencies.''' When you multiclass into the Sword Mage class, you gain the following proficiencies: History and Arcana<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Schrubhttps://www.dandwiki.com/w/index.php?title=Sword_Mage,_2nd_Variant_(5e_Class)&diff=1621187Sword Mage, 2nd Variant (5e Class)2022-08-07T04:40:56Z<p>Schrub: removed Extra Swords</p>
<hr />
<div>==Sword Mage==<br />
<br />
One after one swords fly up from the ground, piercing the air as a human chains her foe and flicks her wrist, one of the swords penetrating a doubled-over foe as death is brought down upon it by her ally without her unsheathing her own sword. <br />
<br />
Raising his sword towards the elemental planes as his swords take on bright flames and another becoming quick with the wind, a tiefling burns his enemies to ashes when his team is down. <br />
<br />
Chanting words as daggers appear in the air circling around a horde of imps, an elf sways his arm as daggers converge upon and stab the horde down, quickly ending their attack. <br />
<br />
Swords Mages are the swordsmen and women amongst the mages and can call upon the many elemental planes to make their swords more powerful. Varying from the arts they follow they can get up close and personal dealing deadly damage down on foes and take out giants from their sheer power or they can stay back and deal all sorts of support as they help their allies take out hordes of enemies. <br />
<br />
=== Telekinetic Abilities ===<br />
<br />
Those that train in the ways of telekinesis found it was hard moving unfamiliar items; though possible for day to day tasks, it was not efficient enough to use in combat. They soon learned that if they bonded with them and knew their history by taking the time and studying it, they could become spellbound and share emotions, fighting alongside their owners. Knowledge and understanding are what these mages go through so they can get a feel of their sword's emotions and effectiveness during combat. Outmaneuvering their opponents with their intellect and techniques, they have become great fighters as well as mages to help cities defend or lead charges in many armies. They use their telekinesis smartly and always look for the most efficient way to end their opponents with their spells and weapons. Some have taken out giants from sheer skill and others have slain kings with their telekinetic abilities. They instill shock and awe just from the amount of weapons they can control without a drop of sweat. They trust their weapons as their weapons trust them, an important bond with weapons is what they value at all costs.<br />
<br />
=== Valuable and Passionate Fighters ===<br />
<br />
As they grow and become stronger, their passionate bond with their weapons give out to the rest of the world. They fight for a righteous cause and are trained very well to keep the bonds they have with their swords a very special one, but sometimes it can go too far and follow whatever the swords say. Their communication and friendship with their swords allies can only envy, but the results of their battles says otherwise. Very valuable and efficient, they bond with others to see if they can grow even stronger as they try to understand them. Teams and and guilds appreciate their company until they let their swords talk first. They are trained to use their abilities to be a valued member and through contacts with other planes, their value skyrockets as their bonds with their swords become greater and support allies on the field. Some wield legendary weapons to slay dragons or clear out entire hordes in no time at all. Truly some valuable fighters indeed.<br />
<br />
<br />
=== Creating a Sword Mage ===<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|https://cdna.artstation.com/p/assets/images/images/007/318/436/large/thanh-tu-n-doc-co-cau-bai-rsl.jpg?1505302194|By [https://www.artstation.com/pencillien Thanh Tuấn]}}<br />
</div><br />
When creating a Sword Mage it is important to remember that they are not meant to lift heavy objects with their brawn but rather their brain. They bond with their weapons by seeing their history and believe that they should be legendary for what they have done. Maybe one tells you a story of how they were used to slay a Red Dragon that saved their city, but the hero was only recognized. Another would tell you a story of how they were used to kill thousands of people by an evil man and are looking for redemption or revenge. How did you begin to uncover the secrets of weapon telekinesis and bonding? Were you chosen by the army or did you learn them by yourself? Were you a fighter before you discovered these arcane arts or were you a scholar first? Weapons have their own emotions as they tell you how they feel through telepathy and it's your job to help them complete their mission or complete your own mission with their help. Just like the swords have their own stories, you can share your tales and wishes as you study them. Communication is key to this class. So what motivates you to fight and continue your studies? Why was a specific weapon your first? How can you achieve your own goals and help these weapons become known for great things?<br />
<br />
;Quick Build<br />
You can make a Sword Mage quickly by following these suggestions. First, {{5a|Int}} should be your highest ability score, followed by {{5a|Dex}} or {{5a|Str}} depending on the archetype. Second, choose the Courtier or Sage background.<br />
<br />
{{5e Class Features<br />
|name=Sword Mage<br />
|summary=A mage that utilities telekinetic properties to fight with floating weapons and cast spells<br />
|hd= 8<br />
|spellcasting=half<br />
|armor=Light armor, medium armor, shields <br />
|weapons= Simple and Martial Weapons<br />
|tools= Tinker's Tools<br />
|saves=Intelligence, Wisdom<br />
|skills=Pick 2 from Arcana, Acrobatics, Deception, Investigation, Insight, Intimidation, History, Perception.<br />
|item1a= a short sword<br />
|item1b= a long sword<br />
|item1c= <br />
|item2a= a shield<br />
|item2b= any simple ranged weapon<br />
|item2c= <br />
|item3a= an explorer's pack <br />
|item3b= a dungeoneer's pack<br />
|item3c= a scholar's pack<br />
|item4a= Leather armor and two daggers<br />
|item4b= Leather armor and one martial melee weapon<br />
|wealth= 5d4 x10<br />
<br />
|classfeatures1= Armory, Bound Weapon<br />
|classfeatures2= Techniques of the Blade, Spellcasting<br />
|classfeatures3= Arts of Swordsmanship Archetype<br />
|classfeatures4= <br />
|classfeatures5= Telekinetic Mastery, Blade Vault<br />
|classfeatures6= Sword Art Feature<br />
|classfeatures7= Extra Sword<br />
|classfeatures8= <br />
|classfeatures9= Sword Art Feature<br />
|classfeatures10= Extra Sword<br />
|classfeatures11= Sword Art Feature<br />
|classfeatures12= <br />
|classfeatures13= Sword Art Feature<br />
|classfeatures14= Ability Score Improvement<br />
|classfeatures15= Extra Sword<br />
|classfeatures16= <br />
|classfeatures17= Sword Art Feature<br />
|classfeatures18= Last Attempt<br />
|classfeatures19= <br />
|classfeatures20= Sword Mage Archetype Feature<br />
<br />
|extra1_name= Cantrips<br />
|extra1_1=0<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=2<br />
|extra1_8=3<br />
|extra1_9=3<br />
|extra1_10=3<br />
|extra1_11=3<br />
|extra1_12=3<br />
|extra1_13=3<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=4<br />
|extra1_18=4<br />
|extra1_19=4<br />
|extra1_20=4<br />
<br />
|extra2_name= Enhancements Learned<br />
|extra2_1=0<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=4<br />
|extra2_8=4<br />
|extra2_9=5<br />
|extra2_10=5<br />
|extra2_11=5<br />
|extra2_12=6<br />
|extra2_13=6<br />
|extra2_14=6<br />
|extra2_15=7<br />
|extra2_16=7<br />
|extra2_17=7<br />
|extra2_18=8<br />
|extra2_19=8<br />
|extra2_20=8<br />
<br />
|Extra4_name= imbued swords<br />
|Extra4_1=2<br />
|Extra4_2=2<br />
|Extra4_3=2<br />
|Extra4_4=2<br />
|Extra4_5=2<br />
|Extra4_6=3<br />
|Extra4_7=3<br />
|Extra4_8=3<br />
|Extra4_9=3<br />
|Extra4_10=3<br />
|Extra4_11=4<br />
|Extra4_12=4<br />
|Extra4_13=4<br />
|Extra4_14=4<br />
|Extra4_15=4<br />
|Extra4_16=5<br />
|Extra4_17=5<br />
|Extra4_18=5<br />
|Extra4_19=5<br />
|Extra4_20=5<br />
<br />
}}<br />
<br />
=== Armory ===<br />
<br />
At 1st level, you are able to focus your concentration onto a weapon, wielding it telekinetically like one might normally. As a bonus action, you can imbue a number of one-handed nonmagical weapons up to your Intelligence modifier that are not being worn or carried by a creature other than you and are within 15 feet. <br />
<br />
The imbued weapons float in the air around you and do not occupy a space. You can order them to move up to 30 feet or 60 feet if they have the light property on your turn (no action required by you), and you can use your Action to order them to attack on your turn. When you order your imbued weapons, they make make melee spell attacks against a creature of your choice within their reach, and you can decide whether they attack simultaneously or separately.<br />
<br />
When you order the weapons to attack simultaneously, they must all be within reach of the same target and you make one attack roll, dealing damage equal to all of their damage dice together on a hit.<br />
<br />
When you order the weapons to attack seperately, they must make attacks against seperate creatures, dealing their damage dice on a hit and adding your Intelligence modifier to the roll.<br />
<br />
When a creature leaves the range of one of your imbued weapons, you can use your reaction to make an attack of opportunity against the creature using the imbued weapon.<br />
<br />
Your imbued weapons have a pool of hit points equal to [(5 + your Intelligence modifier) * your sword mage level] divided amongst them, and when a weapon's hit points are reduced to 0, it is destroyed if it was originally a nonmagical weapon, though any excess damage does not affect the total. When you imbue a new weapon, you must subtract hit points from your currently imbued weapons or the pool in order to imbue it. Your imbued weapons have an AC of 10 + your Intelligence modifier.<br />
<br />
If your imbued weapons are ever more than 100 feet away from you, they fall to the ground and lose their imbued status, returning their current hit points to your pool. You regain all armory hit points when you finish a long rest, and can roll hit dice to restore hit points to the pool instead of your own.<br />
<br />
=== Bound Weapon ===<br />
<br />
Your curiosity grows as you use your magic to bond with your weapons, allowing you to learn more about the weapons you come into contact with. Also at 1st level, you can perform a ritual over the course of an hour to invest a portion of your power into a one-handed melee weapon, which you must remain in contact with over the course of the ritual. Afterwards, you become bonded with the weapon, allowing you to use your Intelligence modifier for its attack and damage rolls, and it counts as magical for the purposes of bypassing immunity and resistance if it didn't already. If the weapon's damage die is lower than 1d8, it becomes a 1d8 as it bonds with you. If you use this feature on another weapon, your bond with the original weapon is broken. You are also proficient in your Bound Weapon.<br />
<br />
Once per turn when you deal damage with the weapon, you can deal an additional 1d8 damage. This increases to 2d8 at 9th level, and 3d8 at 17th level.<br />
<br />
Even if it is a magical weapon, it can be imbued as per your Armory feature.<br />
<br />
====Spellcasting====<br />
By the time you reach 2nd level, you've extended your telekinetic ability beyond controlling your blades, gaining the ability to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 11 for the wizard spell list.<br />
<br />
=====Preparing and Casting Spells=====<br />
The Sword Mage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. <br><br />
<br />
You prepare the list of sword mage spells that are available for you to cast, choosing from the wizard spell list. When you do so, choose a number of wizard spells equal to your Intelligence modifier + half your sword mage level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.<br />
<br />
For example, if you are a 5th-level sword mage, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.<br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of sword mage spells requires time spent drawing in psionic energy: at least 1 minute per spell level for each spell on your list.<br />
<br />
=====Spellcasting Ability=====<br />
Intelligence is your spellcasting ability for your enkindler spells, since your magic comes from your mind. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a sword mage spell you cast and when making an attack roll with one. <br />
<br />
'''Spell save DC''' = 8 + your proficiency bonus + your Intelligence modifier<br><br />
'''Spell attack modifier''' = your proficiency bonus + your Intelligence modifier<br />
<br />
<br />
=== Armory Enhancements ===<br />
<br />
Practicing with your weapons on your adventures has lead you to learning new techniques to decimate enemies when they least expect it. When you reach 2nd, you learn 2 Enhancements of your choice shown in the enhancements detailed at the end of the class description. When you gain certain sword mage levels, you gain additional enhancements of your choice, as shown in the enhancements column of the Sword Mage table.<br />
<br />
=== Arts of Swordsmanship ===<br />
<br />
At 3rd level, your constant practice and concentration in sword handling and use, advances your techniques in the Arts of Swordsmanship. Your combat prowess and intellect helps you as you choose a unique style of battle from two different arts: The Art of the Duelist and The Art of the Mage, detailed at the end of the class description. Your decision grants you a feature at 3rd level, and again at 9th level, 13th level, and at your 17th level.<br />
<br />
=== Ability Score Increase ===<br />
<br />
When you reach 4th level, and again at 8th, 12th, 14th, 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.<br />
<br />
=== Telekinetic Mastery ===<br />
<br />
Starting at 5th level, you can manipulate small objects within 30 feet with your mind as if using your hand to interact with it. You can use this power to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You cannot Attack, activate magical items, or carry more than 10 pounds in this manner. You can move an item you are controlling in this way up to 30 feet during your turn.<br />
<br />
=== Blade Vault ===<br />
<br />
Also at 5th level, you master bonding your magic to your swords. You can use your Bound Weapon feature to bind a number of weapons up to your Intelligence modifier (minimum of two), teleporting them to a harmless demiplane. You can summon or dismiss your bound weapons to your hands as an action. Each time you create your bound weapon, the previous one is dismissed, you can immediately end your attunement to any of your other board weapons, and immediately attune to the weapon you summoned (if it requires attunement).<br />
<br />
=== Last Attempt ===<br />
As you gain more weapons your arsenal, you can fuse them together and fire them off as a last resort. Starting at 18th level, you can, as an action, fuse your armory together into an amalgamation of their best qualities. A creature you can see within 100 feet of you must make a Dexterity saving throw against your Spell Save DC. On a failure, you can cut off one of the creature's heads. It dies if it cannot survive without the lost head. A creature is immune to this effect if it is immune to bludgeoning, piercing, or slashing damage, doesn't have or need a head, has legendary actions, you don't cut off its head, or the DM decides that the creature is too big for its head to be cut off by this ability. Such a creature instead takes 12d8 bludgeoning, piercing, or slashing damage from the hit, or the damage it would have taken from being hit by a simultaneous attack from your imbued weapons. On a success, it takes half as much damage and doesn't lose its head. <br />
<br />
Once you use this feature, you cannot do so again until you finish a long rest.<br />
<br />
== The Art of the Duelist ==<br />
<br />
Duelists don't like to stay back and watch the fight unfold from afar. These mages want to join in on the fight along with their other swords to get the enemy down faster. Learning the Art of the Duelist means you are responsible for your swords and what you do with them. You have accepted that learning this art means a great responsibility is placed upon you as a Sword Mage. Your swords aren't just your own, but also for your allies to help take down any foe you encounter.<br />
<br />
;{{#anc: One With The Weapons}}<br />
<br />
At 3rd level, you are able to attack personally along with your imbued weapons and get ahead in the fight. You gain proficiency with heavy armor, and when you attack with your imbued weapons, you can attack with your bound weapon as a bonus action.<br />
<br />
;{{#anc: Magical Sharpness}}<br />
<br />
At 6th level you learn to imbue your weapons with your spellcasting capabilities. When you hit a creature with an attack with a bound weapon, you can expend one spell slot to deal force damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8.<br />
<br />
;{{#anc: Countermeasure}}<br />
<br />
At 9th level, you can use your telekinetic abilities to deflect an attack. When a creature within 60 feet of you makes a weapon attack and hits, you can use your reaction and expend a spell slot to reduce the damage of the attack by an amaount equal to your sword mage level + 5 * the level of the spell slot.<br />
<br />
;{{#anc: Level the Playing Field}}<br />
<br />
Starting at 11th level, you become a force in battle to be reckoned with. The damage die of your bound weapons increases to 1d10 if it was lower, and when you hit a creature with an attack, you do not provoke opportunity attacks from them for the rest of your turn.<br />
<br />
;{{#anc: Bladestorm}}<br />
<br />
At 13th level, you can surround yourself in a whirl of blades. When a creature moves to a space within 10 feet of you or starts its turn there, you can force them to make a Dexterity saving throw or deal 2d8 + your proficiency bonus in slashing damage to the creature. The DC for this ability is equal to your spell save DC.<br />
<br />
;{{#anc: Almighty Duelist}}<br />
<br />
At 17th level, you've mastered fighting alongside your imbued weaponry. When you attack with your bound weapons as a bonus action, you can attack twice, instead of once. <br />
<br />
;{{#anc: Blade of Death}}<br />
<br />
At 20th level, you can use your action to summon a massive ethereal weapon to a spot you can see within 120 feet of you. It counts as an imbued weapon, and you can order it as a part of ordering your other imbued weapons, though it can not make a simultaneous attack. When it hits, it deals 6d8 bludgeoning, piercing, or slashing damage plus 6d8 thunder damage. It lasts for 1 minute, or until you are incapacitated. It is immune to all damage.<br />
<br />
== The Art of the Mage ==<br />
<br />
More often, mages like to keep their hands clean from afar, torturing their enemies as they get struck down by the swords they wield. You learn that you can multi-task dealing damage with your swords as well as casting spells that help support your allies or deal massive damage to multiple foes. You use your spells to your advantage whenever you are in battle. <br />
<br />
;Mage Spells<br />
You gain access to the following spells at the sword mage levels listed bellow. Once you gain access to these spells, you always have them prepared. They don't count against the number of spells you can prepare each day.<br />
{| class="5e"<br />
|+ Spells<br />
|-<br />
! Sword Mage level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''inflict wounds, zephyr strike''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''heat metal, branding smite''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align: left;" | ''lightning arrow, elemental weapon''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || style="text-align: left;" | ''staggering smite, death ward''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || style="text-align: left;" | ''banishing smite, destructive wave''<br />
|}<br />
<br />
<br />
;{{#anc: War Blade}}<br />
<br />
At 3rd level, you gain proficiency in heavy armor, and when you hit a creature with one of your imbued weapons, you can cast a cantrip with a range of touch or one that requires a melee weapon attack as a bonus action on the same creature. In addition, your imbued weapons count as melee weapon attacks for the purposes of the zephyr strike, branding smite, staggering smite, and similar spells.<br />
<br />
;{{#anc: Strike True}}<br />
<br />
At 6th level, your way with the Weave of magic allows you to affect weapons in an enchanting way. When a creature within 60 feet of you makes a weapon attack and hits, you can use your reaction to increase the damage it deals by your bound weapon damage.<br />
<br />
;{{#anc: Bound Armor}}<br />
<br />
At 9th level, you can use your Bound Weapon feature on a set of armor or a shield instead. It takes up one of your Blade Vault slots, you can don, doff, attune, and unattune to the armor as an action, and while you live, the armor cannot be removed from you against your will.<br />
<br />
;{{#anc: Overwatch}}<br />
<br />
At 11th level, imbuing your weapons with the semblance of a conscience allows you to see and feel the area around them. You can hear and perceive the area in a 15-foot radius around any of your imbued weapons as if you had blindsight. In addition, your imbued weapons can be up to a mile away before becoming unimbued..<br />
<br />
;{{#anc: Seeking}}<br />
<br />
At 13th level, when a creature you can see within 60 feet of you misses with a weapon attack, you can use your reaction to allow them to reroll the attack at advantage. You can do this a number of times equal to your proficiency bonus, and regain all uses upon finishing a long rest.<br />
<br />
;{{#anc: Spell Storing Weapon}}<br />
At 17th level, you've imbued your weapons with your magical essence, making them an extension of yourself. During a long rest, you can imbue your imbued weapons with spells, holding them until they are ready to burst. You cast the spell as normal when imbuing it in this way, though it is instead held by your imbued weapons. Your imbued weapons can only store up to 10 levels worth of spells at a time. The level of the spell slot used to cast the spell determines how much space it uses. If your weapons cannot hold the spell, the spell is expended without effect.<br />
While stored, you can cast a stored spell from the position of one of your imbued weapons.<br />
<br />
In addition, your bound weapon feature's bonus damage increases to 4d8, and you can reroll any number of the damage dice. You must use the new rolls.<br />
<br />
;{{#anc: Whirling Death}}<br />
<br />
At 20th level, you can cast the Blade of Disaster spell once without expending a spell slot. Once you do so, you cannot do so again until you finish a long rest.<br />
<br />
== Enhancements ==<br />
<br />
As you grow and understand your playing style, you learn techniques that help give you advantages in battle and can help allies if need be. Sword Mages have always had these for generations and generations, it be wise to use them. <br />
<br />
;{{#anc: Ranged Weapon Imbuer}}<br />
<br />
You can imbue ranged weapons without the heavy or two-handed properties as a part of your Armory feature, and can bond with them as a part of your Bound Weapon feature. When attacking with an imbued weapon, you make ranged spell attacks, and can only fire at creatures within half the weapon's short range. When you order your imbued weapons to attack, you must decide whether your ranged imbued weapons or your melee imbued weapons attack. You can't make attacks of opportunity with ranged imbued weapons.<br />
<br />
;{{#anc: Heavy Weapon Imbuer}}<br />
<br />
You can imbue weapons with the heavy or two-handed properties as a part of your Armory and Bound Weapon features, though they count as two weapons for your Armory and Blade Vault features.<br />
<br />
;{{#anc: Shield Imbuer}}<br />
<br />
You realize that the best defensive is a floating shield. You can imbue a shield as a part of your Armory feature. It cannot be attacked with, but you can grant its bonus to a creature of your choice while it hovers within 5 feet of them. You can designate a creature for the shield to follow as an action, and it will keep up with the creature to continue granting its bonus. You can use an action to stop it from following, or to designate it to follow another creature.<br />
<br />
;{{#anc: Telekinetic Armor}}<br />
<br />
You've learned how to use your telekinetic abilities to defend yourself. While you aren't wearing armor or wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Intelligence modifier.<br />
<br />
;{{#anc: Daggers Drawn}}<br />
''Prerequisite: 5th level''<br />
<br />
You can cast the Cloud of Daggers spell without expending a spell slot a number of times equal to half your proficiency bonus. The level of this spell is equal to the level of your highest sword mage spell slot.<br />
<br />
;{{#anc: Retaliation}}<br />
''Prerequisite: 5th level''<br />
<br />
When a creature within range of one of your imbued weapons damages you, you can attack the creature with your imbued weapon as a reaction.<br />
<br />
;{{#anc: Crouching Mage Hidden Blade}}<br />
''Prerequisite: 5th level''<br />
<br />
Once per turn, when you and one of your imbued weapons are within 5 feet of a creature and you hit it with the weapon, you can force it to make a Strength saving throw against your Spell Save DC, or be knocked prone.<br />
<br />
;{{#anc: Extensive Reach}}<br />
''Prerequisite: 5th level''<br />
<br />
The reach of all your imbued weapons is increased by 5 feet.<br />
<br />
;{{#anc: Hamstring}}<br />
''Prerequisite: 9th level''<br />
<br />
When you hit a creature with an attack of opportunity using an imbued weapon, the creature's speed is reduced by half, and they take 2d4 damage for every 5 feet they travel.<br />
<br />
;{{#anc: Disarm}}<br />
''Prerequisite: 9th level, Art of the Duelist''<br />
<br />
When you reduce the damage of a weapon attack with your Countermeasure feature to 0, you can force the attacker to make a Strength saving throw. On a failure, they are pushed 10 feet back and lose hold of their weapon, which is flung 10 feet in the opposite direction of the attacker.<br />
<br />
;{{#anc: Energy Blades}}<br />
''Prerequisite: 9th level, Art of the Mage''<br />
<br />
You gain the Magic Weapon or Elemental Weapon as prepared spells, which do not count against your maximum, and when cast you can target all of your imbued weapons at once with the spell, giving them the attack and damage bonus. In addition, you can cast the Elemental Weapon spell once without expending a spell slot. Once you do so, you cannot do so again until you finish a long rest.<br />
<br />
;{{#anc: Room of Swords}}<br />
''Prerequisite: 15th level, Art of the Mage''<br />
<br />
You gain the Banishment spell as a prepared spell, which does not count against your maximum, and when you successfully banish a creature, they take 6d6 slashing damage at the start of their turns until the spell ends.<br />
<br />
;{{#anc: Coup De Grace}}<br />
''Prerequisite: 15th level, Art of the Duelist''<br />
<br />
Once per turn when you make an attack against an incapacitated creature, the attack is a critical hit.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Sword Mage class, you must meet these prerequisites: Intelligence score of 13 <br />
<br />
'''Proficiencies.''' When you multiclass into the Sword Mage class, you gain the following proficiencies: History and Arcana<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Schrubhttps://www.dandwiki.com/w/index.php?title=Witcher,_7th_Variant_(5e_Class)&diff=1559395Witcher, 7th Variant (5e Class)2022-01-20T03:18:35Z<p>Schrub: capstone sucked, now it sucks less</p>
<hr />
<div>{{requestreview|Double check balance, essentially a remastered version of the one Witcher class that isn't a variant. I think it's still a little loaded with all it gets, but not too much I hope.}}<br />
<br />
== Witcher ==<br />
A Witcher is someone who has undergone extensive training, ruthless mental and physical conditioning, and mysterious rituals (which take place at "witcher schools" such as Kaer Morhen) in preparation for becoming an itinerant monsterslayer for hire. Geralt, the central character in Andrzej Sapkowski's Witcher series and the subsequent games inspired by them, is said in the stories to be one of the greatest Hexers; he is certainly legendary, but whether famous or infamous is more open to interpretation (and/or subject to gameplay, as the case may be).<br />
<br />
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 against their vast array of opponents, many of which possess superhuman speed, strength and/or other deadly powers. These procedures ultimately mean that each fully-trained witcher is a mutant built specifically to hunt and kill inhuman prey. The key permanent results of mutations shared by all Witchers include:<br><br />
•Sterility (which partially explains selection from the outsiders, as they cannot breed to pass on their traits).<br><br />
•Cat-like eyes that grant very acute nightvision - Hexers can constrict their pupils to see in blinding light or open them to see in near pitch darkness. This nightvision can be further enhanced with the cat potion, but in general, it is good enough by itself to not require further enhancement.<br><br />
•Tremendous resistance to disease and poisin (which functions in most cases as complete immunity) and a boosted immune system, allowing them to consume large quantities of potions that could prove easily deadly if consumed even in small amounts by a normal man.<br><br />
•Exceptionally increased strength, speed, reflexes, and endurance, far beyond any normal or well-trained human, that allows them to swiftly end fights with minimal effort, and perform physical feats non-witchers couldn't hope to match. A witcher's physical skills alone are sufficient to defeat most monsters single-handedly if combined with extensive training and proper weaponry, whereas regular men could only hope to accomplish this in large groups. Hexers have also been shown to shrug off hits that would normally render normal men unconscious. Additionally, they have been known to survive the strikes of powerful monsters such as giants, or other beings possessing herculean strength, that would otherwise kill others with a single blow. <br><br />
•Having the ability to perform simple yet incredibly versatile combat magic in the form of Signs. They also develop a sixth sense that allows them to "feel" things around them, be it items of importance or people's immediate intentions. This explains their uncanny ability to track and hunt people and monsters.<br><br />
•Accelerated healing granting quick recovery from injuries.<br><br />
•Incredibly long lifespan and prolonged youth (Vesemir is said to be at least a few centuries old but has the appearance of a middle-aged man).<br><br />
<br />
===Creating a Witcher===<br />
When creating your Witcher, think about how your character views the world as a result of your training. Do they view them as an ultimate evil, that thay are on a crusade against? Or do they view them as feral creatures, unable of understanding the evil they perform, simply following their nature? Also, consider your Witchers emotions. As a result of your trials, your emotions have been stunted, but they are still there. Finally, consider the circumstances surrounding your induction to the Witcher caste. More often than not, most children don't get a choice when they are chosen. Orphans are often taken, and there are rumors that some children are abducted. Your parents might have given you away because they didn't have enough food, or you might have run to them seeking adventure. Think about this and how it impacts your view of humanity.<br />
<br />
===The Witcher's Code===<br />
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: <br />
<br />
;The Contract: Witchers do not work for free. Upon taking a contract to hunt a monster (or person), 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.<br />
<br />
;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.<br />
<br />
;Knowing Man From Monster: The line between monsters and men can be thin indeed, and the Witcher must discern what separates the two.<br />
<br />
;Law of Surprise: Witchers reserve the right to ask for a child to train as a Witcher in payment for a life debt.<br />
<br />
;Neutrality: Witchers try not to get too involved in politics; it usually ends badly and complicates their monster-hunting.<br />
<br />
;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.<br />
<br />
===Quick Build===<br />
You can make a Witcher quickly by following these suggestions. First, make Dexterity your highest score, followed by Wisdom. Though depending on your Witcher school of choice, you may want to make different scores higher, as seen in the schools description. Finally, take the Outlanter background.<br />
<br />
{{5e Image|float:right|http://i.imgur.com/WO095l8.jpg|''Geralt of Rivia, Wolf School Witcher''}}<br />
<br />
{{5e Class Features<br />
|name=Witcher<br />
|summary=Monster Hunter Class based on Polish writer Andrzej Sapkowski's books.<br />
|hd=10 <br />
|spellcasting=<br />
|armor=Light and Medium Armor<br />
|weapons=Simple weapons, Martial weapons<br />
|tools=Alchemist's Supplies, Land vehicles<br />
|saves=Strength and Wisdom<br />
|skills=Choose three from: Perception, Persuasion, Investigation, Survival, Acrobatics, Athletics, Insight, Nature, Medicine, Religion, or Intimidation.<br />
|item1a=Studded Leather<br />
|item1b=Scale Mail<br />
|item2a=One martial weapon<br />
|item2b=Two simple weapons<br />
|item3a=20 Throwing Knives (daggers)<br />
|item3b=Hand Crossbow and 20 Crossbow bolts<br />
|item4a=Poisoner's kit<br />
|item4b=Alchemist kit<br />
|item5a=Witchers Medallion, Notebook and Bestiary, and an explorer's pack<br />
|item5b= <br />
|classfeatures1=Specialized Killers, Witcher Gear<br />
|classfeatures2=Witcher Senses, Witcher Alchemy<br />
|classfeatures3=Signs, Witcher School<br />
|classfeatures4=Swift of Arm<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Of Men & Monsters<br />
|classfeatures7=Witcher School Feature, Greater Signs<br />
|classfeatures8=<br />
|classfeatures9=Quickened Analysis<br />
|classfeatures10=Bomb Crafting<br />
|classfeatures11=Witcher School Feature<br />
|classfeatures12=<br />
|classfeatures13=Clear of Mind<br />
|classfeatures14=Witcher School Feature<br />
|classfeatures15=Heightened Witcher Senses, Mythic Signs<br />
|classfeatures16=<br />
|classfeatures17=Witcher School Feature<br />
|classfeatures18=Tempered<br />
|classfeatures19=<br />
|classfeatures20=Master Witcher<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name= Signs Known<br />
|extra1_1=-<br />
|extra1_2=-<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=3<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=4<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
|extra2_name=Empower<br />
|extra2_1=-<br />
|extra2_2=-<br />
|extra2_3=2<br />
|extra2_4=3<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=4<br />
|extra2_8=4<br />
|extra2_9=4<br />
|extra2_10=4<br />
|extra2_11=4<br />
|extra2_12=4<br />
|extra2_13=4<br />
|extra2_14=4<br />
|extra2_15=4<br />
|extra2_16=4<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=-<br />
|extra3_name=Greater<br />
|extra3_1=-<br />
|extra3_2=-<br />
|extra3_3=-<br />
|extra3_4=-<br />
|extra3_5=-<br />
|extra3_6=-<br />
|extra3_7=2<br />
|extra3_8=2<br />
|extra3_9=2<br />
|extra3_10=3<br />
|extra3_11=3<br />
|extra3_12=3<br />
|extra3_13=3<br />
|extra3_14=3<br />
|extra3_15=3<br />
|extra3_16=3<br />
|extra3_17=3<br />
|extra3_18=3<br />
|extra3_19=3<br />
|extra3_20=4<br />
|extra4_name=Mythic<br />
|extra4_1=-<br />
|extra4_2=-<br />
|extra4_3=-<br />
|extra4_4=-<br />
|extra4_5=-<br />
|extra4_6=-<br />
|extra4_7=-<br />
|extra4_8=-<br />
|extra4_9=-<br />
|extra4_10=-<br />
|extra4_11=-<br />
|extra4_12=-<br />
|extra4_13=-<br />
|extra4_14=-<br />
|extra4_15=1<br />
|extra4_16=1<br />
|extra4_17=1<br />
|extra4_18=1<br />
|extra4_19=1<br />
|extra4_20=2<br />
|extra5_name=Toxicity Limit<br />
|extra5_1=-<br />
|extra5_2=2<br />
|extra5_3=2<br />
|extra5_4=3<br />
|extra5_5=3<br />
|extra5_6=4<br />
|extra5_7=4<br />
|extra5_8=5<br />
|extra5_9=5<br />
|extra5_10=6<br />
|extra5_11=6<br />
|extra5_12=7<br />
|extra5_13=7<br />
|extra5_14=8<br />
|extra5_15=8<br />
|extra5_16=9<br />
|extra5_17=9<br />
|extra5_18=10<br />
|extra5_19=10<br />
|extra5_20=11<br />
}}<br />
<br />
=== Witcher Trials ===<br />
During the Trial of the Grasses, your body underwent amazing and horrifying mutations leaving you sterile, but granting you the following benefits:<br />
<br />
*You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.<br />
*You have advantage on saving throws against being poisoned, and you have resistance to poison damage.<br />
*You are immune to disease.<br />
*Your estimated lifespan increases by approximately 400 years<br />
*Your walking speed is increased by 10 feet.<br />
<br />
=== Witcher Gear ===<br />
;Pendant: All Witchers have a pendant reminiscent of their respective school. While wearing said pendant, it will glow, vibrate, and move towards the general direction of spells and magical effects within 30 feet of it, as if it was being tugged in the direction of the source. The pendant won't react to a spell beyond it being cast if it has a duration of instantaneous, however.<br />
<br />
;Notebook: Across your studies, you've studied a variety of languages and manerisms to better aid in your hunts. You learn an additional number of languages equal to your proficiency bonus, and learn additional languages when your proficiency bonus increases.<br />
<br />
;Bestiary: The Witcher's Bestiary is where a Witcher records the strengths and weaknesses of all enemies faced. When facing a creature recorded in the bestiary, you can recall basic lore about it, in addition to its abilities, resistances, and vulnerabilities. <br />
<br />
In order to record a creature into your bestiary, you must spend at least ten minutes examining an area the creature has fought in within 24 hours, have the corpse of the creature on hand, or have the creature explain to you its capabilities. Afterwards, you can finalize your notes over the course of a long rest, adding all creatures you've examined into your bestiary. When recording a humanoid, you record the race instead of the creature in particular, and can count all creatures of that race as being in your bestiary.<br />
<br />
In addition, you have four Bestiary dice, which are d8s. A Bestiary die is expended when you use it, and you regain all of your expended bestiary dice when you finish a short or long rest. You can expend one bestiary die and add the result to a saving throw you make against a creature you have recorded in the bestiary, or you can reduce the result of a saving throw a creature recorded in the bestiary makes against your own abilities. You gain an additional bestiary die at 7th level and another at 15th level.<br />
<br />
'''The Bestiary's Appearance.''' Your bestiary is a unique compilation of notes and diagrams on recorded creatures. It can look like any old leather journal, a barely held together bunch of notes, or a unique tome gifted to you by your teacher. <br />
<br />
'''Replacing the Bestiary.''' In the event that you want a backup of your bestiary, you can spend a half hour for each creature you've recorded in your bestiary to transcribe it into a new one. If you don't have your original bestiary during this process, you can only scribe from memory a number of creatures equal to 5 x your Wisdom modifier.<br />
<br />
=== Specialized Killers ===<br />
Also at 1st level and again at 9th level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Great Weapon Fighting:<br />
When you roll a 1 or 2 on the damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the damage, though you must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the heavy, versatile, or two-handed property to gain this benefit.<br />
<br />
;Dueling:<br />
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with it.<br />
<br />
;Close Quarters Shooter:<br />
When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you.<br />
<br />
;Marauder:<br />
You can use your Strength score in place of your Dexterity score for the attack and damage rolls you make with ranged weapons.<br />
<br />
;Mariner:<br />
When you are not wearing medium or heavy armor, or using a shield, you have a swimming speed equal to your movement speed, and you gain a +1 bonus to your Armor Class.<br />
<br />
;Brawler:<br />
You can roll a d6 in place of the normal damage for your unarmed strikes. When you only make unarmed strikes as a part of the Attack action, you can grapple or shove a creature as a bonus action.<br />
<br />
;Magus:<br />
You learn two cantrips of your choice from the wizard spell list. They count as witcher spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the wizard spell list.<br />
<br />
=== Witcher Senses ===<br />
At 2nd level, your body continues adapting to the changes brought by the Trial of Grasses, tempering your senses further. <br />
<br />
You have blindsight out to a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. Your blindsight doesn't work while deafened however.<br />
<br />
In addition, you can sense creatures within 30 feet by sense of smell. This doesn't tell you the exact location of a creature, only that they are somewhere within that range.<br />
<br />
=== Witcher Alchemy ===<br />
Starting at 2nd level, while you have your alchemist's supplies on hand you can now use it to craft specialized Witcher potions and concoctions. You know the formula for Swallow, and the formula for 2 other potions. At the end of a long rest, you can produce two types of potion you know the formula for. Any unused potions you have by the start of your next long rest spoil and become unusable.<br />
<br />
You learn an additional formula of your choice at 7th, 10th, and 15th level. When you finish a long rest, you can swap out a formula you know for another.<br />
<br />
Starting at 7th level, you can produce three potions at the end of a long rest, and four at 15th level.<br />
<br />
Despite your superior fortitude, witcher potions still remain incredibly toxic. You gain a number of toxicity points listed in a potion's description when you drink it, and for each toxicity point you have above your limit, your hit points are reduced by 1d8 at the start of your turns. This damage cannot be recovered until your toxicity is at or below your limit. When you finish a short rest, your current amount of toxicity points, if any, is reduced by an amount equal to your proficiency bonus. You lose all toxicity points upon finishing a long rest.<br />
<br />
In addition, you can consume potions as a bonus action.<br />
<br />
The saving throws of any potion is equal to 8 + your Proficiency bonus + your Wisdom modifier.<br />
<br />
Certain potions increased effects at higher levels, gaining additional effects in addition to previous ones, or having a higher potency.<br />
<br />
;Swallow: You can create 2 doses of Swallow, a fiery orange tincture. When consumed, a creature regains a number of hit points equal to your Proficiency bonus at the end of each of its turns for 2 rounds. Swallow has a toxicity of 1.<br />
<br />
At 10th level, you can craft Enhanced Swallow, which instead heals for 3 rounds, but has a toxicity of 2. <br />
At 15th level, you can craft 3 doses of Superior Swallow, which heals for for 4 rounds, but has a toxicity of 3.<br />
<br />
;Cat: You can create 1 dose of Cat, a sickly green mixture. Consuming the potion doubles the range of the creature's darkvision and allows them to perceive color in the dark for 24 hours. It has a toxicity of 1.<br />
<br />
At 10th level, you can produce Enhanced Cat, which additionally increases the range of a creature's blindsight to 30 feet and allows them to see through magical darkness. It has a toxicity of 2.<br />
At 15th level, you can craft Superior Cat, which additionally increases the range of a creature's blindsight to 120 feet. The creature can't be surprised, has advantage on initiative rolls, other creatures don't again advantage against the creature as a result of being unseen or invisible, and they can determine the basic mood of creatures within range of their blindsight, but has a toxicity of 3.<br />
<br />
;Black Blood: You can create 2 doses of Black Blood, a midnight-black potion. Consuming the potion turns the creature's blood into poison when attacked for 1 minute, causing creatures that hit them with a melee attack to take 1d8 poison damage. A creature that attacks the consumer with a bite attack or similar must make a Constitution saving throw, taking twice as much damage on a failure and becoming poisoned until the end of their next turn. It has a toxicity of 2.<br />
<br />
At 10th level, you can crafted Enhanced Black Blood, increasing the damage to 2d8 and ignoring resistance to poison damage. A creature that is poisoned by this effect is instead poisoned for a number of turns equal to your proficiency bonus. It has a toxicity of 3.<br />
At 15th level, you can craft Superior Black Blood. In addition to the previous effects, a creature must make the save whether it bites you or not, and is poisoned for 1 minute. It also has a toxicity of 3.<br />
<br />
;Killer Whale: You can craft 1 dose of Killer Whale, an amber colored liquid. Consuming the potion allows the creatue to hold its breath indefinitely while underwater as long as it is not incapacitated, and it gains a swimming speed equal to its walking speed for 8 hours. It has a toxicity of 2.<br />
<br />
;Ivoryskin: You can craft 2 doses of Ivoryskin, a turqoise concotion. When crafted, choose one damage type from acid, cold, fire, lightning, poison, radiant, necrotic, force, or thunder. You can choose a seperate damage type for each dose. When consumed, the creature gains resistance to the chosen damage type for 1 hour. It has a toxicity of 2.<br />
<br />
At 10th level, you can craft Enhanced Ivoryskin, causing the creature's weapon attacks to deal 1d6 extra damage of the same type the potion granted resistance to.<br />
At 15th level, you can craft Superior Ivoryskin, which grants advantage on Constitution saving throws. If a creature consumes two doses of Superior Ivoryskin of the same type, they instead gain immunity to the damage type for the same duration. It has a toxicity of 3.<br />
<br />
;Pheromones: You craft 1 dose of Pheromones, a swirly pink mixture. Choose one type of creature when you craft this potion. For 1 hour, creatures of that type who attempt to target the consumer with an attack or harmful effect must first succeed on a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or ability. This effect doesn't protect the consumer from area effects, such as the explosion of a fireball. If the consumer damages a creature or performs a hostile action, all creatures that witness the act become immune to this effect. It has a toxicity of 3.<br />
<br />
At 10th level, you can craft Enhanced Pheromones, giving the creature advantage on charisma checks when interacting with creatures of the chosen type.<br />
At 15th level, you can craft Superior Pheromones, rendering the creature invisible to creatures of the chosen type until the consumer attacks or casts a spell.<br />
<br />
;Steelmind: You can craft 2 dose of Steelmind, a steel-colored potion. When consumed, the creature gains resistance to psychic damage, and has advantage on saving throws against being charmed or frightened for 1 hour. It has a toxicity of 2<br />
<br />
At 10th level, you can craft Enhanced Steelmind, granting advantage on all Intelligence, Wisdom, and Charisma saving throws. It has a toxicity of 3.<br />
At 15th level, you can craft Superior Steelmind, granting immunity to the Charmed and Frightened condititions, any effect that would sense the creature's emotions or read its thoughts, and divination spells. It has a toxicity of 4<br />
<br />
;White Honey: You can craft 1 dose of White Honey, a thick white fluid. When consumed, the creature immediately loses all toxicity points, ends all witcher alchemy effects, and the poisoned condition.<br />
<br />
At 10th level, you can craft 2 doses of white honey, and at 15th level you can cast 3.<br />
<br />
When a non-Witcher consumes one of your potions, it must make a Constitution saving throw against your potion save DC. On a failure, it is poisoned for the same duration of the potion's effect. It takes 1d8 poison damage, increased by another 1d8 for each toxicity point the potion grants every 10 minutes and when the effect ends. If it is an Enhanced potion, the damage is increased to 3d8, increased by 2d8 for each toxicity point it would grant. If it is a superior potion, it is increased to 6d8, increased by 3d8 for each toxicity point it grants.<br />
<br />
=== Signs ===<br />
Starting at 3rd level, you gain access to signs, a basic form of magic used by Witchers and count as cantrips in reference to other game mechanics. You may choose two signs learn, learning more as showin in the Witcher table. <br />
<br />
You can empower your signs a number of times as shown in the Witcher table, and can do so again after finishing a long rest.<br />
<br />
'''Sign Save DC= 8 + Proficiency bonus + Wisdom Modifier'''<br />
<br />
<br />
;Aard:<br />
<br />
'''Prestidigitation'''. As a bonus action, you can create a harmless sensory effect using air, such as using a gust of wind to extinguish a small fire.<br />
<br />
As a bonus action, you can blast a 15ft cone with telekinetic force. Medium or smaller creatures within the area must succeed on a Strength saving throw or be pushed to the end of the cone and knocked prone. This sign can push large creatures at 7th level and huge creatures at 15th level. <br />
<br />
'''Empowered'''. Creatures takes 3d6 force damage on a failed save or half as much on a success. This damage increases to 4d6 at 7th level and to 5d6 at 15th level.<br />
<br />
'''Greater'''. You can affect all other creatures in a 20-foot sphere centered on you with the sign, and until the end of your turn, creatures in the area are deafened, unprotected flames in the area are extinguished, vapor, gas, and fog are dispersed by strong wind, the area is difficult terrain for creatures other than you, and ranged weapon attacks have advantage if they pass in or out of the wind. This effect ends if the hand used to cast this sign is no longer is free at any point.<br />
<br />
'''Mythic'''. The end of the cone becomes a wall of strong wind 15 feet high, 15 feet long, and 1 foot thick. When the wall appears, each creature in the area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much on a successful one. The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it. This effect lasts for up to 1 minute, and you must keep concentration on the effect. It also ends if the hand used to cast this sign is no longer free at any point.<br />
<br />
If the '''Empowered''' effect is used, the initial damage is increased by the same amount.<br />
If the '''Greater''' effect is used, the wall forms at the edges of the sphere, and creatures other than you in the sphere must make the save, being tossed 30 feet directly away from you on a failure in addition to the damage.<br />
<br />
<br />
;Yrden:<br />
<br />
As a bonus action, you can place a magical trap on the ground within 5 feet of you, spanning a 10-foot radius. For 1 minute, the area counts as difficult terrain for hostile creatures, and creatures affected by the sign must make a Charisma saving throw when using a spell or ability to teleport or travel to a different plane of existence in the circle, failing to do so on a failure. A creature isn't prevented a creature from passing through an already existing portal however. The radius becomes 15 feet at 7th level, and 20th feet at 15th level. When you cast Yrden while you already have an instance of it active, the previous instance immediately ends.<br />
<br />
'''Empowered'''. You empower either your preexisting Yrden trap, or a new one, increasing the radius by 15 feet for the duration. Creatures when they enter the area for the first time on a turn or start their turn there must succeed on a Strength saving throw. On a failure, they can't use their reaction until the start of their next turn.<br />
<br />
'''Greater'''. You empower either your preexisting Yrden trap or a new one. Hostile creatures in the area must make a Strength saving throw when they enter the area for the first time on a turn or start their turn there, becoming restrained on a failure.<br />
<br />
'''Mythic'''. You empower either your preexisting Yrden trap or a new one. Hostile creatures in the area when you empower it must succeed on a Wisdom saving throw or become sluggish until they leave the area. An affected creature must choose whether it gets an action or a bonus action on its turn, not both. Regardless of the creature's abilities or magic items, it can't make more than one attack during its turn.<br />
<br />
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.<br />
<br />
<br />
;Igni:<br />
<br />
'''Prestidigitation''':<br />
As a bonus action, you can create a flickering flame within 10 feet of you or in your hand. It burns harmlessly in your hand, and sheds bright light in a 20-foot radius and dim light for an additional 20 feet.<br />
<br />
As a bonus action you can unleash a fan of flame in a 10-foot cone, forcing creatures in the area to make a Dexterity saving throw. On a failure, creatures take 1d6 fire damage. This damage increases to 2d6 at 7th level, and 3d6 at 15th level.<br />
<br />
'''Empowered'''. The range of the sign increases to 15 feet, and deals half as much damage on a success. Creatures who fail are also set ablaze, taking 2d4 fire damage at the end of each of their turns until they use an action to put it out. The damage taken increases to 3d4 at 7th level, and 4d4 at 15th level.<br />
<br />
'''Greater'''. You can focus the sign into a single blast of fire, hurling it at a target. You can make a ranged weapon attack against a creature within 60 feet of you instead of projecting a cone. On a hit, the target takes 3d10 fire damage, increased to 4d10 at 15th level. <br />
<br />
If the '''Empowered''' effect is used, you roll d6s for the damage each turn instead.<br />
<br />
'''Mythic'''. You can unleash the sign as a 20-foot radius explosion centered on a point you can see instead. If centered on yourself, you are unaffected. The area is set ablaze for 1 minute, causing creatures to take 3d6 fire damage at the start of their turns in the area.<br />
<br />
If the '''Empowered''' effect is used, creatures have disadvantage on attack rolls and can't regain hit points while on fire, and must succeed on a Medicine check in order to extinguish themselves. The DC of the check equals your sign save DC.<br />
<br />
If the '''Greater''' effect is used, the creature explodes at the start of their turn, repeating the Igni sign centered on themselves as if the Greater effect was never used.<br />
<br />
<br />
;Quen:<br />
<br />
As a bonus action, you can trace a sigil towards one creature of your choice. Until the start of your next turn, you can add 1d4 to your AC against attacks made by that creature and on saving throws the creature forces you to make.<br />
<br />
'''Empowered'''. You can expend a use to use Quen as a reaction when you are targeted with an attack or the Magic Missile spell, granting you the benefit of Quen against the target and immunity to the Magic Missile spell. If you empower Quen normally as a bonus action, you gain a number of temporary hit points equal to 5 x your Wisdom modifier until the start of your next turn.<br />
<br />
'''Greater'''. You instead gain the maximum possible result when rolling the die, and the effect applies against all creatures until the start of your next turn.<br />
<br />
'''Mythic'''. When the effect ends, you are imbued with a surge of power for 1 minute, with which you must maintain concentration on. For the duration, your speed is doubled, you gain a +2 bonus to AC, advantage on Dexterity saving throws, and you gain an additional actiion on each of your turns. That action can only be used to take the Attack (one weapon attack only), Dash, Disengage, Hide, Cast a Sign, or Use an Object actions.<br />
<br />
<br />
;Axii:<br />
'''Prestidigitation'''. You can send telepathic messages to any creature you can see within 30 feet of you. You can't send words specifically, but you can send certain feelings and emotions such as you being in agreement, or feelings of hostility or betrayal. <br />
<br />
As a bonus action, you can blast the mind of a target you can see within 60 feet with psychic energy. The creature must make a Wisdom saving throw or take 1d8 psychic damage. If it fails, it has disadvantage on attacks against you until the start of your next turn. You can decide to deal no damage when it fails its saving throw.<br />
<br />
'''Empowered'''. You push and pull on the target's emotions. If the target fails, it is charmed or frightened (your choice) for the same duration.<br />
<br />
Optionally, you can choose to end the charmed or frightened condition on a creature when empowering Axii in this way. When you do so, it can choose it fail its saving throw.<br />
<br />
'''Greater'''. You can instead force the creature to make an Intelligence saving throw. A creature automatically succeeds of it is immune to being frightened. On a failed save, the creature regards all creatures it can see, even its own allies, as enemies for 1 minute, during which you must hold concentration and keep your hand free, otherwise the effect ends. When the creature takes damage, it can repeat the saving throw, ending the effect on a success.<br />
<br />
'''Mythic.'''. You assault the creature with a mental barrage, causing it to take 5d10 psychic damage on a failure, or half as much on a success. On a failure, the creature is stunned until the end of its next turn.<br />
<br />
=== Witcher School ===<br />
Starting at 3rd level, witchers decide what school they want to follow. Each school offers a variety of different skills Witchers can use to enhance their monster tracking and slaying abilities. There are five schools to choose from: The School of the Wolf, Cat, Viper, Bear, and Griffon. Your Witcher school grants abilities at 7th, 11th, 14th and 17th level.<br />
<br />
=== Ability Score Increase ===<br />
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th and 19th level, you can increase one ability score of you 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.<br />
<br />
=== Swift of Arm ===<br />
Starting at 4th level, you are able to use your reaction to reduce the damage dealt by a weapon attack by 1d8 + your Witcher level + your Strength or Dexterity modifier. You must be wielding a melee weapon or be able to cast Aard in order to use this feature.<br />
<br />
=== Extra Attack ===<br />
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 at 13th level.<br />
<br />
=== Of Men & Monsters ===<br />
The line between monsters and men can be thin indeed, and the Witcher must discern what separates the two. <br />
<br />
At 6th level, you gain a +1 to attack and damage rolls made with weapon attacks, unless a weapon you wield already grants a bonus to attack and damage rolls. In addition, all of your weapon attacks count as magical for the purposes of overcoming resistance and immunity.<br />
<br />
=== Quickened Analysis ===<br />
Starting at 9th level, you can analyze a creature mid combat, and waste much less time adding them to your bestiary. You only need to spend 1 minute examining a creature to add it to your bestiary, and can finalize your notes over the course of a short rest.<br />
<br />
When you hit a creature with a weapon attack or it fails a saving throw against one of your signs, you can count that creature as being added to your Bestiary until the end of combat. You can do so a number of times equal to your proficiency bonus, and regain all expended uses when you finish a short or long rest.<br />
<br />
In addition, you gain the following features with which you can use your Bestiary dice on:<br />
*When you make a skill check against a creature in your bestiary, you can roll one bestiary dice and add it to the result, such as when making a stealth check to hide against the creature, a persuasion check to convince them, or an athletics check to grapple them.<br />
*When you make a weapon attack roll against a creature in your bestiary, you can expend one bestiary die to add it to the roll. You can use this before or after making the attack roll, but before any effects of the attack are applied.<br />
*When a creature in your bestiary makes an attack roll against a creature other than you within 30 feet of you, you can use your reaction to expend one bestiary die and reduce the attack roll by the result. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll hits or misses. The attacked creature must be able to hear you for this feature to take effect.<br />
<br />
=== Bomb Crafting ===<br />
Beginning at 10th level, you can craft an explosive instead of a potion when you do so at the end of a long rest. Bombs are simple ranged weapons with the thrown (30/60) properties and deal 1d4 bludgeoning damage on a hit, invoke their effect once they hit a target or impact a surface. Your explosives use your Potion Save DC for their effects.<br />
<br />
;Grapeshot: You create 3 Grapeshot. Each creature within 15 feet of the impact must succeed on a Dexterity saving throw, taking 1d8 fire and 1d8 piercing damage on a failure or half as much on a success. The grenade leaves shrapnel in the same area, creating difficult terrain until a creature spends its action to remove a 5-foot square of shrapnel. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.<br />
<br />
At 15th level, you can craft 4 Enhanced Grapeshot, causing creatures that take damage from the grenade or its shrapnel to be unable to regain hit points until the start of their next turn.<br />
<br />
;Dancing Star: You create 2 Dancing Star grenades. Creatures within 20 feet of the impact must succeed on a Dexterity or be coated in a reflective powder, preventing said creatures from benefiting from the invisible condition until they or another creature within 5 feet of them take an action to wipe it off. <br />
<br />
At 15th level, you can craft Enhanced Dancing Star. Attacks against said creatures have advantage until the glitter is removed.<br />
<br />
;Anathema: You create 1 Anathema grenade. The grenade explodes upon impact, creating a shimmering cloud with a 20-foot radius. Creatures in the area have disadvantage on maintaining concentration, and must make a Wisdom saving throw each time they attempt to cast a spell. On a failure, the spell fails and is wasted.<br />
<br />
;Northern Wind: You create 2 Northern Wind grenades. Creatures within 10 feet of the impact must succeed on a Dexterity saving throw, taking 3d8 cold damage and becoming hindered by ice formations for 1 minute, or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn't hindered by ice.<br />
<br />
At 15th level, you can craft Enhanced Northern Wind, causing creatures to be restrained instead for the same duration.<br />
<br />
;Moon Dust: You create 2 Moon Dust grenades. Creatures within 10 feet of the impact must succeed on a Constitution saving throw or be Blinded for 1 minute. At the end of each of its turns, a creature can make the saving throw again, ending the effect on a success. Shapechangers that fail the save immediately revert to their original forms.<br />
<br />
=== Unnatural Inspiration ===<br />
Starting at 9th level, whenever you attempt a Charisma, Intelligence, or Wisdom-based ability check, you can expend a bestiary die and add it to the total.<br />
<br />
=== Clear of Mind ===<br />
At 13th level, you can use your action to expend one bestiary die and one effect on yourself that is causing you to be charmed or frightened. If the original effect would normally grant you immunity upon passing the saving throw, such as a dragon's Frightful Presence, you become immune to it as normal.<br />
<br />
===Heightened Witcher Senses===<br />
Beginning at 15th level, you can add double your proficiency bonus in three skills you are proficient with.<br />
<br />
=== Tempered ===<br />
At 18th level, your Constitution, Wisdom, and your choice of Strength or Dexterity scores are increased by 2, and their maximums are increased by the same amount. Additionally, you gain immunity to the Charmed and Frightened conditions.<br />
<br />
=== Master Witcher ===<br />
As of 20th level, your training is finally "complete", you have achieved the rank of Master in your witcher circle or school, along with mastery over both blade and sign. You gain the following benefits:<br />
*Once per turn, when you make a weapon attack against a creature, you can also make an attack against each creature within 5 feet of you.<br />
*You can empower your signs effortlessly, gaining the ability to do so at will and at no cost. Additionally, you can cast a sign in place of a weapon attack on your turn.<br />
<br />
=== Witcher Schools ===<br />
<br />
As a Witcher, you are defined by your school. It's where you received all of your training and spent most of your life. It's the closest thing you have to a home, filled with the closest thing you have to a family. Each school specializes in something different, and has unique advantages in the way they kill monsters.<br />
<br />
==== School of The Wolf ====<br />
Witchers of the School of the Wolf excel at adaptability. They are resourceful warriors, always preparing before they engage in combat, allowing them to defeat monsters much stronger than them.<br />
<br />
;Bonus Proficiencies<br />
When you choose this archetype at 3rd level, you gain proficiency in the Insight and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.<br />
<br />
;Reflexes of the Wolf<br />
<br />
Starting at 3rd level, when an attacker you can see misses you with an attack, you can use your reaction to cast a sign. When a hostile creature provokes an attack of opportunity from you, you can use your reaction to cast a sign at the creature, rather than making an opportunity attack. The sign must target the creature or contain it in its area of effect.<br />
<br />
;Thunderbolt Potion Crafting<br />
<br />
Starting at 7th level, you learn the formula for Thunderbolt, and it does not count against your maximum formulae known. <br />
<br />
;Thunderbolt: You can create 2 doses of Thunderbolt, a lime green beverage. It causes a creature to deal an additional 1d8 damage on its weapon attacks for 1 minute. It has a toxicity of 2.<br />
<br />
At 15th level, you can craft Enhanced Thunderbolt. For the duration, the consumer's weapon attacks score a critical hit on a roll of 18 through 20. It has a toxicity of 4.<br />
<br />
;Predator:<br />
Beginning at 7th level, opportunity attacks made against you have disadvantage. Once per turn, you can gain advantage on an attack you make versus a creature at or below half of its maximum hit points.<br />
<br />
;Cut and Dry<br />
<br />
At 11th level, when you deal damage to a creature with a weapon attack you can cause them to bleed profusely once per turn. At the start of each of their turns, their hit points are reduced by 1d4 for each time they've been wounded, and they can make a Constitution saving throw against your Sign Save DC. On a success, the bleeding stops. The creature or a creature within 5 feet of them can make a Wisdom (Medicine) check against your DC to stop the bleeding on a success. For each wound the creature has, its speed is reduced by 5 feet.<br />
<br />
;Heart of The Wolf<br />
<br />
At 14th level, you can invoke the fear a wolf's howl instills in creatures. As a bonus action, you can emit a loud howl, forcing creatures of your choice within 300 feet of you to make a Wisdom saving throw. On a failure, creatures drop whatever they're holding and become Frightened for 1 minute.<br />
<br />
While frightened in this way, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere left to move. IF the creature ends its turn in a location where it doesn't have sight of you, the creature can make a Wisdom saving throw. On a success, the effect ends for the creature.<br />
<br />
You can use this ability once, and can do so again when you finish a short or long rest.<br />
<br />
;Heliotrop<br />
<br />
Starting at 17th level, you learn the Heliotrop Sign. When you fail a saving throw, you can invoke the sign instead, causing you to succeed instead. If you would take half as much damage from the effect on a success, you instead take no damage. Once you do so, you cannot do so again until you finish a long rest.<br />
<br />
==== School of The Cat ====<br />
The teachings of the School of the Cat focus on two things. Precision and speed. As a result, they produce fast and fierce fighters capable of whirling through masses of enemies in seconds. Like the School of the Viper, they accept contracts on both men and monsters. Though they would kill for gold, they would never join sides in a conflict.<br />
<br />
;Bonus Proficiencies<br />
When you choose this archetype at 3rd level, you gain proficiency in the Acrobatics skill if you weren't already. You can add double your proficiency bonus to checks you make with these skills.<br />
<br />
;Cat's Grace<br />
<br />
Beginning at 3rd level, light and medium armor do not impose disadvantage on your Stealth checks you make. Additionally, climbing no longer costs you extra movement, and the distance you cover when making a running jump increases by a number of feet equal to your Dexterity modifier.<br />
<br />
;Blizzard Potion Crafting<br />
<br />
Starting at 7th level, you learn the formula of a potion called Blizzard, which does not count against your maximum. <br />
<br />
;Blizzard: You can craft 1 dose of Blizzard, which grants the consumer an additional action on each of its turns for 1 minute, which can only be used to take the Attack (one weapon attack only), Dash, Disengage, Hide, Use an Object, or Cast a Sign actions. It has a toxicity of 4<br />
<br />
;Lunge<br />
<br />
Also at 7th level, when you jump, you can make a Dexterity (Acrobatics) check and extend your jump by a number of feet equal to the check's total. You can make this special check once, and can do so again once you've moved 0 feet on one of your turns.<br />
<br />
;Trickery of The Cat<br />
<br />
At 11th level, you strike quickly, and better when your enemies are disorganized. You have advantage on melee attack rolls against any creature that has one or more of its allies within 5 feet of it. Additionally, if a creature within 5 feet of you misses you with a melee attack, you can use your reaction to force the attacker to reroll that attack against another creature of your choice within 5 feet of you.<br />
<br />
;Pounce<br />
<br />
At 14th level, if you move at least 20 feet straight towards a creature and then hit it with a melee weapon attack on the same turn, that creature must succeed on a Strength saving throw or be knocked prone, and you can immediately make an additional weapon attack against it as a part of the same action action. The DC for this ability is equal to 8 + your Proficiency bonus + your Strength or Dexterity modifier. Once you use this ability, you cannot use it again until you move 0 feet on one of your turns.<br />
<br />
;Go For The Throat<br />
<br />
Beginning at 17th level, when you use Pounce you can grant the attack advantage, and on a hit the creature must succeed on a Constitution saving throw or drop to 0 hit points. A creature is immune to this effect if it is immune to the base damage of your attack, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its throat to be slit. Such a creature instead takes 8d8 additional damage on a failure, or half as much on a success. The DC for this ability is equal to 8 + your Proficiency bonus + your Strength or Dexterity modifier. You can use this ability once, and regain the ability to do so upon finishing a long rest.<br />
<br />
==== School of The Viper ====<br />
The School of the Viper focuses on poisoning, and debilitating your opponents. Unlike other schools, they gladly accept contracts on both men and monsters, using their preferred fighting style of fighting with two short blades and moving unpredictably- like a viper.<br />
<br />
;Poison Crafting<br />
Beginning at 3rd level, you gain the formula for the following poison, which does not count against your maximum. You can apply poison to a weapon or piece of ammunition as a bonus action, instead of an action. When you make potions at the end of a long rest, you can choose an additional poison to produce.<br />
<br />
;Deathbell: You can craft a number of Deathbell doses equal to your proficiency bonus, an injury based poison. When applied, a creature must make a Constitution saving throw, taking 4d4 damage and becoming poisoned until the end of its next turn on a failure, or only taking half as much damage on a success. <br />
This damage increases to 6d4 at 10th level, and 8d4 at 15th level.<br />
<br />
;Unpredictable:<br />
Also at 3rd level, you can take the Disengage, Hide, or Dash actions as a bonus action on your turn.<br />
<br />
;Archgriffin Decoction<br />
At 7th level, you learn an additional formula which does not count against your maximum. <br />
<br />
;Archgriffin: You can craft 1 dose of Archgriffin, a purple colored extract. The first time the consumer rolls damage for a weapon attack within 1 minute of drinking the potion, instead of rolling dice to determine the damage dealt, they can instead use the highest possible number for each die. It has a toxicity of 3.<br />
<br />
;Inoculated:<br />
Also at 7th level, your exposure to your own handmade poisons mixed with your unique biology has rendered you immune to the poisons of other creatures. You gain immunity to poison damage, the poisoned condition, and the effects of your own bombs.<br />
<br />
;Acid Death<br />
<br />
At 11th level, you can apply poison to two weapons or pieces of ammunition as a part of your object interaction on your turn instead of an action or bonus action. Additionally, you can ignore a creature's resistance or immunity to poison damage if it isn't also resistant or immune to acid damage.<br />
<br />
Lastly, you learn the following bomb formula, which doesn't count against your maximum.:<br />
<br />
;Sunder: You can create 2 Sunder grenades. Creatures within 5 feet of the impact must succeed on a Dexterity saving throw, taking 2d4+10 acid damage on a failure or half as much on a success. Until the creatures' turns, their AC is reduced by the combined result of the d4s rolled.<br />
<br />
;Long-lasting<br />
<br />
Starting at 14th level, you can coat up to two weapons of your choice at the end of a long rest. These weapons deal an addition 1d8 poison damage on a hit. The poison wears off at the start of your next long rest, requiring you to apply it again.<br />
<br />
Also at 14th level, you learn the potion formula for a particularly nerve agent.<br />
<br />
;Nervedeath: You can create 2 doses of Nervedeath, an injury based poison. When applied, the creature must succeed on a Constitution saving throw or be paralyzed for 1 minute, becoming as stiff as a statue. At the end of each of the creature's turns, they can repeat the saving throw, ending the effect on a success.<br />
<br />
;Last Breath<br />
<br />
Also at 17th level, you learn the bomb formula for an incredibly potent chemical weapon<br />
<br />
;Gravedust: You can create one Gravedust bomb. Upon impact, the grenade disperses a 20-foot-radius of purplish fog for 10 minutes, unless a strong wind disperses the fog. The area is heavily obscured. When a creature enters the fog for the first time on a turn or starts its turn there, the creature must make a Constitution saving throw. On a failure, the creature creature takes 5d10 poison damage even if it holds its breath or doesn't need to breathe, and begins choking. A choking creature, even one that has left the fog, can make the saving throw again at the end of each of their turns, ending the effect on a success.<br />
<br />
==== School of the Bear ==== <br />
The School of the Bear focuses on Brute Strength, using powerful blows to debilitate and destroy your enemies. Focused solely on the task at hand, many witchers of this school tend to be loners, not that they need any assistance anyway. Despite their focus on strength, they are incredible users of the hand crossbow.<br />
<br />
;Bonus Proficiencies<br />
When you choose this archetype at 3rd level, you gain proficiency in heavy armor and shields, and you can perform the somatic components of signs and spells even when you have weapons or a shield in one or both hands.<br />
<br />
;Brutal Swing<br />
<br />
Starting at 3rd level, you maneuver your weapons with considerable force in each swing. You gain a rampage die, which starts as a d4. Once on each of your turns when you hit with a weapon attack, you can roll your rampage die and add it to the damage roll. When you do so, it increases by one step, from a d4 to a d6, from a d6 to a d8, and from a d10 to a d12. If you haven't dealt or taken damage since the beginning of your last turn when you start your turn, your rampage die becomes a d4 again.<br />
<br />
;Full Moon Potion Crafting<br />
<br />
At 7th level, you learn an additional potion formula which does not count against your maximum formulae known..<br />
<br />
;Full Moon: You can craft 1 dose of Full Moon, a silvery tonic that induces lycanthropic qualities. For 10 minutes, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, advantage on strength checks, and a number of temporary hit points equal to twice your Witcher level. It has a toxicity of 3.<br />
<br />
;Strength of Body<br />
<br />
Also at 7th level, you gain proficiency in Constitution saving throws. When you are subjected to an effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only take half damage if you fail. When you are moved against your will by any means other than being grappled, you can use your reaction to reduce the distance moved by an amount equal to 5 x your proficiency bonus.<br />
<br />
;Like a Wounded Animal<br />
<br />
Beginning at 11th level, your ferocity only grows with the damage you take. While at or below your maximum hit points, you can use a reaction to gain the following benefits for 1 minute:<br />
*You can roll your rampage die twice and take the higher roll.<br />
*Once per turn, you can roll your Rampage die and add it to the result of a saving throw. If applying this bonus to a death saving throw would bring the total to 20 or higher, you gain the benefits of rolling a 20.<br />
*You can use your Rampage die instead of a Bestiary die when you would normally expend one. Your rampage die then drops by one step.<br />
<br />
Once you do so, you cannot do so again until you finish a long rest.<br />
<br />
;Lycanthropic <br />
<br />
Just like the myths of the ancient School of the Bear, you have willingly accepted the curse of a Berserker. Starting at 17th level, you are always considered under the effects of the Full Moon tonic.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Witcher class, you must meet these prerequisites: Strength or Dexterity of 13 and a Wisdom of 13.<br />
<br />
'''Proficiencies.''' When you multiclass into the Witcher class, you gain the following proficiencies: Simple Weapons, Martial Weapons, Light Armor, Medium Armor<br />
<br />
'''Dangers.''' When multiclassing your character must go through the rigorous process known as the trial of the grasses and may very well end up dead. Only 3 or 4 Witchers usually survive the process out of their entire group. Roll a d100 when you multiclass into a Witcher. On a 64 or lower, you die.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
{{Copyright Disclaimer|franchise=The Witcher|owner=Andrzej Sapkowski}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Schrubhttps://www.dandwiki.com/w/index.php?title=Witcher,_7th_Variant_(5e_Class)&diff=1559393Witcher, 7th Variant (5e Class)2022-01-20T03:13:03Z<p>Schrub: </p>
<hr />
<div>{{requestreview|Double check balance, essentially a remastered version of the one Witcher class that isn't a variant. I think it's still a little loaded with all it gets, but not too much I hope.}}<br />
<br />
== Witcher ==<br />
A Witcher is someone who has undergone extensive training, ruthless mental and physical conditioning, and mysterious rituals (which take place at "witcher schools" such as Kaer Morhen) in preparation for becoming an itinerant monsterslayer for hire. Geralt, the central character in Andrzej Sapkowski's Witcher series and the subsequent games inspired by them, is said in the stories to be one of the greatest Hexers; he is certainly legendary, but whether famous or infamous is more open to interpretation (and/or subject to gameplay, as the case may be).<br />
<br />
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 against their vast array of opponents, many of which possess superhuman speed, strength and/or other deadly powers. These procedures ultimately mean that each fully-trained witcher is a mutant built specifically to hunt and kill inhuman prey. The key permanent results of mutations shared by all Witchers include:<br><br />
•Sterility (which partially explains selection from the outsiders, as they cannot breed to pass on their traits).<br><br />
•Cat-like eyes that grant very acute nightvision - Hexers can constrict their pupils to see in blinding light or open them to see in near pitch darkness. This nightvision can be further enhanced with the cat potion, but in general, it is good enough by itself to not require further enhancement.<br><br />
•Tremendous resistance to disease and poisin (which functions in most cases as complete immunity) and a boosted immune system, allowing them to consume large quantities of potions that could prove easily deadly if consumed even in small amounts by a normal man.<br><br />
•Exceptionally increased strength, speed, reflexes, and endurance, far beyond any normal or well-trained human, that allows them to swiftly end fights with minimal effort, and perform physical feats non-witchers couldn't hope to match. A witcher's physical skills alone are sufficient to defeat most monsters single-handedly if combined with extensive training and proper weaponry, whereas regular men could only hope to accomplish this in large groups. Hexers have also been shown to shrug off hits that would normally render normal men unconscious. Additionally, they have been known to survive the strikes of powerful monsters such as giants, or other beings possessing herculean strength, that would otherwise kill others with a single blow. <br><br />
•Having the ability to perform simple yet incredibly versatile combat magic in the form of Signs. They also develop a sixth sense that allows them to "feel" things around them, be it items of importance or people's immediate intentions. This explains their uncanny ability to track and hunt people and monsters.<br><br />
•Accelerated healing granting quick recovery from injuries.<br><br />
•Incredibly long lifespan and prolonged youth (Vesemir is said to be at least a few centuries old but has the appearance of a middle-aged man).<br><br />
<br />
===Creating a Witcher===<br />
When creating your Witcher, think about how your character views the world as a result of your training. Do they view them as an ultimate evil, that thay are on a crusade against? Or do they view them as feral creatures, unable of understanding the evil they perform, simply following their nature? Also, consider your Witchers emotions. As a result of your trials, your emotions have been stunted, but they are still there. Finally, consider the circumstances surrounding your induction to the Witcher caste. More often than not, most children don't get a choice when they are chosen. Orphans are often taken, and there are rumors that some children are abducted. Your parents might have given you away because they didn't have enough food, or you might have run to them seeking adventure. Think about this and how it impacts your view of humanity.<br />
<br />
===The Witcher's Code===<br />
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: <br />
<br />
;The Contract: Witchers do not work for free. Upon taking a contract to hunt a monster (or person), 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.<br />
<br />
;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.<br />
<br />
;Knowing Man From Monster: The line between monsters and men can be thin indeed, and the Witcher must discern what separates the two.<br />
<br />
;Law of Surprise: Witchers reserve the right to ask for a child to train as a Witcher in payment for a life debt.<br />
<br />
;Neutrality: Witchers try not to get too involved in politics; it usually ends badly and complicates their monster-hunting.<br />
<br />
;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.<br />
<br />
===Quick Build===<br />
You can make a Witcher quickly by following these suggestions. First, make Dexterity your highest score, followed by Wisdom. Though depending on your Witcher school of choice, you may want to make different scores higher, as seen in the schools description. Finally, take the Outlanter background.<br />
<br />
{{5e Image|float:right|http://i.imgur.com/WO095l8.jpg|''Geralt of Rivia, Wolf School Witcher''}}<br />
<br />
{{5e Class Features<br />
|name=Witcher<br />
|summary=Monster Hunter Class based on Polish writer Andrzej Sapkowski's books.<br />
|hd=10 <br />
|spellcasting=<br />
|armor=Light and Medium Armor<br />
|weapons=Simple weapons, Martial weapons<br />
|tools=Alchemist's Supplies, Land vehicles<br />
|saves=Strength and Wisdom<br />
|skills=Choose three from: Perception, Persuasion, Investigation, Survival, Acrobatics, Athletics, Insight, Nature, Medicine, Religion, or Intimidation.<br />
|item1a=Studded Leather<br />
|item1b=Scale Mail<br />
|item2a=One martial weapon<br />
|item2b=Two simple weapons<br />
|item3a=20 Throwing Knives (daggers)<br />
|item3b=Hand Crossbow and 20 Crossbow bolts<br />
|item4a=Poisoner's kit<br />
|item4b=Alchemist kit<br />
|item5a=Witchers Medallion, Notebook and Bestiary, and an explorer's pack<br />
|item5b= <br />
|classfeatures1=Specialized Killers, Witcher Artifact<br />
|classfeatures2=Witcher Senses, Witcher Alchemy, Fighting Style<br />
|classfeatures3=Signs, Witcher School<br />
|classfeatures4=Swift of Arm<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Of Men & Monsters<br />
|classfeatures7=Witcher School Feature, Greater Signs<br />
|classfeatures8=<br />
|classfeatures9=Unnatural Inspiration<br />
|classfeatures10=Bomb Crafting<br />
|classfeatures11=Witcher School Feature<br />
|classfeatures12=<br />
|classfeatures13=Clear of Mind<br />
|classfeatures14=Witcher School Feature<br />
|classfeatures15=Heightened Witcher Senses, Mythic Signs<br />
|classfeatures16=<br />
|classfeatures17=Witcher School Feature<br />
|classfeatures18=Tempered<br />
|classfeatures19=<br />
|classfeatures20=Master Witcher<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name= Signs Known<br />
|extra1_1=-<br />
|extra1_2=-<br />
|extra1_3=2<br />
|extra1_4=2<br />
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|extra2_17=4<br />
|extra2_18=4<br />
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|extra3_name=Greater<br />
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|extra4_name=Mythic<br />
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}}<br />
<br />
=== Witcher Trials ===<br />
During the Trial of the Grasses, your body underwent amazing and horrifying mutations leaving you sterile, but granting you the following benefits:<br />
<br />
*You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.<br />
*You have advantage on saving throws against being poisoned, and you have resistance to poison damage.<br />
*You are immune to disease.<br />
*Your estimated lifespan increases by approximately 400 years<br />
*Your walking speed is increased by 10 feet.<br />
<br />
=== Witcher Gear ===<br />
;Pendant: All Witchers have a pendant reminiscent of their respective school. While wearing said pendant, it will glow, vibrate, and move towards the general direction of spells and magical effects within 30 feet of it, as if it was being tugged in the direction of the source. The pendant won't react to a spell beyond it being cast if it has a duration of instantaneous, however.<br />
<br />
;Notebook: Across your studies, you've studied a variety of languages and manerisms to better aid in your hunts. You learn an additional number of languages equal to your proficiency bonus, and learn additional languages when your proficiency bonus increases.<br />
<br />
;Bestiary: The Witcher's Bestiary is where a Witcher records the strengths and weaknesses of all enemies faced. When facing a creature recorded in the bestiary, you can recall basic lore about it, in addition to its abilities, resistances, and vulnerabilities. <br />
<br />
In order to record a creature into your bestiary, you must spend at least ten minutes examining an area the creature has fought in within 24 hours, have the corpse of the creature on hand, or have the creature explain to you its capabilities. Afterwards, you can finalize your notes over the course of a long rest, adding all creatures you've examined into your bestiary. When recording a humanoid, you record the race instead of the creature in particular, and can count all creatures of that race as being in your bestiary.<br />
<br />
In addition, you have four Bestiary dice, which are d8s. A Bestiary die is expended when you use it, and you regain all of your expended bestiary dice when you finish a short or long rest. You can expend one bestiary die and add the result to a saving throw you make against a creature you have recorded in the bestiary, or you can reduce the result of a saving throw a creature recorded in the bestiary makes against your own abilities. You gain an additional bestiary die at 7th level and another at 15th level.<br />
<br />
'''The Bestiary's Appearance.''' Your bestiary is a unique compilation of notes and diagrams on recorded creatures. It can look like any old leather journal, a barely held together bunch of notes, or a unique tome gifted to you by your teacher. <br />
<br />
'''Replacing the Bestiary.''' In the event that you want a backup of your bestiary, you can spend a half hour for each creature you've recorded in your bestiary to transcribe it into a new one. If you don't have your original bestiary during this process, you can only scribe from memory a number of creatures equal to 5 x your Wisdom modifier.<br />
<br />
=== Specialized Killers ===<br />
Also at 1st level and again at 9th level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Great Weapon Fighting:<br />
When you roll a 1 or 2 on the damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the damage, though you must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the heavy, versatile, or two-handed property to gain this benefit.<br />
<br />
;Dueling:<br />
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with it.<br />
<br />
;Close Quarters Shooter:<br />
When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you.<br />
<br />
;Marauder:<br />
You can use your Strength score in place of your Dexterity score for the attack and damage rolls you make with ranged weapons.<br />
<br />
;Mariner:<br />
When you are not wearing medium or heavy armor, or using a shield, you have a swimming speed equal to your movement speed, and you gain a +1 bonus to your Armor Class.<br />
<br />
;Brawler:<br />
You can roll a d6 in place of the normal damage for your unarmed strikes. When you only make unarmed strikes as a part of the Attack action, you can grapple or shove a creature as a bonus action.<br />
<br />
;Magus:<br />
You learn two cantrips of your choice from the wizard spell list. They count as witcher spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the wizard spell list.<br />
<br />
=== Witcher Senses ===<br />
At 2nd level, your body continues adapting to the changes brought by the Trial of Grasses, tempering your senses further. <br />
<br />
You have blindsight out to a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. Your blindsight doesn't work while deafened however.<br />
<br />
In addition, you can sense creatures within 30 feet by sense of smell. This doesn't tell you the exact location of a creature, only that they are somewhere within that range.<br />
<br />
=== Witcher Alchemy ===<br />
Starting at 2nd level, while you have your alchemist's supplies on hand you can now use it to craft specialized Witcher potions and concoctions. You know the formula for Swallow, and the formula for 2 other potions. At the end of a long rest, you can produce two types of potion you know the formula for. Any unused potions you have by the start of your next long rest spoil and become unusable.<br />
<br />
You learn an additional formula of your choice at 7th, 10th, and 15th level. When you finish a long rest, you can swap out a formula you know for another.<br />
<br />
Starting at 7th level, you can produce three potions at the end of a long rest, and four at 15th level.<br />
<br />
Despite your superior fortitude, witcher potions still remain incredibly toxic. You gain a number of toxicity points listed in a potion's description when you drink it, and for each toxicity point you have above your limit, your hit points are reduced by 1d8 at the start of your turns. This damage cannot be recovered until your toxicity is at or below your limit. When you finish a short rest, your current amount of toxicity points, if any, is reduced by an amount equal to your proficiency bonus. You lose all toxicity points upon finishing a long rest.<br />
<br />
In addition, you can consume potions as a bonus action.<br />
<br />
The saving throws of any potion is equal to 8 + your Proficiency bonus + your Wisdom modifier.<br />
<br />
Certain potions increased effects at higher levels, gaining additional effects in addition to previous ones, or having a higher potency.<br />
<br />
;Swallow: You can create 2 doses of Swallow, a fiery orange tincture. When consumed, a creature regains a number of hit points equal to your Proficiency bonus at the end of each of its turns for 2 rounds. Swallow has a toxicity of 1.<br />
<br />
At 10th level, you can craft Enhanced Swallow, which instead heals for 3 rounds, but has a toxicity of 2. <br />
At 15th level, you can craft 3 doses of Superior Swallow, which heals for for 4 rounds, but has a toxicity of 3.<br />
<br />
;Cat: You can create 1 dose of Cat, a sickly green mixture. Consuming the potion doubles the range of the creature's darkvision and allows them to perceive color in the dark for 24 hours. It has a toxicity of 1.<br />
<br />
At 10th level, you can produce Enhanced Cat, which additionally increases the range of a creature's blindsight to 30 feet and allows them to see through magical darkness. It has a toxicity of 2.<br />
At 15th level, you can craft Superior Cat, which additionally increases the range of a creature's blindsight to 120 feet. The creature can't be surprised, has advantage on initiative rolls, other creatures don't again advantage against the creature as a result of being unseen or invisible, and they can determine the basic mood of creatures within range of their blindsight, but has a toxicity of 3.<br />
<br />
;Black Blood: You can create 2 doses of Black Blood, a midnight-black potion. Consuming the potion turns the creature's blood into poison when attacked for 1 minute, causing creatures that hit them with a melee attack to take 1d8 poison damage. A creature that attacks the consumer with a bite attack or similar must make a Constitution saving throw, taking twice as much damage on a failure and becoming poisoned until the end of their next turn. It has a toxicity of 2.<br />
<br />
At 10th level, you can crafted Enhanced Black Blood, increasing the damage to 2d8 and ignoring resistance to poison damage. A creature that is poisoned by this effect is instead poisoned for a number of turns equal to your proficiency bonus. It has a toxicity of 3.<br />
At 15th level, you can craft Superior Black Blood. In addition to the previous effects, a creature must make the save whether it bites you or not, and is poisoned for 1 minute. It also has a toxicity of 3.<br />
<br />
;Killer Whale: You can craft 1 dose of Killer Whale, an amber colored liquid. Consuming the potion allows the creatue to hold its breath indefinitely while underwater as long as it is not incapacitated, and it gains a swimming speed equal to its walking speed for 8 hours. It has a toxicity of 2.<br />
<br />
;Ivoryskin: You can craft 2 doses of Ivoryskin, a turqoise concotion. When crafted, choose one damage type from acid, cold, fire, lightning, poison, radiant, necrotic, force, or thunder. You can choose a seperate damage type for each dose. When consumed, the creature gains resistance to the chosen damage type for 1 hour. It has a toxicity of 2.<br />
<br />
At 10th level, you can craft Enhanced Ivoryskin, causing the creature's weapon attacks to deal 1d6 extra damage of the same type the potion granted resistance to.<br />
At 15th level, you can craft Superior Ivoryskin, which grants advantage on Constitution saving throws. If a creature consumes two doses of Superior Ivoryskin of the same type, they instead gain immunity to the damage type for the same duration. It has a toxicity of 3.<br />
<br />
;Pheromones: You craft 1 dose of Pheromones, a swirly pink mixture. Choose one type of creature when you craft this potion. For 1 hour, creatures of that type who attempt to target the consumer with an attack or harmful effect must first succeed on a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or ability. This effect doesn't protect the consumer from area effects, such as the explosion of a fireball. If the consumer damages a creature or performs a hostile action, all creatures that witness the act become immune to this effect. It has a toxicity of 3.<br />
<br />
At 10th level, you can craft Enhanced Pheromones, giving the creature advantage on charisma checks when interacting with creatures of the chosen type.<br />
At 15th level, you can craft Superior Pheromones, rendering the creature invisible to creatures of the chosen type until the consumer attacks or casts a spell.<br />
<br />
;Steelmind: You can craft 2 dose of Steelmind, a steel-colored potion. When consumed, the creature gains resistance to psychic damage, and has advantage on saving throws against being charmed or frightened for 1 hour. It has a toxicity of 2<br />
<br />
At 10th level, you can craft Enhanced Steelmind, granting advantage on all Intelligence, Wisdom, and Charisma saving throws. It has a toxicity of 3.<br />
At 15th level, you can craft Superior Steelmind, granting immunity to the Charmed and Frightened condititions, any effect that would sense the creature's emotions or read its thoughts, and divination spells. It has a toxicity of 4<br />
<br />
;White Honey: You can craft 1 dose of White Honey, a thick white fluid. When consumed, the creature immediately loses all toxicity points, ends all witcher alchemy effects, and the poisoned condition.<br />
<br />
At 10th level, you can craft 2 doses of white honey, and at 15th level you can cast 3.<br />
<br />
When a non-Witcher consumes one of your potions, it must make a Constitution saving throw against your potion save DC. On a failure, it is poisoned for the same duration of the potion's effect. It takes 1d8 poison damage, increased by another 1d8 for each toxicity point the potion grants every 10 minutes and when the effect ends. If it is an Enhanced potion, the damage is increased to 3d8, increased by 2d8 for each toxicity point it would grant. If it is a superior potion, it is increased to 6d8, increased by 3d8 for each toxicity point it grants.<br />
<br />
=== Signs ===<br />
Starting at 3rd level, you gain access to signs, a basic form of magic used by Witchers and count as cantrips in reference to other game mechanics. You may choose two signs learn, learning more as showin in the Witcher table. <br />
<br />
You can empower your signs a number of times as shown in the Witcher table, and can do so again after finishing a long rest.<br />
<br />
'''Sign Save DC= 8 + Proficiency bonus + Wisdom Modifier'''<br />
<br />
<br />
;Aard:<br />
<br />
'''Prestidigitation'''. As a bonus action, you can create a harmless sensory effect using air, such as using a gust of wind to extinguish a small fire.<br />
<br />
As a bonus action, you can blast a 15ft cone with telekinetic force. Medium or smaller creatures within the area must succeed on a Strength saving throw or be pushed to the end of the cone and knocked prone. This sign can push large creatures at 7th level and huge creatures at 15th level. <br />
<br />
'''Empowered'''. Creatures takes 3d6 force damage on a failed save or half as much on a success. This damage increases to 4d6 at 7th level and to 5d6 at 15th level.<br />
<br />
'''Greater'''. You can affect all other creatures in a 20-foot sphere centered on you with the sign, and until the end of your turn, creatures in the area are deafened, unprotected flames in the area are extinguished, vapor, gas, and fog are dispersed by strong wind, the area is difficult terrain for creatures other than you, and ranged weapon attacks have advantage if they pass in or out of the wind. This effect ends if the hand used to cast this sign is no longer is free at any point.<br />
<br />
'''Mythic'''. The end of the cone becomes a wall of strong wind 15 feet high, 15 feet long, and 1 foot thick. When the wall appears, each creature in the area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much on a successful one. The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it. This effect lasts for up to 1 minute, and you must keep concentration on the effect. It also ends if the hand used to cast this sign is no longer free at any point.<br />
<br />
If the '''Empowered''' effect is used, the initial damage is increased by the same amount.<br />
If the '''Greater''' effect is used, the wall forms at the edges of the sphere, and creatures other than you in the sphere must make the save, being tossed 30 feet directly away from you on a failure in addition to the damage.<br />
<br />
<br />
;Yrden:<br />
<br />
As a bonus action, you can place a magical trap on the ground within 5 feet of you, spanning a 10-foot radius. For 1 minute, the area counts as difficult terrain for hostile creatures, and creatures affected by the sign must make a Charisma saving throw when using a spell or ability to teleport or travel to a different plane of existence in the circle, failing to do so on a failure. A creature isn't prevented a creature from passing through an already existing portal however. The radius becomes 15 feet at 7th level, and 20th feet at 15th level. When you cast Yrden while you already have an instance of it active, the previous instance immediately ends.<br />
<br />
'''Empowered'''. You empower either your preexisting Yrden trap, or a new one, increasing the radius by 15 feet for the duration. Creatures when they enter the area for the first time on a turn or start their turn there must succeed on a Strength saving throw. On a failure, they can't use their reaction until the start of their next turn.<br />
<br />
'''Greater'''. You empower either your preexisting Yrden trap or a new one. Hostile creatures in the area must make a Strength saving throw when they enter the area for the first time on a turn or start their turn there, becoming restrained on a failure.<br />
<br />
'''Mythic'''. You empower either your preexisting Yrden trap or a new one. Hostile creatures in the area when you empower it must succeed on a Wisdom saving throw or become sluggish until they leave the area. An affected creature must choose whether it gets an action or a bonus action on its turn, not both. Regardless of the creature's abilities or magic items, it can't make more than one attack during its turn.<br />
<br />
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.<br />
<br />
<br />
;Igni:<br />
<br />
'''Prestidigitation''':<br />
As a bonus action, you can create a flickering flame within 10 feet of you or in your hand. It burns harmlessly in your hand, and sheds bright light in a 20-foot radius and dim light for an additional 20 feet.<br />
<br />
As a bonus action you can unleash a fan of flame in a 10-foot cone, forcing creatures in the area to make a Dexterity saving throw. On a failure, creatures take 1d6 fire damage. This damage increases to 2d6 at 7th level, and 3d6 at 15th level.<br />
<br />
'''Empowered'''. The range of the sign increases to 15 feet, and deals half as much damage on a success. Creatures who fail are also set ablaze, taking 2d4 fire damage at the end of each of their turns until they use an action to put it out. The damage taken increases to 3d4 at 7th level, and 4d4 at 15th level.<br />
<br />
'''Greater'''. You can focus the sign into a single blast of fire, hurling it at a target. You can make a ranged weapon attack against a creature within 60 feet of you instead of projecting a cone. On a hit, the target takes 3d10 fire damage, increased to 4d10 at 15th level. <br />
<br />
If the '''Empowered''' effect is used, you roll d6s for the damage each turn instead.<br />
<br />
'''Mythic'''. You can unleash the sign as a 20-foot radius explosion centered on a point you can see instead. If centered on yourself, you are unaffected. The area is set ablaze for 1 minute, causing creatures to take 3d6 fire damage at the start of their turns in the area.<br />
<br />
If the '''Empowered''' effect is used, creatures have disadvantage on attack rolls and can't regain hit points while on fire, and must succeed on a Medicine check in order to extinguish themselves. The DC of the check equals your sign save DC.<br />
<br />
If the '''Greater''' effect is used, the creature explodes at the start of their turn, repeating the Igni sign centered on themselves as if the Greater effect was never used.<br />
<br />
<br />
;Quen:<br />
<br />
As a bonus action, you can trace a sigil towards one creature of your choice. Until the start of your next turn, you can add 1d4 to your AC against attacks made by that creature and on saving throws the creature forces you to make.<br />
<br />
'''Empowered'''. You can expend a use to use Quen as a reaction when you are targeted with an attack or the Magic Missile spell, granting you the benefit of Quen against the target and immunity to the Magic Missile spell. If you empower Quen normally as a bonus action, you gain a number of temporary hit points equal to 5 x your Wisdom modifier until the start of your next turn.<br />
<br />
'''Greater'''. You instead gain the maximum possible result when rolling the die, and the effect applies against all creatures until the start of your next turn.<br />
<br />
'''Mythic'''. When the effect ends, you are imbued with a surge of power for 1 minute, with which you must maintain concentration on. For the duration, your speed is doubled, you gain a +2 bonus to AC, advantage on Dexterity saving throws, and you gain an additional actiion on each of your turns. That action can only be used to take the Attack (one weapon attack only), Dash, Disengage, Hide, Cast a Sign, or Use an Object actions.<br />
<br />
<br />
;Axii:<br />
'''Prestidigitation'''. You can send telepathic messages to any creature you can see within 30 feet of you. You can't send words specifically, but you can send certain feelings and emotions such as you being in agreement, or feelings of hostility or betrayal. <br />
<br />
As a bonus action, you can blast the mind of a target you can see within 60 feet with psychic energy. The creature must make a Wisdom saving throw or take 1d8 psychic damage. If it fails, it has disadvantage on attacks against you until the start of your next turn. You can decide to deal no damage when it fails its saving throw.<br />
<br />
'''Empowered'''. You push and pull on the target's emotions. If the target fails, it is charmed or frightened (your choice) for the same duration.<br />
<br />
Optionally, you can choose to end the charmed or frightened condition on a creature when empowering Axii in this way. When you do so, it can choose it fail its saving throw.<br />
<br />
'''Greater'''. You can instead force the creature to make an Intelligence saving throw. A creature automatically succeeds of it is immune to being frightened. On a failed save, the creature regards all creatures it can see, even its own allies, as enemies for 1 minute, during which you must hold concentration and keep your hand free, otherwise the effect ends. When the creature takes damage, it can repeat the saving throw, ending the effect on a success.<br />
<br />
'''Mythic.'''. You assault the creature with a mental barrage, causing it to take 5d10 psychic damage on a failure, or half as much on a success. On a failure, the creature is stunned until the end of its next turn.<br />
<br />
=== Witcher School ===<br />
Starting at 3rd level, witchers decide what school they want to follow. Each school offers a variety of different skills Witchers can use to enhance their monster tracking and slaying abilities. There are five schools to choose from: The School of the Wolf, Cat, Viper, Bear, and Griffon. Your Witcher school grants abilities at 7th, 11th, 14th and 17th level.<br />
<br />
=== Ability Score Increase ===<br />
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th and 19th level, you can increase one ability score of you 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.<br />
<br />
=== Swift of Arm ===<br />
Starting at 4th level, you are able to use your reaction to reduce the damage dealt by a weapon attack by 1d8 + your Witcher level + your Strength or Dexterity modifier. You must be wielding a melee weapon or be able to cast Aard in order to use this feature.<br />
<br />
=== Extra Attack ===<br />
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 at 13th level.<br />
<br />
=== Of Men & Monsters ===<br />
The line between monsters and men can be thin indeed, and the Witcher must discern what separates the two. <br />
<br />
At 6th level, you gain a +1 to attack and damage rolls made with weapon attacks, unless a weapon you wield already grants a bonus to attack and damage rolls. In addition, all of your weapon attacks count as magical for the purposes of overcoming resistance and immunity.<br />
<br />
=== Quickened Analysis ===<br />
Starting at 9th level, you can analyze a creature mid combat, and waste much less time adding them to your bestiary. You only need to spend 1 minute examining a creature to add it to your bestiary, and can finalize your notes over the course of a short rest.<br />
<br />
When you hit a creature with a weapon attack or it fails a saving throw against one of your signs, you can count that creature as being added to your Bestiary until the end of combat. You can do so a number of times equal to your proficiency bonus, and regain all expended uses when you finish a short or long rest.<br />
<br />
In addition, you gain the following features with which you can use your Bestiary dice on:<br />
*When you make a skill check against a creature in your bestiary, you can roll one bestiary dice and add it to the result, such as when making a stealth check to hide against the creature, a persuasion check to convince them, or an athletics check to grapple them.<br />
*When you make a weapon attack roll against a creature in your bestiary, you can expend one bestiary die to add it to the roll. You can use this before or after making the attack roll, but before any effects of the attack are applied.<br />
*When a creature in your bestiary makes an attack roll against a creature other than you within 30 feet of you, you can use your reaction to expend one bestiary die and reduce the attack roll by the result. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll hits or misses. The attacked creature must be able to hear you for this feature to take effect.<br />
<br />
=== Bomb Crafting ===<br />
Beginning at 10th level, you can craft an explosive instead of a potion when you do so at the end of a long rest. Bombs are simple ranged weapons with the thrown (30/60) properties and deal 1d4 bludgeoning damage on a hit, invoke their effect once they hit a target or impact a surface. Your explosives use your Potion Save DC for their effects.<br />
<br />
;Grapeshot: You create 3 Grapeshot. Each creature within 15 feet of the impact must succeed on a Dexterity saving throw, taking 1d8 fire and 1d8 piercing damage on a failure or half as much on a success. The grenade leaves shrapnel in the same area, creating difficult terrain until a creature spends its action to remove a 5-foot square of shrapnel. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.<br />
<br />
At 15th level, you can craft 4 Enhanced Grapeshot, causing creatures that take damage from the grenade or its shrapnel to be unable to regain hit points until the start of their next turn.<br />
<br />
;Dancing Star: You create 2 Dancing Star grenades. Creatures within 20 feet of the impact must succeed on a Dexterity or be coated in a reflective powder, preventing said creatures from benefiting from the invisible condition until they or another creature within 5 feet of them take an action to wipe it off. <br />
<br />
At 15th level, you can craft Enhanced Dancing Star. Attacks against said creatures have advantage until the glitter is removed.<br />
<br />
;Anathema: You create 1 Anathema grenade. The grenade explodes upon impact, creating a shimmering cloud with a 20-foot radius. Creatures in the area have disadvantage on maintaining concentration, and must make a Wisdom saving throw each time they attempt to cast a spell. On a failure, the spell fails and is wasted.<br />
<br />
;Northern Wind: You create 2 Northern Wind grenades. Creatures within 10 feet of the impact must succeed on a Dexterity saving throw, taking 3d8 cold damage and becoming hindered by ice formations for 1 minute, or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn't hindered by ice.<br />
<br />
At 15th level, you can craft Enhanced Northern Wind, causing creatures to be restrained instead for the same duration.<br />
<br />
;Moon Dust: You create 2 Moon Dust grenades. Creatures within 10 feet of the impact must succeed on a Constitution saving throw or be Blinded for 1 minute. At the end of each of its turns, a creature can make the saving throw again, ending the effect on a success. Shapechangers that fail the save immediately revert to their original forms.<br />
<br />
=== Unnatural Inspiration ===<br />
Starting at 9th level, whenever you attempt a Charisma, Intelligence, or Wisdom-based ability check, you can expend a bestiary die and add it to the total.<br />
<br />
=== Clear of Mind ===<br />
At 13th level, you can use your action to expend one bestiary die and one effect on yourself that is causing you to be charmed or frightened. If the original effect would normally grant you immunity upon passing the saving throw, such as a dragon's Frightful Presence, you become immune to it as normal.<br />
<br />
===Heightened Witcher Senses===<br />
Beginning at 15th level, you can add double your proficiency bonus in three skills you are proficient with.<br />
<br />
=== Tempered ===<br />
At 18th level, your Constitution, Wisdom, and your choice of Strength or Dexterity scores are increased by 2, and their maximums are increased by the same amount. Additionally, you gain immunity to the Charmed and Frightened conditions.<br />
<br />
=== Master Witcher ===<br />
As of 20th level, your training is finally "complete", you have achieved the rank of Master in your witcher circle or school, along with mastery over both blade and sign. You gain the following benefits:<br />
*Once per turn, when you make a weapon attack against a creature, you can also make an attack against each creature within 5 feet of you.<br />
*You can empower your signs effortlessly, gaining the ability to do so at will and at no cost. Additionally, you can cast a sign in place of a weapon attack on your turn.<br />
<br />
=== Witcher Schools ===<br />
<br />
As a Witcher, you are defined by your school. It's where you received all of your training and spent most of your life. It's the closest thing you have to a home, filled with the closest thing you have to a family. Each school specializes in something different, and has unique advantages in the way they kill monsters.<br />
<br />
==== School of The Wolf ====<br />
Witchers of the School of the Wolf excel at adaptability. They are resourceful warriors, always preparing before they engage in combat, allowing them to defeat monsters much stronger than them.<br />
<br />
;Bonus Proficiencies<br />
When you choose this archetype at 3rd level, you gain proficiency in the Insight and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.<br />
<br />
;Reflexes of the Wolf<br />
<br />
Starting at 3rd level, when an attacker you can see misses you with an attack, you can use your reaction to cast a sign. When a hostile creature provokes an attack of opportunity from you, you can use your reaction to cast a sign at the creature, rather than making an opportunity attack. The sign must target the creature or contain it in its area of effect.<br />
<br />
;Thunderbolt Potion Crafting<br />
<br />
Starting at 7th level, you learn the formula for Thunderbolt, and it does not count against your maximum formulae known. <br />
<br />
;Thunderbolt: You can create 2 doses of Thunderbolt, a lime green beverage. It causes a creature to deal an additional 1d8 damage on its weapon attacks for 1 minute. It has a toxicity of 2.<br />
<br />
At 15th level, you can craft Enhanced Thunderbolt. For the duration, the consumer's weapon attacks score a critical hit on a roll of 18 through 20. It has a toxicity of 4.<br />
<br />
;Predator:<br />
Beginning at 7th level, opportunity attacks made against you have disadvantage. Once per turn, you can gain advantage on an attack you make versus a creature at or below half of its maximum hit points.<br />
<br />
;Cut and Dry<br />
<br />
At 11th level, when you deal damage to a creature with a weapon attack you can cause them to bleed profusely once per turn. At the start of each of their turns, their hit points are reduced by 1d4 for each time they've been wounded, and they can make a Constitution saving throw against your Sign Save DC. On a success, the bleeding stops. The creature or a creature within 5 feet of them can make a Wisdom (Medicine) check against your DC to stop the bleeding on a success. For each wound the creature has, its speed is reduced by 5 feet.<br />
<br />
;Heart of The Wolf<br />
<br />
At 14th level, you can invoke the fear a wolf's howl instills in creatures. As a bonus action, you can emit a loud howl, forcing creatures of your choice within 300 feet of you to make a Wisdom saving throw. On a failure, creatures drop whatever they're holding and become Frightened for 1 minute.<br />
<br />
While frightened in this way, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere left to move. IF the creature ends its turn in a location where it doesn't have sight of you, the creature can make a Wisdom saving throw. On a success, the effect ends for the creature.<br />
<br />
You can use this ability once, and can do so again when you finish a short or long rest.<br />
<br />
;Heliotrop<br />
<br />
Starting at 17th level, you learn the Heliotrop Sign. When you fail a saving throw, you can invoke the sign instead, causing you to succeed instead. If you would take half as much damage from the effect on a success, you instead take no damage. Once you do so, you cannot do so again until you finish a long rest.<br />
<br />
==== School of The Cat ====<br />
The teachings of the School of the Cat focus on two things. Precision and speed. As a result, they produce fast and fierce fighters capable of whirling through masses of enemies in seconds. Like the School of the Viper, they accept contracts on both men and monsters. Though they would kill for gold, they would never join sides in a conflict.<br />
<br />
;Bonus Proficiencies<br />
When you choose this archetype at 3rd level, you gain proficiency in the Acrobatics skill if you weren't already. You can add double your proficiency bonus to checks you make with these skills.<br />
<br />
;Cat's Grace<br />
<br />
Beginning at 3rd level, light and medium armor do not impose disadvantage on your Stealth checks you make. Additionally, climbing no longer costs you extra movement, and the distance you cover when making a running jump increases by a number of feet equal to your Dexterity modifier.<br />
<br />
;Blizzard Potion Crafting<br />
<br />
Starting at 7th level, you learn the formula of a potion called Blizzard, which does not count against your maximum. <br />
<br />
;Blizzard: You can craft 1 dose of Blizzard, which grants the consumer an additional action on each of its turns for 1 minute, which can only be used to take the Attack (one weapon attack only), Dash, Disengage, Hide, Use an Object, or Cast a Sign actions. It has a toxicity of 4<br />
<br />
;Lunge<br />
<br />
Also at 7th level, when you jump, you can make a Dexterity (Acrobatics) check and extend your jump by a number of feet equal to the check's total. You can make this special check once, and can do so again once you've moved 0 feet on one of your turns.<br />
<br />
;Trickery of The Cat<br />
<br />
At 11th level, you strike quickly, and better when your enemies are disorganized. You have advantage on melee attack rolls against any creature that has one or more of its allies within 5 feet of it. Additionally, if a creature within 5 feet of you misses you with a melee attack, you can use your reaction to force the attacker to reroll that attack against another creature of your choice within 5 feet of you.<br />
<br />
;Pounce<br />
<br />
At 14th level, if you move at least 20 feet straight towards a creature and then hit it with a melee weapon attack on the same turn, that creature must succeed on a Strength saving throw or be knocked prone, and you can immediately make an additional weapon attack against it as a part of the same action action. The DC for this ability is equal to 8 + your Proficiency bonus + your Strength or Dexterity modifier. Once you use this ability, you cannot use it again until you move 0 feet on one of your turns.<br />
<br />
;Go For The Throat<br />
<br />
Beginning at 17th level, when you use Pounce you can grant the attack advantage, and on a hit the creature must succeed on a Constitution saving throw or drop to 0 hit points. A creature is immune to this effect if it is immune to the base damage of your attack, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its throat to be slit. Such a creature instead takes 8d8 additional damage on a failure, or half as much on a success. The DC for this ability is equal to 8 + your Proficiency bonus + your Strength or Dexterity modifier. You can use this ability once, and regain the ability to do so upon finishing a long rest.<br />
<br />
==== School of The Viper ====<br />
The School of the Viper focuses on poisoning, and debilitating your opponents. Unlike other schools, they gladly accept contracts on both men and monsters, using their preferred fighting style of fighting with two short blades and moving unpredictably- like a viper.<br />
<br />
;Poison Crafting<br />
Beginning at 3rd level, you gain the formula for the following poison, which does not count against your maximum. You can apply poison to a weapon or piece of ammunition as a bonus action, instead of an action. When you make potions at the end of a long rest, you can choose an additional poison to produce.<br />
<br />
;Deathbell: You can craft a number of Deathbell doses equal to your proficiency bonus, an injury based poison. When applied, a creature must make a Constitution saving throw, taking 4d4 damage and becoming poisoned until the end of its next turn on a failure, or only taking half as much damage on a success. <br />
This damage increases to 6d4 at 10th level, and 8d4 at 15th level.<br />
<br />
;Unpredictable:<br />
Also at 3rd level, you can take the Disengage, Hide, or Dash actions as a bonus action on your turn.<br />
<br />
;Archgriffin Decoction<br />
At 7th level, you learn an additional formula which does not count against your maximum. <br />
<br />
;Archgriffin: You can craft 1 dose of Archgriffin, a purple colored extract. The first time the consumer rolls damage for a weapon attack within 1 minute of drinking the potion, instead of rolling dice to determine the damage dealt, they can instead use the highest possible number for each die. It has a toxicity of 3.<br />
<br />
;Inoculated:<br />
Also at 7th level, your exposure to your own handmade poisons mixed with your unique biology has rendered you immune to the poisons of other creatures. You gain immunity to poison damage, the poisoned condition, and the effects of your own bombs.<br />
<br />
;Acid Death<br />
<br />
At 11th level, you can apply poison to two weapons or pieces of ammunition as a part of your object interaction on your turn instead of an action or bonus action. Additionally, you can ignore a creature's resistance or immunity to poison damage if it isn't also resistant or immune to acid damage.<br />
<br />
Lastly, you learn the following bomb formula, which doesn't count against your maximum.:<br />
<br />
;Sunder: You can create 2 Sunder grenades. Creatures within 5 feet of the impact must succeed on a Dexterity saving throw, taking 2d4+10 acid damage on a failure or half as much on a success. Until the creatures' turns, their AC is reduced by the combined result of the d4s rolled.<br />
<br />
;Long-lasting<br />
<br />
Starting at 14th level, you can coat up to two weapons of your choice at the end of a long rest. These weapons deal an addition 1d8 poison damage on a hit. The poison wears off at the start of your next long rest, requiring you to apply it again.<br />
<br />
Also at 14th level, you learn the potion formula for a particularly nerve agent.<br />
<br />
;Nervedeath: You can create 2 doses of Nervedeath, an injury based poison. When applied, the creature must succeed on a Constitution saving throw or be paralyzed for 1 minute, becoming as stiff as a statue. At the end of each of the creature's turns, they can repeat the saving throw, ending the effect on a success.<br />
<br />
;Last Breath<br />
<br />
Also at 17th level, you learn the bomb formula for an incredibly potent chemical weapon<br />
<br />
;Gravedust: You can create one Gravedust bomb. Upon impact, the grenade disperses a 20-foot-radius of purplish fog for 10 minutes, unless a strong wind disperses the fog. The area is heavily obscured. When a creature enters the fog for the first time on a turn or starts its turn there, the creature must make a Constitution saving throw. On a failure, the creature creature takes 5d10 poison damage even if it holds its breath or doesn't need to breathe, and begins choking. A choking creature, even one that has left the fog, can make the saving throw again at the end of each of their turns, ending the effect on a success.<br />
<br />
==== School of the Bear ==== <br />
The School of the Bear focuses on Brute Strength, using powerful blows to debilitate and destroy your enemies. Focused solely on the task at hand, many witchers of this school tend to be loners, not that they need any assistance anyway. Despite their focus on strength, they are incredible users of the hand crossbow.<br />
<br />
;Bonus Proficiencies<br />
When you choose this archetype at 3rd level, you gain proficiency in heavy armor and shields, and you can perform the somatic components of signs and spells even when you have weapons or a shield in one or both hands.<br />
<br />
;Brutal Swing<br />
<br />
Starting at 3rd level, you maneuver your weapons with considerable force in each swing. You gain a rampage die, which starts as a d4. Once on each of your turns when you hit with a weapon attack, you can roll your rampage die and add it to the damage roll. When you do so, it increases by one step, from a d4 to a d6, from a d6 to a d8, and from a d10 to a d12. If you haven't dealt or taken damage since the beginning of your last turn when you start your turn, your rampage die becomes a d4 again.<br />
<br />
;Full Moon Potion Crafting<br />
<br />
At 7th level, you learn an additional potion formula which does not count against your maximum formulae known..<br />
<br />
;Full Moon: You can craft 1 dose of Full Moon, a silvery tonic that induces lycanthropic qualities. For 10 minutes, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, advantage on strength checks, and a number of temporary hit points equal to twice your Witcher level. It has a toxicity of 3.<br />
<br />
;Strength of Body<br />
<br />
Also at 7th level, you gain proficiency in Constitution saving throws. When you are subjected to an effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only take half damage if you fail. When you are moved against your will by any means other than being grappled, you can use your reaction to reduce the distance moved by an amount equal to 5 x your proficiency bonus.<br />
<br />
;Like a Wounded Animal<br />
<br />
Beginning at 11th level, your ferocity only grows with the damage you take. While at or below your maximum hit points, you can use a reaction to gain the following benefits for 1 minute:<br />
*You can roll your rampage die twice and take the higher roll.<br />
*Once per turn, you can roll your Rampage die and add it to the result of a saving throw. If applying this bonus to a death saving throw would bring the total to 20 or higher, you gain the benefits of rolling a 20.<br />
*You can use your Rampage die instead of a Bestiary die when you would normally expend one. Your rampage die then drops by one step.<br />
<br />
Once you do so, you cannot do so again until you finish a long rest.<br />
<br />
;Lycanthropic <br />
<br />
Just like the myths of the ancient School of the Bear, you have willingly accepted the curse of a Berserker. Starting at 17th level, you are always considered under the effects of the Full Moon tonic.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Witcher class, you must meet these prerequisites: Strength or Dexterity of 13 and a Wisdom of 13.<br />
<br />
'''Proficiencies.''' When you multiclass into the Witcher class, you gain the following proficiencies: Simple Weapons, Martial Weapons, Light Armor, Medium Armor<br />
<br />
'''Dangers.''' When multiclassing your character must go through the rigorous process known as the trial of the grasses and may very well end up dead. Only 3 or 4 Witchers usually survive the process out of their entire group. Roll a d100 when you multiclass into a Witcher. On a 64 or lower, you die.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
{{Copyright Disclaimer|franchise=The Witcher|owner=Andrzej Sapkowski}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Schrubhttps://www.dandwiki.com/w/index.php?title=Witcher,_7th_Variant_(5e_Class)&diff=1559391Witcher, 7th Variant (5e Class)2022-01-20T03:07:14Z<p>Schrub: school of the wolf abilities moved, other miscellaneous fixes</p>
<hr />
<div>{{requestreview|Double check balance, essentially a remastered version of the one Witcher class that isn't a variant. I think it's still a little loaded with all it gets, but not too much I hope.}}<br />
<br />
== Witcher ==<br />
A Witcher is someone who has undergone extensive training, ruthless mental and physical conditioning, and mysterious rituals (which take place at "witcher schools" such as Kaer Morhen) in preparation for becoming an itinerant monsterslayer for hire. Geralt, the central character in Andrzej Sapkowski's Witcher series and the subsequent games inspired by them, is said in the stories to be one of the greatest Hexers; he is certainly legendary, but whether famous or infamous is more open to interpretation (and/or subject to gameplay, as the case may be).<br />
<br />
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 against their vast array of opponents, many of which possess superhuman speed, strength and/or other deadly powers. These procedures ultimately mean that each fully-trained witcher is a mutant built specifically to hunt and kill inhuman prey. The key permanent results of mutations shared by all Witchers include:<br><br />
•Sterility (which partially explains selection from the outsiders, as they cannot breed to pass on their traits).<br><br />
•Cat-like eyes that grant very acute nightvision - Hexers can constrict their pupils to see in blinding light or open them to see in near pitch darkness. This nightvision can be further enhanced with the cat potion, but in general, it is good enough by itself to not require further enhancement.<br><br />
•Tremendous resistance to disease and poisin (which functions in most cases as complete immunity) and a boosted immune system, allowing them to consume large quantities of potions that could prove easily deadly if consumed even in small amounts by a normal man.<br><br />
•Exceptionally increased strength, speed, reflexes, and endurance, far beyond any normal or well-trained human, that allows them to swiftly end fights with minimal effort, and perform physical feats non-witchers couldn't hope to match. A witcher's physical skills alone are sufficient to defeat most monsters single-handedly if combined with extensive training and proper weaponry, whereas regular men could only hope to accomplish this in large groups. Hexers have also been shown to shrug off hits that would normally render normal men unconscious. Additionally, they have been known to survive the strikes of powerful monsters such as giants, or other beings possessing herculean strength, that would otherwise kill others with a single blow. <br><br />
•Having the ability to perform simple yet incredibly versatile combat magic in the form of Signs. They also develop a sixth sense that allows them to "feel" things around them, be it items of importance or people's immediate intentions. This explains their uncanny ability to track and hunt people and monsters.<br><br />
•Accelerated healing granting quick recovery from injuries.<br><br />
•Incredibly long lifespan and prolonged youth (Vesemir is said to be at least a few centuries old but has the appearance of a middle-aged man).<br><br />
<br />
===Creating a Witcher===<br />
When creating your Witcher, think about how your character views the world as a result of your training. Do they view them as an ultimate evil, that thay are on a crusade against? Or do they view them as feral creatures, unable of understanding the evil they perform, simply following their nature? Also, consider your Witchers emotions. As a result of your trials, your emotions have been stunted, but they are still there. Finally, consider the circumstances surrounding your induction to the Witcher caste. More often than not, most children don't get a choice when they are chosen. Orphans are often taken, and there are rumors that some children are abducted. Your parents might have given you away because they didn't have enough food, or you might have run to them seeking adventure. Think about this and how it impacts your view of humanity.<br />
<br />
===The Witcher's Code===<br />
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: <br />
<br />
;The Contract: Witchers do not work for free. Upon taking a contract to hunt a monster (or person), 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.<br />
<br />
;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.<br />
<br />
;Knowing Man From Monster: The line between monsters and men can be thin indeed, and the Witcher must discern what separates the two.<br />
<br />
;Law of Surprise: Witchers reserve the right to ask for a child to train as a Witcher in payment for a life debt.<br />
<br />
;Neutrality: Witchers try not to get too involved in politics; it usually ends badly and complicates their monster-hunting.<br />
<br />
;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.<br />
<br />
===Quick Build===<br />
You can make a Witcher quickly by following these suggestions. First, make Dexterity your highest score, followed by Wisdom. Though depending on your Witcher school of choice, you may want to make different scores higher, as seen in the schools description. Finally, take the Outlanter background.<br />
<br />
{{5e Image|float:right|http://i.imgur.com/WO095l8.jpg|''Geralt of Rivia, Wolf School Witcher''}}<br />
<br />
{{5e Class Features<br />
|name=Witcher<br />
|summary=Monster Hunter Class based on Polish writer Andrzej Sapkowski's books.<br />
|hd=10 <br />
|spellcasting=<br />
|armor=Light and Medium Armor<br />
|weapons=Simple weapons, Martial weapons<br />
|tools=Alchemist's Supplies, Land vehicles<br />
|saves=Strength and Wisdom<br />
|skills=Choose three from: Perception, Persuasion, Investigation, Survival, Acrobatics, Athletics, Insight, Nature, Medicine, Religion, or Intimidation.<br />
|item1a=Studded Leather<br />
|item1b=Scale Mail<br />
|item2a=One martial weapon<br />
|item2b=Two simple weapons<br />
|item3a=20 Throwing Knives (daggers)<br />
|item3b=Hand Crossbow and 20 Crossbow bolts<br />
|item4a=Poisoner's kit<br />
|item4b=Alchemist kit<br />
|item5a=Witchers Medallion, Notebook and Bestiary, and an explorer's pack<br />
|item5b= <br />
|classfeatures1=Specialized Killers, Witcher Artifact<br />
|classfeatures2=Witcher Senses, Witcher Alchemy, Fighting Style<br />
|classfeatures3=Signs, Witcher School<br />
|classfeatures4=Swift of Arm<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Of Men & Monsters<br />
|classfeatures7=Witcher School Feature, Greater Signs<br />
|classfeatures8=<br />
|classfeatures9=Unnatural Inspiration<br />
|classfeatures10=Bomb Crafting<br />
|classfeatures11=Witcher School Feature<br />
|classfeatures12=<br />
|classfeatures13=Clear of Mind<br />
|classfeatures14=Witcher School Feature<br />
|classfeatures15=Heightened Witcher Senses, Mythic Signs<br />
|classfeatures16=<br />
|classfeatures17=Witcher School Feature<br />
|classfeatures18=Tempered<br />
|classfeatures19=<br />
|classfeatures20=Master Witcher<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name= Signs Known<br />
|extra1_1=-<br />
|extra1_2=-<br />
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|extra1_4=2<br />
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|extra1_17=5<br />
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|extra2_name=Empower<br />
|extra2_1=-<br />
|extra2_2=-<br />
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|extra2_12=4<br />
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|extra2_14=4<br />
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|extra2_16=4<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
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|extra3_name=Greater<br />
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|extra3_3=-<br />
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|extra4_name=Mythic<br />
|extra4_1=-<br />
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|extra5_name=Toxicity Limit<br />
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|extra5_20=11<br />
}}<br />
<br />
=== Witcher Trials ===<br />
During the Trial of the Grasses, your body underwent amazing and horrifying mutations leaving you sterile, but granting you the following benefits:<br />
<br />
*You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.<br />
*You have advantage on saving throws against being poisoned, and you have resistance to poison damage.<br />
*You are immune to disease.<br />
*Your estimated lifespan increases by approximately 400 years<br />
*Your walking speed is increased by 10 feet.<br />
<br />
=== Witcher Gear ===<br />
;Pendant: All Witchers have a pendant reminiscent of their respective school. While wearing said pendant, it will glow, vibrate, and move towards the general direction of spells and magical effects within 30 feet of it, as if it was being tugged in the direction of the source. The pendant won't react to a spell beyond it being cast if it has a duration of instantaneous, however.<br />
<br />
;Notebook: Across your studies, you've studied a variety of languages and manerisms to better aid in your hunts. You learn an additional number of languages equal to your proficiency bonus, and learn additional languages when your proficiency bonus increases.<br />
<br />
;Bestiary: The Witcher's Bestiary is where a Witcher records the strengths and weaknesses of all enemies faced. When facing a creature recorded in the bestiary, you can recall basic lore about it, in addition to its abilities, resistances, and vulnerabilities. <br />
<br />
In order to record a creature into your bestiary, you must spend at least ten minutes examining an area the creature has fought in within 24 hours, have the corpse of the creature on hand, or have the creature explain to you its capabilities. Afterwards, you can finalize your notes over the course of a long rest, adding all creatures you've examined into your bestiary. When recording a humanoid, you record the race instead of the creature in particular, and can count all creatures of that race as being in your bestiary.<br />
<br />
In addition, you have four Bestiary dice, which are d8s. A Bestiary die is expended when you use it, and you regain all of your expended bestiary dice when you finish a short or long rest. You can expend one bestiary die and add the result to a saving throw you make against a creature you have recorded in the bestiary, or you can reduce the result of a saving throw a creature recorded in the bestiary makes against your own abilities. You gain an additional bestiary die at 7th level and another at 15th level.<br />
<br />
'''The Bestiary's Appearance.''' Your bestiary is a unique compilation of notes and diagrams on recorded creatures. It can look like any old leather journal, a barely held together bunch of notes, or a unique tome gifted to you by your teacher. <br />
<br />
'''Replacing the Bestiary.''' In the event that you want a backup of your bestiary, you can spend a half hour for each creature you've recorded in your bestiary to transcribe it into a new one. If you don't have your original bestiary during this process, you can only scribe from memory a number of creatures equal to 5 x your Wisdom modifier.<br />
<br />
=== Specialized Killers ===<br />
Also at 1st level and again at 9th level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Great Weapon Fighting:<br />
When you roll a 1 or 2 on the damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the damage, though you must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the heavy, versatile, or two-handed property to gain this benefit.<br />
<br />
;Dueling:<br />
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with it.<br />
<br />
;Close Quarters Shooter:<br />
When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you.<br />
<br />
;Marauder:<br />
You can use your Strength score in place of your Dexterity score for the attack and damage rolls you make with ranged weapons.<br />
<br />
;Mariner:<br />
When you are not wearing medium or heavy armor, or using a shield, you have a swimming speed equal to your movement speed, and you gain a +1 bonus to your Armor Class.<br />
<br />
;Brawler:<br />
You can roll a d6 in place of the normal damage for your unarmed strikes. When you only make unarmed strikes as a part of the Attack action, you can grapple or shove a creature as a bonus action.<br />
<br />
;Magus:<br />
You learn two cantrips of your choice from the wizard spell list. They count as witcher spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the wizard spell list.<br />
<br />
=== Witcher Senses ===<br />
At 2nd level, your body continues adapting to the changes brought by the Trial of Grasses, tempering your senses further. <br />
<br />
You have blindsight out to a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. Your blindsight doesn't work while deafened however.<br />
<br />
In addition, you can sense creatures within 30 feet by sense of smell. This doesn't tell you the exact location of a creature, only that they are somewhere within that range.<br />
<br />
=== Witcher Alchemy ===<br />
Starting at 2nd level, while you have your alchemist's supplies on hand you can now use it to craft specialized Witcher potions and concoctions. You know the formula for Swallow, and the formula for 2 other potions. At the end of a long rest, you can produce two types of potion you know the formula for. Any unused potions you have by the start of your next long rest spoil and become unusable.<br />
<br />
You learn an additional formula of your choice at 7th, 10th, and 15th level. When you finish a long rest, you can swap out a formula you know for another.<br />
<br />
Starting at 7th level, you can produce three potions at the end of a long rest, and four at 15th level.<br />
<br />
Despite your superior fortitude, witcher potions still remain incredibly toxic. You gain a number of toxicity points listed in a potion's description when you drink it, and for each toxicity point you have above your limit, your hit points are reduced by 1d8 at the start of your turns. This damage cannot be recovered until your toxicity is at or below your limit. When you finish a short rest, your current amount of toxicity points, if any, is reduced by an amount equal to your proficiency bonus. You lose all toxicity points upon finishing a long rest.<br />
<br />
In addition, you can consume potions as a bonus action.<br />
<br />
The saving throws of any potion is equal to 8 + your Proficiency bonus + your Wisdom modifier.<br />
<br />
Certain potions increased effects at higher levels, gaining additional effects in addition to previous ones, or having a higher potency.<br />
<br />
;Swallow: You can create 2 doses of Swallow, a fiery orange tincture. When consumed, a creature regains a number of hit points equal to your Proficiency bonus at the end of each of its turns for 2 rounds. Swallow has a toxicity of 1.<br />
<br />
At 10th level, you can craft Enhanced Swallow, which instead heals for 3 rounds, but has a toxicity of 2. <br />
At 15th level, you can craft 3 doses of Superior Swallow, which heals for for 4 rounds, but has a toxicity of 3.<br />
<br />
;Cat: You can create 1 dose of Cat, a sickly green mixture. Consuming the potion doubles the range of the creature's darkvision and allows them to perceive color in the dark for 24 hours. It has a toxicity of 1.<br />
<br />
At 10th level, you can produce Enhanced Cat, which additionally increases the range of a creature's blindsight to 30 feet and allows them to see through magical darkness. It has a toxicity of 2.<br />
At 15th level, you can craft Superior Cat, which additionally increases the range of a creature's blindsight to 120 feet. The creature can't be surprised, has advantage on initiative rolls, other creatures don't again advantage against the creature as a result of being unseen or invisible, and they can determine the basic mood of creatures within range of their blindsight, but has a toxicity of 3.<br />
<br />
;Black Blood: You can create 2 doses of Black Blood, a midnight-black potion. Consuming the potion turns the creature's blood into poison when attacked for 1 minute, causing creatures that hit them with a melee attack to take 1d8 poison damage. A creature that attacks the consumer with a bite attack or similar must make a Constitution saving throw, taking twice as much damage on a failure and becoming poisoned until the end of their next turn. It has a toxicity of 2.<br />
<br />
At 10th level, you can crafted Enhanced Black Blood, increasing the damage to 2d8 and ignoring resistance to poison damage. A creature that is poisoned by this effect is instead poisoned for a number of turns equal to your proficiency bonus. It has a toxicity of 3.<br />
At 15th level, you can craft Superior Black Blood. In addition to the previous effects, a creature must make the save whether it bites you or not, and is poisoned for 1 minute. It also has a toxicity of 3.<br />
<br />
;Killer Whale: You can craft 1 dose of Killer Whale, an amber colored liquid. Consuming the potion allows the creatue to hold its breath indefinitely while underwater as long as it is not incapacitated, and it gains a swimming speed equal to its walking speed for 8 hours. It has a toxicity of 2.<br />
<br />
;Ivoryskin: You can craft 2 doses of Ivoryskin, a turqoise concotion. When crafted, choose one damage type from acid, cold, fire, lightning, poison, radiant, necrotic, force, or thunder. You can choose a seperate damage type for each dose. When consumed, the creature gains resistance to the chosen damage type for 1 hour. It has a toxicity of 2.<br />
<br />
At 10th level, you can craft Enhanced Ivoryskin, causing the creature's weapon attacks to deal 1d6 extra damage of the same type the potion granted resistance to.<br />
At 15th level, you can craft Superior Ivoryskin, which grants advantage on Constitution saving throws. If a creature consumes two doses of Superior Ivoryskin of the same type, they instead gain immunity to the damage type for the same duration. It has a toxicity of 3.<br />
<br />
;Pheromones: You craft 1 dose of Pheromones, a swirly pink mixture. Choose one type of creature when you craft this potion. For 1 hour, creatures of that type who attempt to target the consumer with an attack or harmful effect must first succeed on a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or ability. This effect doesn't protect the consumer from area effects, such as the explosion of a fireball. If the consumer damages a creature or performs a hostile action, all creatures that witness the act become immune to this effect. It has a toxicity of 3.<br />
<br />
At 10th level, you can craft Enhanced Pheromones, giving the creature advantage on charisma checks when interacting with creatures of the chosen type.<br />
At 15th level, you can craft Superior Pheromones, rendering the creature invisible to creatures of the chosen type until the consumer attacks or casts a spell.<br />
<br />
;Steelmind: You can craft 2 dose of Steelmind, a steel-colored potion. When consumed, the creature gains resistance to psychic damage, and has advantage on saving throws against being charmed or frightened for 1 hour. It has a toxicity of 2<br />
<br />
At 10th level, you can craft Enhanced Steelmind, granting advantage on all Intelligence, Wisdom, and Charisma saving throws. It has a toxicity of 3.<br />
At 15th level, you can craft Superior Steelmind, granting immunity to the Charmed and Frightened condititions, any effect that would sense the creature's emotions or read its thoughts, and divination spells. It has a toxicity of 4<br />
<br />
;White Honey: You can craft 1 dose of White Honey, a thick white fluid. When consumed, the creature immediately loses all toxicity points, ends all witcher alchemy effects, and the poisoned condition.<br />
<br />
At 10th level, you can craft 2 doses of white honey, and at 15th level you can cast 3.<br />
<br />
When a non-Witcher consumes one of your potions, it must make a Constitution saving throw against your potion save DC. On a failure, it is poisoned for the same duration of the potion's effect. It takes 1d8 poison damage, increased by another 1d8 for each toxicity point the potion grants every 10 minutes and when the effect ends. If it is an Enhanced potion, the damage is increased to 3d8, increased by 2d8 for each toxicity point it would grant. If it is a superior potion, it is increased to 6d8, increased by 3d8 for each toxicity point it grants.<br />
<br />
=== Signs ===<br />
Starting at 3rd level, you gain access to signs, a basic form of magic used by Witchers and count as cantrips in reference to other game mechanics. You may choose two signs learn, learning more as showin in the Witcher table. <br />
<br />
You can empower your signs a number of times as shown in the Witcher table, and can do so again after finishing a long rest.<br />
<br />
'''Sign Save DC= 8 + Proficiency bonus + Wisdom Modifier'''<br />
<br />
<br />
;Aard:<br />
<br />
'''Prestidigitation'''. As a bonus action, you can create a harmless sensory effect using air, such as using a gust of wind to extinguish a small fire.<br />
<br />
As a bonus action, you can blast a 15ft cone with telekinetic force. Medium or smaller creatures within the area must succeed on a Strength saving throw or be pushed to the end of the cone and knocked prone. This sign can push large creatures at 7th level and huge creatures at 15th level. <br />
<br />
'''Empowered'''. Creatures takes 3d6 force damage on a failed save or half as much on a success. This damage increases to 4d6 at 7th level and to 5d6 at 15th level.<br />
<br />
'''Greater'''. You can affect all other creatures in a 20-foot sphere centered on you with the sign, and until the end of your turn, creatures in the area are deafened, unprotected flames in the area are extinguished, vapor, gas, and fog are dispersed by strong wind, the area is difficult terrain for creatures other than you, and ranged weapon attacks have advantage if they pass in or out of the wind. This effect ends if the hand used to cast this sign is no longer is free at any point.<br />
<br />
'''Mythic'''. The end of the cone becomes a wall of strong wind 15 feet high, 15 feet long, and 1 foot thick. When the wall appears, each creature in the area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much on a successful one. The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it. This effect lasts for up to 1 minute, and you must keep concentration on the effect. It also ends if the hand used to cast this sign is no longer free at any point.<br />
<br />
If the '''Empowered''' effect is used, the initial damage is increased by the same amount.<br />
If the '''Greater''' effect is used, the wall forms at the edges of the sphere, and creatures other than you in the sphere must make the save, being tossed 30 feet directly away from you on a failure in addition to the damage.<br />
<br />
<br />
;Yrden:<br />
<br />
As a bonus action, you can place a magical trap on the ground within 5 feet of you, spanning a 10-foot radius. For 1 minute, the area counts as difficult terrain for hostile creatures, and creatures affected by the sign must make a Charisma saving throw when using a spell or ability to teleport or travel to a different plane of existence in the circle, failing to do so on a failure. A creature isn't prevented a creature from passing through an already existing portal however. The radius becomes 15 feet at 7th level, and 20th feet at 15th level. When you cast Yrden while you already have an instance of it active, the previous instance immediately ends.<br />
<br />
'''Empowered'''. You empower either your preexisting Yrden trap, or a new one, increasing the radius by 15 feet for the duration. Creatures when they enter the area for the first time on a turn or start their turn there must succeed on a Strength saving throw. On a failure, they can't use their reaction until the start of their next turn.<br />
<br />
'''Greater'''. You empower either your preexisting Yrden trap or a new one. Hostile creatures in the area must make a Strength saving throw when they enter the area for the first time on a turn or start their turn there, becoming restrained on a failure.<br />
<br />
'''Mythic'''. You empower either your preexisting Yrden trap or a new one. Hostile creatures in the area when you empower it must succeed on a Wisdom saving throw or become sluggish until they leave the area. An affected creature must choose whether it gets an action or a bonus action on its turn, not both. Regardless of the creature's abilities or magic items, it can't make more than one attack during its turn.<br />
<br />
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.<br />
<br />
<br />
;Igni:<br />
<br />
'''Prestidigitation''':<br />
As a bonus action, you can create a flickering flame within 10 feet of you or in your hand. It burns harmlessly in your hand, and sheds bright light in a 20-foot radius and dim light for an additional 20 feet.<br />
<br />
As a bonus action you can unleash a fan of flame in a 10-foot cone, forcing creatures in the area to make a Dexterity saving throw. On a failure, creatures take 1d6 fire damage. This damage increases to 2d6 at 7th level, and 3d6 at 15th level.<br />
<br />
'''Empowered'''. The range of the sign increases to 15 feet, and deals half as much damage on a success. Creatures who fail are also set ablaze, taking 2d4 fire damage at the end of each of their turns until they use an action to put it out. The damage taken increases to 3d4 at 7th level, and 4d4 at 15th level.<br />
<br />
'''Greater'''. You can focus the sign into a single blast of fire, hurling it at a target. You can make a ranged weapon attack against a creature within 60 feet of you instead of projecting a cone. On a hit, the target takes 3d10 fire damage, increased to 4d10 at 15th level. <br />
<br />
If the '''Empowered''' effect is used, you roll d6s for the damage each turn instead.<br />
<br />
'''Mythic'''. You can unleash the sign as a 20-foot radius explosion centered on a point you can see instead. If centered on yourself, you are unaffected. The area is set ablaze for 1 minute, causing creatures to take 3d6 fire damage at the start of their turns in the area.<br />
<br />
If the '''Empowered''' effect is used, creatures have disadvantage on attack rolls and can't regain hit points while on fire, and must succeed on a Medicine check in order to extinguish themselves. The DC of the check equals your sign save DC.<br />
<br />
If the '''Greater''' effect is used, the creature explodes at the start of their turn, repeating the Igni sign centered on themselves as if the Greater effect was never used.<br />
<br />
<br />
;Quen:<br />
<br />
As a bonus action, you can trace a sigil towards one creature of your choice. Until the start of your next turn, you can add 1d4 to your AC against attacks made by that creature and on saving throws the creature forces you to make.<br />
<br />
'''Empowered'''. You can expend a use to use Quen as a reaction when you are targeted with an attack or the Magic Missile spell, granting you the benefit of Quen against the target and immunity to the Magic Missile spell. If you empower Quen normally as a bonus action, you gain a number of temporary hit points equal to 5 x your Wisdom modifier until the start of your next turn.<br />
<br />
'''Greater'''. You instead gain the maximum possible result when rolling the die, and the effect applies against all creatures until the start of your next turn.<br />
<br />
'''Mythic'''. When the effect ends, you are imbued with a surge of power for 1 minute, with which you must maintain concentration on. For the duration, your speed is doubled, you gain a +2 bonus to AC, advantage on Dexterity saving throws, and you gain an additional actiion on each of your turns. That action can only be used to take the Attack (one weapon attack only), Dash, Disengage, Hide, Cast a Sign, or Use an Object actions.<br />
<br />
<br />
;Axii:<br />
'''Prestidigitation'''. You can send telepathic messages to any creature you can see within 30 feet of you. You can't send words specifically, but you can send certain feelings and emotions such as you being in agreement, or feelings of hostility or betrayal. <br />
<br />
As a bonus action, you can blast the mind of a target you can see within 60 feet with psychic energy. The creature must make a Wisdom saving throw or take 1d8 psychic damage. If it fails, it has disadvantage on attacks against you until the start of your next turn. You can decide to deal no damage when it fails its saving throw.<br />
<br />
'''Empowered'''. You push and pull on the target's emotions. If the target fails, it is charmed or frightened (your choice) for the same duration.<br />
<br />
Optionally, you can choose to end the charmed or frightened condition on a creature when empowering Axii in this way. When you do so, it can choose it fail its saving throw.<br />
<br />
'''Greater'''. You can instead force the creature to make an Intelligence saving throw. A creature automatically succeeds of it is immune to being frightened. On a failed save, the creature regards all creatures it can see, even its own allies, as enemies for 1 minute, during which you must hold concentration and keep your hand free, otherwise the effect ends. When the creature takes damage, it can repeat the saving throw, ending the effect on a success.<br />
<br />
'''Mythic.'''. You assault the creature with a mental barrage, causing it to take 5d10 psychic damage on a failure, or half as much on a success. On a failure, the creature is stunned until the end of its next turn.<br />
<br />
=== Witcher School ===<br />
Starting at 3rd level, witchers decide what school they want to follow. Each school offers a variety of different skills Witchers can use to enhance their monster tracking and slaying abilities. There are five schools to choose from: The School of the Wolf, Cat, Viper, Bear, and Griffon. Your Witcher school grants abilities at 7th, 11th, 14th and 17th level.<br />
<br />
=== Ability Score Increase ===<br />
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th and 19th level, you can increase one ability score of you 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.<br />
<br />
=== Swift of Arm ===<br />
Starting at 4th level, you are able to use your reaction to reduce the damage dealt by a weapon attack by 1d8 + your Witcher level + your Strength or Dexterity modifier.<br />
<br />
=== Extra Attack ===<br />
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 at 13th level.<br />
<br />
=== Of Men & Monsters ===<br />
The line between monsters and men can be thin indeed, and the Witcher must discern what separates the two. <br />
<br />
At 6th level, you gain a +1 to attack and damage rolls made with weapon attacks, unless a weapon you wield already grants a bonus to attack and damage rolls. In addition, all of your weapon attacks count as magical for the purposes of overcoming resistance and immunity.<br />
<br />
=== Quickened Analysis ===<br />
Starting at 9th level, you can analyze a creature mid combat, and waste much less time adding them to your bestiary. You only need to spend 1 minute examining a creature to add it to your bestiary, and can finalize your notes over the course of a short rest.<br />
<br />
When you hit a creature with a weapon attack or it fails a saving throw against one of your signs, you can count that creature as being added to your Bestiary until the end of combat. You can do so a number of times equal to your proficiency bonus, and regain all expended uses when you finish a short or long rest.<br />
<br />
In addition, you gain the following features with which you can use your Bestiary dice on:<br />
*When you make a skill check against a creature in your bestiary, you can roll one bestiary dice and add it to the result, such as when making a stealth check to hide against the creature, a persuasion check to convince them, or an athletics check to grapple them.<br />
*When you make a weapon attack roll against a creature in your bestiary, you can expend one bestiary die to add it to the roll. You can use this before or after making the attack roll, but before any effects of the attack are applied.<br />
*When a creature in your bestiary makes an attack roll against a creature other than you within 30 feet of you, you can use your reaction to expend one bestiary die and reduce the attack roll by the result. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll hits or misses. The attacked creature must be able to hear you for this feature to take effect.<br />
<br />
=== Bomb Crafting ===<br />
Beginning at 10th level, you can craft an explosive instead of a potion when you do so at the end of a long rest. Bombs are simple ranged weapons with the thrown (30/60) properties and deal 1d4 bludgeoning damage on a hit, invoke their effect once they hit a target or impact a surface. Your explosives use your Potion Save DC for their effects.<br />
<br />
;Grapeshot: You create 3 Grapeshot. Each creature within 15 feet of the impact must succeed on a Dexterity saving throw, taking 1d8 fire and 1d8 piercing damage on a failure or half as much on a success. The grenade leaves shrapnel in the same area, creating difficult terrain until a creature spends its action to remove a 5-foot square of shrapnel. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.<br />
<br />
At 15th level, you can craft 4 Enhanced Grapeshot, causing creatures that take damage from the grenade or its shrapnel to be unable to regain hit points until the start of their next turn.<br />
<br />
;Dancing Star: You create 2 Dancing Star grenades. Creatures within 20 feet of the impact must succeed on a Dexterity or be coated in a reflective powder, preventing said creatures from benefiting from the invisible condition until they or another creature within 5 feet of them take an action to wipe it off. <br />
<br />
At 15th level, you can craft Enhanced Dancing Star. Attacks against said creatures have advantage until the glitter is removed.<br />
<br />
;Anathema: You create 1 Anathema grenade. The grenade explodes upon impact, creating a shimmering cloud with a 20-foot radius. Creatures in the area have disadvantage on maintaining concentration, and must make a Wisdom saving throw each time they attempt to cast a spell. On a failure, the spell fails and is wasted.<br />
<br />
;Northern Wind: You create 2 Northern Wind grenades. Creatures within 10 feet of the impact must succeed on a Dexterity saving throw, taking 3d8 cold damage and becoming hindered by ice formations for 1 minute, or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn't hindered by ice.<br />
<br />
At 15th level, you can craft Enhanced Northern Wind, causing creatures to be restrained instead for the same duration.<br />
<br />
;Moon Dust: You create 2 Moon Dust grenades. Creatures within 10 feet of the impact must succeed on a Constitution saving throw or be Blinded for 1 minute. At the end of each of its turns, a creature can make the saving throw again, ending the effect on a success. Shapechangers that fail the save immediately revert to their original forms.<br />
<br />
=== Unnatural Inspiration ===<br />
Starting at 9th level, whenever you attempt a Charisma, Intelligence, or Wisdom-based ability check, you can expend a bestiary die and add it to the total.<br />
<br />
=== Clear of Mind ===<br />
At 13th level, you can use your action to expend one bestiary die and one effect on yourself that is causing you to be charmed or frightened. If the original effect would normally grant you immunity upon passing the saving throw, such as a dragon's Frightful Presence, you become immune to it as normal.<br />
<br />
===Heightened Witcher Senses===<br />
Beginning at 15th level, you can add double your proficiency bonus in three skills you are proficient with.<br />
<br />
=== Tempered ===<br />
At 18th level, your Constitution, Wisdom, and your choice of Strength or Dexterity scores are increased by 2, and their maximums are increased by the same amount.<br />
<br />
=== Master Witcher ===<br />
As of 20th level, your training is finally "complete", you have achieved the rank of Master in your witcher circle or school. Due to the vastness of everything you've seen on your journey, nothing phases you anymore. You gain immunity to the frightened and charmed conditions.<br />
<br />
=== Witcher Schools ===<br />
<br />
As a Witcher, you are defined by your school. It's where you received all of your training and spent most of your life. It's the closest thing you have to a home, filled with the closest thing you have to a family. Each school specializes in something different, and has unique advantages in the way they kill monsters.<br />
<br />
==== School of The Wolf ====<br />
Witchers of the School of the Wolf excel at adaptability. They are resourceful warriors, always preparing before they engage in combat, allowing them to defeat monsters much stronger than them.<br />
<br />
;Bonus Proficiencies<br />
When you choose this archetype at 3rd level, you gain proficiency in the Insight and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.<br />
<br />
;Reflexes of the Wolf<br />
<br />
Starting at 3rd level, when an attacker you can see misses you with an attack, you can use your reaction to cast a sign. When a hostile creature provokes an attack of opportunity from you, you can use your reaction to cast a sign at the creature, rather than making an opportunity attack. The sign must target the creature or contain it in its area of effect.<br />
<br />
;Thunderbolt Potion Crafting<br />
<br />
Starting at 7th level, you learn the formula for Thunderbolt, and it does not count against your maximum formulae known. <br />
<br />
;Thunderbolt: You can create 2 doses of Thunderbolt, a lime green beverage. It causes a creature to deal an additional 1d8 damage on its weapon attacks for 1 minute. It has a toxicity of 2.<br />
<br />
At 15th level, you can craft Enhanced Thunderbolt. For the duration, the consumer's weapon attacks score a critical hit on a roll of 18 through 20. It has a toxicity of 4.<br />
<br />
;Predator:<br />
Beginning at 7th level, opportunity attacks made against you have disadvantage. Once per turn, you can gain advantage on an attack you make versus a creature at or below half of its maximum hit points.<br />
<br />
;Cut and Dry<br />
<br />
At 11th level, when you deal damage to a creature with a weapon attack you can cause them to bleed profusely once per turn. At the start of each of their turns, their hit points are reduced by 1d4 for each time they've been wounded, and they can make a Constitution saving throw against your Sign Save DC. On a success, the bleeding stops. The creature or a creature within 5 feet of them can make a Wisdom (Medicine) check against your DC to stop the bleeding on a success. For each wound the creature has, its speed is reduced by 5 feet.<br />
<br />
;Heart of The Wolf<br />
<br />
At 14th level, you can invoke the fear a wolf's howl instills in creatures. As a bonus action, you can emit a loud howl, forcing creatures of your choice within 300 feet of you to make a Wisdom saving throw. On a failure, creatures drop whatever they're holding and become Frightened for 1 minute.<br />
<br />
While frightened in this way, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere left to move. IF the creature ends its turn in a location where it doesn't have sight of you, the creature can make a Wisdom saving throw. On a success, the effect ends for the creature.<br />
<br />
You can use this ability once, and can do so again when you finish a short or long rest.<br />
<br />
;Heliotrop<br />
<br />
Starting at 17th level, you learn the Heliotrop Sign. When you fail a saving throw, you can invoke the sign instead, causing you to succeed instead. If you would take half as much damage from the effect on a success, you instead take no damage. Once you do so, you cannot do so again until you finish a long rest.<br />
<br />
==== School of The Cat ====<br />
The teachings of the School of the Cat focus on two things. Precision and speed. As a result, they produce fast and fierce fighters capable of whirling through masses of enemies in seconds. Like the School of the Viper, they accept contracts on both men and monsters. Though they would kill for gold, they would never join sides in a conflict.<br />
<br />
;Bonus Proficiencies<br />
When you choose this archetype at 3rd level, you gain proficiency in the Acrobatics skill if you weren't already. You can add double your proficiency bonus to checks you make with these skills.<br />
<br />
;Cat's Grace<br />
<br />
Beginning at 3rd level, light and medium armor do not impose disadvantage on your Stealth checks you make. Additionally, climbing no longer costs you extra movement, and the distance you cover when making a running jump increases by a number of feet equal to your Dexterity modifier.<br />
<br />
;Blizzard Potion Crafting<br />
<br />
Starting at 7th level, you learn the formula of a potion called Blizzard, which does not count against your maximum. <br />
<br />
;Blizzard: You can craft 1 dose of Blizzard, which grants the consumer an additional action on each of its turns for 1 minute, which can only be used to take the Attack (one weapon attack only), Dash, Disengage, Hide, Use an Object, or Cast a Sign actions. It has a toxicity of 4<br />
<br />
;Lunge<br />
<br />
Also at 7th level, when you jump, you can make a Dexterity (Acrobatics) check and extend your jump by a number of feet equal to the check's total. You can make this special check once, and can do so again once you've moved 0 feet on one of your turns.<br />
<br />
;Trickery of The Cat<br />
<br />
At 11th level, you strike quickly, and better when your enemies are disorganized. You have advantage on melee attack rolls against any creature that has one or more of its allies within 5 feet of it. Additionally, if a creature within 5 feet of you misses you with a melee attack, you can use your reaction to force the attacker to reroll that attack against another creature of your choice within 5 feet of you.<br />
<br />
;Pounce<br />
<br />
At 14th level, if you move at least 20 feet straight towards a creature and then hit it with a melee weapon attack on the same turn, that creature must succeed on a Strength saving throw or be knocked prone, and you can immediately make an additional weapon attack against it as a part of the same action action. The DC for this ability is equal to 8 + your Proficiency bonus + your Strength or Dexterity modifier. Once you use this ability, you cannot use it again until you move 0 feet on one of your turns.<br />
<br />
;Go For The Throat<br />
<br />
Beginning at 17th level, when you use Pounce you can grant the attack advantage, and on a hit the creature must succeed on a Constitution saving throw or drop to 0 hit points. A creature is immune to this effect if it is immune to the base damage of your attack, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its throat to be slit. Such a creature instead takes 8d8 additional damage on a failure, or half as much on a success. The DC for this ability is equal to 8 + your Proficiency bonus + your Strength or Dexterity modifier. You can use this ability once, and regain the ability to do so upon finishing a long rest.<br />
<br />
==== School of The Viper ====<br />
The School of the Viper focuses on poisoning, and debilitating your opponents. Unlike other schools, they gladly accept contracts on both men and monsters, using their preferred fighting style of fighting with two short blades and moving unpredictably- like a viper.<br />
<br />
;Poison Crafting<br />
Beginning at 3rd level, you gain the formula for the following poison, which does not count against your maximum. You can apply poison to a weapon or piece of ammunition as a bonus action, instead of an action. When you make potions at the end of a long rest, you can choose an additional poison to produce.<br />
<br />
;Deathbell: You can craft a number of Deathbell doses equal to your proficiency bonus, an injury based poison. When applied, a creature must make a Constitution saving throw, taking 4d4 damage and becoming poisoned until the end of its next turn on a failure, or only taking half as much damage on a success. <br />
This damage increases to 6d4 at 10th level, and 8d4 at 15th level.<br />
<br />
;Unpredictable:<br />
Also at 3rd level, you can take the Disengage, Hide, or Dash actions as a bonus action on your turn.<br />
<br />
;Archgriffin Decoction<br />
At 7th level, you learn an additional formula which does not count against your maximum. <br />
<br />
;Archgriffin: You can craft 1 dose of Archgriffin, a purple colored extract. The first time the consumer rolls damage for a weapon attack within 1 minute of drinking the potion, instead of rolling dice to determine the damage dealt, they can instead use the highest possible number for each die. It has a toxicity of 3.<br />
<br />
;Inoculated:<br />
Also at 7th level, your exposure to your own handmade poisons mixed with your unique biology has rendered you immune to the poisons of other creatures. You gain immunity to poison damage, the poisoned condition, and the effects of your own bombs.<br />
<br />
;Acid Death<br />
<br />
At 11th level, you can apply poison to two weapons or pieces of ammunition as a part of your object interaction on your turn instead of an action or bonus action. Additionally, you can ignore a creature's resistance or immunity to poison damage if it isn't also resistant or immune to acid damage.<br />
<br />
Lastly, you learn the following bomb formula, which doesn't count against your maximum.:<br />
<br />
;Sunder: You can create 2 Sunder grenades. Creatures within 5 feet of the impact must succeed on a Dexterity saving throw, taking 2d4+10 acid damage on a failure or half as much on a success. Until the creatures' turns, their AC is reduced by the combined result of the d4s rolled.<br />
<br />
;Long-lasting<br />
<br />
Starting at 14th level, you can coat up to two weapons of your choice at the end of a long rest. These weapons deal an addition 1d8 poison damage on a hit. The poison wears off at the start of your next long rest, requiring you to apply it again.<br />
<br />
Also at 14th level, you learn the potion formula for a particularly nerve agent.<br />
<br />
;Nervedeath: You can create 2 doses of Nervedeath, an injury based poison. When applied, the creature must succeed on a Constitution saving throw or be paralyzed for 1 minute, becoming as stiff as a statue. At the end of each of the creature's turns, they can repeat the saving throw, ending the effect on a success.<br />
<br />
;Last Breath<br />
<br />
Also at 17th level, you learn the bomb formula for an incredibly potent chemical weapon<br />
<br />
;Gravedust: You can create one Gravedust bomb. Upon impact, the grenade disperses a 20-foot-radius of purplish fog for 10 minutes, unless a strong wind disperses the fog. The area is heavily obscured. When a creature enters the fog for the first time on a turn or starts its turn there, the creature must make a Constitution saving throw. On a failure, the creature creature takes 5d10 poison damage even if it holds its breath or doesn't need to breathe, and begins choking. A choking creature, even one that has left the fog, can make the saving throw again at the end of each of their turns, ending the effect on a success.<br />
<br />
==== School of the Bear ==== <br />
The School of the Bear focuses on Brute Strength, using powerful blows to debilitate and destroy your enemies. Focused solely on the task at hand, many witchers of this school tend to be loners, not that they need any assistance anyway. Despite their focus on strength, they are incredible users of the hand crossbow.<br />
<br />
;Bonus Proficiencies<br />
When you choose this archetype at 3rd level, you gain proficiency in heavy armor and shields, and you can perform the somatic components of signs and spells even when you have weapons or a shield in one or both hands.<br />
<br />
;Brutal Swing<br />
<br />
Starting at 3rd level, you maneuver your weapons with considerable force in each swing. You gain a rampage die, which starts as a d4. Once on each of your turns when you hit with a weapon attack, you can roll your rampage die and add it to the damage roll. When you do so, it increases by one step, from a d4 to a d6, from a d6 to a d8, and from a d10 to a d12. If you haven't dealt or taken damage since the beginning of your last turn when you start your turn, your rampage die becomes a d4 again.<br />
<br />
;Full Moon Potion Crafting<br />
<br />
At 7th level, you learn an additional potion formula which does not count against your maximum formulae known..<br />
<br />
;Full Moon: You can craft 1 dose of Full Moon, a silvery tonic that induces lycanthropic qualities. For 10 minutes, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, advantage on strength checks, and a number of temporary hit points equal to twice your Witcher level. It has a toxicity of 3.<br />
<br />
;Strength of Body<br />
<br />
Also at 7th level, you gain proficiency in Constitution saving throws. When you are subjected to an effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only take half damage if you fail. When you are moved against your will by any means other than being grappled, you can use your reaction to reduce the distance moved by an amount equal to 5 x your proficiency bonus.<br />
<br />
;Like a Wounded Animal<br />
<br />
Beginning at 11th level, your ferocity only grows with the damage you take. While at or below your maximum hit points, you can use a reaction to gain the following benefits for 1 minute:<br />
*You can roll your rampage die twice and take the higher roll.<br />
*Once per turn, you can roll your Rampage die and add it to the result of a saving throw. If applying this bonus to a death saving throw would bring the total to 20 or higher, you gain the benefits of rolling a 20.<br />
*You can use your Rampage die instead of a Bestiary die when you would normally expend one. Your rampage die then drops by one step.<br />
<br />
Once you do so, you cannot do so again until you finish a long rest.<br />
<br />
;Lycanthropic <br />
<br />
Just like the myths of the ancient School of the Bear, you have willingly accepted the curse of a Berserker. Starting at 17th level, you are always considered under the effects of the Full Moon tonic.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Witcher class, you must meet these prerequisites: Strength or Dexterity of 13 and a Wisdom of 13.<br />
<br />
'''Proficiencies.''' When you multiclass into the Witcher class, you gain the following proficiencies: Simple Weapons, Martial Weapons, Light Armor, Medium Armor<br />
<br />
'''Dangers.''' When multiclassing your character must go through the rigorous process known as the trial of the grasses and may very well end up dead. Only 3 or 4 Witchers usually survive the process out of their entire group. Roll a d100 when you multiclass into a Witcher. On a 64 or lower, you die.<br />
<br />
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{{5e Classes Breadcrumb}}<br />
{{Copyright Disclaimer|franchise=The Witcher|owner=Andrzej Sapkowski}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Schrubhttps://www.dandwiki.com/w/index.php?title=Witcher,_7th_Variant_(5e_Class)&diff=1559378Witcher, 7th Variant (5e Class)2022-01-20T02:31:41Z<p>Schrub: school of the bear rework, 9th level feature is no longer kinda useless</p>
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<div>{{requestreview|Double check balance, essentially a remastered version of the one Witcher class that isn't a variant. I think it's still a little loaded with all it gets, but not too much I hope.}}<br />
<br />
== Witcher ==<br />
A Witcher is someone who has undergone extensive training, ruthless mental and physical conditioning, and mysterious rituals (which take place at "witcher schools" such as Kaer Morhen) in preparation for becoming an itinerant monsterslayer for hire. Geralt, the central character in Andrzej Sapkowski's Witcher series and the subsequent games inspired by them, is said in the stories to be one of the greatest Hexers; he is certainly legendary, but whether famous or infamous is more open to interpretation (and/or subject to gameplay, as the case may be).<br />
<br />
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 against their vast array of opponents, many of which possess superhuman speed, strength and/or other deadly powers. These procedures ultimately mean that each fully-trained witcher is a mutant built specifically to hunt and kill inhuman prey. The key permanent results of mutations shared by all Witchers include:<br><br />
•Sterility (which partially explains selection from the outsiders, as they cannot breed to pass on their traits).<br><br />
•Cat-like eyes that grant very acute nightvision - Hexers can constrict their pupils to see in blinding light or open them to see in near pitch darkness. This nightvision can be further enhanced with the cat potion, but in general, it is good enough by itself to not require further enhancement.<br><br />
•Tremendous resistance to disease and poisin (which functions in most cases as complete immunity) and a boosted immune system, allowing them to consume large quantities of potions that could prove easily deadly if consumed even in small amounts by a normal man.<br><br />
•Exceptionally increased strength, speed, reflexes, and endurance, far beyond any normal or well-trained human, that allows them to swiftly end fights with minimal effort, and perform physical feats non-witchers couldn't hope to match. A witcher's physical skills alone are sufficient to defeat most monsters single-handedly if combined with extensive training and proper weaponry, whereas regular men could only hope to accomplish this in large groups. Hexers have also been shown to shrug off hits that would normally render normal men unconscious. Additionally, they have been known to survive the strikes of powerful monsters such as giants, or other beings possessing herculean strength, that would otherwise kill others with a single blow. <br><br />
•Having the ability to perform simple yet incredibly versatile combat magic in the form of Signs. They also develop a sixth sense that allows them to "feel" things around them, be it items of importance or people's immediate intentions. This explains their uncanny ability to track and hunt people and monsters.<br><br />
•Accelerated healing granting quick recovery from injuries.<br><br />
•Incredibly long lifespan and prolonged youth (Vesemir is said to be at least a few centuries old but has the appearance of a middle-aged man).<br><br />
<br />
===Creating a Witcher===<br />
When creating your Witcher, think about how your character views the world as a result of your training. Do they view them as an ultimate evil, that thay are on a crusade against? Or do they view them as feral creatures, unable of understanding the evil they perform, simply following their nature? Also, consider your Witchers emotions. As a result of your trials, your emotions have been stunted, but they are still there. Finally, consider the circumstances surrounding your induction to the Witcher caste. More often than not, most children don't get a choice when they are chosen. Orphans are often taken, and there are rumors that some children are abducted. Your parents might have given you away because they didn't have enough food, or you might have run to them seeking adventure. Think about this and how it impacts your view of humanity.<br />
<br />
===The Witcher's Code===<br />
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: <br />
<br />
;The Contract: Witchers do not work for free. Upon taking a contract to hunt a monster (or person), 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.<br />
<br />
;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.<br />
<br />
;Knowing Man From Monster: The line between monsters and men can be thin indeed, and the Witcher must discern what separates the two.<br />
<br />
;Law of Surprise: Witchers reserve the right to ask for a child to train as a Witcher in payment for a life debt.<br />
<br />
;Neutrality: Witchers try not to get too involved in politics; it usually ends badly and complicates their monster-hunting.<br />
<br />
;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.<br />
<br />
===Quick Build===<br />
You can make a Witcher quickly by following these suggestions. First, make Dexterity your highest score, followed by Wisdom. Though depending on your Witcher school of choice, you may want to make different scores higher, as seen in the schools description. Finally, take the Outlanter background.<br />
<br />
{{5e Image|float:right|http://i.imgur.com/WO095l8.jpg|''Geralt of Rivia, Wolf School Witcher''}}<br />
<br />
{{5e Class Features<br />
|name=Witcher<br />
|summary=Monster Hunter Class based on Polish writer Andrzej Sapkowski's books.<br />
|hd=10 <br />
|spellcasting=<br />
|armor=Light and Medium Armor<br />
|weapons=Simple weapons, Martial weapons<br />
|tools=Alchemist's Supplies, Land vehicles<br />
|saves=Strength and Wisdom<br />
|skills=Choose three from: Perception, Persuasion, Investigation, Survival, Acrobatics, Athletics, Insight, Nature, Medicine, Religion, or Intimidation.<br />
|item1a=Studded Leather<br />
|item1b=Scale Mail<br />
|item2a=One martial weapon<br />
|item2b=Two simple weapons<br />
|item3a=20 Throwing Knives (daggers)<br />
|item3b=Hand Crossbow and 20 Crossbow bolts<br />
|item4a=Poisoner's kit<br />
|item4b=Alchemist kit<br />
|item5a=Witchers Medallion, Notebook and Bestiary, and an explorer's pack<br />
|item5b= <br />
|classfeatures1=Specialized Killers, Witcher Artifact<br />
|classfeatures2=Witcher Senses, Witcher Alchemy, Fighting Style<br />
|classfeatures3=Signs, Witcher School<br />
|classfeatures4=Swift of Arm<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Of Men & Monsters<br />
|classfeatures7=Witcher School Feature, Greater Signs<br />
|classfeatures8=<br />
|classfeatures9=Unnatural Inspiration<br />
|classfeatures10=Bomb Crafting<br />
|classfeatures11=Witcher School Feature<br />
|classfeatures12=<br />
|classfeatures13=Clear of Mind<br />
|classfeatures14=Witcher School Feature<br />
|classfeatures15=Heightened Witcher Senses, Mythic Signs<br />
|classfeatures16=<br />
|classfeatures17=Witcher School Feature<br />
|classfeatures18=Tempered<br />
|classfeatures19=<br />
|classfeatures20=Master Witcher<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name= Signs Known<br />
|extra1_1=-<br />
|extra1_2=-<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=3<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=4<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
|extra2_name=Empower<br />
|extra2_1=-<br />
|extra2_2=-<br />
|extra2_3=2<br />
|extra2_4=3<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=4<br />
|extra2_8=4<br />
|extra2_9=4<br />
|extra2_10=4<br />
|extra2_11=4<br />
|extra2_12=4<br />
|extra2_13=4<br />
|extra2_14=4<br />
|extra2_15=4<br />
|extra2_16=4<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
|extra3_name=Greater<br />
|extra3_1=-<br />
|extra3_2=-<br />
|extra3_3=-<br />
|extra3_4=-<br />
|extra3_5=-<br />
|extra3_6=-<br />
|extra3_7=2<br />
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|extra3_10=3<br />
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|extra3_14=3<br />
|extra3_15=3<br />
|extra3_16=3<br />
|extra3_17=3<br />
|extra3_18=3<br />
|extra3_19=3<br />
|extra3_20=3<br />
|extra4_name=Mythic<br />
|extra4_1=-<br />
|extra4_2=-<br />
|extra4_3=-<br />
|extra4_4=-<br />
|extra4_5=-<br />
|extra4_6=-<br />
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|extra4_13=-<br />
|extra4_14=-<br />
|extra4_15=1<br />
|extra4_16=1<br />
|extra4_17=1<br />
|extra4_18=1<br />
|extra4_19=1<br />
|extra4_20=<br />
|extra5_name=Toxicity Limit<br />
|extra5_1=-<br />
|extra5_2=2<br />
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|extra5_17=9<br />
|extra5_18=10<br />
|extra5_19=10<br />
|extra5_20=11<br />
}}<br />
<br />
=== Witcher Trials ===<br />
During the Trial of the Grasses, your body underwent amazing and horrifying mutations leaving you sterile, but granting you the following benefits:<br />
<br />
*You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.<br />
*You have advantage on saving throws against being poisoned, and you have resistance to poison damage.<br />
*You are immune to disease.<br />
*Your estimated lifespan increases by approximately 400 years<br />
*Your walking speed is increased by 10 feet.<br />
<br />
=== Witcher Gear ===<br />
;Pendant: All Witchers have a pendant reminiscent of their respective school. While wearing said pendant, it will glow, vibrate, and move towards the general direction of spells and magical effects within 30 feet of it, as if it was being tugged in the direction of the source. The pendant won't react to a spell beyond it being cast if it has a duration of instantaneous, however.<br />
<br />
;Notebook: Across your studies, you've studied a variety of languages and manerisms to better aid in your hunts. You learn an additional number of languages equal to your proficiency bonus, and learn additional languages when your proficiency bonus increases.<br />
<br />
;Bestiary: The Witcher's Bestiary is where a Witcher records the strengths and weaknesses of all enemies faced. When facing a creature recorded in the bestiary, you can recall basic lore about it, in addition to its abilities, resistances, and vulnerabilities. <br />
<br />
In order to record a creature into your bestiary, you must spend at least ten minutes examining an area the creature has fought in within 24 hours, have the corpse of the creature on hand, or have the creature explain to you its capabilities. Afterwards, you can finalize your notes over the course of a long rest, adding all creatures you've examined into your bestiary. When recording a humanoid, you record the race instead of the creature in particular, and can count all creatures of that race as being in your bestiary.<br />
<br />
In addition, you have four Bestiary dice, which are d8s. A Bestiary die is expended when you use it, and you regain all of your expended bestiary dice when you finish a short or long rest. You can expend one bestiary die and add the result to a saving throw you make against a creature you have recorded in the bestiary, or you can reduce the result of a saving throw a creature recorded in the bestiary makes against your own abilities. You gain an additional bestiary die at 7th level and another at 15th level.<br />
<br />
'''The Bestiary's Appearance.''' Your bestiary is a unique compilation of notes and diagrams on recorded creatures. It can look like any old leather journal, a barely held together bunch of notes, or a unique tome gifted to you by your teacher. <br />
<br />
'''Replacing the Bestiary.''' In the event that you want a backup of your bestiary, you can spend a half hour for each creature you've recorded in your bestiary to transcribe it into a new one. If you don't have your original bestiary during this process, you can only scribe from memory a number of creatures equal to 5 x your Wisdom modifier.<br />
<br />
=== Specialized Killers ===<br />
Also at 1st level and again at 9th level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Great Weapon Fighting:<br />
When you roll a 1 or 2 on the damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the damage, though you must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the heavy, versatile, or two-handed property to gain this benefit.<br />
<br />
;Dueling:<br />
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with it.<br />
<br />
;Close Quarters Shooter:<br />
When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you.<br />
<br />
;Marauder:<br />
You can use your Strength score in place of your Dexterity score for the attack and damage rolls you make with ranged weapons.<br />
<br />
;Mariner:<br />
When you are not wearing medium or heavy armor, or using a shield, you have a swimming speed equal to your movement speed, and you gain a +1 bonus to your Armor Class.<br />
<br />
;Brawler:<br />
You can roll a d6 in place of the normal damage for your unarmed strikes. When you only make unarmed strikes as a part of the Attack action, you can grapple or shove a creature as a bonus action.<br />
<br />
=== Witcher Senses ===<br />
At 2nd level, your body continues adapting to the changes brought by the Trial of Grasses, tempering your senses further. <br />
<br />
You have blindsight out to a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. Your blindsight doesn't work while deafened however.<br />
<br />
In addition, you can sense creatures within 30 feet by sense of smell. This doesn't tell you the exact location of a creature, only that they are somewhere within that range.<br />
<br />
=== Witcher Alchemy ===<br />
Starting at 2nd level, while you have your alchemist's supplies on hand you can now use it to craft specialized Witcher potions and concoctions. You know the formula for Swallow, and the formula for 2 other potions. At the end of a long rest, you can produce two types of potion you know the formula for. Any unused potions you have by the start of your next long rest spoil and become unusable.<br />
<br />
You learn an additional formula of your choice at 7th, 10th, and 15th level. When you finish a long rest, you can swap out a formula you know for another.<br />
<br />
Starting at 7th level, you can produce three potions at the end of a long rest, and four at 15th level.<br />
<br />
Despite your superior fortitude, witcher potions still remain incredibly toxic. You gain a number of toxicity points listed in a potion's description when you drink it, and for each toxicity point you have above your limit, your hit points are reduced by 1d8 at the start of your turns. This damage cannot be recovered until your toxicity is at or below your limit. When you finish a short rest, your current amount of toxicity points, if any, is reduced by an amount equal to your proficiency bonus. You lose all toxicity points upon finishing a long rest.<br />
<br />
In addition, you can consume potions as a bonus action.<br />
<br />
The saving throws of any potion is equal to 8 + your Proficiency bonus + your Wisdom modifier.<br />
<br />
Certain potions increased effects at higher levels, gaining additional effects in addition to previous ones, or having a higher potency.<br />
<br />
;Swallow: You can create 2 doses of Swallow, a fiery orange tincture. When consumed, a creature regains a number of hit points equal to your Proficiency bonus at the end of each of its turns for 2 rounds. Swallow has a toxicity of 1.<br />
<br />
At 10th level, you can craft Enhanced Swallow, which instead heals for 3 rounds, but has a toxicity of 2. <br />
At 15th level, you can craft 3 doses of Superior Swallow, which heals for for 4 rounds, but has a toxicity of 3.<br />
<br />
;Cat: You can create 1 dose of Cat, a sickly green mixture. Consuming the potion doubles the range of the creature's darkvision and allows them to perceive color in the dark for 24 hours. It has a toxicity of 1.<br />
<br />
At 10th level, you can produce Enhanced Cat, which additionally increases the range of a creature's blindsight to 30 feet and allows them to see through magical darkness. It has a toxicity of 2.<br />
At 15th level, you can craft Superior Cat, which additionally increases the range of a creature's blindsight to 120 feet. The creature can't be surprised, has advantage on initiative rolls, other creatures don't again advantage against the creature as a result of being unseen or invisible, and they can determine the basic mood of creatures within range of their blindsight, but has a toxicity of 3.<br />
<br />
;Black Blood: You can create 2 doses of Black Blood, a midnight-black potion. Consuming the potion turns the creature's blood into poison when attacked for 1 minute, causing creatures that hit them with a melee attack to take 1d8 poison damage. A creature that attacks the consumer with a bite attack or similar must make a Constitution saving throw, taking twice as much damage on a failure and becoming poisoned until the end of their next turn. It has a toxicity of 2.<br />
<br />
At 10th level, you can crafted Enhanced Black Blood, increasing the damage to 2d8 and ignoring resistance to poison damage. A creature that is poisoned by this effect is instead poisoned for a number of turns equal to your proficiency bonus. It has a toxicity of 3.<br />
At 15th level, you can craft Superior Black Blood. In addition to the previous effects, a creature must make the save whether it bites you or not, and is poisoned for 1 minute. It also has a toxicity of 3.<br />
<br />
;Killer Whale: You can craft 1 dose of Killer Whale, an amber colored liquid. Consuming the potion allows the creatue to hold its breath indefinitely while underwater as long as it is not incapacitated, and it gains a swimming speed equal to its walking speed for 8 hours. It has a toxicity of 2.<br />
<br />
;Ivoryskin: You can craft 2 doses of Ivoryskin, a turqoise concotion. When crafted, choose one damage type from acid, cold, fire, lightning, poison, radiant, necrotic, force, or thunder. You can choose a seperate damage type for each dose. When consumed, the creature gains resistance to the chosen damage type for 1 hour. It has a toxicity of 2.<br />
<br />
At 10th level, you can craft Enhanced Ivoryskin, causing the creature's weapon attacks to deal 1d6 extra damage of the same type the potion granted resistance to.<br />
At 15th level, you can craft Superior Ivoryskin, which grants advantage on Constitution saving throws. If a creature consumes two doses of Superior Ivoryskin of the same type, they instead gain immunity to the damage type for the same duration. It has a toxicity of 3.<br />
<br />
;Pheromones: You craft 1 dose of Pheromones, a swirly pink mixture. Choose one type of creature when you craft this potion. For 1 hour, creatures of that type who attempt to target the consumer with an attack or harmful effect must first succeed on a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or ability. This effect doesn't protect the consumer from area effects, such as the explosion of a fireball. If the consumer damages a creature or performs a hostile action, all creatures that witness the act become immune to this effect. It has a toxicity of 3.<br />
<br />
At 10th level, you can craft Enhanced Pheromones, giving the creature advantage on charisma checks when interacting with creatures of the chosen type.<br />
At 15th level, you can craft Superior Pheromones, rendering the creature invisible to creatures of the chosen type until the consumer attacks or casts a spell.<br />
<br />
;Steelmind: You can craft 2 dose of Steelmind, a steel-colored potion. When consumed, the creature gains resistance to psychic damage, and has advantage on saving throws against being charmed or frightened for 1 hour. It has a toxicity of 2<br />
<br />
At 10th level, you can craft Enhanced Steelmind, granting advantage on all Intelligence, Wisdom, and Charisma saving throws. It has a toxicity of 3.<br />
At 15th level, you can craft Superior Steelmind, granting immunity to the Charmed and Frightened condititions, any effect that would sense the creature's emotions or read its thoughts, and divination spells. It has a toxicity of 4<br />
<br />
;White Honey: You can craft 1 dose of White Honey, a thick white fluid. When consumed, the creature immediately loses all toxicity points, ends all witcher alchemy effects, and the poisoned condition.<br />
<br />
At 10th level, you can craft 2 doses of white honey, and at 15th level you can cast 3.<br />
<br />
When a non-Witcher consumes one of your potions, it must make a Constitution saving throw against your potion save DC. On a failure, it is poisoned for the same duration of the potion's effect. It takes 1d8 poison damage, increased by another 1d8 for each toxicity point the potion grants every 10 minutes and when the effect ends. If it is an Enhanced potion, the damage is increased to 3d8, increased by 2d8 for each toxicity point it would grant. If it is a superior potion, it is increased to 6d8, increased by 3d8 for each toxicity point it grants.<br />
<br />
=== Signs ===<br />
Starting at 3rd level, you gain access to signs, a basic form of magic used by Witchers and count as cantrips in reference to other game mechanics. You may choose two signs learn, learning more as showin in the Witcher table. <br />
<br />
You can empower your signs a number of times as shown in the Witcher table, and can do so again after finishing a long rest.<br />
<br />
'''Sign Save DC= 8 + Proficiency bonus + Wisdom Modifier'''<br />
<br />
<br />
;Aard:<br />
<br />
'''Prestidigitation'''. As a bonus action, you can create a harmless sensory effect using air, such as using a gust of wind to extinguish a small fire.<br />
<br />
As a bonus action, you can blast a 15ft cone with telekinetic force. Medium or smaller creatures within the area must succeed on a Strength saving throw or be pushed to the end of the cone and knocked prone. This sign can push large creatures at 7th level and huge creatures at 15th level. <br />
<br />
'''Empowered'''. Creatures takes 3d6 force damage on a failed save or half as much on a success. This damage increases to 4d6 at 7th level and to 5d6 at 15th level.<br />
<br />
'''Greater'''. You can affect all other creatures in a 20-foot sphere centered on you with the sign, and until the end of your turn, creatures in the area are deafened, unprotected flames in the area are extinguished, vapor, gas, and fog are dispersed by strong wind, the area is difficult terrain for creatures other than you, and ranged weapon attacks have advantage if they pass in or out of the wind. This effect ends if the hand used to cast this sign is no longer is free at any point.<br />
<br />
'''Mythic'''. The end of the cone becomes a wall of strong wind 15 feet high, 15 feet long, and 1 foot thick. When the wall appears, each creature in the area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much on a successful one. The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it. This effect lasts for up to 1 minute, and you must keep concentration on the effect. It also ends if the hand used to cast this sign is no longer free at any point.<br />
<br />
If the '''Empowered''' effect is used, the initial damage is increased by the same amount.<br />
If the '''Greater''' effect is used, the wall forms at the edges of the sphere, and creatures other than you in the sphere must make the save, being tossed 30 feet directly away from you on a failure in addition to the damage.<br />
<br />
<br />
;Yrden:<br />
<br />
As a bonus action, you can place a magical trap on the ground within 5 feet of you, spanning a 10-foot radius. For 1 minute, the area counts as difficult terrain for hostile creatures, and creatures affected by the sign must make a Charisma saving throw when using a spell or ability to teleport or travel to a different plane of existence in the circle, failing to do so on a failure. A creature isn't prevented a creature from passing through an already existing portal however. The radius becomes 15 feet at 7th level, and 20th feet at 15th level. When you cast Yrden while you already have an instance of it active, the previous instance immediately ends.<br />
<br />
'''Empowered'''. You empower either your preexisting Yrden trap, or a new one, increasing the radius by 15 feet for the duration. Creatures when they enter the area for the first time on a turn or start their turn there must succeed on a Strength saving throw. On a failure, they can't use their reaction until the start of their next turn.<br />
<br />
'''Greater'''. You empower either your preexisting Yrden trap or a new one. Hostile creatures in the area must make a Strength saving throw when they enter the area for the first time on a turn or start their turn there, becoming restrained on a failure.<br />
<br />
'''Mythic'''. You empower either your preexisting Yrden trap or a new one. Hostile creatures in the area when you empower it must succeed on a Wisdom saving throw or become sluggish until they leave the area. An affected creature must choose whether it gets an action or a bonus action on its turn, not both. Regardless of the creature's abilities or magic items, it can't make more than one attack during its turn.<br />
<br />
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.<br />
<br />
<br />
;Igni:<br />
<br />
'''Prestidigitation''':<br />
As a bonus action, you can create a flickering flame within 10 feet of you or in your hand. It burns harmlessly in your hand, and sheds bright light in a 20-foot radius and dim light for an additional 20 feet.<br />
<br />
As a bonus action you can unleash a fan of flame in a 10-foot cone, forcing creatures in the area to make a Dexterity saving throw. On a failure, creatures take 1d6 fire damage. This damage increases to 2d6 at 7th level, and 3d6 at 15th level.<br />
<br />
'''Empowered'''. The range of the sign increases to 15 feet, and deals half as much damage on a success. Creatures who fail are also set ablaze, taking 2d4 fire damage at the end of each of their turns until they use an action to put it out. The damage taken increases to 3d4 at 7th level, and 4d4 at 15th level.<br />
<br />
'''Greater'''. You can focus the sign into a single blast of fire, hurling it at a target. You can make a ranged weapon attack against a creature within 60 feet of you instead of projecting a cone. On a hit, the target takes 3d10 fire damage, increased to 4d10 at 15th level. <br />
<br />
If the '''Empowered''' effect is used, you roll d6s for the damage each turn instead.<br />
<br />
'''Mythic'''. You can unleash the sign as a 20-foot radius explosion centered on a point you can see instead. If centered on yourself, you are unaffected. The area is set ablaze for 1 minute, causing creatures to take 3d6 fire damage at the start of their turns in the area.<br />
<br />
If the '''Empowered''' effect is used, creatures have disadvantage on attack rolls and can't regain hit points while on fire, and must succeed on a Medicine check in order to extinguish themselves. The DC of the check equals your sign save DC.<br />
<br />
If the '''Greater''' effect is used, the creature explodes at the start of their turn, repeating the Igni sign centered on themselves as if the Greater effect was never used.<br />
<br />
<br />
;Quen:<br />
<br />
As a bonus action, you can trace a sigil towards one creature of your choice. Until the start of your next turn, you can add 1d4 to your AC against attacks made by that creature and on saving throws the creature forces you to make.<br />
<br />
'''Empowered'''. You can expend a use to use Quen as a reaction when you are targeted with an attack or the Magic Missile spell, granting you the benefit of Quen against the target and immunity to the Magic Missile spell. If you empower Quen normally as a bonus action, you gain a number of temporary hit points equal to 5 x your Wisdom modifier until the start of your next turn.<br />
<br />
'''Greater'''. You instead gain the maximum possible result when rolling the die, and the effect applies against all creatures until the start of your next turn.<br />
<br />
'''Mythic'''. When the effect ends, you are imbued with a surge of power for 1 minute, with which you must maintain concentration on. For the duration, your speed is doubled, you gain a +2 bonus to AC, advantage on Dexterity saving throws, and you gain an additional actiion on each of your turns. That action can only be used to take the Attack (one weapon attack only), Dash, Disengage, Hide, Cast a Sign, or Use an Object actions.<br />
<br />
<br />
;Axii:<br />
'''Prestidigitation'''. You can send telepathic messages to any creature you can see within 30 feet of you. You can't send words specifically, but you can send certain feelings and emotions such as you being in agreement, or feelings of hostility or betrayal. <br />
<br />
As a bonus action, you can blast the mind of a target you can see within 60 feet with psychic energy. The creature must make a Wisdom saving throw or take 1d8 psychic damage. If it fails, it has disadvantage on attacks against you until the start of your next turn. You can decide to deal no damage when it fails its saving throw.<br />
<br />
'''Empowered'''. You push and pull on the target's emotions. If the target fails, it is charmed or frightened (your choice) for the same duration.<br />
<br />
Optionally, you can choose to end the charmed or frightened condition on a creature when empowering Axii in this way. When you do so, it can choose it fail its saving throw.<br />
<br />
'''Greater'''. You can instead force the creature to make an Intelligence saving throw. A creature automatically succeeds of it is immune to being frightened. On a failed save, the creature regards all creatures it can see, even its own allies, as enemies for 1 minute, during which you must hold concentration and keep your hand free, otherwise the effect ends. When the creature takes damage, it can repeat the saving throw, ending the effect on a success.<br />
<br />
'''Mythic.'''. You assault the creature with a mental barrage, causing it to take 5d10 psychic damage on a failure, or half as much on a success. On a failure, the creature is stunned until the end of its next turn.<br />
<br />
=== Witcher School ===<br />
Starting at 3rd level, witchers decide what school they want to follow. Each school offers a variety of different skills Witchers can use to enhance their monster tracking and slaying abilities. There are five schools to choose from: The School of the Wolf, Cat, Viper, Bear, and Griffon. Your Witcher school grants abilities at 7th, 11th, 14th and 17th level.<br />
<br />
=== Ability Score Increase ===<br />
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th and 19th level, you can increase one ability score of you 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.<br />
<br />
=== Swift of Arm ===<br />
Starting at 4th level, you are able to use your reaction to reduce the damage dealt by a weapon attack by 1d8 + your Witcher level + your Strength or Dexterity modifier.<br />
<br />
=== Extra Attack ===<br />
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 at 13th level.<br />
<br />
=== Of Men & Monsters ===<br />
The line between monsters and men can be thin indeed, and the Witcher must discern what separates the two. <br />
<br />
At 6th level, you gain a +1 to attack and damage rolls made with weapon attacks, unless a weapon you wield already grants a bonus to attack and damage rolls. In addition, all of your weapon attacks count as magical for the purposes of overcoming resistance and immunity.<br />
<br />
=== Quickened Analysis ===<br />
Starting at 9th level, you can analyze a creature mid combat, and waste much less time adding them to your bestiary. You only need to spend 1 minute examining a creature to add it to your bestiary, and can finalize your notes over the course of a short rest.<br />
<br />
When you hit a creature with a weapon attack or it fails a saving throw against one of your signs, you can count that creature as being added to your Bestiary until the end of combat. You can do so a number of times equal to your proficiency bonus, and regain all expended uses when you finish a short or long rest.<br />
<br />
In addition, you gain the following features with which you can use your Bestiary dice on:<br />
*When you make a skill check against a creature in your bestiary, you can roll one bestiary dice and add it to the result, such as when making a stealth check to hide against the creature, a persuasion check to convince them, or an athletics check to grapple them.<br />
*When you make a weapon attack roll against a creature in your bestiary, you can expend one bestiary die to add it to the roll. You can use this before or after making the attack roll, but before any effects of the attack are applied.<br />
*When a creature in your bestiary makes an attack roll against a creature other than you within 30 feet of you, you can use your reaction to expend one bestiary die and reduce the attack roll by the result. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll hits or misses. The attacked creature must be able to hear you for this feature to take effect.<br />
<br />
=== Bomb Crafting ===<br />
Beginning at 10th level, you can craft an explosive instead of a potion when you do so at the end of a long rest. Bombs are simple ranged weapons with the thrown (30/60) properties and deal 1d4 bludgeoning damage on a hit, invoke their effect once they hit a target or impact a surface. Your explosives use your Potion Save DC for their effects.<br />
<br />
;Grapeshot: You create 3 Grapeshot. Each creature within 15 feet of the impact must succeed on a Dexterity saving throw, taking 1d8 fire and 1d8 piercing damage on a failure or half as much on a success. The grenade leaves shrapnel in the same area, creating difficult terrain until a creature spends its action to remove a 5-foot square of shrapnel. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.<br />
<br />
At 15th level, you can craft 4 Enhanced Grapeshot, causing creatures that take damage from the grenade or its shrapnel to be unable to regain hit points until the start of their next turn.<br />
<br />
;Dancing Star: You create 2 Dancing Star grenades. Creatures within 20 feet of the impact must succeed on a Dexterity or be coated in a reflective powder, preventing said creatures from benefiting from the invisible condition until they or another creature within 5 feet of them take an action to wipe it off. <br />
<br />
At 15th level, you can craft Enhanced Dancing Star. Attacks against said creatures have advantage until the glitter is removed.<br />
<br />
;Anathema: You create 1 Anathema grenade. The grenade explodes upon impact, creating a shimmering cloud with a 20-foot radius. Creatures in the area have disadvantage on maintaining concentration, and must make a Wisdom saving throw each time they attempt to cast a spell. On a failure, the spell fails and is wasted.<br />
<br />
;Northern Wind: You create 2 Northern Wind grenades. Creatures within 10 feet of the impact must succeed on a Dexterity saving throw, taking 3d8 cold damage and becoming hindered by ice formations for 1 minute, or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn't hindered by ice.<br />
<br />
At 15th level, you can craft Enhanced Northern Wind, causing creatures to be restrained instead for the same duration.<br />
<br />
;Moon Dust: You create 2 Moon Dust grenades. Creatures within 10 feet of the impact must succeed on a Constitution saving throw or be Blinded for 1 minute. At the end of each of its turns, a creature can make the saving throw again, ending the effect on a success. Shapechangers that fail the save immediately revert to their original forms.<br />
<br />
=== Unnatural Inspiration ===<br />
Starting at 9th level, whenever you attempt a Charisma, Intelligence, or Wisdom-based ability check, you can expend a bestiary die and add it to the total.<br />
<br />
=== Clear of Mind ===<br />
At 13th level, you can use your action to expend one bestiary die and one effect on yourself that is causing you to be charmed or frightened. If the original effect would normally grant you immunity upon passing the saving throw, such as a dragon's Frightful Presence, you become immune to it.<br />
<br />
===Heightened Witcher Senses===<br />
Beginning at 15th level, you can add double your proficiency bonus in three skills you are proficient with.<br />
<br />
=== Tempered ===<br />
At 18th level, your Constitution, Wisdom, and your choice of Strength or Dexterity scores are increased by 2, and their maximums are increased by the same amount.<br />
<br />
=== Master Witcher ===<br />
As of 20th level, your training is finally "complete", you have achieved the rank of Master in your witcher circle or school. Due to the vastness of everything you've seen on your journey, nothing phases you anymore. You gain immunity to the frightened and charmed conditions.<br />
<br />
=== Witcher Schools ===<br />
<br />
As a Witcher, you are defined by your school. It's where you received all of your training and spent most of your life. It's the closest thing you have to a home, filled with the closest thing you have to a family. Each school specializes in something different, and has unique advantages in the way they kill monsters.<br />
<br />
==== School of The Wolf ====<br />
Witchers of the School of the Wolf excel at adaptability. They are resourceful warriors, always preparing before they engage in combat, allowing them to defeat monsters much stronger than them.<br />
<br />
;Bonus Proficiencies<br />
When you choose this archetype at 3rd level, you gain proficiency in the Insight and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.<br />
<br />
;Reflexes of the Wolf<br />
<br />
Starting at 3rd level, when an attacker you can see misses you with an attack, you can use your reaction to cast a sign. When a hostile creature provokes an attack of opportunity from you, you can use your reaction to cast a sign at the creature, rather than making an opportunity attack. The sign must target the creature or contain it in its area of effect.<br />
<br />
;Thunderbolt Potion Crafting<br />
<br />
Starting at 7th level, you learn the formula for Thunderbolt, and it does not count against your maximum formulae known. <br />
<br />
;Thunderbolt: You can create 2 doses of Thunderbolt, a lime green beverage. It causes a creature to deal an additional 1d8 damage on its weapon attacks for 1 minute. It has a toxicity of 2.<br />
<br />
At 15th level, you can craft Enhanced Thunderbolt. For the duration, the consumer's weapon attacks score a critical hit on a roll of 18 through 20. It has a toxicity of 4.<br />
<br />
;Heart of The Wolf<br />
<br />
<br />
;Heart of The Wolf<br />
<br />
At 11th level, you can invoke the fear a wolf's howl instills in creatures. As a bonus action, you can emit a loud howl, forcing creatures of your choice within 300 feet of you to make a Wisdom saving throw. On a failure, creatures drop whatever they're holding and become Frightened for 1 minute.<br />
<br />
While frightened in this way, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere left to move. IF the creature ends its turn in a location where it doesn't have sight of you, the creature can make a Wisdom saving throw. On a success, the effect ends for the creature.<br />
<br />
You can use this ability once, and can do so again when you finish a short or long rest.<br />
<br />
;Heliotrop<br />
<br />
Starting at 17th level, you learn the Heliotrop Sign. When you fail a saving throw, you can invoke the sign instead, causing you to succeed instead. If you would take half as much damage from the effect on a success, you instead take no damage. Once you do so, you cannot do so again until you finish a long rest.<br />
<br />
==== School of The Cat ====<br />
The teachings of the School of the Cat focus on two things. Precision and speed. As a result, they produce fast and fierce fighters capable of whirling through masses of enemies in seconds. Like the School of the Viper, they accept contracts on both men and monsters. Though they would kill for gold, they would never join sides in a conflict.<br />
<br />
;Bonus Proficiencies<br />
When you choose this archetype at 3rd level, you gain proficiency in the Stealth and Acrobatics skills if you weren't already. You can add double your proficiency bonus to checks you make with these skills.<br />
<br />
;Cat's Grace<br />
<br />
Beginning at 3rd level, light and medium armor do not impose disadvantage on your Stealth checks you make. Additionally, climbing no longer costs you extra movement, and the distance you cover when making a running jump increases by a number of feet equal to your Dexterity modifier.<br />
<br />
;Blizzard Potion Crafting<br />
<br />
Starting at 7th level, you learn the formula of a potion called Blizzard, which does not count against your maximum. <br />
<br />
;Blizzard: You can craft 1 dose of Blizzard, which grants the consumer an additional action on each of its turns for 1 minute, which can only be used to take the Attack (one weapon attack only), Dash, Disengage, Hide, Use an Object, or Cast a Sign actions. It has a toxicity of 4<br />
<br />
;Lunge<br />
<br />
Also at 7th level, when you jump, you can make a Dexterity (Acrobatics) check and extend your jump by a number of feet equal to the check's total. You can make this special check once, and can do so again once you've moved 0 feet on one of your turns.<br />
<br />
;Trickery of The Cat<br />
<br />
At 11th level, you strike quickly, and better when your enemies are disorganized. You have advantage on melee attack rolls against any creature that has one or more of its allies within 5 feet of it. Additionally, if a creature within 5 feet of you misses you with a melee attack, you can use your reaction to force the attacker to reroll that attack against another creature of your choice within 5 feet of you.<br />
<br />
;Pounce<br />
<br />
At 14th level, if you move at least 20 feet straight towards a creature and then hit it with a melee attack on the same turn, that creature must succeed on a Strength saving throw or be knocked prone, and you can immediately make an additional attack against it as a bonus action. The DC for this ability is equal to 8 + your Proficiency bonus + your Strength or Dexterity modifier. Once you use this ability, you cannot use it again until you move 0 feet on one of your turns.<br />
<br />
;Go For The Throat<br />
<br />
Beginning at 17th level, you can use your action to make one precise strike against a creature. The attack has advantage, and on a hit the creature must make a Constitution saving throw or drop to 0 hit points. A creature is immune to this effect if it is immune to the base damage of your weapon, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its throat to be slit. Such a creature instead takes 8d8 additional damage. The DC for this ability is equal to 8 + your Proficiency bonus + your Strength or Dexterity modifier. You can use this ability once, and regain the ability to do so upon finishing a long rest.<br />
<br />
==== School of The Viper ====<br />
The School of the Viper focuses on poisoning, and debilitating your opponents. Unlike other schools, they gladly accept contracts on both men and monsters, using their preferred fighting style of fighting with two short blades and moving unpredictably- like a viper.<br />
<br />
;Poison Crafting<br />
Beginning at 3rd level, you gain the formula for the following poison, which does not count against your maximum. You can apply poison to a weapon or piece of ammunition as a bonus action, instead of an action. When you make potions at the end of a long rest, you can choose an additional poison to produce.<br />
<br />
;Deathbell: You can craft a number of Deathbell doses equal to your proficiency bonus, an injury based poison. When applied, a creature must make a Constitution saving throw, taking 4d4 damage and becoming poisoned until the end of its next turn on a failure, or only taking half as much damage on a success. <br />
This damage increases to 6d4 at 10th level, and 8d4 at 15th level.<br />
<br />
;Archgriffin Decoction<br />
At 7th level, you learn an additional formula which does not count against your maximum. <br />
<br />
;Archgriffin: You can craft 1 dose of Archgriffin, a purple colored extract. The first time the consumer rolls damage for a weapon attack within 1 minute of drinking the potion, instead of rolling dice to determine the damage dealt, they can instead use the highest possible number for each die. It has a toxicity of 3.<br />
<br />
;Inoculated:<br />
Also at 7th level, your exposure to your own handmade poisons mixed with your unique biology has rendered you immune to the poisons of other creatures. You gain immunity to poison damage, the poisoned condition, and the effects of your own bombs.<br />
<br />
;Acid Death<br />
<br />
At 11th level, you can apply poison to two weapons or pieces of ammunition as a part of your object interaction on your turn instead of an action or bonus action. Additionally, you can ignore a creature's resistance or immunity to poison damage if it isn't also resistant or immune to acid damage.<br />
<br />
Lastly, you learn the following bomb formula, which doesn't count against your maximum.:<br />
<br />
;Sunder: You can create 2 Sunder grenades. Creatures within 5 feet of the impact must succeed on a Dexterity saving throw, taking 2d4+10 acid damage on a failure or half as much on a success. Until the creatures' turns, their AC is reduced by the combined result of the d4s rolled.<br />
<br />
;Long-lasting<br />
<br />
Starting at 14th level, you can coat up to two weapons of your choice at the end of a long rest. These weapons deal an addition 1d8 poison damage on a hit. The poison wears off at the start of your next long rest, requiring you to apply it again.<br />
<br />
Also at 14th level, you learn the potion formula for a particularly nerve agent.<br />
<br />
;Nervedeath: You can create 2 doses of Nervedeath, an injury based poison. When applied, the creature must succeed on a Constitution saving throw or be paralyzed for 1 minute, becoming as stiff as a statue. At the end of each of the creature's turns, they can repeat the saving throw, ending the effect on a success.<br />
<br />
;Last Breath<br />
<br />
Beginning at 17th level, you learn the bomb formula for an incredibly potent chemical weapon<br />
<br />
;Gravedust: You can create one Gravedust bomb. Upon impact, the grenade disperses a 20-foot-radius of purplish fog for 10 minutes, unless a strong wind disperses the fog. The area is heavily obscured. When a creature enters the fog for the first time on a turn or starts its turn there, the creature must make a Constitution saving throw. On a failure, the creature creature takes 5d10 poison damage even if it holds its breath or doesn't need to breathe, and begins choking. A choking creature, even one that has left the fog, can make the saving throw again at the end of each of their turns, ending the effect on a success.<br />
<br />
==== School of the Bear ==== <br />
The School of the Bear focuses on Brute Strength, using powerful blows to debilitate and destroy your enemies. Focused solely on the task at hand, many witchers of this school tend to be loners, not that they need any assistance anyway. Despite their focus on strength, they are incredible users of the hand crossbow.<br />
<br />
;Bonus Proficiencies<br />
When you choose this archetype at 3rd level, you gain proficiency in heavy armor and shields, and you can perform the somatic components of signs and spells even when you have weapons or a shield in one or both hands.<br />
<br />
;Brutal Swing<br />
<br />
Starting at 3rd level, you maneuver your weapons with considerable force in each swing. You gain a rampage die, which starts as a d4. Once on each of your turns when you hit with a weapon attack, you can roll your rampage die and add it to the damage roll. When you do so, it increases by one step, from a d4 to a d6, from a d6 to a d8, and from a d10 to a d12. If you haven't dealt or taken damage since the beginning of your last turn when you start your turn, your rampage die becomes a d4 again.<br />
<br />
;Full Moon Potion Crafting<br />
<br />
At 7th level, you learn an additional potion formula which does not count against your maximum formulae known..<br />
<br />
;Full Moon: You can craft 1 dose of Full Moon, a silvery tonic that induces lycanthropic qualities. For 10 minutes, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, advantage on strength checks, and a number of temporary hit points equal to twice your Witcher level. It has a toxicity of 3.<br />
<br />
;Strength of Body<br />
<br />
Also at 7th level, you gain proficiency in Constitution saving throws. When you are subjected to an effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only take half damage if you fail. When you are moved against your will by any means other than being grappled, you can use your reaction to reduce the distance moved by an amount equal to 5 x your proficiency bonus.<br />
<br />
;Like a Wounded Animal<br />
<br />
Beginning at 11th level, your ferocity only grows with the damage you take. While at or below your maximum hit points, you can use a reaction to gain the following benefits for 1 minute:<br />
*You can roll your rampage die twice and take the higher roll.<br />
*Once per turn, you can roll your Rampage die and add it to the result of a saving throw. If applying this bonus to a death saving throw would bring the total to 20 or higher, you gain the benefits of rolling a 20.<br />
*You can use your Rampage die instead of a Bestiary die when you would normally expend one. Your rampage die then drops by one step.<br />
<br />
Once you do so, you cannot do so again until you finish a long rest.<br />
<br />
;Lycanthropic <br />
<br />
Just like the myths of the ancient School of the Bear, you have willingly accepted the curse of a Berserker. Starting at 17th level, you are always considered under the effects of the Full Moon tonic.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Witcher class, you must meet these prerequisites: Strength or Dexterity of 13 and a Wisdom of 13.<br />
<br />
'''Proficiencies.''' When you multiclass into the Witcher class, you gain the following proficiencies: Simple Weapons, Martial Weapons, Light Armor, Medium Armor<br />
<br />
'''Dangers.''' When multiclassing your character must go through the rigorous process known as the trial of the grasses and may very well end up dead. Only 3 or 4 Witchers usually survive the process out of their entire group. Roll a d100 when you multiclass into a Witcher. On a 64 or lower, you die.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
{{Copyright Disclaimer|franchise=The Witcher|owner=Andrzej Sapkowski}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Schrubhttps://www.dandwiki.com/w/index.php?title=Witcher,_7th_Variant_(5e_Class)&diff=1559358Witcher, 7th Variant (5e Class)2022-01-20T00:59:13Z<p>Schrub: grammification, spelling errors, school of the viper rework</p>
<hr />
<div>{{requestreview|Double check balance, essentially a remastered version of the one Witcher class that isn't a variant. I think it's still a little loaded with all it gets, but not too much I hope.}}<br />
<br />
== Witcher ==<br />
A Witcher is someone who has undergone extensive training, ruthless mental and physical conditioning, and mysterious rituals (which take place at "witcher schools" such as Kaer Morhen) in preparation for becoming an itinerant monsterslayer for hire. Geralt, the central character in Andrzej Sapkowski's Witcher series and the subsequent games inspired by them, is said in the stories to be one of the greatest Hexers; he is certainly legendary, but whether famous or infamous is more open to interpretation (and/or subject to gameplay, as the case may be).<br />
<br />
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 against their vast array of opponents, many of which possess superhuman speed, strength and/or other deadly powers. These procedures ultimately mean that each fully-trained witcher is a mutant built specifically to hunt and kill inhuman prey. The key permanent results of mutations shared by all Witchers include:<br><br />
•Sterility (which partially explains selection from the outsiders, as they cannot breed to pass on their traits).<br><br />
•Cat-like eyes that grant very acute nightvision - Hexers can constrict their pupils to see in blinding light or open them to see in near pitch darkness. This nightvision can be further enhanced with the cat potion, but in general, it is good enough by itself to not require further enhancement.<br><br />
•Tremendous resistance to disease and poisin (which functions in most cases as complete immunity) and a boosted immune system, allowing them to consume large quantities of potions that could prove easily deadly if consumed even in small amounts by a normal man.<br><br />
•Exceptionally increased strength, speed, reflexes, and endurance, far beyond any normal or well-trained human, that allows them to swiftly end fights with minimal effort, and perform physical feats non-witchers couldn't hope to match. A witcher's physical skills alone are sufficient to defeat most monsters single-handedly if combined with extensive training and proper weaponry, whereas regular men could only hope to accomplish this in large groups. Hexers have also been shown to shrug off hits that would normally render normal men unconscious. Additionally, they have been known to survive the strikes of powerful monsters such as giants, or other beings possessing herculean strength, that would otherwise kill others with a single blow. <br><br />
•Having the ability to perform simple yet incredibly versatile combat magic in the form of Signs. They also develop a sixth sense that allows them to "feel" things around them, be it items of importance or people's immediate intentions. This explains their uncanny ability to track and hunt people and monsters.<br><br />
•Accelerated healing granting quick recovery from injuries.<br><br />
•Incredibly long lifespan and prolonged youth (Vesemir is said to be at least a few centuries old but has the appearance of a middle-aged man).<br><br />
<br />
===Creating a Witcher===<br />
When creating your Witcher, think about how your character views the world as a result of your training. Do they view them as an ultimate evil, that thay are on a crusade against? Or do they view them as feral creatures, unable of understanding the evil they perform, simply following their nature? Also, consider your Witchers emotions. As a result of your trials, your emotions have been stunted, but they are still there. Finally, consider the circumstances surrounding your induction to the Witcher caste. More often than not, most children don't get a choice when they are chosen. Orphans are often taken, and there are rumors that some children are abducted. Your parents might have given you away because they didn't have enough food, or you might have run to them seeking adventure. Think about this and how it impacts your view of humanity.<br />
<br />
===The Witcher's Code===<br />
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: <br />
<br />
;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.<br />
<br />
;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.<br />
<br />
;Knowing Man From Monster: The line between monsters and men can be thin indeed, and the Witcher must discern what separates the two.<br />
<br />
;Law of Surprise: Witchers reserve the right to ask for a child to train as a Witcher in payment for a life debt.<br />
<br />
;Neutrality: Witchers try not to get too involved in politics; it usually ends badly and complicates their monster-hunting.<br />
<br />
;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.<br />
<br />
;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.<br />
<br />
===Quick Build===<br />
You can make a Witcher quickly by following these suggestions. First, make Dexterity your highest score, followed by Wisdom. Though depending on your Witcher school of choice, you may want to make different scores higher, as seen in the schools description. Finally, take the Outlanter background.<br />
<br />
{{5e Image|float:right|http://i.imgur.com/WO095l8.jpg|''Geralt of Rivia, Wolf School Witcher''}}<br />
<br />
{{5e Class Features<br />
|name=Witcher<br />
|summary=Monster Hunter Class based on Polish writer Andrzej Sapkowski's books.<br />
|hd=10 <br />
|spellcasting=<br />
|armor=Light and Medium Armor<br />
|weapons=Simple weapons, Martial weapons<br />
|tools=Alchemist's Supplies, Land vehicles<br />
|saves=Strength and Wisdom<br />
|skills=Choose three from: Perception, Persuasion, Investigation, Survival, Acrobatics, Athletics, Insight, Nature, Medicine, Religion, or Intimidation.<br />
|item1a=Studded Leather<br />
|item1b=Scale Mail<br />
|item2a=One martial weapon<br />
|item2b=Two simple weapons<br />
|item3a=20 Throwing Knives (daggers)<br />
|item3b=Hand Crossbow and 20 Crossbow bolts<br />
|item4a=Poisoner's kit<br />
|item4b=Alchemist kit<br />
|item5a=Witchers Medallion, Notebook and Bestiary, and an explorer's pack<br />
|item5b= <br />
|classfeatures1=Specialized Killers, Witcher Artifact<br />
|classfeatures2=Witcher Senses, Witcher Alchemy, Fighting Style<br />
|classfeatures3=Signs, Witcher School<br />
|classfeatures4=Swift of Arm<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Of Men & Monsters<br />
|classfeatures7=Witcher School Feature, Greater Signs<br />
|classfeatures8=<br />
|classfeatures9=Unnatural Inspiration<br />
|classfeatures10=Bomb Crafting<br />
|classfeatures11=Witcher School Feature<br />
|classfeatures12=<br />
|classfeatures13=Clear of Mind<br />
|classfeatures14=Witcher School Feature<br />
|classfeatures15=Heightened Witcher Senses, Mythic Signs<br />
|classfeatures16=<br />
|classfeatures17=Witcher School Feature<br />
|classfeatures18=Tempered<br />
|classfeatures19=<br />
|classfeatures20=Master Witcher<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name= Signs Known<br />
|extra1_1=-<br />
|extra1_2=-<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=3<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=4<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
|extra2_name=Empower<br />
|extra2_1=-<br />
|extra2_2=-<br />
|extra2_3=2<br />
|extra2_4=3<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=4<br />
|extra2_8=4<br />
|extra2_9=4<br />
|extra2_10=4<br />
|extra2_11=4<br />
|extra2_12=4<br />
|extra2_13=4<br />
|extra2_14=4<br />
|extra2_15=4<br />
|extra2_16=4<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
|extra3_name=Greater<br />
|extra3_1=-<br />
|extra3_2=-<br />
|extra3_3=-<br />
|extra3_4=-<br />
|extra3_5=-<br />
|extra3_6=-<br />
|extra3_7=2<br />
|extra3_8=2<br />
|extra3_9=2<br />
|extra3_10=3<br />
|extra3_11=3<br />
|extra3_12=3<br />
|extra3_13=3<br />
|extra3_14=3<br />
|extra3_15=3<br />
|extra3_16=3<br />
|extra3_17=3<br />
|extra3_18=3<br />
|extra3_19=3<br />
|extra3_20=3<br />
|extra4_name=Mythic<br />
|extra4_1=-<br />
|extra4_2=-<br />
|extra4_3=-<br />
|extra4_4=-<br />
|extra4_5=-<br />
|extra4_6=-<br />
|extra4_7=-<br />
|extra4_8=-<br />
|extra4_9=-<br />
|extra4_10=-<br />
|extra4_11=-<br />
|extra4_12=-<br />
|extra4_13=-<br />
|extra4_14=-<br />
|extra4_15=1<br />
|extra4_16=1<br />
|extra4_17=1<br />
|extra4_18=1<br />
|extra4_19=1<br />
|extra4_20=<br />
|extra5_name=Toxicity Limit<br />
|extra5_1=-<br />
|extra5_2=2<br />
|extra5_3=2<br />
|extra5_4=3<br />
|extra5_5=3<br />
|extra5_6=4<br />
|extra5_7=4<br />
|extra5_8=5<br />
|extra5_9=5<br />
|extra5_10=6<br />
|extra5_11=6<br />
|extra5_12=7<br />
|extra5_13=7<br />
|extra5_14=8<br />
|extra5_15=8<br />
|extra5_16=9<br />
|extra5_17=9<br />
|extra5_18=10<br />
|extra5_19=10<br />
|extra5_20=11<br />
}}<br />
<br />
=== Witcher Trials ===<br />
During the Trial of the Grasses, your body underwent amazing and horrifying mutations leaving you sterile, but granting you the following benefits:<br />
<br />
*You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.<br />
*You have advantage on saving throws against being poisoned, and you have resistance to poison damage.<br />
*You are immune to disease.<br />
*Your estimated lifespan increases by approximately 400 years<br />
*Your walking speed is increased by 10 feet.<br />
<br />
=== Witcher Gear ===<br />
;Pendant: All Witchers have a pendant reminiscent of their respective school. While wearing said pendant, it will glow, vibrate, and move towards the general direction of spells and magical effects within 30 feet of it, as if it was being tugged in the direction of the source. The pendant won't react to a spell beyond it being cast if it has a duration of instantaneous, however.<br />
<br />
;Notebook: Across your studies, you've studied a variety of languages and manerisms to better aid in your hunts. You learn an additional number of languages equal to your proficiency bonus, and learn additional languages when your proficiency bonus increases.<br />
<br />
;Bestiary: The Witcher's Bestiary is where a Witcher records the strengths and weaknesses of all enemies faced. When facing a creature recorded in the bestiary, you can recall basic lore about it, in addition to its abilities, resistances, and vulnerabilities. <br />
<br />
In order to record a creature into your bestiary, you must spend at least ten minutes examining an area the creature has fought in within 24 hours, have the corpse of the creature on hand, or have the creature explain to you its capabilities. Afterwards, you can finalize your notes over the course of a long rest, adding all creatures you've examined into your bestiary. When recording a humanoid, you record the race instead of the creature in particular, and can count all creatures of that race as being in your bestiary.<br />
<br />
In addition, you have four Bestiary dice, which are d8s. A Bestiary die is expended when you use it, and you regain all of your expended bestiary dice when you finish a short or long rest. You can expend one bestiary die and add the result to a saving throw you make against a creature you have recorded in the bestiary, or you can reduce the result of a saving throw a creature recorded in the bestiary makes against your own abilities. You gain an additional bestiary die at 7th level and another at 15th level.<br />
<br />
'''The Bestiary's Appearance.''' Your bestiary is a unique compilation of notes and diagrams on recorded creatures. It can look like any old leather journal, a barely held together bunch of notes, or a unique tome gifted to you by your teacher. <br />
<br />
'''Replacing the Bestiary.''' In the event that you want a backup of your bestiary, you can spend a half hour for each creature you've recorded in your bestiary to transcribe it into a new one. If you don't have your original bestiary during this process, you can only scribe from memory a number of creatures equal to 5 x your Wisdom modifier.<br />
<br />
=== Specialized Killers ===<br />
Also at 1st level and again at 9th level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Great Weapon Fighting:<br />
When you roll a 1 or 2 on the damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the damage, though you must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the heavy, versatile, or two-handed property to gain this benefit.<br />
<br />
;Dueling:<br />
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with it.<br />
<br />
;Close Quarters Shooter:<br />
When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you.<br />
<br />
;Marauder:<br />
You can use your Strength score in place of your Dexterity score for the attack and damage rolls you make with ranged weapons.<br />
<br />
;Mariner:<br />
When you are not wearing medium or heavy armor, or using a shield, you have a swimming speed equal to your movement speed, and you gain a +1 bonus to your Armor Class.<br />
<br />
;Brawler:<br />
You can roll a d6 in place of the normal damage for your unarmed strikes. When you only make unarmed strikes as a part of the Attack action, you can grapple or shove a creature as a bonus action.<br />
<br />
=== Witcher Senses ===<br />
At 2nd level, your body continues adapting to the changes brought by the Trial of Grasses, tempering your senses further. <br />
<br />
You have blindsight out to a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. Your blindsight doesn't work while deafened however.<br />
<br />
In addition, you can sense creatures within 30 feet by sense of smell. This doesn't tell you the exact location of a creature, only that they are somewhere within that range.<br />
<br />
=== Witcher Alchemy ===<br />
Starting at 2nd level, while you have your alchemist's supplies on hand you can now use it to craft specialized Witcher potions and concoctions. You know the formula for Swallow, and the formula for 2 other potions. At the end of a long rest, you can produce two types of potion you know the formula for. Any unused potions you have by the start of your next long rest spoil and become unusable.<br />
<br />
You learn an additional formula of your choice at 7th, 10th, and 15th level. When you finish a long rest, you can swap out a formula you know for another.<br />
<br />
Starting at 7th level, you can produce three potions at the end of a long rest, and four at 15th level.<br />
<br />
Despite your superior fortitude, witcher potions still remain incredibly toxic. You gain a number of toxicity points listed in a potion's description when you drink it, and for each toxicity point you have above your limit, your hit points are reduced by 1d8 at the start of your turns. This damage cannot be recovered until your toxicity is at or below your limit.<br />
<br />
In addition, you can consume potions as a bonus action.<br />
<br />
The saving throws of any potion is equal to 8 + your Proficiency bonus + your Wisdom modifier.<br />
<br />
Certain potions increased effects at higher levels, gaining additional effects in addition to previous ones, or having a higher potency.<br />
<br />
;Swallow: You can create 2 doses of Swallow, a fiery orange tincture. When consumed, a creature regains a number of hit points equal to your Proficiency bonus at the end of each of its turns for 2 rounds. Swallow has a toxicity of 1.<br />
<br />
At 10th level, you can craft Enhanced Swallow, which instead heals for 2d4 + your Proficiency bonus each round for 3 rounds, but has a toxicity of 3. <br />
At 15th level, you can craft 3 doses of Superior Swallow, which heals for 4d4 + your Proficiency bonus for 4 rounds, but has a toxicity of 4.<br />
<br />
;Cat: You can create 1 dose of Cat, a sickly green mixture. Consuming the potion doubles the range of the creature's darkvision and allows them to perceive color in the dark for 24 hours. It has a toxicity of 1.<br />
<br />
At 10th level, you can produce Enhanced Cat, which additionally increases the range of a creature's blindsight to 30 feet and allows them to see through magical darkness. It has a toxicity of 2.<br />
At 15th level, you can craft Superior Cat, which additionally increases the range of a creature's blindsight to 120 feet. The creature can't be surprised, has advantage on initiative rolls, other creatures don't again advantage against the creature as a result of being unseen or invisible, and they can determine the basic mood of creatures within range of their blindsight, but has a toxicity of 3.<br />
<br />
;Black Blood: You can create 2 doses of Black Blood, a midnight-black potion. Consuming the potion turns the creature's blood into poison when attacked for 1 minute, causing creatures that hit them with a melee attack to take 1d8 poison damage. A creature that attacks the consumer with a bite attack or similar must make a Constitution saving throw, taking twice as much damage on a failure and becoming poisoned until the end of their next turn. It has a toxicity of 2.<br />
<br />
At 10th level, you can crafted Enhanced Black Blood, increasing the damage to 2d8 and ignoring resistance to poison damage. A creature that is poisoned by this effect is instead poisoned for a number of turns equal to your proficiency bonus. It has a toxicity of 3.<br />
At 15th level, you can craft Superior Black Blood. In addition to the previous effects, a creature must make the save whether it bites you or not, and is poisoned for 1 minute. It also has a toxicity of 3.<br />
<br />
;Killer Whale: You can craft 1 dose of Killer Whale, an amber colored liquid. Consuming the potion allows the creatue to hold its breath indefinitely while underwater as long as it is not incapacitated, and it gains a swimming speed equal to its walking speed for 8 hours. It has a toxicity of 2.<br />
<br />
;Ivoryskin: You can craft 2 doses of Ivoryskin, a turqoise concotion. When crafted, choose one damage type from acid, cold, fire, lightning, poison, radiant, necrotic, force, or thunder. You can choose a seperate damage type for each dose. When consumed, the creature gains resistance to the chosen damage type for 1 hour. It has a toxicity of 2.<br />
<br />
At 10th level, you can craft Enhanced Ivoryskin, causing the creature's weapon attacks to deal 1d6 extra damage of the same type the potion granted resistance to.<br />
At 15th level, you can craft Superior Ivoryskin, which grants advantage on Constitution saving throws. If a creature consumes two doses of Superior Ivoryskin of the same type, they instead gain immunity to the damage type for the same duration. It has a toxicity of 3.<br />
<br />
;Pheromones: You craft 1 dose of Pheromones, a swirly pink mixture. Choose one type of creature when you craft this potion. For 1 hour, creatures of that type who attempt to target the consumer with an attack or harmful effect must first succeed on a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or ability. This effect doesn't protect the consumer from area effects, such as the explosion of a fireball. If the consumer damages a creature or performs a hostile action, all creatures that witness the act become immune to this effect. It has a toxicity of 3.<br />
<br />
At 10th level, you can craft Enhanced Pheromones, giving the creature advantage on charisma checks when interacting with creatures of the chosen type.<br />
At 15th level, you can craft Superior Pheromones, rendering the creature invisible to creatures of the chosen type until the consumer attacks or casts a spell.<br />
<br />
;Steelmind: You can craft 2 dose of Steelmind, a steel-colored potion. When consumed, the creature gains resistance to psychic damage, and has advantage on saving throws against being charmed or frightened for 1 hour. It has a toxicity of 2<br />
<br />
At 10th level, you can craft Enhanced Steelmind, granting advantage on all Intelligence, Wisdom, and Charisma saving throws. It has a toxicity of 3.<br />
At 15th level, you can craft Superior Steelmind, granting immunity to the Charmed and Frightened condititions, any effect that would sense the creature's emotions or read its thoughts, and divination spells. It has a toxicity of 4<br />
<br />
;White Honey: You can craft 1 dose of White Honey, a thick white fluid. When consumed, the creature immediately loses all toxicity points, ends all witcher alchemy effects, and the poisoned condition.<br />
<br />
At 10th level, you can craft 2 doses of white honey, and at 15th level you can cast 3.<br />
<br />
When a non-Witcher consumes one of your potions, it must make a Constitution saving throw against your potion save DC. On a failure, it is poisoned for the same duration of the potion's effect. It takes 1d8 poison damage, increased by another 1d8 for each toxicity point the potion grants every 10 minutes and when the effect ends. If it is an Enhanced potion, the damage is increased to 3d8, increased by 2d8 for each toxicity point it would grant. If it is a superior potion, it is increased to 6d8, increased by 3d8 for each toxicity point it grants.<br />
<br />
=== Signs ===<br />
Starting at 3rd level, you gain access to signs, a basic form of magic used by Witchers and count as cantrips in reference to other game mechanics. You may choose two signs learn, learning more as showin in the Witcher table. <br />
<br />
You can empower your signs a number of times as shown in the Witcher table, and can do so again after finishing a long rest.<br />
<br />
'''Sign Save DC= 8 + Proficiency bonus + Wisdom Modifier'''<br />
<br />
<br />
;Aard:<br />
<br />
'''Prestidigitation'''. As a bonus action, you can create a harmless sensory effect using air, such as using a gust of wind to extinguish a small fire.<br />
<br />
As a bonus action, you can blast a 15ft cone with telekinetic force. Medium or smaller creatures within the area must succeed on a Strength saving throw or be pushed to the end of the cone and knocked prone. This sign can push large creatures at 7th level and huge creatures at 15th level. <br />
<br />
'''Empowered'''. Creatures takes 3d6 force damage on a failed save or half as much on a success. This damage increases to 4d6 at 7th level and to 5d6 at 15th level.<br />
<br />
'''Greater'''. You can affect all other creatures in a 20-foot sphere centered on you with the sign, and until the end of your turn, creatures in the area are deafened, unprotected flames in the area are extinguished, vapor, gas, and fog are dispersed by strong wind, the area is difficult terrain for creatures other than you, and ranged weapon attacks have advantage if they pass in or out of the wind. This effect ends if the hand used to cast this sign is no longer is free at any point.<br />
<br />
'''Mythic'''. The end of the cone becomes a wall of strong wind 15 feet high, 15 feet long, and 1 foot thick. When the wall appears, each creature in the area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much on a successful one. The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it. This effect lasts for up to 1 minute, and you must keep concentration on the effect. It also ends if the hand used to cast this sign is no longer free at any point.<br />
<br />
If the '''Empowered''' effect is used, the initial damage is increased by the same amount.<br />
If the '''Greater''' effect is used, the wall forms at the edges of the sphere, and creatures other than you in the sphere must make the save, being tossed 30 feet directly away from you on a failure in addition to the damage.<br />
<br />
<br />
;Yrden:<br />
<br />
As a bonus action, you can place a magical trap on the ground within 5 feet of you, spanning a 10-foot radius. For 1 minute, the area counts as difficult terrain for hostile creatures, and creatures affected by the sign must make a Charisma saving throw when using a spell or ability to teleport or travel to a different plane of existence in the circle, failing to do so on a failure. A creature isn't prevented a creature from passing through an already existing portal however. The radius becomes 15 feet at 7th level, and 20th feet at 15th level. When you cast Yrden while you already have an instance of it active, the previous instance immediately ends.<br />
<br />
'''Empowered'''. You empower either your preexisting Yrden trap, or a new one, increasing the radius by 15 feet for the duration. Creatures when they enter the area for the first time on a turn or start their turn there must succeed on a Strength saving throw. On a failure, they can't use their reaction until the start of their next turn.<br />
<br />
'''Greater'''. You empower either your preexisting Yrden trap or a new one. Hostile creatures in the area must make a Strength saving throw when they enter the area for the first time on a turn or start their turn there, becoming restrained on a failure.<br />
<br />
'''Mythic'''. You empower either your preexisting Yrden trap or a new one. Hostile creatures in the area when you empower it must succeed on a Wisdom saving throw or become sluggish until they leave the area. An affected creature must choose whether it gets an action or a bonus action on its turn, not both. Regardless of the creature's abilities or magic items, it can't make more than one attack during its turn.<br />
<br />
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.<br />
<br />
<br />
;Igni:<br />
<br />
'''Prestidigitation''':<br />
As a bonus action, you can create a flickering flame within 10 feet of you or in your hand. It burns harmlessly in your hand, and sheds bright light in a 20-foot radius and dim light for an additional 20 feet.<br />
<br />
As a bonus action you can unleash a fan of flame in a 10-foot cone, forcing creatures in the area to make a Dexterity saving throw. On a failure, creatures take 1d6 fire damage. This damage increases to 2d6 at 7th level, and 3d6 at 15th level.<br />
<br />
'''Empowered'''. The range of the sign increases to 15 feet, and deals half as much damage on a success. Creatures who fail are also set ablaze, taking 2d4 fire damage at the end of each of their turns until they use an action to put it out. The damage taken increases to 3d4 at 7th level, and 4d4 at 15th level.<br />
<br />
'''Greater'''. You can focus the sign into a single blast of fire, hurling it at a target. You can make a ranged weapon attack against a creature within 60 feet of you instead of projecting a cone. On a hit, the target takes 3d10 fire damage, increased to 4d10 at 15th level. <br />
<br />
If the '''Empowered''' effect is used, you roll d6s for the damage each turn instead.<br />
<br />
'''Mythic'''. You can unleash the sign as a 20-foot radius explosion centered on a point you can see instead. If centered on yourself, you are unaffected. The area is set ablaze for 1 minute, causing creatures to take 3d6 fire damage at the start of their turns in the area.<br />
<br />
If the '''Empowered''' effect is used, creatures have disadvantage on attack rolls and can't regain hit points while on fire, and must succeed on a Medicine check in order to extinguish themselves. The DC of the check equals your sign save DC.<br />
<br />
If the '''Greater''' effect is used, the creature explodes at the start of their turn, repeating the Igni sign centered on themselves as if the Greater effect was never used.<br />
<br />
<br />
;Quen:<br />
<br />
As a bonus action, you can trace a sigil towards one creature of your choice. Until the start of your next turn, you can add 1d4 to your AC against attacks made by that creature and on saving throws the creature forces you to make.<br />
<br />
'''Empowered'''. You can expend a use to use Quen as a reaction when you are targeted with an attack or the Magic Missile spell, granting you the benefit of Quen against the target and immunity to the Magic Missile spell. If you empower Quen normally as a bonus action, you gain a number of temporary hit points equal to 5 x your Wisdom modifier until the start of your next turn.<br />
<br />
'''Greater'''. You instead gain the maximum possible result when rolling the die, and the effect applies against all creatures until the start of your next turn.<br />
<br />
'''Mythic'''. When the effect ends, you are imbued with a surge of power for 1 minute, with which you must maintain concentration on. For the duration, your speed is doubled, you gain a +2 bonus to AC, advantage on Dexterity saving throws, and you gain an additional actiion on each of your turns. That action can only be used to take the Attack (one weapon attack only), Dash, Disengage, Hide, Cast a Sign, or Use an Object actions.<br />
<br />
<br />
;Axii:<br />
'''Prestidigitation'''. You can send telepathic messages to any creature you can see within 30 feet of you. You can't send words specifically, but you can send certain feelings and emotions such as you being in agreement, or feelings of hostility or betrayal. <br />
<br />
As a bonus action, you can blast the mind of a target you can see within 60 feet with psychic energy. The creature must make a Wisdom saving throw or take 1d8 psychic damage. If it fails, it has disadvantage on attacks against you until the start of your next turn. You can decide to deal no damage when it fails its saving throw.<br />
<br />
'''Empowered'''. You push and pull on the target's emotions. If the target fails, it is charmed or frightened (your choice) for the same duration.<br />
<br />
Optionally, you can choose to end the charmed or frightened condition on a creature when empowering Axii in this way. When you do so, it can choose it fail its saving throw.<br />
<br />
'''Greater'''. You can instead force the creature to make an Intelligence saving throw. A creature automatically succeeds of it is immune to being frightened. On a failed save, the creature regards all creatures it can see, even its own allies, as enemies for 1 minute, during which you must hold concentration and keep your hand free, otherwise the effect ends. When the creature takes damage, it can repeat the saving throw, ending the effect on a success.<br />
<br />
'''Mythic.'''. You assault the creature with a mental barrage, causing it to take 5d10 psychic damage on a failure, or half as much on a success. On a failure, the creature is stunned until the end of its next turn.<br />
<br />
=== Witcher School ===<br />
Starting at 3rd level, Witchers decide what school they want to follow. Each school offers a variety of different skills Witchers can use to enhance their monster tracking and slaying abilities. There are five schools to choose from: The School of the Wolf, Cat, Viper, Bear, and Griffon. Your Witcher school grants abilities at 7th, 11th, 14th and 17th level.<br />
<br />
=== Ability Score Increase ===<br />
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th and 19th level, you can increase one ability score of you 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.<br />
<br />
=== Swift of Arm ===<br />
Starting at 4th level, you are able to use your reaction to reduce the damage dealt by a weapon attack by 1d8 + your Witcher level + your Strength or Dexterity modifier.<br />
<br />
=== Extra Attack ===<br />
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 at 13th level.<br />
<br />
=== Of Men & Monsters ===<br />
The line between monsters and men can be thin indeed, and the Witcher must discern what separates the two. <br />
<br />
At 6th level, you gain a +1 to attack and damage rolls made with weapon attacks, unless a weapon you wield already grants a bonus to attack and damage rolls. In addition, all of your weapon attacks count as magical for the purposes of overcoming resistance and immunity.<br />
<br />
=== Bomb Crafting ===<br />
Beginning at 10th level, you can craft an explosive instead of a potion when you do so at the end of a long rest. Bombs are simple ranged weapons with the thrown (30/60) properties and deal 1d4 bludgeoning damage on a hit, invoke their effect once they hit a target or impact a surface. Your explosives use your Potion Save DC for their effects.<br />
<br />
;Grapeshot: You create 3 Grapeshot. Each creature within 15 feet of the impact must succeed on a Dexterity saving throw, taking 1d8 fire and 1d8 piercing damage on a failure or half as much on a success. The grenade leaves shrapnel in the same area, creating difficult terrain until a creature spends its action to remove a 5-foot square of shrapnel. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.<br />
<br />
At 15th level, you can craft 4 Enhanced Grapeshot, causing creatures that take damage from the grenade or its shrapnel to be unable to regain hit points until the start of their next turn.<br />
<br />
;Dancing Star: You create 2 Dancing Star grenades. Creatures within 20 feet of the impact must succeed on a Dexterity or be coated in a reflective powder, preventing said creatures from benefiting from the invisible condition until they or another creature within 5 feet of them take an action to wipe it off. <br />
<br />
At 15th level, you can craft Enhanced Dancing Star. Attacks against said creatures have advantage until the glitter is removed.<br />
<br />
;Anathema: You create 1 Anathema grenade. The grenade explodes upon impact, creating a shimmering cloud with a 20-foot radius. Creatures in the area have disadvantage on maintaining concentration, and must make a Wisdom saving throw each time they attempt to cast a spell. On a failure, the spell fails and is wasted.<br />
<br />
;Northern Wind: You create 2 Northern Wind grenades. Creatures within 10 feet of the impact must succeed on a Dexterity saving throw, taking 3d8 cold damage and becoming hindered by ice formations for 1 minute, or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn't hindered by ice.<br />
<br />
At 15th level, you can craft Enhanced Northern Wind, causing creatures to be restrained instead for the same duration.<br />
<br />
;Moon Dust: You create 2 Moon Dust grenades. Creatures within 10 feet of the impact must succeed on a Constitution saving throw or be Blinded for 1 minute. At the end of each of its turns, a creature can make the saving throw again, ending the effect on a success. Shapechangers that fail the save immediately revert to their original forms.<br />
<br />
=== Unnatural Inspiration ===<br />
Starting at 9th level, whenever you attempt a Charisma, Intelligence, or Wisdom-based ability check, you can expend a bestiary die and add it to the total.<br />
<br />
=== Clear of Mind ===<br />
At 13th level, you can use your action to expend one bestiary die and one effect on yourself that is causing you to be charmed or frightened. If the original effect would normally grant you immunity upon passing the saving throw, such as a dragon's Frightful Presence, you become immune to it.<br />
<br />
===Heightened Witcher Senses===<br />
Beginning at 15th level, you can add double your proficiency bonus in three skills you are proficient with.<br />
<br />
=== Tempered ===<br />
At 18th level, your Constitution, Wisdom, and your choice of Strength or Dexterity scores are increased by 2, and their maximums are increased by the same amount.<br />
<br />
=== Master Witcher ===<br />
As of 20th level, your training is finally "complete", you have achieved the rank of Master in your witcher circle or school. Due to the vastness of everything you've seen on your journey, nothing phases you anymore. You gain immunity to the frightened and charmed conditions.<br />
<br />
=== Witcher Schools ===<br />
<br />
As a Witcher, you are defined by your school. It's where you received all of your training and spent most of your life. It's the closest thing you have to a home, filled with the closest thing you have to a family. Each school specializes in something different, and has unique advantages in the way they kill monsters.<br />
<br />
==== School of The Wolf ====<br />
Witchers of the School of the Wolf excel at adaptability. They are resourceful warriors, always preparing before they engage in combat, allowing them to defeat monsters much stronger than them.<br />
<br />
;Bonus Proficiencies<br />
When you choose this archetype at 3rd level, you gain proficiency in the Insight and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.<br />
<br />
;Reflexes of the Wolf<br />
<br />
Starting at 3rd level, when an attacker you can see misses you with an attack, you can use your reaction to cast a sign. When a hostile creature provokes an attack of opportunity from you, you can use your reaction to cast a sign at the creature, rather than making an opportunity attack. The sign must target the creature or contain it in its area of effect.<br />
<br />
;Thunderbolt Potion Crafting<br />
<br />
Starting at 7th level, you learn the formula for Thunderbolt, and it does not count against your maximum formulae known. Thunderbolt is a lime green colored concoction and you can make 2 doses. It causes a creature to deal an additional 1d8 damage on its weapon attacks for 1 minute. It has a toxicity of 2.<br />
<br />
At 15th level, you can craft Enhanced Thunderbolt. For the duration, the consumer's weapon attacks score a critical hit on a roll of 18 through 20. It has a toxicity of 4.<br />
<br />
;Heart of The Wolf<br />
<br />
At 11th level, you can invoke the fear a wolf's howl instills in creatures. As a bonus action, you can emit a loud howl, forcing creatures of your choice within 300 feet of you to make a Wisdom saving throw. On a failure, creatures drop whatever they're holding and become Frightened for 1 minute.<br />
<br />
While frightened in this way, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere left to move. IF the creature ends its turn in a location where it doesn't have sight of you, the creature can make a Wisdom saving throw. On a success, the effect ends for the creature.<br />
<br />
You can use this ability once, and can do so again when you finish a long rest.<br />
<br />
;Dire Wolf's Hide<br />
<br />
At 14th level, your skin becomes tough like the hide of a dire wolf. When you take damage from a weapon attack, you can reduce the damage taken by an amount equal to your Proficiency bonus. In addition, you gain resistance to cold damage.<br />
<br />
;Heliotrop<br />
<br />
Starting at 17th level, you learn the Heliotrop Sign. When you fail a saving throw, you can invoke the sign instead, causing you to succeed instead. If you would take half as much damage from the effect on a success, you instead take no damage. Once you do so, you cannot do so again until you finish a long rest.<br />
<br />
==== School of The Cat ====<br />
The teachings of the School of the Cat focus on two things. Precision and speed. As a result, they produce fast and fierce fighters capable of whirling through masses of enemies in seconds. Like the School of the Viper, they accept contracts on both men and monsters. Though they would kill for gold, they would never join sides in a conflict.<br />
<br />
;Bonus Proficiencies<br />
When you choose this archetype at 3rd level, you gain proficiency in the Stealth and Acrobatics skills if you weren't already. You can add double your proficiency bonus to checks you make with these skills.<br />
<br />
;Cat's Grace<br />
<br />
Beginning at 3rd level, light and medium armor do not impose disadvantage on your Stealth checks you make. Additionally, climbing no longer costs you extra movement, and the distance you cover when making a running jump increases by a number of feet equal to your Dexterity modifier.<br />
<br />
;Blizzard Potion Crafting<br />
<br />
Starting at 7th level, you learn the formula of a potion called Blizzard, which does not count against your maximum. <br />
<br />
;Blizzard: You can craft 1 dose of Blizzard, which grants the consumer an additional action on each of its turns for 1 minute, which can only be used to take the Attack (one weapon attack only), Dash, Disengage, Hide, Use an Object, or Cast a Sign actions. It has a toxicity of 4<br />
<br />
;Trickery of The Cat<br />
<br />
At 11th level, you strike quickly, and better when your enemies are disorganized. You have advantage on melee attack rolls against any creature that has one or more of its allies within 5 feet of it. Additionally, if a creature within 5 feet of you misses you with a melee attack, you can use your reaction to force the attacker to reroll that attack against another creature of your choice within 5 feet of you.<br />
<br />
;Lion's Pounce<br />
<br />
At 14th level, if you move at least 20 feet straight towards a creature and then hit it with a melee attack on the same turn, that creature must succeed on a Strength saving throw or be knocked prone, and you can immediately make an additional attack against it. The DC for this ability is equal to 8 + your Proficiency bonus + your Strength or Dexterity modifier. You can use this ability a number of times equal to your Strength or Dexterity modifier, regaining all uses upon finishing a short or long rest.<br />
<br />
;Go For The Throat<br />
<br />
Beginning at 17th level, you can use your action to make one precise strike against a creature. The attack has advantage, and on a hit the creature must make a Constitution saving throw or drop to 0 hit points. A creature is immune to this effect if it is immune to the base damage of your weapon, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its throat to be slit. Such a creature instead takes 8d8 additional damage. The DC for this ability is equal to 8 + your Proficiency bonus + your Strength or Dexterity modifier. You can use this ability once, and regain the ability to do so upon finishing a long rest.<br />
<br />
==== School of The Viper ====<br />
The School of the Viper focuses on poisoning, and debilitating your opponents. Unlike other schools, they gladly accept contracts on both men and monsters, using their preferred fighting style of fighting with two short blades and moving unpredictably- like a viper.<br />
<br />
;Poison Crafting<br />
Beginning at 3rd level, you gain the formula for the following poison, which does not count against your maximum. You can apply poison to a weapon or piece of ammunition as a bonus action, instead of an action. When you make potions at the end of a long rest, you can choose an additional poison to produce.<br />
<br />
;Deathbell: You can craft a number of Deathbell doses equal to your proficiency bonus, an injury based poison. When applied, a creature must make a Constitution saving throw, taking 4d4 damage and becoming poisoned until the end of its next turn on a failure, or only taking half as much damage on a success. <br />
This damage increases to 6d4 at 10th level, and 8d4 at 15th level.<br />
<br />
;Archgriffin Decoction<br />
At 7th level, you learn an additional formula which does not count against your maximum. <br />
<br />
;Archgriffin: You can craft 1 dose of Archgriffin, a purple colored extract. The first time the consumer rolls damage for a weapon attack within 1 minute of drinking the potion, instead of rolling dice to determine the damage dealt, they can instead use the highest possible number for each die. It has a toxicity of 3.<br />
<br />
;Inoculated:<br />
Also at 7th level, your exposure to your own handmade poisons mixed with your unique biology has rendered you immune to the poisons of other creatures. You gain immunity to poison damage, the poisoned condition, and the effects of your own bombs.<br />
<br />
;Acid Death<br />
<br />
At 11th level, you can apply poison to two weapons or pieces of ammunition as a part of your object interaction on your turn instead of an action or bonus action. Additionally, you can ignore a creature's resistance or immunity to poison damage if it isn't also resistant or immune to acid damage.<br />
<br />
Lastly, you learn the following bomb formula, which doesn't count against your maximum.:<br />
<br />
;Sunder: You can create 2 Sunder grenades. Creatures within 5 feet of the impact must succeed on a Dexterity saving throw, taking 2d4+10 acid damage on a failure or half as much on a success. Until the creatures' turns, their AC is reduced by the combined result of the d4s rolled.<br />
<br />
;Long-lasting<br />
<br />
Starting at 14th level, you can coat up to two weapons of your choice at the end of a long rest. These weapons deal an addition 1d8 poison damage on a hit. The poison wears off at the start of your next long rest, requiring you to apply it again.<br />
<br />
Also at 14th level, you learn the potion formula for a particularly nerve agent.<br />
<br />
;Nervedeath: You can create 2 doses of Nervedeath, an injury based poison. When applied, the creature must succeed on a Constitution saving throw or be paralyzed for 1 minute, becoming as stiff as a statue. At the end of each of the creature's turns, they can repeat the saving throw, ending the effect on a success.<br />
<br />
;Last Breath<br />
<br />
Beginning at 17th level, you learn the bomb formula for an incredibly potent chemical weapon<br />
<br />
;Gravedust: You can create one Gravedust bomb. Upon impact, the grenade disperses a 20-foot-radius of purplish fog for 10 minutes, unless a strong wind disperses the fog. The area is heavily obscured. When a creature enters the fog for the first time on a turn or starts its turn there, the creature must make a Constitution saving throw. On a failure, the creature creature takes 5d10 poison damage even if it holds its breath or doesn't need to breathe, and begins choking. A choking creature, even one that has left the fog, can make the saving throw again at the end of each of their turns, ending the effect on a success.<br />
<br />
==== School of the Bear ==== <br />
The School of the Bear focuses on Brute Strength, using powerful blows to debilitate and destroy your enemies. Focused solely on the task at hand, many witchers of this school tend to be loners, not that they need any assistance anyway. Despite their focus on strength, they are incredible users of the hand crossbow.<br />
<br />
;Bonus Proficiencies<br />
When you choose this archetype at 3rd level, you gain proficiency in heavy armor, and can use your Strength modifier, instead of Dexterity, for the attack and damage rolls of ranged weaponry.<br />
<br />
;Marauder<br />
<br />
Starting at 3rd level, you have mastered the art of close quarters combat, even with a ranged weapon in one hand, gaining the following benefits; <br />
<br />
• When you take the Attack action and make an attack with a melee weapon that you're holding in one hand, you can use a bonus action to make an attack with a one-handed ranged weapon in your other hand. Alternatively, when you use the Attack action and make an attack with a ranged weapon you're holding in one hand, you can use a bonus action to make a melee attack with a one-handed weapon in your other hand.<br />
<br />
• Being within 5 feet of a hostile creature doesn't impose disadvantage on your weapon attack rolls.<br />
<br />
• You ignore the loading property of weapons with which you are proficient.<br />
<br />
;Full Moon Potion Crafting<br />
<br />
At 7th level, you learn an additional potion formula which does not count against your maximum formulae known..<br />
<br />
;Full Moon: You can craft 1 dose of Full Moon, a silvery tonic that induces lycanthropic qualities. For 1 hour, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, advantage on strength checks, and a number of temporary hit points equal to twice your level. It has a toxicity of 3.<br />
<br />
;Strength of Body<br />
<br />
At 11th level, you gain proficiency in Constitution saving throw. When you are subjected to an effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw.<br />
<br />
;Invincible<br />
<br />
Beginning at 14th level, you can use your Swift of Arm feature verus melee attacks in addition to ranged ones, and can use your Strength modifier, instead of Dexterity, when doing so.<br />
<br />
;Lycanthropic <br />
<br />
Just like the myths of the ancient School of the Bear, you have willingly accepted the curse of a Berserker. Starting at 17th level, you are always considered under the effects of the Full Moon tonic.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Witcher class, you must meet these prerequisites: Strength or Dexterity of 13 and a Wisdom of 13.<br />
<br />
'''Proficiencies.''' When you multiclass into the Witcher class, you gain the following proficiencies: Simple Weapons, Martial Weapons, Light Armor, Medium Armor<br />
<br />
'''Dangers.''' When multiclassing your character must go through the rigorous process known as the trial of the grasses and may very well end up dead. Only 3 or 4 Witchers usually survive the process out of their entire group. Roll a d100 when you multiclass into a Witcher. On a 64 or lower, you die.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
{{Copyright Disclaimer|franchise=The Witcher|owner=Andrzej Sapkowski}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Schrubhttps://www.dandwiki.com/w/index.php?title=Witcher,_7th_Variant_(5e_Class)&diff=1558575Witcher, 7th Variant (5e Class)2022-01-17T22:33:01Z<p>Schrub: </p>
<hr />
<div>{{requestreview|Double check balance, essentially a remastered version of the one Witcher class that isn't a variant. I think it's still a little loaded with all it gets, but not too much I hope.}}<br />
<br />
== Witcher ==<br />
A Witcher is someone who has undergone extensive training, ruthless mental and physical conditioning, and mysterious rituals (which take place at "witcher schools" such as Kaer Morhen) in preparation for becoming an itinerant monsterslayer for hire. Geralt, the central character in Andrzej Sapkowski's Witcher series and the subsequent games inspired by them, is said in the stories to be one of the greatest Hexers; he is certainly legendary, but whether famous or infamous is more open to interpretation (and/or subject to gameplay, as the case may be).<br />
<br />
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 against their vast array of opponents, many of which possess superhuman speed, strength and/or other deadly powers. These procedures ultimately mean that each fully-trained witcher is a mutant built specifically to hunt and kill inhuman prey. The key permanent results of mutations shared by all Witchers include:<br><br />
•Sterility (which partially explains selection from the outsiders, as they cannot breed to pass on their traits).<br><br />
•Cat-like eyes that grant very acute nightvision - Hexers can constrict their pupils to see in blinding light or open them to see in near pitch darkness. This nightvision can be further enhanced with the cat potion, but in general, it is good enough by itself to not require further enhancement.<br><br />
•Tremendous resistance to disease and poisin (which functions in most cases as complete immunity) and a boosted immune system, allowing them to consume large quantities of potions that could prove easily deadly if consumed even in small amounts by a normal man.<br><br />
•Exceptionally increased strength, speed, reflexes, and endurance, far beyond any normal or well-trained human, that allows them to swiftly end fights with minimal effort, and perform physical feats non-witchers couldn't hope to match. A witcher's physical skills alone are sufficient to defeat most monsters single-handedly if combined with extensive training and proper weaponry, whereas regular men could only hope to accomplish this in large groups. Hexers have also been shown to shrug off hits that would normally render normal men unconscious. Additionally, they have been known to survive the strikes of powerful monsters such as giants, or other beings possessing herculean strength, that would otherwise kill others with a single blow. <br><br />
•Having the ability to perform simple yet incredibly versatile combat magic in the form of Signs. They also develop a sixth sense that allows them to "feel" things around them, be it items of importance or people's immediate intentions. This explains their uncanny ability to track and hunt people and monsters.<br><br />
•Accelerated healing granting quick recovery from injuries.<br><br />
•Incredibly long lifespan and prolonged youth (Vesemir is said to be at least a few centuries old but has the appearance of a middle-aged man).<br><br />
<br />
===Creating a Witcher===<br />
When creating your Witcher, think about how your character views the world as a result of your training. Do they view them as an ultimate evil, that thay are on a crusade against? Or do they view them as feral creatures, unable of understanding the evil they perform, simply following their nature? Also, consider your Witchers emotions. As a result of your trials, your emotions have been stunted, but they are still there. Finally, consider the circumstances surrounding your induction to the Witcher caste. More often than not, most children don't get a choice when they are chosen. Orphans are often taken, and there are rumors that some children are abducted. Your parents might have given you away because they didn't have enough food, or you might have run to them seeking adventure. Think about this and how it impacts your view of humanity.<br />
<br />
===The Witcher's Code===<br />
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: <br />
<br />
;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.<br />
<br />
;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.<br />
<br />
;Knowing Man From Monster: The line between monsters and men can be thin indeed, and the Witcher must discern what separates the two.<br />
<br />
;Law of Surprise: Witchers reserve the right to ask for a child to train as a Witcher in payment for a life debt.<br />
<br />
;Neutrality: Witchers try not to get too involved in politics; it usually ends badly and complicates their monster-hunting.<br />
<br />
;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.<br />
<br />
;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.<br />
<br />
===Quick Build===<br />
You can make a Witcher quickly by following these suggestions. First, make Dexterity your highest score, followed by Wisdom. Though depending on your Witcher school of choice, you may want to make different scores higher, as seen in the schools description. Finally, take the Outlanter background.<br />
<br />
{{5e Image|float:right|http://i.imgur.com/WO095l8.jpg|''Geralt of Rivia, Wolf School Witcher''}}<br />
<br />
{{5e Class Features<br />
|name=Witcher<br />
|summary=Monster Hunter Class based on Polish writer Andrzej Sapkowski's books.<br />
|hd=10 <br />
|spellcasting=<br />
|armor=Light and Medium Armor<br />
|weapons=Simple weapons, Martial weapons<br />
|tools=Alchemist's Supplies<br />
|saves=Strength and Wisdom<br />
|skills=Choose three from: Perception, Persuasion, Investigation, Survival, Acrobatics, Athletics, Insight, Nature, Medicine, Religion, or Intimidation.<br />
|item1a=Studded Leather<br />
|item1b=Scale Mail<br />
|item2a=One martial weapon<br />
|item2b=Two simple weapons<br />
|item3a=20 Throwing Knives (daggers)<br />
|item3b=Hand Crossbow and 20 Crossbow bolts<br />
|item4a=Poisoner's kit<br />
|item4b=Alchemist kit<br />
|item5a=Witchers Medallion, Notebook and Bestiary, and an explorer's pack<br />
|item5b= <br />
|classfeatures1=Specialized Killers, Witcher Artifact<br />
|classfeatures2=Witcher Senses, Witcher Alchemy, Fighting Style<br />
|classfeatures3=Signs, Witcher School<br />
|classfeatures4=Swift of Arm<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Of Men & Monsters<br />
|classfeatures7=Bomb Crafting, Witcher School Feature, Greater Signs<br />
|classfeatures8=<br />
|classfeatures9=Unnatural Inspiration<br />
|classfeatures10=<br />
|classfeatures11=Witcher School Feature<br />
|classfeatures12=<br />
|classfeatures13=Clear of Mind<br />
|classfeatures14=Witcher School Feature<br />
|classfeatures15=Heightened Witcher Senses, Mythic Signs<br />
|classfeatures16=<br />
|classfeatures17=Witcher School Feature<br />
|classfeatures18=Tempered<br />
|classfeatures19=<br />
|classfeatures20=Master Witcher<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name= Signs Known<br />
|extra1_1=-<br />
|extra1_2=-<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
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|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
|extra2_name=Empower<br />
|extra2_1=-<br />
|extra2_2=-<br />
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|extra2_5=3<br />
|extra2_6=3<br />
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|extra2_15=4<br />
|extra2_16=4<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
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|extra3_name=Greater<br />
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|extra4_name=Mythic<br />
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|extra4_5=-<br />
|extra4_6=-<br />
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|extra4_8=-<br />
|extra4_9=-<br />
|extra4_10=-<br />
|extra4_11=-<br />
|extra4_12=-<br />
|extra4_13=-<br />
|extra4_14=-<br />
|extra4_15=1<br />
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|extra4_20=1<br />
}}<br />
<br />
=== Witcher Trials ===<br />
During the Trial of the Grasses, your body underwent amazing and horrifying mutations leaving you sterile, but granting you the following benefits:<br />
<br />
•You gain Darkvision if your race does not already possess Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray<br />
<br />
•Advantage against poison saving throws, as well as resistance to Poison damage.<br />
<br />
•Immunity to disease.<br />
<br />
•Your estimated lifespan increases by approximately 400 years<br />
<br />
•Your movement speed is increased by 10 feet.<br />
<br />
=== Witcher Gear ===<br />
;Pendant: All Witchers have a pendant (Wolf, Bear, Cat, Viper, Manticore or Griffin) in the shape of their Witcher school While wearing said pendant, it will glow and vibrate in the presence of magic within 30 feet of it.<br />
<br />
;Notebook: Across your studies with your enemies you have always kept track of there vocal and communication patterns. You learn an additional number of languages equal to your Wisdom modifier + your Proficiency modifier, and can learn additional ones when your proficiency bonus or Wisdom modifier increases.<br />
<br />
;Bestiary: The Witcher's Bestiary is where a Witcher records the strengths and weaknesses of all enemies faced. When facing a creature recorded in the bestiary, you can recall basic lore about it, in addition to its abilities, damage immunities, resistances, and vulnerabilities. <br />
<br />
In order to record a creature into your bestiary, you must spend at least ten minutes examining an area the creature has fought in within 24 hours, have the corpse of the creature on hand, or have the creature explain to you its capabilities. Afterwards, you can finalize your notes over the course of a long rest, adding all creatures you've examined into your bestiary. When recording a humanoid, you record the race instead of the creature in particular, and can count all creatures of that race as being in your bestiary.<br />
<br />
In addition, you have four Bestiary dice, which are d8s. A Bestiary die is expended when you use it, and you regain all of your expended bestiary dice when you finish a short or long rest. You can expend one bestiary die and add the result to a saving throw you make against a creature you have recorded in the bestiary, or you can reduce the result of a saving throw a creature recorded in the bestiary makes against your own abilities. You gain an additional bestiary die at 7th level and another at 15th level.<br />
<br />
'''The Bestiary's Appearance.''' Your bestiary is a unique compilation of notes and diagrams on recorded creatures. It can look like any old leather journal, a barely held together bunch of notes, or a unique tome gifted to you by your teacher. <br />
<br />
'''Replacing the Bestiary.''' In the event that you want a backup of your bestiary, you can spend a half hour for each creature you've recorded in your bestiary to transcribe it into a new one. If you don't have your original bestiary during this process, you can only scribe from memory a number of creatures equal to 5 x your Wisdom modifier.<br />
<br />
=== Specialized Killers ===<br />
Also at 1st, a Witcher moves like the wind and strikes swifter than a coursing river. All weapons have the finesse property when you wield them. To gain this benefit, you must be proficient in the weapon, and it must lack the heavy property.<br />
<br />
=== Witcher Senses ===<br />
Starting at 2nd level, The Trial of Grasses has improved your senses to near superhuman levels. <br />
<br />
You can detect opponents within 30 feet by sense of smell, not unlike that of an animal. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. <br />
<br />
You gain proficiency in the Percption skill, and can add double your proficiency bonus to checks you make with it. <br />
<br />
You have blindsight out to a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. <br />
<br />
=== Fighting Style ===<br />
<br />
At 2nd level, you adopt a style of fighting as your specialty.<br />
Choose one of the following options. You can’t take a Fighting<br />
Style option more than once, even if you later get to choose<br />
again.<br />
<br />
;Archery:<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Defense:<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling:<br />
When you are wielding a melee weapon in one hand and no<br />
other weapons, you gain a +2 bonus to damage rolls with that<br />
weapon.<br />
<br />
;Great Weapon Fighting:<br />
When you roll a 1 or 2 for an attack you<br />
make with a melee weapon that you are wielding with two<br />
hands, you can reroll the die and must use the new roll. The<br />
weapon must have the two-handed or versatile property for<br />
you to gain this benefit.<br />
<br />
;Two-Weapon Fighting:<br />
When you engage in two-weapon fighting, you can add your<br />
ability modifier to the damage of the second attack.<br />
<br />
=== Witcher Alchemy ===<br />
Starting at 2nd level, while you have your alchemist's supplies on hand you can now use it to craft specialized Witcher potions and concoctions. You know the formula for Swallow, and the formula for 2 other potions. At the end of a long rest, you can produce two types of potion you know the formula for. Any unused potions you have by the start of your next long rest spoil and become unusable.<br />
<br />
You learn an additional formula of your choice at 7th, 10th, and 15th level. When you finish a long rest, you can swap out a formula you know for another.<br />
<br />
Starting at 7th level, you can produce three potions at the end of a long rest, and four at 10th level.<br />
<br />
Despite your superior fortitude, witcher potions still remain incredibly toxic. You gain a number of toxicity points listed in a potion's description when you drink it, and for each toxicity point you have above your limit, your hit points are reduced by 1d8 at the start of your turns. This damage cannot be recovered until your toxicity is at or below your limit.<br />
<br />
In addition, you can consume potions as a bonus action.<br />
<br />
The saving throws of any potion is equal to 8 + your Proficiency bonus + your Wisdom modifier.<br />
<br />
Certain potions increased effects at higher levels, gaining additional effects in addition to previous ones, or having a higher potency.<br />
<br />
;Swallow: You can create 2 doses of Swallow, a fiery orange tincture. When consumed, a creature regains a number of hit points equal to your Proficiency bonus at the end of each of its turns for 3 rounds. Swallow has a toxicity of 1.<br />
<br />
At 7th level, you can craft Enhanced Swallow, which instead heals for 2d4 + your Proficiency bonus, but has a toxicity of 2. <br />
At 15th level, you can craft 3 doses of Superior Swallow, which heals for 4d6 + your Proficiency bonus for 5 rounds, but has a toxicity of 3.<br />
<br />
;Cat: You can create 1 dose of Cat, a sickly green mixture. Consuming the potion doubles the range of the creature's darkvision and allows them to perceive color in the dark for 24 hours. It has a toxicity of 1.<br />
<br />
At 7th level, you can produce Enhanced Cat, which additionally increases the range of a creature's blindsight to 30 feet and allows them to see through magical darkness. It has a toxicity of 2.<br />
At 15th level, you can craft Superior Cat, which additionally increases the range of a creature's blindsight to 120 feet. The creature can't be surprised, has advantage on initiative rolls, other creatures don't again advantage against the creature as a result of being unseen or invisible, and they can determine the basic mood of creatures within range of their blindsight, but has a toxicity of 3.<br />
<br />
;Black Blood: You can create 2 doses of Black Blood, a midnight-black potion. Consuming the potion turns the creature's blood into poison when attacked for 1 minute, causing creatures that hit them with a melee attack to take 1d8 poison damage. A creature that attacks the consumer with a bite attack or similar must make a Constitution saving throw, taking twice as much damage on a failure and becoming poisoned until the end of their next turn. It has a toxicity of 2.<br />
<br />
At 7th level, you can crafted Enhanced Black Blood, increasing the damage to 2d8 and ignoring resistance to poison damage. A creature that is poisoned by this effect is instead poisoned for a number of turns equal to your proficiency bonus. It has a toxicity of 3.<br />
At 15th level, you can craft Superior Black Blood. In addition to the previous effects, a creature must make the save whether it bites you or not, and is poisoned for 1 minute. It also has a toxicity of 3.<br />
<br />
;Killer Whale: You can craft 1 dose of Killer Whale, an amber colored liquid. Consuming the potion allows the creatue to hold its breath indefinitely while underwater as long as it is not incapacitated, and it gains a swimming speed equal to its walking speed for 8 hours. It has a toxicity of 2.<br />
<br />
;Ivoryskin: You can craft 2 doses of Ivoryskin, a turqoise concotion. When crafted, choose one damage type from acid, cold, fire, lightning, poison, radiant, necrotic, force, or thunder. You can choose a seperate damage type for each dose. When consumed, the creature gains resistance to the chosen damage type for 1 hour. It has a toxicity of 2.<br />
<br />
At 7th level, you can craft Enhanced Ivoryskin, causing the creature's weapon attacks to deal 1d6 extra damage of the same type the potion granted resistance to.<br />
At 15th level, you can craft Superior Ivoryskin, which grants advantage on Constitution saving throws. If a creature consumes two doses of Superior Ivoryskin of the same type, they instead gain immunity to the damage type for the same duration. It has a toxicity of 3.<br />
<br />
;Pheromones: You craft 1 dose of Pheromones, a swirly pink mixture. Choose one type of creature when you craft this potion. For 1 hour, creatures of that type who attempt to target the consumer with an attack or harmful effect must first succeed on a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or ability. This effect doesn't protect the consumer from area effects, such as the explosion of a fireball. If the consumer damages a creature or performs a hostile action, all creatures that witness the act become immune to this effect. It has a toxicity of 3.<br />
<br />
At 7th level, you can craft Enhanced Pheromones, giving the creature advantage on charisma checks when interacting with creatures of the chosen type.<br />
At 15th level, you can craft Superior Pheromones, rendering the creature invisible to creatures of the chosen type until the consumer attacks or casts a spell.<br />
<br />
;Steelmind: You can craft 2 dose of Steelmind, a steel-colored potion. When consumed, the creature gains resistance to psychic damage, and has advantage on saving throws against being charmed or frightened for 1 hour. It has a toxicity of 2<br />
<br />
At 7th level, you can craft Enhanced Steelmind, granting advantage on all Intelligence, Wisdom, and Charisma saving throws. It has a toxicity of 3.<br />
At 15th level, you can craft Superior Steelmind, granting immunity to the Charmed and Frightened condititions, any effect that would sense the creature's emotions or read its thoughts, and divination spells. It has a toxicity of 4<br />
<br />
;White Honey: You can craft 1 dose of White Honey, a thick white fluid. When consumed, the creature immediately loses all toxicity points, ends all witcher alchemy effects, and the poisoned condition.<br />
<br />
At 7th level, you can craft 2 doses of white honey, and at 15th level you can cast 3.<br />
<br />
When a non-Witcher consumes one of your potions, it must make a Constitution saving throw against your potion save DC. On a failure, it is poisoned for the same duration of the potion's effect. It takes 1d8 poison damage, increased by another 1d8 for each toxicity point the potion grants every 10 minutes and when the effect ends. If it is an Enhanced potion, the damage is increased to 3d8, increased by 2d8 for each toxicity point it would grant. If it is a superior potion, it is increased to 6d8, increased by 3d8 for each toxicity point it grants.<br />
<br />
=== Signs ===<br />
Starting at 3rd level, you gain access to signs, a basic form of magic used by Witchers and count as cantrips in reference to other game mechanics. You may choose two signs learn, learning more as showin in the Witcher table. <br />
<br />
You can empower your signs a number of times as shown in the Witcher table, and can do so again after finishing a long rest.<br />
<br />
'''Sign Save DC= 8 + Proficiency bonus + Wisdom Modifier'''<br />
<br />
<br />
;Aard:<br />
<br />
'''Prestidigitation'''. As a bonus action, you can create a harmless sensory effect using air, such as using a gust of wind to extinguish a small fire.<br />
<br />
As a bonus action, you can blast a 15ft cone with telekinetic force. Medium or smaller creatures within the area must succeed on a Strength saving throw or be pushed to the end of the cone and knocked prone. This sign can push large creatures at 7th level and huge creatures at 15th level. <br />
<br />
'''Empowered'''. Creatures takes 3d6 force damage on a failed save or half as much on a success. This damage increases to 4d6 at 7th level and to 5d6 at 15th level.<br />
<br />
'''Greater'''. You can affect all other creatures in a 20-foot sphere centered on you with the sign, and until the end of your turn, creatures in the area are deafened, unprotected flames in the area are extinguished, vapor, gas, and fog are dispersed by strong wind, the area is difficult terrain for creatures other than you, and ranged weapon attacks have advantage if they pass in or out of the wind. This effect ends if the hand used to cast this sign is no longer is free at any point.<br />
<br />
'''Mythic'''. The end of the cone becomes a wall of strong wind 15 feet high, 15 feet long, and 1 foot thick. When the wall appears, each creature in the area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much on a successful one. The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it. This effect lasts for up to 1 minute, and you must keep concentration on the effect. It also ends if the hand used to cast this sign is no longer free at any point.<br />
<br />
If the '''Empowered''' effect is used, the initial damage is increased by the same amount.<br />
If the '''Greater''' effect is used, the wall forms at the edges of the sphere, and creatures other than you in the sphere must make the save, being tossed 30 feet directly away from you on a failure in addition to the damage.<br />
<br />
<br />
;Yrden:<br />
<br />
As a bonus action, you can place a magical trap on the ground within 5 feet of you, spanning a 10-foot radius. For 1 minute, the area counts as difficult terrain for hostile creatures, and creatures affected by the sign must make a Charisma saving throw when using a spell or ability to teleport or travel to a different plane of existence in the circle, failing to do so on a failure. A creature isn't prevented a creature from passing through an already existing portal however. The radius becomes 15 feet at 7th level, and 20th feet at 15th level. When you cast Yrden while you already have an instance of it active, the previous instance immediately ends.<br />
<br />
'''Empowered'''. You empower either your preexisting Yrden trap, or a new one, increasing the radius by 15 feet for the duration. Creatures when they enter the area for the first time on a turn or start their turn there must succeed on a Strength saving throw. On a failure, they can't use their reaction until the start of their next turn.<br />
<br />
'''Greater'''. You empower either your preexisting Yrden trap or a new one. Hostile creatures in the area must make a Strength saving throw when they enter the area for the first time on a turn or start their turn there, becoming restrained on a failure.<br />
<br />
'''Mythic'''. You empower either your preexisting Yrden trap or a new one. Hostile creatures in the area when you empower it must succeed on a Wisdom saving throw or become sluggish until they leave the area. An affected creature must choose whether it gets an action or a bonus action on its turn, not both. Regardless of the creature's abilities or magic items, it can't make more than one attack during its turn.<br />
<br />
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.<br />
<br />
<br />
;Igni:<br />
<br />
'''Prestidigitation''':<br />
As a bonus action, you can create a flickering flame within 10 feet of you or in your hand. It burns harmlessly in your hand, and sheds bright light in a 20-foot radius and dim light for an additional 20 feet.<br />
<br />
As a bonus action you can unleash a fan of flame in a 10-foot cone, forcing creatures in the area to make a Dexterity saving throw. On a failure, creatures take 1d6 fire damage. This damage increases to 2d6 at 7th level, and 3d6 at 15th level.<br />
<br />
'''Empowered'''. The range of the sign increases to 15 feet, and deals half as much damage on a success. Creatures who fail are also set ablaze, taking 2d4 fire damage at the end of each of their turns until they use an action to put it out. The damage taken increases to 3d4 at 7th level, and 4d4 at 15th level.<br />
<br />
'''Greater'''. You can focus the sign into a single blast of fire, hurling it at a target. You can make a ranged weapon attack against a creature within 60 feet of you instead of projecting a cone. On a hit, the target takes 3d10 fire damage, increased to 4d10 at 15th level. <br />
<br />
If the '''Empowered''' effect is used, you roll d6s for the damage each turn instead.<br />
<br />
'''Mythic'''. You can unleash the sign as a 20-foot radius explosion centered on a point you can see instead. If centered on yourself, you are unaffected. The area is set ablaze for 1 minute, causing creatures to take 3d6 fire damage at the start of their turns in the area.<br />
<br />
If the '''Empowered''' effect is used, creatures have disadvantage on attack rolls and can't regain hit points while on fire, and must succeed on a Medicine check in order to extinguish themselves. The DC of the check equals your sign save DC.<br />
<br />
If the '''Greater''' effect is used, the creature explodes at the start of their turn, repeating the Igni sign centered on themselves as if the Greater effect was never used.<br />
<br />
<br />
;Quen:<br />
<br />
As a bonus action, you can trace a sigil towards one creature of your choice. Until the start of your next turn, you can add 1d4 to your AC against attacks made by that creature and on saving throws the creature forces you to make.<br />
<br />
'''Empowered'''. You can expend a use to use Quen as a reaction when you are targeted with an attack or the Magic Missile spell, granting you the benefit of Quen against the target and immunity to the Magic Missile spell. If you empower Quen normally as a bonus action, you gain a number of temporary hit points equal to 5 x your Wisdom modifier until the start of your next turn.<br />
<br />
'''Greater'''. You instead gain the maximum possible result when rolling the die, and the effect applies against all creatures until the start of your next turn.<br />
<br />
'''Mythic'''. When the effect ends, you are imbued with a surge of power for 1 minute, with which you must maintain concentration on. For the duration, your speed is doubled, you gain a +2 bonus to AC, advantage on Dexterity saving throws, and you gain an additional actiion on each of your turns. That action can only be used to take the Attack (one weapon attack only), Dash, Disengage, Hide, Cast a Sign, or Use an Object actions.<br />
<br />
<br />
;Axii:<br />
'''Prestidigitation'''. You can send telepathic messages to any creature you can see within 30 feet of you. You can't send words specifically, but you can send certain feelings and emotions such as you being in agreement, or feelings of hostility or betrayal. <br />
<br />
As a bonus action, you can blast the mind of a target you can see within 60 feet with psychic energy. The creature must make a Wisdom saving throw or take 1d8 psychic damage. If it fails, it has disadvantage on attacks against you until the start of your next turn. You can decide to deal no damage when it fails its saving throw.<br />
<br />
'''Empowered'''. You push and pull on the target's emotions. If the target fails, it is charmed or frightened (your choice) for the same duration.<br />
<br />
Optionally, you can choose to end the charmed or frightened condition on a creature when empowering Axii in this way. When you do so, it can choose it fail its saving throw.<br />
<br />
'''Greater'''. You can instead force the creature to make an Intelligence saving throw. A creature automatically succeeds of it is immune to being frightened. On a failed save, the creature regards all creatures it can see, even its own allies, as enemies for 1 minute, during which you must hold concentration and keep your hand free, otherwise the effect ends. When the creature takes damage, it can repeat the saving throw, ending the effect on a success.<br />
<br />
'''Mythic.'''. You assault the creature with a mental barrage, causing it to take 5d10 psychic damage on a failure, or half as much on a success. On a failure, the creature is stunned until the end of its next turn.<br />
<br />
=== Witcher School ===<br />
Starting at 3rd level, Witchers decide what school they want to follow. Each school offers a variety of different skills Witchers can use to enhance their monster tracking and slaying abilities. There are five schools to choose from: The School of the Wolf, Cat, Viper, Bear, and Griffon. Your Witcher school grants abilities at 7th, 11th, 14th and 17th level.<br />
<br />
=== Ability Score Increase ===<br />
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th and 19th level, you can increase one ability score of you 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.<br />
<br />
=== Swift of Arm ===<br />
Starting at 4th level, you are able to use your reaction to reduce the damage dealt by a ranged weapon by 1d8 + your level + your Dexterity modifier.<br />
<br />
=== Extra Attack ===<br />
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 at 13th level.<br />
<br />
=== Of Men & Monsters ===<br />
The line between monsters and men can be thin indeed, and the Witcher must discern what separates the two. <br />
<br />
At 6th level, you gain a +1 to attack and damage rolls made with weapons, unless a weapon you wield already grants a bonus to attack and damage rolls. In addition, silvered weapons count as magical for the purposes of overcoming resistance and immunity.<br />
<br />
=== Bomb Crafting ===<br />
Beginning at 7th level, you can craft an explosive instead of a potion when you do so at the end of a long rest.<br />
<br />
You can use a bomb in place of an attack when you take the Attack action on your turn.<br />
<br />
;Grapeshot: You can craft 3 Grapeshot, and a creature can toss this grenade up to 30 feet, at which it explodes on impact, dealing 1d8 fire damage and 1d8 piercing damage to all creatures within a 10-foot radius. At 15th level both dice are increased by 1d8. The explosion leaves shrapnel in the same area, creating difficult terrain and causing creatures to take 2d4 piercing damage for every 5 feet they move within the area and when they start their turn there. 5-foot square of shrapnel can be cleared as an action.<br />
<br />
Beginning at 15th level, you can craft 4 Enhanced Grapeshot. Creatures that take damage from the grenade or its shrapnel can't regain hit points until the end of their next turn.<br />
<br />
;Dancing Star: You craft 2 Dancing Star grenades, and can toss this grenade up to 30 feet, at which it explodes. Creatures within 20 feet of the grenade are coated in a reflective powder, preventing said creatures from beenfiting from the invisible condition until they take an action to wipe it off. <br />
<br />
At 15th level, you can craft Enhanced Dancing Star. Creatures must make a Constitution saving throw. On a failure, they are blinded for 1 minute, or until they wipe away the glitter.<br />
<br />
;Anathema: You create 1 Anathema grenade, and can toss this grenade up to 60 feet, at which point it explodes. The grenade creates a shimmering cloud with a 20-foot radius. Creatures in the area have disadvantage on maintaining concentration, and must make a Wisdom saving throw each time they attempt to cast a spell. On a failure, the spell is wasted.<br />
<br />
;Northern Wind: You can create 2 Northern Wind grneades, and can toss this explosive up to 30 feet, at which it explodes. Creatures within 10 feet of the grenade must succeed on a Dexterity saving throw or be flash frozen, becoming Paralyzed until they take damage from an attack or until the end of their next turns.<br />
<br />
At 15th level, you can craft Enhanced Northern Wind, causing creatures to be restrained instead after being attacked for the same duration.<br />
<br />
;Moon Dust: You can create 2 Moon Dust grenades, and can toss the bomb up to 30 feet, at which it explodes. Shapechangers within 15 feet of the grenade must succeed on a Constitution saving throw or revert to their original forms.<br />
<br />
=== Unnatural Inspiration ===<br />
Starting at 9th level, whenever you attempt a Charisma, Intelligence, or Wisdom-based ability check, you can expend a bestiary die and add it to the total.<br />
<br />
=== Clear of Mind ===<br />
At 13th level, you can use your action to expend one bestiary die and one effect on yourself that is causing you to be charmed or frightened. If the original effect would normally grant you immunity upon passing the saving throw, such as a dragon's Frightful Presence, you become immune to it.<br />
<br />
===Heightened Witcher Senses===<br />
Beginning at 15th level, you can add double your proficiency bonus in three skills you are proficient with.<br />
<br />
=== Tempered ===<br />
At 18th level, your Constitution, Wisdom, and your choice of Strength or Dexterity scores are increased by 2, and their maximums are increased by the same amount.<br />
<br />
=== Master Witcher ===<br />
At level 20 your training is finally "complete", you have achieved the rank of Master. Due to the vastness of everything you've seen on your journey, nothing phases you anymore. You gain immunity to the frightened and charmed conditions.<br />
<br />
=== Witcher Schools ===<br />
<br />
As a Witcher, you are defined by your school. It's where you recieved all of your training and spent most of your life. It's the closest thing you have to a home, filled with the closest thing you have to a family. Each school specializes in something different, and has unique advantages in the way they kill monsters.<br />
<br />
==== School of The Wolf ====<br />
Witchers of the School of the Wolf excel at adaptability. They are resourceful warriors, always preparing before they engage in combat, allowing them to defeat monsters much stronger than them.<br />
<br />
;Bonus Proficiencies<br />
When you choose this archetype at 3rd level, you gain proficiency in the Insight and Survival skills if you don't already have it. Your proficiency bonus is doubled for any aiblity check you make that uses either of those proficiencies.<br />
<br />
;Reflexes of the Wolf<br />
<br />
Starting at 3rd level, when an attacker you can see misses you with an attack, you can use your reaction to cast a sign. When a hostile creature provokes an attack of opportunity from you, you can use your reaction to cast a sign at the creature, rather than making an opportunity attack. The sign must target the creature or contain it in its area of effect.<br />
<br />
;Thunderbolt Potion Crafting<br />
<br />
Starting at level 7, you learn the formula for Thunderbolt, and it does not count against your maximum forumulae known. Thunderbolt is a lime green colored concotion and you can make 2 doses. It causes a creature to deal an additional 1d8 damage on its weapon attacks for 1 minute. It has a toxicity of 2.<br />
<br />
At 15th level, you can craft Enhanced Thunderbolt. For the duration, the consumer's weapon attacks score a critical hit on a roll of 18 through 20. It has a toxicity of 4.<br />
<br />
;Heart of The Wolf<br />
<br />
At 11th level, you can invoke the fear a wolf's howl instills in creatures. As a bonus action, you can emit a loud howl, forcing creatures of your choice within 300 feet of you to make a Wisdom saving throw. On a failure, creatures drop whatever they're holding and become Frightened for 1 minute.<br />
<br />
While frightened in this way, a creature must take the Dash action and move away from you by the safest availible route on each of its turns, unless there is nowhere left to move. IF the creature ends its turn in a location where it doesn't have sight of you, the creature can make a Wisdom saving throw. On a success, the effect ends for the creature.<br />
<br />
You can use this ability once, and can do so again when you finish a long rest.<br />
<br />
;Dire Wolf's Hide<br />
<br />
At 14th level, your skin becomes tough like the hide of a dire wolf. When you take damage from a weapon attack, you can reduce the damage taken by an amount equal to your Proficiency bonus. In addition, you gain resistance to cold damage.<br />
<br />
;Heliotrop<br />
<br />
Starting at 17th level, you learn the Heliotrop Sign. When you fail a saving throw, you can invoke the sign instead, causing you to succeed instead. If you would take half as much damage from the effect on a success, you instead take no damage. Once you do so, you cannot do so again until you finish a long rest.<br />
<br />
==== School of The Cat ====<br />
The teachings of the School of the Cat focus on two things. Precision and speed. As a result, they produce fast and fierce fighters capable of whirling through masses of enemies in seconds. Like the School of the Viper, they accept contracts on both men and monsters. Though they would kill for gold, they would never join sides in a conflict.<br />
<br />
;Bonus Proficiencies<br />
When you choose this archetype at 3rd level, you gain proficiency in the Stealth and Acrobatics skills if you weren't already. You can add double your proficiency bonus to checks you make with these skills.<br />
<br />
;Cat's Grace<br />
<br />
Beginning at 3rd level, light and medium armor do not impose disadvantage on your Stealth checks you make. Additionally, climbing no longer costs you extra movement, and the distance you cover when making a running jump increases by a number of feet equal to your Dexterity modifier.<br />
<br />
;Blizzard Potion Crafting<br />
<br />
Starting at 7th level, you learn the formula of a potion called Blizzard, which does not count against your maximum. <br />
<br />
;Blizzard: You can craft 1 dose of Blizzard, which grants the consumer an additional action on each of its turns for 1 minute, which can only be used to take the Attack (one weapon attack only), Dash, Disengage, Hide, Use an Object, or Cast a Sign actions. It has a toxicity of 4<br />
<br />
;Trickery of The Cat<br />
<br />
At 11th level, you strike quickly, and better when your enemies are disorganized. You have advantage on melee attack rolls against any creature that has one or more of its allies within 5 feet of it. Additionally, if a creature within 5 feet of you misses you with a melee attack, you can use your reaction to force the attacker to reroll that attack against another creature of your choice within 5 feet of you.<br />
<br />
;Lion's Pounce<br />
<br />
At 14th level, if you move at least 20 feet straight towards a creature and then hit it with a melee attack on the same turn, that creature must succeed on a Strength saving throw or be knocked prone, and you can immediately make an additional attack against it. The DC for this ability is equal to 8 + your Proficiency bonus + your Strength or Dexterity modifier. You can use this ability a number of times equal to your Strength or Dexterity modifier, regaining all uses upon finishing a short or long rest.<br />
<br />
;Go For The Throat<br />
<br />
Beginning at 17th level, you can use your action to make one precise strike against a creaature. The attack has advantage, and on a hit the creature must make a Constitution saving throw or drop to 0 hit points. A creature is immune to this effect if it is immune to the base damage of your weapon, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its throat to be slit. Such a creature instead takes 8d8 additional damage. The DC for this ability is equal to 8 + your Proficiency bonus + your Strength or Dexterity modifier. You can use this ability once, and regain the ability to do so upon finishing a long rest.<br />
<br />
==== School of The Viper ====<br />
The School of the Viper focuses on poisoning, and debilitating your opponents. Unlike other schools, they gladly accept contracts on both men and monsters, using their preferred fighting style of fighting with two short blades and moving unpredictably- like a viper.<br />
<br />
;Poison Crafting<br />
Beginning at 3rd level, you gain the formula for the following two poisons, which do not count against your maximum. You can apply poison to a weapon or piece of ammunition as a bonus action, instead of an action. When you make potions at the end of a long rest, you can choose an additional poison to produce.<br />
<br />
;Deathbell: You can craft a number of Deathbell doses equal to your proficiency bonus. When applied, a creature must make a Constitution saving throw, taking 4d4 damage and becoming poisoned until the end of its next turn on a failure, or only taking half as much damage on a success.<br />
<br />
;Nervedeath: You can craft a number of Nervedeath doses equal to your proficieny bonus. When applied a creature must succeed on a Constitution saving throw or be poisoned for 1 hour. While poisoned in this way, its speed is halved. The creature can repeat the save at the end of each of its turns, ending the effect on a success.<br />
<br />
;Archgriffin Decoction<br />
<br />
At 7th level, you learn an additional formula which does not count against your maximum. <br />
<br />
;Archgriffin: You can craft 1 dose of Archgriffin, a purple colored extract. The first time the consumer rolls damage for a weapon attack within 1 minute of drinking the potion, instead of rolling dice to determine the damage dealt, they can instead use the highest possible number for each die. It has a toxicity of 3.<br />
<br />
;Acid Death<br />
<br />
At 11th level, you can apply poison to two weapons or pieces of ammunition as a part of your object interaction on your turn. Additionally, a creature is only resistant or immune to your poisons if they are also resistant or immune to acid damage.<br />
<br />
;Long-lasting<br />
<br />
Starting at 14th level, you can coat up to two weapons of your choice at the end of a long rest. These weapons deal an addition 1d8 poison damage on a hit. The poison wears off at the start of your next long rest, requiring you to apply it again.<br />
<br />
;Last Breath<br />
<br />
Beginning at 17th level, you learn the formula for an incredibly potent explosive.<br />
<br />
;Gravedust: You can create 1 Gravedust grenade, and can toss this grenade up to 30 feet, at which point it explodes. It creates a cloud of smoke with in a 20-foot radius around itself, heavily obscuring the area for 10 minutes. Creatures that move into the area or start their turn their must succeed on a Constitution saving throw, taking 8d8 poison damage on a sucess, or half as much on a failure. Pass or fail, creatures in the area begin to suffocate, unless they had any forewarning to hold their breathe, until they leave the area.<br />
<br />
==== School of the Bear ==== <br />
The School of the Bear focuses on Brute Strength, using powerful blows to debilitate and destroy your enemies. Focused solely on the task at hand, many witchers of this school tend to be loners, not that they need any assistance anyway. Despite their focus on strength, they are incredible users of the hand crossbow.<br />
<br />
;Bonus Proficiencies<br />
When you choose this archetype at 3rd level, you gain proficiency in heavy armor, and can use your Strength modifier, instead of Dexterity, for the attack and damage rolls of ranged weaponry.<br />
<br />
;Marauder<br />
<br />
Starting at 3rd level, you have mastered the art of close quarters combat, even with a ranged weapon in one hand, gaining the following benefits; <br />
<br />
• When you take the Attack action and make an attack with a melee weapon that you're holding in one hand, you can use a bonus action to make an attack with a one-handed ranged weapon in your other hand. Alternatively, when you use the Attack action and make an attack with a ranged weapon you're holding in one hand, you can use a bonus action to make a melee attack with a one-handed weapon in your other hand.<br />
<br />
• Being within 5 feet of a hostile creature doesn't impose disadvantage on your weapon attack rolls.<br />
<br />
• You ignore the loading property of weapons with which you are proficient.<br />
<br />
;Full Moon Potion Crafting<br />
<br />
At 7th level, you learn an additional potion formula which does not count against your maximum.<br />
<br />
;Full Moon: You can craft 1 dose of Full Moon, a silvery tonic that induces lycanthropic qualities. For 1 hour, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, advantage on strength checks, and a number of temporary hit points equal to twice your level. It has a toxicity of 3.<br />
<br />
;Strength of Body<br />
<br />
At 11th level, you gain proficiency in Constitution saving throw. When you are subjected to an effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw.<br />
<br />
;Invincible<br />
<br />
Beginning at 14th level, you can use your Swift of Arm feature verus melee attacks in addition to ranged ones, and can use your Strength modifier, instead of Dexterity, when doing so.<br />
<br />
;Lycanthropic <br />
<br />
Just like the myths of the ancient School of the Bear, you have willingly accepted the curse of a Berserker. Starting at 17th level, you are always considered under the effects of the Full Moon tonic.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Witcher class, you must meet these prerequisites: Strength or Dexterity of 13 and a Wisdom of 13.<br />
<br />
'''Proficiencies.''' When you multiclass into the Witcher class, you gain the following proficiencies: Simple Weapons, Martial Weapons, Light Armor, Medium Armor<br />
<br />
'''Dangers.''' When multiclassing your character must go through the rigorous process known as the trial of the grasses and may very well end up dead. Only 3 or 4 Witchers usually survive the process out of their entire group. Roll a d100 when you multiclass into a Witcher. On a 64 or lower, you die.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
{{Copyright Disclaimer|franchise=The Witcher|owner=Andrzej Sapkowski}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Schrubhttps://www.dandwiki.com/w/index.php?title=Witcher,_7th_Variant_(5e_Class)&diff=1558574Witcher, 7th Variant (5e Class)2022-01-17T22:28:28Z<p>Schrub: </p>
<hr />
<div>{{requestreview|Double check balance, essentially a remastered version of the one Witcher class that isn't a variant. I think it's still a little loaded with all it gets, but not too much I hope.}}<br />
<br />
== Witcher ==<br />
A Witcher is someone who has undergone extensive training, ruthless mental and physical conditioning, and mysterious rituals (which take place at "witcher schools" such as Kaer Morhen) in preparation for becoming an itinerant monsterslayer for hire. Geralt, the central character in Andrzej Sapkowski's Witcher series and the subsequent games inspired by them, is said in the stories to be one of the greatest Hexers; he is certainly legendary, but whether famous or infamous is more open to interpretation (and/or subject to gameplay, as the case may be).<br />
<br />
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 against their vast array of opponents, many of which possess superhuman speed, strength and/or other deadly powers. These procedures ultimately mean that each fully-trained witcher is a mutant built specifically to hunt and kill inhuman prey. The key permanent results of mutations shared by all Witchers include:<br><br />
•Sterility (which partially explains selection from the outsiders, as they cannot breed to pass on their traits).<br><br />
•Cat-like eyes that grant very acute nightvision - Hexers can constrict their pupils to see in blinding light or open them to see in near pitch darkness. This nightvision can be further enhanced with the cat potion, but in general, it is good enough by itself to not require further enhancement.<br><br />
•Tremendous resistance to disease and poisin (which functions in most cases as complete immunity) and a boosted immune system, allowing them to consume large quantities of potions that could prove easily deadly if consumed even in small amounts by a normal man.<br><br />
•Exceptionally increased strength, speed, reflexes, and endurance, far beyond any normal or well-trained human, that allows them to swiftly end fights with minimal effort, and perform physical feats non-witchers couldn't hope to match. A witcher's physical skills alone are sufficient to defeat most monsters single-handedly if combined with extensive training and proper weaponry, whereas regular men could only hope to accomplish this in large groups. Hexers have also been shown to shrug off hits that would normally render normal men unconscious. Additionally, they have been known to survive the strikes of powerful monsters such as giants, or other beings possessing herculean strength, that would otherwise kill others with a single blow. <br><br />
•Having the ability to perform simple yet incredibly versatile combat magic in the form of Signs. They also develop a sixth sense that allows them to "feel" things around them, be it items of importance or people's immediate intentions. This explains their uncanny ability to track and hunt people and monsters.<br><br />
•Accelerated healing granting quick recovery from injuries.<br><br />
•Incredibly long lifespan and prolonged youth (Vesemir is said to be at least a few centuries old but has the appearance of a middle-aged man).<br><br />
<br />
===Creating a Witcher===<br />
When creating your Witcher, think about how your character views the world as a result of your training. Do they view them as an ultimate evil, that thay are on a crusade against? Or do they view them as feral creatures, unable of understanding the evil they perform, simply following their nature? Also, consider your Witchers emotions. As a result of your trials, your emotions have been stunted, but they are still there. Finally, consider the circumstances surrounding your induction to the Witcher caste. More often than not, most children don't get a choice when they are chosen. Orphans are often taken, and there are rumors that some children are abducted. Your parents might have given you away because they didn't have enough food, or you might have run to them seeking adventure. Think about this and how it impacts your view of humanity.<br />
<br />
===The Witcher's Code===<br />
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: <br />
<br />
;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.<br />
<br />
;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.<br />
<br />
;Knowing Man From Monster: The line between monsters and men can be thin indeed, and the Witcher must discern what separates the two.<br />
<br />
;Law of Surprise: Witchers reserve the right to ask for a child to train as a Witcher in payment for a life debt.<br />
<br />
;Neutrality: Witchers try not to get too involved in politics; it usually ends badly and complicates their monster-hunting.<br />
<br />
;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.<br />
<br />
;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.<br />
<br />
===Quick Build===<br />
You can make a Witcher quickly by following these suggestions. First, make Dexterity your highest score, followed by Wisdom. Though depending on your Witcher school of choice, you may want to make different scores higher, as seen in the schools description. Finally, take the Outlanter background.<br />
<br />
{{5e Image|float:right|http://i.imgur.com/WO095l8.jpg|''Geralt of Rivia, Wolf School Witcher''}}<br />
<br />
{{5e Class Features<br />
|name=Witcher<br />
|summary=Monster Hunter Class based on Polish writer Andrzej Sapkowski's books.<br />
|hd=10 <br />
|spellcasting=<br />
|armor=Light and Medium Armor<br />
|weapons=Simple weapons, Martial weapons<br />
|tools=Alchemist's Supplies<br />
|saves=Strength and Wisdom<br />
|skills=Choose three from: Perception, Persuasion, Investigation, Survival, Acrobatics, Athletics, Insight, Nature, Medicine, Religion, or Intimidation.<br />
|item1a=Studded Leather<br />
|item1b=Scale Mail<br />
|item2a=One martial weapon<br />
|item2b=Two simple weapons<br />
|item3a=20 Throwing Knives (daggers)<br />
|item3b=Hand Crossbow and 20 Crossbow bolts<br />
|item4a=Poisoner's kit<br />
|item4b=Alchemist kit<br />
|item5a=Witchers Medallion, Notebook and Bestiary, and an explorer's pack<br />
|item5b= <br />
|classfeatures1=Specialized Killers, Witcher Artifact<br />
|classfeatures2=Witcher Senses, Witcher Alchemy, Fighting Style<br />
|classfeatures3=Signs, Witcher School<br />
|classfeatures4=Swift of Arm<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Of Men & Monsters<br />
|classfeatures7=Bomb Crafting, Witcher School Feature, Greater Signs<br />
|classfeatures8=<br />
|classfeatures9=Unnatural Inspiration<br />
|classfeatures10=<br />
|classfeatures11=Witcher School Feature<br />
|classfeatures12=<br />
|classfeatures13=Clear of Mind<br />
|classfeatures14=Witcher School Feature<br />
|classfeatures15=Heightened Witcher Senses, Mythic Signs<br />
|classfeatures16=<br />
|classfeatures17=Witcher School Feature<br />
|classfeatures18=Tempered<br />
|classfeatures19=<br />
|classfeatures20=Master Witcher<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name= Signs Known<br />
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|extra2_17=4<br />
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|extra3_name=Greater<br />
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|extra4_20=1<br />
}}<br />
<br />
=== Witcher Trials ===<br />
During the Trial of the Grasses, your body underwent amazing and horrifying mutations leaving you sterile, but granting you the following benefits:<br />
<br />
•You gain Darkvision if your race does not already possess Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray<br />
<br />
•Advantage against poison saving throws, as well as resistance to Poison damage.<br />
<br />
•Immunity to disease.<br />
<br />
•Your estimated lifespan increases by approximately 400 years<br />
<br />
•Your movement speed is increased by 10 feet.<br />
<br />
=== Witcher Gear ===<br />
;Pendant: All Witchers have a pendant (Wolf, Bear, Cat, Viper, Manticore or Griffin) in the shape of their Witcher school While wearing said pendant, it will glow and vibrate in the presence of magic within 30 feet of it.<br />
<br />
;Notebook: Across your studies with your enemies you have always kept track of there vocal and communication patterns. You learn an additional number of languages equal to your Wisdom modifier + your Proficiency modifier, and can learn additional ones when your proficiency bonus or Wisdom modifier increases.<br />
<br />
;Bestiary: The Witcher's Bestiary is where a Witcher records the strengths and weaknesses of all enemies faced. When facing a creature recorded in the bestiary, you can recall basic lore about it, in addition to its abilities, damage immunities, resistances, and vulnerabilities. <br />
<br />
In order to record a creature into your bestiary, you must spend at least ten minutes examining an area the creature has fought in within 24 hours, have the corpse of the creature on hand, or have the creature explain to you its capabilities. Afterwards, you can finalize your notes over the course of a long rest, adding all creatures you've examined into your bestiary. When recording a humanoid, you record the race instead of the creature in particular, and can count all creatures of that race as being in your bestiary.<br />
<br />
In addition, you have four Bestiary dice, which are d8s. A Bestiary die is expended when you use it, and you regain all of your expended bestiary dice when you finish a short or long rest. You can expend one bestiary die and add the result to a saving throw you make against a creature you have recorded in the bestiary, or you can reduce the result of a saving throw a creature recorded in the bestiary makes against your own abilities. You gain an additional bestiary die at 7th level and another at 15th level.<br />
<br />
'''The Bestiary's Appearance.''' Your bestiary is a unique compilation of notes and diagrams on recorded creatures. It can look like any old leather journal, a barely held together bunch of notes, or a unique tome gifted to you by your teacher. <br />
<br />
'''Replacing the Bestiary.''' In the event that you want a backup of your bestiary, you can spend a half hour for each creature you've recorded in your bestiary to transcribe it into a new one. If you don't have your original bestiary during this process, you can only scribe from memory a number of creatures equal to 5 x your Wisdom modifier.<br />
<br />
=== Specialized Killers ===<br />
Also at 1st, a Witcher moves like the wind and strikes swifter than a coursing river. All weapons have the finesse property when you wield them. To gain this benefit, you must be proficient in the weapon, and it must lack the heavy property.<br />
<br />
=== Witcher Senses ===<br />
Starting at 2nd level, The Trial of Grasses has improved your senses to near superhuman levels. <br />
<br />
You can detect opponents within 30 feet by sense of smell, not unlike that of an animal. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. <br />
<br />
You gain proficiency in the Percption skill, and can add double your proficiency bonus to checks you make with it. <br />
<br />
You have blindsight out to a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. <br />
<br />
=== Fighting Style ===<br />
<br />
At 2nd level, you adopt a style of fighting as your specialty.<br />
Choose one of the following options. You can’t take a Fighting<br />
Style option more than once, even if you later get to choose<br />
again.<br />
<br />
;Archery:<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Defense:<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling:<br />
When you are wielding a melee weapon in one hand and no<br />
other weapons, you gain a +2 bonus to damage rolls with that<br />
weapon.<br />
<br />
;Great Weapon Fighting:<br />
When you roll a 1 or 2 for an attack you<br />
make with a melee weapon that you are wielding with two<br />
hands, you can reroll the die and must use the new roll. The<br />
weapon must have the two-handed or versatile property for<br />
you to gain this benefit.<br />
<br />
;Two-Weapon Fighting:<br />
When you engage in two-weapon fighting, you can add your<br />
ability modifier to the damage of the second attack.<br />
<br />
=== Witcher Alchemy ===<br />
Starting at 2nd level, while you have your alchemist's supplies on hand you can now use it to craft specialized Witcher potions and concoctions. You know the formula for Swallow, and the formula for 2 other potions. At the end of a long rest, you can produce two types of potion you know the formula for. Any unused potions you have by the start of your next long rest spoil and become unusable.<br />
<br />
You learn an additional formula of your choice at 7th, 10th, and 15th level. When you finish a long rest, you can swap out a formula you know for another.<br />
<br />
Starting at 7th level, you can produce three potions at the end of a long rest, and four at 10th level.<br />
<br />
Despite your superior fortitude, witcher potions still remain incredibly toxic. You gain a number of toxicity points listed in a potion's description when you drink it, and for each toxicity point you have above your limit, your hit points are reduced by 1d8 at the start of your turns. This damage cannot be recovered until your toxicity is at or below your limit.<br />
<br />
In addition, you can consume potions as a bonus action.<br />
<br />
The saving throws of any potion is equal to 8 + your Proficiency bonus + your Wisdom modifier.<br />
<br />
Certain potions increased effects at higher levels, gaining additional effects in addition to previous ones, or having a higher potency.<br />
<br />
;Swallow: You can create 2 doses of Swallow, a fiery orange tincture. When consumed, a creature regains a number of hit points equal to your Proficiency bonus at the end of each of its turns for 3 rounds. Swallow has a toxicity of 1.<br />
<br />
At 7th level, you can craft Enhanced Swallow, which instead heals for 2d4 + your Proficiency bonus, but has a toxicity of 2. <br />
At 15th level, you can craft 3 doses of Superior Swallow, which heals for 4d6 + your Proficiency bonus for 5 rounds, but has a toxicity of 3.<br />
<br />
;Cat: You can create 1 dose of Cat, a sickly green mixture. Consuming the potion doubles the range of the creature's darkvision and allows them to perceive color in the dark for 24 hours. It has a toxicity of 1.<br />
<br />
At 7th level, you can produce Enhanced Cat, which additionally increases the range of a creature's blindsight to 30 feet and allows them to see through magical darkness. It has a toxicity of 2.<br />
At 15th level, you can craft Superior Cat, which additionally increases the range of a creature's blindsight to 120 feet. The creature can't be surprised, has advantage on initiative rolls, other creatures don't again advantage against the creature as a result of being unseen or invisible, and they can determine the basic mood of creatures within range of their blindsight, but has a toxicity of 3.<br />
<br />
;Black Blood: You can create 2 doses of Black Blood, a midnight-black potion. Consuming the potion turns the creature's blood into poison when attacked for 1 minute, causing creatures that hit them with a melee attack to take 1d8 poison damage. A creature that attacks the consumer with a bite attack or similar must make a Constitution saving throw, taking twice as much damage on a failure and becoming poisoned until the end of their next turn. It has a toxicity of 2.<br />
<br />
At 7th level, you can crafted Enhanced Black Blood, increasing the damage to 2d8 and ignoring resistance to poison damage. A creature that is poisoned by this effect is instead poisoned for a number of turns equal to your proficiency bonus. It has a toxicity of 3.<br />
At 15th level, you can craft Superior Black Blood. In addition to the previous effects, a creature must make the save whether it bites you or not, and is poisoned for 1 minute. It also has a toxicity of 3.<br />
<br />
;Killer Whale: You can craft 1 dose of Killer Whale, an amber colored liquid. Consuming the potion allows the creatue to hold its breath indefinitely while underwater as long as it is not incapacitated, and it gains a swimming speed equal to its walking speed for 8 hours. It has a toxicity of 2.<br />
<br />
;Ivoryskin: You can craft 2 doses of Ivoryskin, a turqoise concotion. When crafted, choose one damage type from acid, cold, fire, lightning, poison, radiant, necrotic, force, or thunder. You can choose a seperate damage type for each dose. When consumed, the creature gains resistance to the chosen damage type for 1 hour. It has a toxicity of 2.<br />
<br />
At 7th level, you can craft Enhanced Ivoryskin, causing the creature's weapon attacks to deal 1d6 extra damage of the same type the potion granted resistance to.<br />
At 15th level, you can craft Superior Ivoryskin, which grants advantage on Constitution saving throws. If a creature consumes two doses of Superior Ivoryskin of the same type, they instead gain immunity to the damage type for the same duration. It has a toxicity of 3.<br />
<br />
;Pheromones: You craft 1 dose of Pheromones, a swirly pink mixture. Choose one type of creature when you craft this potion. For 1 hour, creatures of that type who attempt to target the consumer with an attack or harmful effect must first succeed on a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or ability. This effect doesn't protect the consumer from area effects, such as the explosion of a fireball. If the consumer damages a creature or performs a hostile action, all creatures that witness the act become immune to this effect. It has a toxicity of 3.<br />
<br />
At 7th level, you can craft Enhanced Pheromones, giving the creature advantage on charisma checks when interacting with creatures of the chosen type.<br />
At 15th level, you can craft Superior Pheromones, rendering the creature invisible to creatures of the chosen type until the consumer attacks or casts a spell.<br />
<br />
;Steelmind: You can craft 2 dose of Steelmind, a steel-colored potion. When consumed, the creature gains resistance to psychic damage, and has advantage on saving throws against being charmed or frightened for 1 hour. It has a toxicity of 2<br />
<br />
At 7th level, you can craft Enhanced Steelmind, granting advantage on all Intelligence, Wisdom, and Charisma saving throws. It has a toxicity of 3.<br />
At 15th level, you can craft Superior Steelmind, granting immunity to the Charmed and Frightened condititions, any effect that would sense the creature's emotions or read its thoughts, and divination spells. It has a toxicity of 4<br />
<br />
;White Honey: You can craft 1 dose of White Honey, a thick white fluid. When consumed, the creature immediately loses all toxicity points, ends all witcher alchemy effects, and the poisoned condition.<br />
<br />
At 7th level, you can craft 2 doses of white honey, and at 15th level you can cast 3.<br />
<br />
When a non-Witcher consumes one of your potions, it must make a Constitution saving throw against your potion save DC. On a failure, it is poisoned for the same duration of the potion's effect. It takes 1d8 poison damage, increased by another 1d8 for each toxicity point the potion grants every 10 minutes and when the effect ends. If it is an Enhanced potion, the damage is increased to 3d8, increased by 2d8 for each toxicity point it would grant. If it is a superior potion, it is increased to 6d8, increased by 3d8 for each toxicity point it grants.<br />
<br />
=== Signs ===<br />
Starting at 3rd level, you gain access to signs, a basic form of magic used by Witchers and count as cantrips in reference to other game mechanics. You may choose two signs learn, learning more as showin in the Witcher table. <br />
<br />
You can empower your signs a number of times as shown in the Witcher table, and can do so again after finishing a long rest.<br />
<br />
'''Sign Save DC= 8 + Proficiency bonus + Wisdom Modifier'''<br />
<br />
<br />
;Aard:<br />
<br />
'''Prestidigitation'''. As a bonus action, you can create a harmless sensory effect using air, such as using a gust of wind to extinguish a small fire.<br />
<br />
As a bonus action, you can blast a 15ft cone with telekinetic force. Medium or smaller creatures within the area must succeed on a Strength saving throw or be pushed to the end of the cone and knocked prone. This sign can push large creatures at 7th level and huge creatures at 15th level. <br />
<br />
'''Empowered'''. Creatures takes 3d6 force damage on a failed save or half as much on a success. This damage increases to 4d6 at 7th level and to 5d6 at 15th level.<br />
<br />
'''Greater'''. You can affect all other creatures in a 20-foot sphere centered on you with the sign, and until the end of your turn, creatures in the area are deafened, unprotected flames in the area are extinguished, vapor, gas, and fog are dispersed by strong wind, the area is difficult terrain for creatures other than you, and ranged weapon attacks have advantage if they pass in or out of the wind. This effect ends if the hand used to cast this sign is no longer is free at any point.<br />
<br />
'''Mythic'''. The end of the cone becomes a wall of strong wind 15 feet high, 15 feet long, and 1 foot thick. When the wall appears, each creature in the area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much on a successful one. The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it. This effect lasts for up to 1 minute, and you must keep concentration on the effect. It also ends if the hand used to cast this sign is no longer free at any point.<br />
<br />
If the '''Empowered''' effect is used, the initial damage is increased by the same amount.<br />
If the '''Greater''' effect is used, the wall forms at the edges of the sphere, and creatures other than you in the sphere must make the save, being tossed 30 feet directly away from you on a failure in addition to the damage.<br />
<br />
<br />
;Yrden:<br />
<br />
As a bonus action, you can place a magical trap on the ground within 5 feet of you, spanning a 10-foot radius. For 1 minute, the area counts as difficult terrain for hostile creatures, and creatures affected by the sign must make a Charisma saving throw when using a spell or ability to teleport or travel to a different plane of existence in the circle, failing to do so on a failure. A creature isn't prevented a creature from passing through an already existing portal however. The radius becomes 15 feet at 7th level, and 20th feet at 15th level. When you cast Yrden while you already have an instance of it active, the previous instance immediately ends.<br />
<br />
'''Empowered'''. You empower either your preexisting Yrden trap, or a new one, increasing the radius by 15 feet for the duration. Creatures when they enter the area for the first time on a turn or start their turn there must succeed on a Strength saving throw. On a failure, they can't use their reaction until the start of their next turn.<br />
<br />
'''Greater'''. You empower either your preexisting Yrden trap or a new one. Hostile creatures in the area must make a Strength saving throw when they enter the area for the first time on a turn or start their turn there, becoming restrained on a failure.<br />
<br />
'''Mythic'''. You empower either your preexisting Yrden trap or a new one. Hostile creatures in the area when you empower it must succeed on a Wisdom saving throw or become sluggish until they leave the area. An affected creature must choose whether it gets an action or a bonus action on its turn, not both. Regardless of the creature's abilities or magic items, it can't make more than one attack during its turn.<br />
<br />
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.<br />
<br />
<br />
;Igni:<br />
<br />
'''Prestidigitation''':<br />
As a bonus action, you can create a flickering flame within 10 feet of you or in your hand. It burns harmlessly in your hand, and sheds bright light in a 20-foot radius and dim light for an additional 20 feet.<br />
<br />
As a bonus action you can unleash a fan of flame in a 10-foot cone, forcing creatures in the area to make a Dexterity saving throw. On a failure, creatures take 1d6 fire damage. This damage increases to 2d6 at 7th level, and 3d6 at 15th level.<br />
<br />
'''Empowered'''. The range of the sign increases to 15 feet, and deals half as much damage on a success. Creatures who fail are also set ablaze, taking 2d4 fire damage at the end of each of their turns until they use an action to put it out. The damage taken increases to 3d4 at 7th level, and 4d4 at 15th level.<br />
<br />
'''Greater'''. You can focus the sign into a single blast of fire, hurling it at a target. You can make a ranged weapon attack against a creature within 60 feet of you instead of projecting a cone. On a hit, the target takes 3d10 fire damage, increased to 4d10 at 15th level. <br />
<br />
If the '''Empowered''' effect is used, you roll d6s for the damage each turn instead.<br />
<br />
'''Mythic'''. You can unleash the sign as a 20-foot radius explosion centered on a point you can see instead. If centered on yourself, you are unaffected. The area is set ablaze for 1 minute, causing creatures to take 3d6 fire damage at the start of their turns in the area.<br />
<br />
If the '''Empowered''' effect is used, creatures have disadvantage on attack rolls and can't regain hit points while on fire, and must succeed on a Medicine check in order to extinguish themselves. The DC of the check equals your sign save DC.<br />
<br />
If the '''Greater''' effect is used, the creature explodes at the start of their turn, repeating the Igni sign centered on themselves as if the Greater effect was never used.<br />
<br />
<br />
;Quen:<br />
<br />
As a bonus action, you can trace a sigil towards one creature of your choice. Until the start of your next turn, you can add 1d4 to your AC against attacks made by that creature and on saving throws the creature forces you to make.<br />
<br />
'''Empowered'''. You can expend a use to use Quen as a reaction when you are targeted with an attack or the Magic Missile spell, granting you the benefit of Quen against the target and immunity to the Magic Missile spell. If you empower Quen normally as a bonus action, you gain a number of temporary hit points equal to 5 x your Wisdom modifier until the start of your next turn.<br />
<br />
'''Greater'''. You instead gain the maximum possible result when rolling the die, and the effect applies against all creatures until the start of your next turn.<br />
<br />
'''Mythic'''. When the effect ends, you are imbued with a surge of power for 1 minute, with which you must maintain concentration on. For the duration, your speed is doubled, you gain a +2 bonus to AC, advantage on Dexterity saving throws, and you gain an additional actiion on each of your turns. That action can only be used to take the Attack (one weapon attack only), Dash, Disengage, Hide, Cast a Sign, or Use an Object actions.<br />
<br />
<br />
;Axii:<br />
'''Prestidigitation'''. You can send telepathic messages to any creature you can see within 30 feet of you. You can't send words specifically, but you can send certain feelings and emotions such as you being in agreement, or feelings of hostility or betrayal. <br />
<br />
As a bonus action, you can blast the mind of a target you can see within 60 feet with psychic energy. The creature must make a Wisdom saving throw or take 1d8 psychic damage. If it fails, it has disadvantage on attacks against you until the start of your next turn. You can decide to deal no damage when it fails its saving throw.<br />
<br />
'''Empowered'''. You push and pull on the target's emotions. If the target fails, it is charmed or frightened (your choice) for the same duration.<br />
<br />
Optionally, you can choose to end the charmed or frightened condition on a creature when empowering Axii in this way. When you do so, it can choose it fail its saving throw.<br />
<br />
'''Greater'''. You can instead force the creature to make an Intelligence saving throw. A creature automatically succeeds of it is immune to being frightened. On a failed save, the creature regards all creatures it can see, even its own allies, as enemies for 1 minute, during which you must hold concentration and keep your hand free, otherwise the effect ends. When the creature takes damage, it can repeat the saving throw, ending the effect on a success.<br />
<br />
'''Mythic.'''. You assault the creature with a mental barrage, causing it to take 5d10 psychic damage on a failure, or half as much on a success. On a failure, the creature is stunned until the end of its next turn.<br />
<br />
=== Witcher School ===<br />
Starting at 3rd level, Witchers decide what school they want to follow. Each school offers a variety of different skills Witchers can use to enhance their monster tracking and slaying abilities. There are five schools to choose from: The School of the Wolf, Cat, Viper, Bear, and Griffon. Your Witcher school grants abilities at 7th, 11th, 14th and 17th level.<br />
<br />
=== Ability Score Increase ===<br />
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th and 19th level, you can increase one ability score of you 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.<br />
<br />
=== Swift of Arm ===<br />
Starting at 4th level, you are able to use your reaction to reduce the damage dealt by a ranged weapon by 1d8 + your level + your Dexterity modifier.<br />
<br />
=== Extra Attack ===<br />
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 at 13th level.<br />
<br />
=== Of Men & Monsters ===<br />
The line between monsters and men can be thin indeed, and the Witcher must discern what separates the two. <br />
<br />
At 6th level, you gain a +1 to attack and damage rolls made with weapons, unless a weapon you wield already grants a bonus to attack and damage rolls. In addition, silvered weapons count as magical for the purposes of overcoming resistance and immunity.<br />
<br />
=== Bomb Crafting ===<br />
Beginning at 7th level, you can craft an explosive instead of a potion when you do so at the end of a long rest.<br />
<br />
You can use a bomb in place of an attack when you take the Attack action on your turn.<br />
<br />
;Grapeshot: You can craft 3 Grapeshot, and a creature can toss this grenade up to 30 feet, at which it explodes on impact, dealing 1d8 fire damage and 1d8 piercing damage to all creatures within a 10-foot radius. At 15th level both dice are increased by 1d8. The explosion leaves shrapnel in the same area, creating difficult terrain and causing creatures to take 2d4 piercing damage for every 5 feet they move within the area and when they start their turn there. 5-foot square of shrapnel can be cleared as an action.<br />
<br />
Beginning at 15th level, you can craft 4 Enhanced Grapeshot. Creatures that take damage from the grenade or its shrapnel can't regain hit points until the end of their next turn.<br />
<br />
;Dancing Star: You craft 2 Dancing Star grenades, and can toss this grenade up to 30 feet, at which it explodes. Creatures within 20 feet of the grenade are coated in a reflective powder, preventing said creatures from beenfiting from the invisible condition until they take an action to wipe it off. <br />
<br />
At 15th level, you can craft Enhanced Dancing Star. Creatures must make a Constitution saving throw. On a failure, they are blinded for 1 minute, or until they wipe away the glitter.<br />
<br />
;Anathema: You create 1 Anathema grenade, and can toss this grenade up to 60 feet, at which point it explodes. The grenade creates a shimmering cloud with a 20-foot radius. Creatures in the area have disadvantage on maintaining concentration, and must make a Wisdom saving throw each time they attempt to cast a spell. On a failure, the spell is wasted.<br />
<br />
;Northern Wind: You can create 2 Northern Wind grneades, and can toss this explosive up to 30 feet, at which it explodes. Creatures within 10 feet of the grenade must succeed on a Dexterity saving throw or be flash frozen, becoming Paralyzed until they take damage from an attack or until the end of their next turns.<br />
<br />
At 15th level, you can craft Enhanced Northern Wind, causing creatures to be restrained instead after being attacked for the same duration.<br />
<br />
;Moon Dust: You can create 2 Moon Dust grenades, and can toss the bomb up to 30 feet, at which it explodes. Shapechangers within 15 feet of the grenade must succeed on a Constitution saving throw or revert to their original forms.<br />
<br />
=== Unnatural Inspiration ===<br />
Starting at 9th level, whenever you attempt a Charisma, Intelligence, or Wisdom-based ability check, you can expend a bestiary die and add it to the total.<br />
<br />
=== Clear of Mind ===<br />
At 13th level, you can use your action to expend one bestiary die and one effect on yourself that is causing you to be charmed or frightened. If the original effect would normally grant you immunity upon passing the saving throw, such as a dragon's Frightful Presence, you become immune to it.<br />
<br />
===Heightened Witcher Senses===<br />
Beginning at 15th level, you can add double your proficiency bonus in three skills you are proficient with.<br />
<br />
=== Tempered ===<br />
At 18th level, your Constitution, Wisdom, and your choice of Strength or Dexterity scores are increased by 2, and their maximums are increased by the same amount.<br />
<br />
=== Master Witcher ===<br />
At level 20 your training is finally "complete", you have achieved the rank of Master. Due to the vastness of everything you've seen on your journey, nothing phases you anymore. You gain immunity to the frightened and charmed conditions.<br />
<br />
=== Witcher Schools ===<br />
<br />
As a Witcher, you are defined by your school. It's where you recieved all of your training and spent most of your life. It's the closest thing you have to a home, filled with the closest thing you have to a family. Each school specializes in something different, and has unique advantages in the way they kill monsters.<br />
<br />
==== School of The Wolf ====<br />
Witchers of the School of the Wolf excel at adaptability. They are resourceful warriors, always preparing before they engage in combat, allowing them to defeat monsters much stronger than them.<br />
<br />
;Bonus Proficiencies<br />
When you choose this archetype at 3rd level, you gain proficiency in the Insight and Survival skills if you don't already have it. Your proficiency bonus is doubled for any aiblity check you make that uses either of those proficiencies.<br />
<br />
;Reflexes of the Wolf<br />
<br />
Starting at 3rd level, when an attacker you can see misses you with an attack, you can use your reaction to cast a sign. When a hostile creature provokes an attack of opportunity from you, you can use your reaction to cast a sign at the creature, rather than making an opportunity attack. The sign must target the creature or contain it in its area of effect.<br />
<br />
;Thunderbolt Potion Crafting<br />
<br />
Starting at level 7, you learn the formula for Thunderbolt, and it does not count against your maximum forumulae known. Thunderbolt is a lime green colored concotion and you can make 2 doses. It causes a creature to deal an additional 1d8 damage on its weapon attacks for 1 minute. It has a toxicity of 2.<br />
<br />
At 15th level, you can craft Enhanced Thunderbolt. For the duration, the consumer's weapon attacks score a critical hit on a roll of 18 through 20. It has a toxicity of 4.<br />
<br />
;Heart of The Wolf<br />
<br />
At 11th level, you can invoke the fear a wolf's howl instills in creatures. As a bonus action, you can emit a loud howl, forcing creatures of your choice within 300 feet of you to make a Wisdom saving throw. On a failure, creatures drop whatever they're holding and become Frightened for 1 minute.<br />
<br />
While frightened in this way, a creature must take the Dash action and move away from you by the safest availible route on each of its turns, unless there is nowhere left to move. IF the creature ends its turn in a location where it doesn't have sight of you, the creature can make a Wisdom saving throw. On a success, the effect ends for the creature.<br />
<br />
You can use this ability once, and can do so again when you finish a long rest.<br />
<br />
;Dire Wolf's Hide<br />
<br />
At 14th level, your skin becomes tough like the hide of a dire wolf. When you take damage from a weapon attack, you can reduce the damage taken by an amount equal to your Proficiency bonus. In addition, you gain resistance to cold damage.<br />
<br />
;Heliotrop<br />
<br />
Starting at 17th level, you learn the Heliotrop Sign. When you fail a saving throw, you can invoke the sign instead, causing you to succeed instead. If you would take half as much damage from the effect on a success, you instead take no damage. Once you do so, you cannot do so again until you finish a long rest.<br />
<br />
==== School of The Cat ====<br />
The teachings of the School of the Cat focus on two things. Precision and speed. As a result, they produce fast and fierce fighters capable of whirling through masses of enemies in seconds. Like the School of the Viper, they accept contracts on both men and monsters. Though they would kill for gold, they would never join sides in a conflict.<br />
<br />
;Bonus Proficiencies<br />
When you choose this archetype at 3rd level, you gain proficiency in the Stealth and Acrobatics skills if you weren't already. You can add double your proficiency bonus to checks you make with these skills.<br />
<br />
;Cat's Grace<br />
<br />
Beginning at 3rd level, light and medium armor do not impose disadvantage on your Stealth checks you make. Additionally, climbing no longer costs you extra movement, and the distance you cover when making a running jump increases by a number of feet equal to your Dexterity modifier.<br />
<br />
;Blizzard Potion Crafting<br />
<br />
Starting at 7th level, you learn the formula of a potion called Blizzard, which does not count against your maximum. <br />
<br />
;Blizzard: You can craft 1 dose of Blizzard, which grants the consumer an additional action on each of its turns for 1 minute, which can only be used to take the Attack (one weapon attack only), Dash, Disengage, Hide, Use an Object, or Cast a Sign actions. It has a toxicity of 4<br />
<br />
;Trickery of The Cat<br />
<br />
At 11th level, you strike quickly, and better when your enemies are disorganized. You have advantage on melee attack rolls against any creature that has one or more of its allies within 5 feet of it. Additionally, if a creature within 5 feet of you misses you with a melee attack, you can use your reaction to force the attacker to reroll that attack against another creature of your choice within 5 feet of you.<br />
<br />
;Lion's Pounce<br />
<br />
At 14th level, if you move at least 20 feet straight towards a creature and then hit it with a melee attack on the same turn, that creature must succeed on a Strength saving throw or be knocked prone, and you can immediately make an additional attack against it. The DC for this ability is equal to 8 + your Proficiency bonus + your Strength or Dexterity modifier. You can use this ability a number of times equal to your Strength or Dexterity modifier, regaining all uses upon finishing a short or long rest.<br />
<br />
;Go For The Throat<br />
<br />
Beginning at 17th level, you can use your action to make one precise strike against a creaature. The attack has advantage, and on a hit the creature must make a Constitution saving throw or drop to 0 hit points. A creature is immune to this effect if it is immune to the base damage of your weapon, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its throat to be slit. Such a creature instead takes 8d8 additional damage. The DC for this ability is equal to 8 + your Proficiency bonus + your Strength or Dexterity modifier. You can use this ability once, and regain the ability to do so upon finishing a long rest.<br />
<br />
==== School of The Viper ====<br />
The School of the Viper focuses on poisoning, and debilitating your opponents. Unlike other schools, they gladly accept contracts on both men and monsters, using their preferred fighting style of fighting with two short blades and moving unpredictably- like a viper.<br />
<br />
;Poison Crafting<br />
Beginning at 3rd level, you gain the formula for the following two poisons, which do not count against your maximum. You can apply poison to a weapon or piece of ammunition as a bonus action, instead of an action. When you make potions at the end of a long rest, you can choose an additional poison to produce.<br />
<br />
;Deathbell: You can craft a number of Deathbell doses equal to your proficiency bonus. When applied, a creature must make a Constitution saving throw, taking 4d4 damage and becoming poisoned until the end of its next turn on a failure, or only taking half as much damage on a success.<br />
<br />
;Nervedeath: You can craft a number of Nervedeath doses equal to your proficienybonus. When applied a creature must succeed on a saving throw or be poisoned for 1 hour. While poisoned in this way, its speed is halved. The creature can repeat the save at the end of each of its turns, ending the effect on a success.<br />
<br />
<br />
;Archgriffin Decoction<br />
<br />
At 7th level, you learn an additional formula which does not count against your maximum. <br />
<br />
;Archgriffin: You can craft 1 dose of Archgriffin, a purple colored extract. The first time the consumer rolls damage for a weapon attack within 1 minute of drinking the potion, instead of rolling dice to determine the damage dealt, they can instead use the highest possible number for each die. It has a toxicity of 3.<br />
<br />
;Acid Death<br />
<br />
At 11th level, you can apply poison to two weapons or pieces of ammunition as a part of your object interaction on your turn. Additionally, a creature is only resistant or immune to your poisons if they are also resistant or immune to acid damage.<br />
<br />
;Long-lasting<br />
<br />
Starting at 14th level, you can coat up to two weapons of your choice at the end of a long rest. These weapons deal an addition 1d8 poison damage on a hit. The poison wears off at the start of your next long rest, requiring you to apply it again.<br />
<br />
;Last Breath<br />
<br />
Beginning at 17th level, you learn the formula for an incredibly potent explosive.<br />
<br />
;Gravedust: You can create 1 Gravedust grenade, and can toss this grenade up to 30 feet, at which point it explodes. It creates a cloud of smoke with in a 20-foot radius around itself, heavily obscuring the area for 10 minutes. Creatures that move into the area or start their turn their must succeed on a Constitution saving throw, taking 8d8 poison damage on a sucess, or half as much on a failure. Pass or fail, creatures in the area begin to suffocate, unless they had any forewarning to hold their breathe, until they leave the area.<br />
<br />
==== School of the Bear ==== <br />
The School of the Bear focuses on Brute Strength, using powerful blows to debilitate and destroy your enemies. Focused solely on the task at hand, many witchers of this school tend to be loners, not that they need any assistance anyway. Despite their focus on strength, they are incredible users of the hand crossbow.<br />
<br />
;Bonus Proficiencies<br />
When you choose this archetype at 3rd level, you gain proficiency in heavy armor, and can use your Strength modifier, instead of Dexterity, for the attack and damage rolls of ranged weaponry.<br />
<br />
;Marauder<br />
<br />
Starting at 3rd level, you have mastered the art of close quarters combat, even with a ranged weapon in one hand, gaining the following benefits; <br />
<br />
• When you take the Attack action and make an attack with a melee weapon that you're holding in one hand, you can use a bonus action to make an attack with a one-handed ranged weapon in your other hand. Alternatively, when you use the Attack action and make an attack with a ranged weapon you're holding in one hand, you can use a bonus action to make a melee attack with a one-handed weapon in your other hand.<br />
<br />
• Being within 5 feet of a hostile creature doesn't impose disadvantage on your weapon attack rolls.<br />
<br />
• You ignore the loading property of weapons with which you are proficient.<br />
<br />
;Full Moon Potion Crafting<br />
<br />
At 7th level, you learn an additional potion formula which does not count against your maximum.<br />
<br />
;Full Moon: You can craft 1 dose of Full Moon, a silvery tonic that induces lycanthropic qualities. For 1 hour, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, advantage on strength checks, and a number of temporary hit points equal to twice your level. It has a toxicity of 3.<br />
<br />
;Strength of Body<br />
<br />
At 11th level, you gain proficiency in Constitution saving throw. When you are subjected to an effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw.<br />
<br />
;Invincible<br />
<br />
Beginning at 14th level, you can use your Swift of Arm feature verus melee attacks in addition to ranged ones, and can use your Strength modifier, instead of Dexterity, when doing so.<br />
<br />
;Lycanthropic <br />
<br />
Just like the myths of the ancient School of the Bear, you have willingly accepted the curse of a Berserker. Starting at 17th level, you are always considered under the effects of the Full Moon tonic.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Witcher class, you must meet these prerequisites: Strength or Dexterity of 13 and a Wisdom of 13.<br />
<br />
'''Proficiencies.''' When you multiclass into the Witcher class, you gain the following proficiencies: Simple Weapons, Martial Weapons, Light Armor, Medium Armor<br />
<br />
'''Dangers.''' When multiclassing your character must go through the rigorous process known as the trial of the grasses and may very well end up dead. Only 3 or 4 Witchers usually survive the process out of their entire group. Roll a d100 when you multiclass into a Witcher. On a 64 or lower, you die.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
{{Copyright Disclaimer|franchise=The Witcher|owner=Andrzej Sapkowski}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Schrubhttps://www.dandwiki.com/w/index.php?title=Witcher,_7th_Variant_(5e_Class)&diff=1558573Witcher, 7th Variant (5e Class)2022-01-17T22:24:16Z<p>Schrub: </p>
<hr />
<div>{{requestreview|Double check balance, essentially a remastered version of the one Witcher class that isn't a variant. I think it's still a little loaded with all it gets, but not too much I hope.}}<br />
<br />
== Witcher ==<br />
A Witcher is someone who has undergone extensive training, ruthless mental and physical conditioning, and mysterious rituals (which take place at "witcher schools" such as Kaer Morhen) in preparation for becoming an itinerant monsterslayer for hire. Geralt, the central character in Andrzej Sapkowski's Witcher series and the subsequent games inspired by them, is said in the stories to be one of the greatest Hexers; he is certainly legendary, but whether famous or infamous is more open to interpretation (and/or subject to gameplay, as the case may be).<br />
<br />
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 against their vast array of opponents, many of which possess superhuman speed, strength and/or other deadly powers. These procedures ultimately mean that each fully-trained witcher is a mutant built specifically to hunt and kill inhuman prey. The key permanent results of mutations shared by all Witchers include:<br><br />
•Sterility (which partially explains selection from the outsiders, as they cannot breed to pass on their traits).<br><br />
•Cat-like eyes that grant very acute nightvision - Hexers can constrict their pupils to see in blinding light or open them to see in near pitch darkness. This nightvision can be further enhanced with the cat potion, but in general, it is good enough by itself to not require further enhancement.<br><br />
•Tremendous resistance to disease and poisin (which functions in most cases as complete immunity) and a boosted immune system, allowing them to consume large quantities of potions that could prove easily deadly if consumed even in small amounts by a normal man.<br><br />
•Exceptionally increased strength, speed, reflexes, and endurance, far beyond any normal or well-trained human, that allows them to swiftly end fights with minimal effort, and perform physical feats non-witchers couldn't hope to match. A witcher's physical skills alone are sufficient to defeat most monsters single-handedly if combined with extensive training and proper weaponry, whereas regular men could only hope to accomplish this in large groups. Hexers have also been shown to shrug off hits that would normally render normal men unconscious. Additionally, they have been known to survive the strikes of powerful monsters such as giants, or other beings possessing herculean strength, that would otherwise kill others with a single blow. <br><br />
•Having the ability to perform simple yet incredibly versatile combat magic in the form of Signs. They also develop a sixth sense that allows them to "feel" things around them, be it items of importance or people's immediate intentions. This explains their uncanny ability to track and hunt people and monsters.<br><br />
•Accelerated healing granting quick recovery from injuries.<br><br />
•Incredibly long lifespan and prolonged youth (Vesemir is said to be at least a few centuries old but has the appearance of a middle-aged man).<br><br />
<br />
===Creating a Witcher===<br />
When creating your Witcher, think about how your character views the world as a result of your training. Do they view them as an ultimate evil, that thay are on a crusade against? Or do they view them as feral creatures, unable of understanding the evil they perform, simply following their nature? Also, consider your Witchers emotions. As a result of your trials, your emotions have been stunted, but they are still there. Finally, consider the circumstances surrounding your induction to the Witcher caste. More often than not, most children don't get a choice when they are chosen. Orphans are often taken, and there are rumors that some children are abducted. Your parents might have given you away because they didn't have enough food, or you might have run to them seeking adventure. Think about this and how it impacts your view of humanity.<br />
<br />
===The Witcher's Code===<br />
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: <br />
<br />
;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.<br />
<br />
;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.<br />
<br />
;Knowing Man From Monster: The line between monsters and men can be thin indeed, and the Witcher must discern what separates the two.<br />
<br />
;Law of Surprise: Witchers reserve the right to ask for a child to train as a Witcher in payment for a life debt.<br />
<br />
;Neutrality: Witchers try not to get too involved in politics; it usually ends badly and complicates their monster-hunting.<br />
<br />
;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.<br />
<br />
;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.<br />
<br />
===Quick Build===<br />
You can make a Witcher quickly by following these suggestions. First, make Dexterity your highest score, followed by Wisdom. Though depending on your Witcher school of choice, you may want to make different scores higher, as seen in the schools description. Finally, take the Outlanter background.<br />
<br />
{{5e Image|float:right|http://i.imgur.com/WO095l8.jpg|''Geralt of Rivia, Wolf School Witcher''}}<br />
<br />
{{5e Class Features<br />
|name=Witcher<br />
|summary=Monster Hunter Class based on Polish writer Andrzej Sapkowski's books.<br />
|hd=10 <br />
|spellcasting=<br />
|armor=Light and Medium Armor<br />
|weapons=Simple weapons, Martial weapons<br />
|tools=Alchemist's Supplies<br />
|saves=Strength and Wisdom<br />
|skills=Choose three from: Perception, Persuasion, Investigation, Survival, Acrobatics, Athletics, Insight, Nature, Medicine, Religion, or Intimidation.<br />
|item1a=Studded Leather<br />
|item1b=Scale Mail<br />
|item2a=One martial weapon<br />
|item2b=Two simple weapons<br />
|item3a=20 Throwing Knives (daggers)<br />
|item3b=Hand Crossbow and 20 Crossbow bolts<br />
|item4a=Poisoner's kit<br />
|item4b=Alchemist kit<br />
|item5a=Witchers Medallion, Notebook and Bestiary, and an explorer's pack<br />
|item5b= <br />
|classfeatures1=Specialized Killers, Witcher Artifact<br />
|classfeatures2=Witcher Senses, Witcher Alchemy, Fighting Style<br />
|classfeatures3=Signs, Witcher School<br />
|classfeatures4=Swift of Arm<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Of Men & Monsters<br />
|classfeatures7=Bomb Crafting, Witcher School Feature, Greater Signs<br />
|classfeatures8=<br />
|classfeatures9=Unnatural Inspiration<br />
|classfeatures10=<br />
|classfeatures11=Witcher School Feature<br />
|classfeatures12=<br />
|classfeatures13=Clear of Mind<br />
|classfeatures14=Witcher School Feature<br />
|classfeatures15=Heightened Witcher Senses, Mythic Signs<br />
|classfeatures16=<br />
|classfeatures17=Witcher School Feature<br />
|classfeatures18=Tempered<br />
|classfeatures19=<br />
|classfeatures20=Master Witcher<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name= Signs Known<br />
|extra1_1=-<br />
|extra1_2=-<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
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|extra1_9=3<br />
|extra1_10=4<br />
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|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
|extra2_name=Empower<br />
|extra2_1=-<br />
|extra2_2=-<br />
|extra2_3=2<br />
|extra2_4=3<br />
|extra2_5=3<br />
|extra2_6=3<br />
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|extra2_9=4<br />
|extra2_10=4<br />
|extra2_11=4<br />
|extra2_12=4<br />
|extra2_13=4<br />
|extra2_14=4<br />
|extra2_15=4<br />
|extra2_16=4<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
|extra3_name=Greater<br />
|extra3_1=-<br />
|extra3_2=-<br />
|extra3_3=-<br />
|extra3_4=-<br />
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|extra3_6=-<br />
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|extra3_16=3<br />
|extra3_17=3<br />
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|extra3_19=3<br />
|extra3_20=3<br />
|extra4_name=Mythic<br />
|extra4_1=-<br />
|extra4_2=-<br />
|extra4_3=-<br />
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|extra4_5=-<br />
|extra4_6=-<br />
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|extra4_11=-<br />
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|extra4_13=-<br />
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|extra4_17=1<br />
|extra4_18=1<br />
|extra4_19=1<br />
|extra4_20=1<br />
}}<br />
<br />
=== Witcher Trials ===<br />
During the Trial of the Grasses, your body underwent amazing and horrifying mutations leaving you sterile, but granting you the following benefits:<br />
<br />
•You gain Darkvision if your race does not already possess Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray<br />
<br />
•Advantage against poison saving throws, as well as resistance to Poison damage.<br />
<br />
•Immunity to disease.<br />
<br />
•Your estimated lifespan increases by approximately 400 years<br />
<br />
•Your movement speed is increased by 10 feet.<br />
<br />
=== Witcher Gear ===<br />
;Pendant: All Witchers have a pendant (Wolf, Bear, Cat, Viper, Manticore or Griffin) in the shape of their Witcher school While wearing said pendant, it will glow and vibrate in the presence of magic within 30 feet of it.<br />
<br />
;Notebook: Across your studies with your enemies you have always kept track of there vocal and communication patterns. You learn an additional number of languages equal to your Wisdom modifier + your Proficiency modifier, and can learn additional ones when your proficiency bonus or Wisdom modifier increases.<br />
<br />
;Bestiary: The Witcher's Bestiary is where a Witcher records the strengths and weaknesses of all enemies faced. When facing a creature recorded in the bestiary, you can recall basic lore about it, in addition to its abilities, damage immunities, resistances, and vulnerabilities. <br />
<br />
In order to record a creature into your bestiary, you must spend at least ten minutes examining an area the creature has fought in within 24 hours, have the corpse of the creature on hand, or have the creature explain to you its capabilities. Afterwards, you can finalize your notes over the course of a long rest, adding all creatures you've examined into your bestiary. When recording a humanoid, you record the race instead of the creature in particular, and can count all creatures of that race as being in your bestiary.<br />
<br />
In addition, you have four Bestiary dice, which are d8s. A Bestiary die is expended when you use it, and you regain all of your expended bestiary dice when you finish a short or long rest. You can expend one bestiary die and add the result to a saving throw you make against a creature you have recorded in the bestiary, or you can reduce the result of a saving throw a creature recorded in the bestiary makes against your own abilities. You gain an additional bestiary die at 7th level and another at 15th level.<br />
<br />
'''The Bestiary's Appearance.''' Your bestiary is a unique compilation of notes and diagrams on recorded creatures. It can look like any old leather journal, a barely held together bunch of notes, or a unique tome gifted to you by your teacher. <br />
<br />
'''Replacing the Bestiary.''' In the event that you want a backup of your bestiary, you can spend a half hour for each creature you've recorded in your bestiary to transcribe it into a new one. If you don't have your original bestiary during this process, you can only scribe from memory a number of creatures equal to 5 x your Wisdom modifier.<br />
<br />
=== Specialized Killers ===<br />
Also at 1st, a Witcher moves like the wind and strikes swifter than a coursing river. All weapons have the finesse property when you wield them. To gain this benefit, you must be proficient in the weapon, and it must lack the heavy property.<br />
<br />
=== Witcher Senses ===<br />
Starting at 2nd level, The Trial of Grasses has improved your senses to near superhuman levels. <br />
<br />
You can detect opponents within 30 feet by sense of smell, not unlike that of an animal. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. <br />
<br />
You gain proficiency in the Percption skill, and can add double your proficiency bonus to checks you make with it. <br />
<br />
You have blindsight out to a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. <br />
<br />
=== Fighting Style ===<br />
<br />
At 2nd level, you adopt a style of fighting as your specialty.<br />
Choose one of the following options. You can’t take a Fighting<br />
Style option more than once, even if you later get to choose<br />
again.<br />
<br />
;Archery:<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Defense:<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling:<br />
When you are wielding a melee weapon in one hand and no<br />
other weapons, you gain a +2 bonus to damage rolls with that<br />
weapon.<br />
<br />
;Great Weapon Fighting:<br />
When you roll a 1 or 2 for an attack you<br />
make with a melee weapon that you are wielding with two<br />
hands, you can reroll the die and must use the new roll. The<br />
weapon must have the two-handed or versatile property for<br />
you to gain this benefit.<br />
<br />
;Two-Weapon Fighting:<br />
When you engage in two-weapon fighting, you can add your<br />
ability modifier to the damage of the second attack.<br />
<br />
=== Witcher Alchemy ===<br />
Starting at 2nd level, while you have your alchemist's supplies on hand you can now use it to craft specialized Witcher potions and concoctions. You know the formula for Swallow, and the formula for 2 other potions. At the end of a long rest, you can produce two types of potion you know the formula for. Any unused potions you have by the start of your next long rest spoil and become unusable.<br />
<br />
You learn an additional formula of your choice at 7th, 10th, and 15th level. When you finish a long rest, you can swap out a formula you know for another.<br />
<br />
Starting at 7th level, you can produce three potions at the end of a long rest, and four at 10th level.<br />
<br />
Despite your superior fortitude, witcher potions still remain incredibly toxic. You gain a number of toxicity points listed in a potion's description when you drink it, and for each toxicity point you have above your limit, your hit points are reduced by 1d8 at the start of your turns. This damage cannot be recovered until your toxicity is at or below your limit.<br />
<br />
In addition, you can consume potions as a bonus action.<br />
<br />
The saving throws of any potion is equal to 8 + your Proficiency bonus + your Wisdom modifier.<br />
<br />
Certain potions increased effects at higher levels, gaining additional effects in addition to previous ones, or having a higher potency.<br />
<br />
;Swallow: You can create 2 doses of Swallow, a fiery orange tincture. When consumed, a creature regains a number of hit points equal to your Proficiency bonus at the end of each of its turns for 3 rounds. Swallow has a toxicity of 1.<br />
<br />
At 7th level, you can craft Enhanced Swallow, which instead heals for 2d4 + your Proficiency bonus, but has a toxicity of 2. <br />
At 15th level, you can craft 3 doses of Superior Swallow, which heals for 4d6 + your Proficiency bonus for 5 rounds, but has a toxicity of 3.<br />
<br />
;Cat: You can create 1 dose of Cat, a sickly green mixture. Consuming the potion doubles the range of the creature's darkvision and allows them to perceive color in the dark for 24 hours. It has a toxicity of 1.<br />
<br />
At 7th level, you can produce Enhanced Cat, which additionally increases the range of a creature's blindsight to 30 feet and allows them to see through magical darkness. It has a toxicity of 2.<br />
At 15th level, you can craft Superior Cat, which additionally increases the range of a creature's blindsight to 120 feet. The creature can't be surprised, has advantage on initiative rolls, other creatures don't again advantage against the creature as a result of being unseen or invisible, and they can determine the basic mood of creatures within range of their blindsight, but has a toxicity of 3.<br />
<br />
;Black Blood: You can create 2 doses of Black Blood, a midnight-black potion. Consuming the potion turns the creature's blood into poison when attacked for 1 minute, causing creatures that hit them with a melee attack to take 1d8 poison damage. A creature that attacks the consumer with a bite attack or similar must make a Constitution saving throw, taking twice as much damage on a failure and becoming poisoned until the end of their next turn. It has a toxicity of 2.<br />
<br />
At 7th level, you can crafted Enhanced Black Blood, increasing the damage to 2d8 and ignoring resistance to poison damage. A creature that is poisoned by this effect is instead poisoned for a number of turns equal to your proficiency bonus. It has a toxicity of 3.<br />
At 15th level, you can craft Superior Black Blood. In addition to the previous effects, a creature must make the save whether it bites you or not, and is poisoned for 1 minute. It also has a toxicity of 3.<br />
<br />
;Killer Whale: You can craft 1 dose of Killer Whale, an amber colored liquid. Consuming the potion allows the creatue to hold its breath indefinitely while underwater as long as it is not incapacitated, and it gains a swimming speed equal to its walking speed for 8 hours. It has a toxicity of 2.<br />
<br />
;Ivoryskin: You can craft 2 doses of Ivoryskin, a turqoise concotion. When crafted, choose one damage type from acid, cold, fire, lightning, poison, radiant, necrotic, force, or thunder. You can choose a seperate damage type for each dose. When consumed, the creature gains resistance to the chosen damage type for 1 hour. It has a toxicity of 2.<br />
<br />
At 7th level, you can craft Enhanced Ivoryskin, causing the creature's weapon attacks to deal 1d6 extra damage of the same type the potion granted resistance to.<br />
At 15th level, you can craft Superior Ivoryskin, which grants advantage on Constitution saving throws. If a creature consumes two doses of Superior Ivoryskin of the same type, they instead gain immunity to the damage type for the same duration. It has a toxicity of 3.<br />
<br />
;Pheromones: You craft 1 dose of Pheromones, a swirly pink mixture. Choose one type of creature when you craft this potion. For 1 hour, creatures of that type who attempt to target the consumer with an attack or harmful effect must first succeed on a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or ability. This effect doesn't protect the consumer from area effects, such as the explosion of a fireball. If the consumer damages a creature or performs a hostile action, all creatures that witness the act become immune to this effect. It has a toxicity of 3.<br />
<br />
At 7th level, you can craft Enhanced Pheromones, giving the creature advantage on charisma checks when interacting with creatures of the chosen type.<br />
At 15th level, you can craft Superior Pheromones, rendering the creature invisible to creatures of the chosen type until the consumer attacks or casts a spell.<br />
<br />
;Steelmind: You can craft 2 dose of Steelmind, a steel-colored potion. When consumed, the creature gains resistance to psychic damage, and has advantage on saving throws against being charmed or frightened for 1 hour. It has a toxicity of 2<br />
<br />
At 7th level, you can craft Enhanced Steelmind, granting advantage on all Intelligence, Wisdom, and Charisma saving throws. It has a toxicity of 3.<br />
At 15th level, you can craft Superior Steelmind, granting immunity to the Charmed and Frightened condititions, any effect that would sense the creature's emotions or read its thoughts, and divination spells. It has a toxicity of 4<br />
<br />
;White Honey: You can craft 1 dose of White Honey, a thick white fluid. When consumed, the creature immediately loses all toxicity points, ends all witcher alchemy effects, and the poisoned condition.<br />
<br />
At 7th level, you can craft 2 doses of white honey, and at 15th level you can cast 3.<br />
<br />
When a non-Witcher consumes one of your potions, it must make a Constitution saving throw against your potion save DC. On a failure, it is poisoned for the same duration of the potion's effect. It takes 1d8 poison damage, increased by another 1d8 for each toxicity point the potion grants every 10 minutes and when the effect ends. If it is an Enhanced potion, the damage is increased to 3d8, increased by 2d8 for each toxicity point it would grant. If it is a superior potion, it is increased to 6d8, increased by 3d8 for each toxicity point it grants.<br />
<br />
=== Signs ===<br />
Starting at 3rd level, you gain access to signs, a basic form of magic used by Witchers and count as cantrips in reference to other game mechanics. You may choose two signs learn, learning more as showin in the Witcher table. <br />
<br />
You can empower your signs a number of times as shown in the Witcher table, and can do so again after finishing a long rest.<br />
<br />
'''Sign Save DC= 8 + Proficiency bonus + Wisdom Modifier'''<br />
<br />
<br />
;Aard:<br />
<br />
'''Prestidigitation'''. As a bonus action, you can create a harmless sensory effect using air, such as using a gust of wind to extinguish a small fire.<br />
<br />
As a bonus action, you can blast a 15ft cone with telekinetic force. Medium or smaller creatures within the area must succeed on a Strength saving throw or be pushed to the end of the cone and knocked prone. This sign can push large creatures at 7th level and huge creatures at 15th level. <br />
<br />
'''Empowered'''. Creatures takes 3d6 force damage on a failed save or half as much on a success. This damage increases to 4d6 at 7th level and to 5d6 at 15th level.<br />
<br />
'''Greater'''. You can affect all other creatures in a 20-foot sphere centered on you with the sign, and until the end of your turn, creatures in the area are deafened, unprotected flames in the area are extinguished, vapor, gas, and fog are dispersed by strong wind, the area is difficult terrain for creatures other than you, and ranged weapon attacks have advantage if they pass in or out of the wind. This effect ends if the hand used to cast this sign is no longer is free at any point.<br />
<br />
'''Mythic'''. The end of the cone becomes a wall of strong wind 15 feet high, 15 feet long, and 1 foot thick. When the wall appears, each creature in the area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much on a successful one. The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it. This effect lasts for up to 1 minute, and you must keep concentration on the effect. It also ends if the hand used to cast this sign is no longer free at any point.<br />
<br />
If the '''Empowered''' effect is used, the initial damage is increased by the same amount.<br />
If the '''Greater''' effect is used, the wall forms at the edges of the sphere, and creatures other than you in the sphere must make the save, being tossed 30 feet directly away from you on a failure in addition to the damage.<br />
<br />
<br />
;Yrden:<br />
<br />
As a bonus action, you can place a magical trap on the ground within 5 feet of you, spanning a 10-foot radius. For 1 minute, the area counts as difficult terrain for hostile creatures, and creatures affected by the sign must make a Charisma saving throw when using a spell or ability to teleport or travel to a different plane of existence in the circle, failing to do so on a failure. A creature isn't prevented a creature from passing through an already existing portal however. The radius becomes 15 feet at 7th level, and 20th feet at 15th level. When you cast Yrden while you already have an instance of it active, the previous instance immediately ends.<br />
<br />
'''Empowered'''. You empower either your preexisting Yrden trap, or a new one, increasing the radius by 15 feet for the duration. Creatures when they enter the area for the first time on a turn or start their turn there must succeed on a Strength saving throw. On a failure, they can't use their reaction until the start of their next turn.<br />
<br />
'''Greater'''. You empower either your preexisting Yrden trap or a new one. Hostile creatures in the area must make a Strength saving throw when they enter the area for the first time on a turn or start their turn there, becoming restrained on a failure.<br />
<br />
'''Mythic'''. You empower either your preexisting Yrden trap or a new one. Hostile creatures in the area when you empower it must succeed on a Wisdom saving throw or become sluggish until they leave the area. An affected creature must choose whether it gets an action or a bonus action on its turn, not both. Regardless of the creature's abilities or magic items, it can't make more than one attack during its turn.<br />
<br />
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.<br />
<br />
<br />
;Igni:<br />
<br />
'''Prestidigitation''':<br />
As a bonus action, you can create a flickering flame within 10 feet of you or in your hand. It burns harmlessly in your hand, and sheds bright light in a 20-foot radius and dim light for an additional 20 feet.<br />
<br />
As a bonus action you can unleash a fan of flame in a 10-foot cone, forcing creatures in the area to make a Dexterity saving throw. On a failure, creatures take 1d6 fire damage. This damage increases to 2d6 at 7th level, and 3d6 at 15th level.<br />
<br />
'''Empowered'''. The range of the sign increases to 15 feet, and deals half as much damage on a success. Creatures who fail are also set ablaze, taking 2d4 fire damage at the end of each of their turns until they use an action to put it out. The damage taken increases to 3d4 at 7th level, and 4d4 at 15th level.<br />
<br />
'''Greater'''. You can focus the sign into a single blast of fire, hurling it at a target. You can make a ranged weapon attack against a creature within 60 feet of you instead of projecting a cone. On a hit, the target takes 3d10 fire damage, increased to 4d10 at 15th level. <br />
<br />
If the '''Empowered''' effect is used, you roll d6s for the damage each turn instead.<br />
<br />
'''Mythic'''. You can unleash the sign as a 20-foot radius explosion centered on a point you can see instead. If centered on yourself, you are unaffected. The area is set ablaze for 1 minute, causing creatures to take 3d6 fire damage at the start of their turns in the area.<br />
<br />
If the '''Empowered''' effect is used, creatures have disadvantage on attack rolls and can't regain hit points while on fire, and must succeed on a Medicine check in order to extinguish themselves. The DC of the check equals your sign save DC.<br />
<br />
If the '''Greater''' effect is used, the creature explodes at the start of their turn, repeating the Igni sign centered on themselves as if the Greater effect was never used.<br />
<br />
<br />
;Quen:<br />
<br />
As a bonus action, you can trace a sigil towards one creature of your choice. Until the start of your next turn, you can add 1d4 to your AC against attacks made by that creature and on saving throws the creature forces you to make.<br />
<br />
'''Empowered'''. You can expend a use to use Quen as a reaction when you are targeted with an attack or the Magic Missile spell, granting you the benefit of Quen against the target and immunity to the Magic Missile spell. If you empower Quen normally as a bonus action, you gain a number of temporary hit points equal to 5 x your Wisdom modifier until the start of your next turn.<br />
<br />
'''Greater'''. You instead gain the maximum possible result when rolling the die, and the effect applies against all creatures until the start of your next turn.<br />
<br />
'''Mythic'''. When the effect ends, you are imbued with a surge of power for 1 minute, with which you must maintain concentration on. For the duration, your speed is doubled, you gain a +2 bonus to AC, advantage on Dexterity saving throws, and you gain an additional actiion on each of your turns. That action can only be used to take the Attack (one weapon attack only), Dash, Disengage, Hide, Cast a Sign, or Use an Object actions.<br />
<br />
<br />
;Axii:<br />
'''Prestidigitation'''. You can send telepathic messages to any creature you can see within 30 feet of you. You can't send words specifically, but you can send certain feelings and emotions such as you being in agreement, or feelings of hostility or betrayal. <br />
<br />
As a bonus action, you can blast the mind of a target you can see within 60 feet with psychic energy. The creature must make a Wisdom saving throw or take 1d8 psychic damage. If it fails, it has disadvantage on attacks against you until the start of your next turn. You can decide to deal no damage when it fails its saving throw.<br />
<br />
'''Empowered'''. You push and pull on the target's emotions. If the target fails, it is charmed or frightened (your choice) for the same duration.<br />
<br />
Optionally, you can choose to end the charmed or frightened condition on a creature when empowering Axii in this way. When you do so, it can choose it fail its saving throw.<br />
<br />
'''Greater'''. You can instead force the creature to make an Intelligence saving throw. A creature automatically succeeds of it is immune to being frightened. On a failed save, the creature regards all creatures it can see, even its own allies, as enemies for 1 minute, during which you must hold concentration and keep your hand free, otherwise the effect ends. When the creature takes damage, it can repeat the saving throw, ending the effect on a success.<br />
<br />
'''Mythic.'''. You assault the creature with a mental barrage, causing it to take 5d10 psychic damage on a failure, or half as much on a success. On a failure, the creature is stunned until the end of its next turn.<br />
<br />
=== Witcher School ===<br />
Starting at 3rd level, Witchers decide what school they want to follow. Each school offers a variety of different skills Witchers can use to enhance their monster tracking and slaying abilities. There are five schools to choose from: The School of the Wolf, Cat, Viper, Bear, and Griffon. Your Witcher school grants abilities at 7th, 11th, 14th and 17th level.<br />
<br />
=== Ability Score Increase ===<br />
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th and 19th level, you can increase one ability score of you 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.<br />
<br />
=== Swift of Arm ===<br />
Starting at 4th level, you are able to use your reaction to reduce the damage dealt by a ranged weapon by 1d8 + your level + your Dexterity modifier.<br />
<br />
=== Extra Attack ===<br />
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 at 13th level.<br />
<br />
=== Of Men & Monsters ===<br />
The line between monsters and men can be thin indeed, and the Witcher must discern what separates the two. <br />
<br />
At 6th level, you gain a +1 to attack and damage rolls made with weapons, unless a weapon you wield already grants a bonus to attack and damage rolls. In addition, silvered weapons count as magical for the purposes of overcoming resistance and immunity.<br />
<br />
=== Bomb Crafting ===<br />
Beginning at 7th level, you can craft an explosive instead of a potion when you do so at the end of a long rest.<br />
<br />
You can use a bomb in place of an attack when you take the Attack action on your turn.<br />
<br />
;Grapeshot: You can craft 3 Grapeshot, and a creature can toss this grenade up to 30 feet, at which it explodes on impact, dealing 1d8 fire damage and 1d8 piercing damage to all creatures within a 10-foot radius. At 15th level both dice are increased by 1d8. The explosion leaves shrapnel in the same area, creating difficult terrain and causing creatures to take 2d4 piercing damage for every 5 feet they move within the area and when they start their turn there. 5-foot square of shrapnel can be cleared as an action.<br />
<br />
Beginning at 15th level, you can craft 4 Enhanced Grapeshot. Creatures that take damage from the grenade or its shrapnel can't regain hit points until the end of their next turn.<br />
<br />
;Dancing Star: You craft 2 Dancing Star grenades, and can toss this grenade up to 30 feet, at which it explodes. Creatures within 20 feet of the grenade are coated in a reflective powder, preventing said creatures from beenfiting from the invisible condition until they take an action to wipe it off. <br />
<br />
At 15th level, you can craft Enhanced Dancing Star. Creatures must make a Constitution saving throw. On a failure, they are blinded for 1 minute, or until they wipe away the glitter.<br />
<br />
;Anathema: You create 1 Anathema grenade, and can toss this grenade up to 60 feet, at which point it explodes. The grenade creates a shimmering cloud with a 20-foot radius. Creatures in the area have disadvantage on maintaining concentration, and must make a Wisdom saving throw each time they attempt to cast a spell. On a failure, the spell is wasted.<br />
<br />
;Northern Wind: You can create 2 Northern Wind grneades, and can toss this explosive up to 30 feet, at which it explodes. Creatures within 10 feet of the grenade must succeed on a Dexterity saving throw or be flash frozen, becoming Paralyzed until they take damage from an attack or until the end of their next turns.<br />
<br />
At 15th level, you can craft Enhanced Northern Wind, causing creatures to be restrained instead after being attacked for the same duration.<br />
<br />
;Moon Dust: You can create 2 Moon Dust grenades, and can toss the bomb up to 30 feet, at which it explodes. Shapechangers within 15 feet of the grenade must succeed on a Constitution saving throw or revert to their original forms.<br />
<br />
=== Unnatural Inspiration ===<br />
Starting at 9th level, whenever you attempt a Charisma, Intelligence, or Wisdom-based ability check, you can expend a bestiary die and add it to the total.<br />
<br />
=== Clear of Mind ===<br />
At 13th level, you can use your action to expend one bestiary die and one effect on yourself that is causing you to be charmed or frightened. If the original effect would normally grant you immunity upon passing the saving throw, such as a dragon's Frightful Presence, you become immune to it.<br />
<br />
===Heightened Witcher Senses===<br />
Beginning at 15th level, you can add double your proficiency bonus in three skills you are proficient with.<br />
<br />
=== Tempered ===<br />
At 18th level, your Constitution, Wisdom, and your choice of Strength or Dexterity scores are increased by 2, and their maximums are increased by the same amount.<br />
<br />
=== Master Witcher ===<br />
At level 20 your training is finally "complete", you have achieved the rank of Master. Due to the vastness of everything you've seen on your journey, nothing phases you anymore. You gain immunity to the frightened and charmed conditions.<br />
<br />
=== Witcher Schools ===<br />
<br />
As a Witcher, you are defined by your school. It's where you recieved all of your training and spent most of your life. It's the closest thing you have to a home, filled with the closest thing you have to a family. Each school specializes in something different, and has unique advantages in the way they kill monsters.<br />
<br />
==== School of The Wolf ====<br />
Witchers of the School of the Wolf excel at adaptability. They are resourceful warriors, always preparing before they engage in combat, allowing them to defeat monsters much stronger than them.<br />
<br />
;Bonus Proficiencies<br />
When you choose this archetype at 3rd level, you gain proficiency in the Insight and Survival skills if you don't already have it. Your proficiency bonus is doubled for any aiblity check you make that uses either of those proficiencies.<br />
<br />
;Reflexes of the Wolf<br />
<br />
Starting at 3rd level, when an attacker you can see misses you with an attack, you can use your reaction to cast a sign. When a hostile creature provokes an attack of opportunity from you, you can use your reaction to cast a sign at the creature, rather than making an opportunity attack. The sign must target the creature or contain it in its area of effect.<br />
<br />
;Thunderbolt Potion Crafting<br />
<br />
Starting at level 7, you learn the formula for Thunderbolt, and it does not count against your maximum forumulae known. Thunderbolt is a lime green colored concotion and you can make 2 doses. It causes a creature to deal an additional 1d8 damage on its weapon attacks for 1 minute. It has a toxicity of 2.<br />
<br />
At 15th level, you can craft Enhanced Thunderbolt. For the duration, the consumer's weapon attacks score a critical hit on a roll of 18 through 20. It has a toxicity of 4.<br />
<br />
;Heart of The Wolf<br />
<br />
At 11th level, you can invoke the fear a wolf's howl instills in creatures. As a bonus action, you can emit a loud howl, forcing creatures of your choice within 300 feet of you to make a Wisdom saving throw. On a failure, creatures drop whatever they're holding and become Frightened for 1 minute.<br />
<br />
While frightened in this way, a creature must take the Dash action and move away from you by the safest availible route on each of its turns, unless there is nowhere left to move. IF the creature ends its turn in a location where it doesn't have sight of you, the creature can make a Wisdom saving throw. On a success, the effect ends for the creature.<br />
<br />
You can use this ability once, and can do so again when you finish a long rest.<br />
<br />
;Dire Wolf's Hide<br />
<br />
At 14th level, your skin becomes tough like the hide of a dire wolf. When you take damage from a weapon attack, you can reduce the damage taken by an amount equal to your Proficiency bonus. In addition, you gain resistance to cold damage.<br />
<br />
;Heliotrop<br />
<br />
Starting at 17th level, you learn the Heliotrop Sign. When you fail a saving throw, you can invoke the sign instead, causing you to succeed instead. If you would take half as much damage from the effect on a success, you instead take no damage. Once you do so, you cannot do so again until you finish a long rest.<br />
<br />
==== School of The Cat ====<br />
The teachings of the School of the Cat focus on two things. Precision and speed. As a result, they produce fast and fierce fighters capable of whirling through masses of enemies in seconds. Like the School of the Viper, they accept contracts on both men and monsters. Though they would kill for gold, they would never join sides in a conflict.<br />
<br />
;Bonus Proficiencies<br />
When you choose this archetype at 3rd level, you gain proficiency in the Stealth and Acrobatics skills if you weren't already. You can add double your proficiency bonus to checks you make with these skills.<br />
<br />
;Cat's Grace<br />
<br />
Beginning at 3rd level, light and medium armor do not impose disadvantage on your Stealth checks you make. Additionally, climbing no longer costs you extra movement, and the distance you cover when making a running jump increases by a number of feet equal to your Dexterity modifier.<br />
<br />
;Blizzard Potion Crafting<br />
<br />
Starting at 7th level, you learn the formula of a potion called Blizzard, which does not count against your maximum. <br />
<br />
;Blizzard: You can craft 1 dose of Blizzard, which grants the consumer an additional action on each of its turns for 1 minute, which can only be used to take the Attack (one weapon attack only), Dash, Disengage, Hide, Use an Object, or Cast a Sign actions. It has a toxicity of 4<br />
<br />
;Trickery of The Cat<br />
<br />
At 11th level, you strike quickly, and better when your enemies are disorganized. You have advantage on melee attack rolls against any creature that has one or more of its allies within 5 feet of it. Additionally, if a creature within 5 feet of you misses you with a melee attack, you can use your reaction to force the attacker to reroll that attack against another creature of your choice within 5 feet of you.<br />
<br />
;Lion's Pounce<br />
<br />
At 14th level, if you move at least 20 feet straight towards a creature and then hit it with a melee attack on the same turn, that creature must succeed on a Strength saving throw or be knocked prone, and you can immediately make an additional attack against it. The DC for this ability is equal to 8 + your Proficiency bonus + your Strength or Dexterity modifier. You can use this ability a number of times equal to your Strength or Dexterity modifier, regaining all uses upon finishing a short or long rest.<br />
<br />
;Go For The Throat<br />
<br />
Beginning at 17th level, you can use your action to make one precise strike against a creaature. The attack has advantage, and on a hit the creature must make a Constitution saving throw or drop to 0 hit points. A creature is immune to this effect if it is immune to the base damage of your weapon, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its throat to be slit. Such a creature instead takes 8d8 additional damage. The DC for this ability is equal to 8 + your Proficiency bonus + your Strength or Dexterity modifier. You can use this ability once, and regain the ability to do so upon finishing a long rest.<br />
<br />
==== School of The Viper ====<br />
The School of the Viper focuses on poisoning, and debilitating your opponents. Unlike other schools, they gladly accept contracts on both men and monsters, using their preferred fighting style of fighting with two short blades and moving unpredictably- like a viper.<br />
<br />
;Poison Crafting<br />
Beginning at 3rd level, you gain the formula for the following two poisons, which do not count against your maximum. You can apply poison to a weapon or piece of ammunition as a bonus action, instead of an action. When you make potions at the end of a long rest, you can choose an additional poison to produce.<br />
<br />
;Deathbell: You can craft a number of Deathbell doses equal to your proficiency bonus. When applied, a creature must make a Constitution saving throw, taking 4d4 damage and becoming poisoned on a failure, or taking half as much damage on a success.<br />
<br />
;Nervedeath: You can craft a number of Nervedeath doses equal to your proficienybonus. When applied a creature must succeed on a saving throw or be poisoned for 1 hour. While poisoned in this way, its speed is halved. The creature can repeat the save at the end of each of its turns, ending the effect on a success.<br />
<br />
<br />
;Archgriffin Decoction<br />
<br />
At 7th level, you learn an additional formula which does not count against your maximum. <br />
<br />
;Archgriffin: You can craft 1 dose of Archgriffin, a purple colored extract. The first time the consumer rolls damage for a weapon attack within 1 minute of drinking the potion, instead of rolling dice to determine the damage dealt, they can instead use the highest possible number for each die. It has a toxicity of 3.<br />
<br />
;Acid Death<br />
<br />
At 11th level, you can apply poison to two weapons or pieces of ammunition as a part of your object interaction on your turn. Additionally, a creature is only resistant or immune to your poisons if they are also resistant or immune to acid damage.<br />
<br />
;Long-lasting<br />
<br />
Starting at 14th level, you can coat up to two weapons of your choice at the end of a long rest. These weapons deal an addition 1d8 poison damage on a hit. The poison wears off at the start of your next long rest, requiring you to apply it again.<br />
<br />
;Last Breath<br />
<br />
Beginning at 17th level, you learn the formula for an incredibly potent explosive.<br />
<br />
;Gravedust: You can create 1 Gravedust grenade, and can toss this grenade up to 30 feet, at which point it explodes. It creates a cloud of smoke with in a 20-foot radius around itself, heavily obscuring the area for 10 minutes. Creatures that move into the area or start their turn their must succeed on a Constitution saving throw, taking 8d8 poison damage on a sucess, or half as much on a failure. Pass or fail, creatures in the area begin to suffocate, unless they had any forewarning to hold their breathe, until they leave the area.<br />
<br />
==== School of the Bear ==== <br />
The School of the Bear focuses on Brute Strength, using powerful blows to debilitate and destroy your enemies. Focused solely on the task at hand, many witchers of this school tend to be loners, not that they need any assistance anyway. Despite their focus on strength, they are incredible users of the hand crossbow.<br />
<br />
;Bonus Proficiencies<br />
When you choose this archetype at 3rd level, you gain proficiency in heavy armor, and can use your Strength modifier, instead of Dexterity, for the attack and damage rolls of ranged weaponry.<br />
<br />
;Marauder<br />
<br />
Starting at 3rd level, you have mastered the art of close quarters combat, even with a ranged weapon in one hand, gaining the following benefits; <br />
<br />
• When you take the Attack action and make an attack with a melee weapon that you're holding in one hand, you can use a bonus action to make an attack with a one-handed ranged weapon in your other hand. Alternatively, when you use the Attack action and make an attack with a ranged weapon you're holding in one hand, you can use a bonus action to make a melee attack with a one-handed weapon in your other hand.<br />
<br />
• Being within 5 feet of a hostile creature doesn't impose disadvantage on your weapon attack rolls.<br />
<br />
• You ignore the loading property of weapons with which you are proficient.<br />
<br />
;Full Moon Potion Crafting<br />
<br />
At 7th level, you learn an additional potion formula which does not count against your maximum.<br />
<br />
;Full Moon: You can craft 1 dose of Full Moon, a silvery tonic that induces lycanthropic qualities. For 1 hour, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, advantage on strength checks, and a number of temporary hit points equal to twice your level. It has a toxicity of 3.<br />
<br />
;Strength of Body<br />
<br />
At 11th level, you gain proficiency in Constitution saving throw. When you are subjected to an effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw.<br />
<br />
;Invincible<br />
<br />
Beginning at 14th level, you can use your Swift of Arm feature verus melee attacks in addition to ranged ones, and can use your Strength modifier, instead of Dexterity, when doing so.<br />
<br />
;Lycanthropic <br />
<br />
Just like the myths of the ancient School of the Bear, you have willingly accepted the curse of a Berserker. Starting at 17th level, you are always considered under the effects of the Full Moon tonic.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Witcher class, you must meet these prerequisites: Strength or Dexterity of 13 and a Wisdom of 13.<br />
<br />
'''Proficiencies.''' When you multiclass into the Witcher class, you gain the following proficiencies: Simple Weapons, Martial Weapons, Light Armor, Medium Armor<br />
<br />
'''Dangers.''' When multiclassing your character must go through the rigorous process known as the trial of the grasses and may very well end up dead. Only 3 or 4 Witchers usually survive the process out of their entire group. Roll a d100 when you multiclass into a Witcher. On a 64 or lower, you die.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
{{Copyright Disclaimer|franchise=The Witcher|owner=Andrzej Sapkowski}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Schrubhttps://www.dandwiki.com/w/index.php?title=Witcher,_7th_Variant_(5e_Class)&diff=1558571Witcher, 7th Variant (5e Class)2022-01-17T22:15:13Z<p>Schrub: </p>
<hr />
<div>{{requestreview|Double check balance, essentially a remastered version of the one Witcher class that isn't a variant. I think it's still a little loaded with all it gets, but not too much I hope.}}<br />
<br />
== Witcher ==<br />
A Witcher is someone who has undergone extensive training, ruthless mental and physical conditioning, and mysterious rituals (which take place at "witcher schools" such as Kaer Morhen) in preparation for becoming an itinerant monsterslayer for hire. Geralt, the central character in Andrzej Sapkowski's Witcher series and the subsequent games inspired by them, is said in the stories to be one of the greatest Hexers; he is certainly legendary, but whether famous or infamous is more open to interpretation (and/or subject to gameplay, as the case may be).<br />
<br />
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 against their vast array of opponents, many of which possess superhuman speed, strength and/or other deadly powers. These procedures ultimately mean that each fully-trained witcher is a mutant built specifically to hunt and kill inhuman prey. The key permanent results of mutations shared by all Witchers include:<br><br />
•Sterility (which partially explains selection from the outsiders, as they cannot breed to pass on their traits).<br><br />
•Cat-like eyes that grant very acute nightvision - Hexers can constrict their pupils to see in blinding light or open them to see in near pitch darkness. This nightvision can be further enhanced with the cat potion, but in general, it is good enough by itself to not require further enhancement.<br><br />
•Tremendous resistance to disease and poisin (which functions in most cases as complete immunity) and a boosted immune system, allowing them to consume large quantities of potions that could prove easily deadly if consumed even in small amounts by a normal man.<br><br />
•Exceptionally increased strength, speed, reflexes, and endurance, far beyond any normal or well-trained human, that allows them to swiftly end fights with minimal effort, and perform physical feats non-witchers couldn't hope to match. A witcher's physical skills alone are sufficient to defeat most monsters single-handedly if combined with extensive training and proper weaponry, whereas regular men could only hope to accomplish this in large groups. Hexers have also been shown to shrug off hits that would normally render normal men unconscious. Additionally, they have been known to survive the strikes of powerful monsters such as giants, or other beings possessing herculean strength, that would otherwise kill others with a single blow. <br><br />
•Having the ability to perform simple yet incredibly versatile combat magic in the form of Signs. They also develop a sixth sense that allows them to "feel" things around them, be it items of importance or people's immediate intentions. This explains their uncanny ability to track and hunt people and monsters.<br><br />
•Accelerated healing granting quick recovery from injuries.<br><br />
•Incredibly long lifespan and prolonged youth (Vesemir is said to be at least a few centuries old but has the appearance of a middle-aged man).<br><br />
<br />
===Creating a Witcher===<br />
When creating your Witcher, think about how your character views the world as a result of your training. Do they view them as an ultimate evil, that thay are on a crusade against? Or do they view them as feral creatures, unable of understanding the evil they perform, simply following their nature? Also, consider your Witchers emotions. As a result of your trials, your emotions have been stunted, but they are still there. Finally, consider the circumstances surrounding your induction to the Witcher caste. More often than not, most children don't get a choice when they are chosen. Orphans are often taken, and there are rumors that some children are abducted. Your parents might have given you away because they didn't have enough food, or you might have run to them seeking adventure. Think about this and how it impacts your view of humanity.<br />
<br />
===The Witcher's Code===<br />
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: <br />
<br />
;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.<br />
<br />
;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.<br />
<br />
;Knowing Man From Monster: The line between monsters and men can be thin indeed, and the Witcher must discern what separates the two.<br />
<br />
;Law of Surprise: Witchers reserve the right to ask for a child to train as a Witcher in payment for a life debt.<br />
<br />
;Neutrality: Witchers try not to get too involved in politics; it usually ends badly and complicates their monster-hunting.<br />
<br />
;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.<br />
<br />
;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.<br />
<br />
===Quick Build===<br />
You can make a Witcher quickly by following these suggestions. First, make Dexterity your highest score, followed by Wisdom. Though depending on your Witcher school of choice, you may want to make different scores higher, as seen in the schools description. Finally, take the Outlanter background.<br />
<br />
{{5e Image|float:right|http://i.imgur.com/WO095l8.jpg|''Geralt of Rivia, Wolf School Witcher''}}<br />
<br />
{{5e Class Features<br />
|name=Witcher<br />
|summary=Monster Hunter Class based on Polish writer Andrzej Sapkowski's books.<br />
|hd=10 <br />
|spellcasting=<br />
|armor=Light and Medium Armor<br />
|weapons=Simple weapons, Martial weapons<br />
|tools=Alchemist's Supplies<br />
|saves=Strength and Wisdom<br />
|skills=Choose three from: Perception, Persuasion, Investigation, Survival, Acrobatics, Athletics, Insight, Nature, Medicine, Religion, or Intimidation.<br />
|item1a=Studded Leather<br />
|item1b=Scale Mail<br />
|item2a=One martial weapon<br />
|item2b=Two simple weapons<br />
|item3a=20 Throwing Knives (daggers)<br />
|item3b=Hand Crossbow and 20 Crossbow bolts<br />
|item4a=Poisoner's kit<br />
|item4b=Alchemist kit<br />
|item5a=Witchers Medallion, Notebook and Bestiary, and an explorer's pack<br />
|item5b= <br />
|classfeatures1=Specialized Killers, Witcher Artifact<br />
|classfeatures2=Witcher Senses, Witcher Alchemy, Fighting Style<br />
|classfeatures3=Signs, Witcher School<br />
|classfeatures4=Swift of Arm<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Of Men & Monsters<br />
|classfeatures7=Bomb Crafting, Witcher School Feature, Greater Signs<br />
|classfeatures8=<br />
|classfeatures9=Unnatural Inspiration<br />
|classfeatures10=<br />
|classfeatures11=Witcher School Feature<br />
|classfeatures12=<br />
|classfeatures13=Clear of Mind<br />
|classfeatures14=Witcher School Feature<br />
|classfeatures15=Heightened Witcher Senses, Mythic Signs<br />
|classfeatures16=<br />
|classfeatures17=Witcher School Feature<br />
|classfeatures18=Tempered<br />
|classfeatures19=Witchers Cunning<br />
|classfeatures20=Master Witcher<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name= Signs Known<br />
|extra1_1=-<br />
|extra1_2=-<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=3<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=4<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
|extra2_name=Empower<br />
|extra2_1=-<br />
|extra2_2=-<br />
|extra2_3=2<br />
|extra2_4=3<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=4<br />
|extra2_8=4<br />
|extra2_9=4<br />
|extra2_10=4<br />
|extra2_11=4<br />
|extra2_12=4<br />
|extra2_13=4<br />
|extra2_14=4<br />
|extra2_15=4<br />
|extra2_16=4<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
|extra3_name=Greater<br />
|extra3_1=-<br />
|extra3_2=-<br />
|extra3_3=-<br />
|extra3_4=-<br />
|extra3_5=-<br />
|extra3_6=-<br />
|extra3_7=2<br />
|extra3_8=2<br />
|extra3_9=2<br />
|extra3_10=3<br />
|extra3_11=3<br />
|extra3_12=3<br />
|extra3_13=3<br />
|extra3_14=3<br />
|extra3_15=3<br />
|extra3_16=3<br />
|extra3_17=3<br />
|extra3_18=3<br />
|extra3_19=3<br />
|extra3_20=3<br />
|extra4_name=Mythic<br />
|extra4_1=-<br />
|extra4_2=-<br />
|extra4_3=-<br />
|extra4_4=-<br />
|extra4_5=-<br />
|extra4_6=-<br />
|extra4_7=-<br />
|extra4_8=-<br />
|extra4_9=-<br />
|extra4_10=-<br />
|extra4_11=-<br />
|extra4_12=-<br />
|extra4_13=-<br />
|extra4_14=-<br />
|extra4_15=1<br />
|extra4_16=1<br />
|extra4_17=1<br />
|extra4_18=1<br />
|extra4_19=1<br />
|extra4_20=1<br />
}}<br />
<br />
=== Witcher Trials ===<br />
During the Trial of the Grasses, your body underwent amazing and horrifying mutations leaving you sterile, but granting you the following benefits:<br />
<br />
•You gain Darkvision if your race does not already possess Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray<br />
<br />
•Advantage against poison saving throws, as well as resistance to Poison damage.<br />
<br />
•Immunity to disease.<br />
<br />
•Your estimated lifespan increases by approximately 400 years<br />
<br />
•Your movement speed is increased by 10 feet.<br />
<br />
=== Witcher Gear ===<br />
;Pendant: All Witchers have a pendant (Wolf, Bear, Cat, Viper, Manticore or Griffin) in the shape of their Witcher school While wearing said pendant, it will glow and vibrate in the presence of magic within 30 feet of it.<br />
<br />
;Notebook: Across your studies with your enemies you have always kept track of there vocal and communication patterns. You learn an additional number of languages equal to your Wisdom modifier + your Proficiency modifier, and can learn additional ones when your proficiency bonus or Wisdom modifier increases.<br />
<br />
;Bestiary: The Witcher's Bestiary is where a Witcher records the strengths and weaknesses of all enemies faced. When facing a creature recorded in the bestiary, you can recall basic lore about it, in addition to its abilities, damage immunities, resistances, and vulnerabilities. <br />
<br />
In order to record a creature into your bestiary, you must spend at least ten minutes examining an area the creature has fought in within 24 hours, have the corpse of the creature on hand, or have the creature explain to you its capabilities. Afterwards, you can finalize your notes over the course of a long rest, adding all creatures you've examined into your bestiary. When recording a humanoid, you record the race instead of the creature in particular, and can count all creatures of that race as being in your bestiary.<br />
<br />
In addition, you have four Bestiary dice, which are d8s. A Bestiary die is expended when you use it, and you regain all of your expended bestiary dice when you finish a short or long rest. You can expend one bestiary die and add the result to a saving throw you make against a creature you have recorded in the bestiary, or you can reduce the result of a saving throw a creature recorded in the bestiary makes against your own abilities. You gain an additional bestiary die at 7th level and another at 15th level.<br />
<br />
'''The Bestiary's Appearance.''' Your bestiary is a unique compilation of notes and diagrams on recorded creatures. It can look like any old leather journal, a barely held together bunch of notes, or a unique tome gifted to you by your teacher. <br />
<br />
'''Replacing the Bestiary.''' In the event that you want a backup of your bestiary, you can spend a half hour for each creature you've recorded in your bestiary to transcribe it into a new one. If you don't have your original bestiary during this process, you can only scribe from memory a number of creatures equal to 5 x your Wisdom modifier.<br />
<br />
=== Specialized Killers ===<br />
Also at 1st, a Witcher moves like the wind and strikes swifter than a coursing river. All weapons have the finesse property when you wield them. To gain this benefit, you must be proficient in the weapon, and it must lack the heavy property.<br />
<br />
=== Witcher Senses ===<br />
Starting at 2nd level, The Trial of Grasses has improved your senses to near superhuman levels. <br />
<br />
You can detect opponents within 30 feet by sense of smell, not unlike that of an animal. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. <br />
<br />
You gain proficiency in the Percption skill, and can add double your proficiency bonus to checks you make with it. <br />
<br />
You have blindsight out to a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. <br />
<br />
=== Fighting Style ===<br />
<br />
At 2nd level, you adopt a style of fighting as your specialty.<br />
Choose one of the following options. You can’t take a Fighting<br />
Style option more than once, even if you later get to choose<br />
again.<br />
<br />
;Archery:<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Defense:<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling:<br />
When you are wielding a melee weapon in one hand and no<br />
other weapons, you gain a +2 bonus to damage rolls with that<br />
weapon.<br />
<br />
;Great Weapon Fighting:<br />
When you roll a 1 or 2 for an attack you<br />
make with a melee weapon that you are wielding with two<br />
hands, you can reroll the die and must use the new roll. The<br />
weapon must have the two-handed or versatile property for<br />
you to gain this benefit.<br />
<br />
;Two-Weapon Fighting:<br />
When you engage in two-weapon fighting, you can add your<br />
ability modifier to the damage of the second attack.<br />
<br />
=== Witcher Alchemy ===<br />
Starting at 2nd level, while you have your alchemist's supplies on hand you can now use it to craft specialized Witcher potions and concoctions. You know the formula for Swallow, and the formula for 2 other potions. At the end of a long rest, you can produce two types of potion you know the formula for. Any unused potions you have by the start of your next long rest spoil and become unusable.<br />
<br />
You learn an additional formula of your choice at 7th, 10th, and 15th level. When you finish a long rest, you can swap out a formula you know for another.<br />
<br />
Starting at 7th level, you can produce three potions at the end of a long rest, and four at 10th level.<br />
<br />
Despite your superior fortitude, witcher potions still remain incredibly toxic. You gain a number of toxicity points listed in a potion's description when you drink it, and for each toxicity point you have above your limit, your hit points are reduced by 1d8 at the start of your turns. This damage cannot be recovered until your toxicity is at or below your limit.<br />
<br />
In addition, you can consume potions as a bonus action.<br />
<br />
The saving throws of any potion is equal to 8 + your Proficiency bonus + your Wisdom modifier.<br />
<br />
Certain potions increased effects at higher levels, gaining additional effects in addition to previous ones, or having a higher potency.<br />
<br />
;Swallow: You can create 2 doses of Swallow, a fiery orange tincture. When consumed, a creature regains a number of hit points equal to your Proficiency bonus at the end of each of its turns for 3 rounds. Swallow has a toxicity of 1.<br />
<br />
At 7th level, you can craft Enhanced Swallow, which instead heals for 2d4 + your Proficiency bonus, but has a toxicity of 2. <br />
At 15th level, you can craft 3 doses of Superior Swallow, which heals for 4d6 + your Proficiency bonus for 5 rounds, but has a toxicity of 3.<br />
<br />
;Cat: You can create 1 dose of Cat, a sickly green mixture. Consuming the potion doubles the range of the creature's darkvision and allows them to perceive color in the dark for 24 hours. It has a toxicity of 1.<br />
<br />
At 7th level, you can produce Enhanced Cat, which additionally increases the range of a creature's blindsight to 30 feet and allows them to see through magical darkness. It has a toxicity of 2.<br />
At 15th level, you can craft Superior Cat, which additionally increases the range of a creature's blindsight to 120 feet. The creature can't be surprised, has advantage on initiative rolls, other creatures don't again advantage against the creature as a result of being unseen or invisible, and they can determine the basic mood of creatures within range of their blindsight, but has a toxicity of 3.<br />
<br />
;Black Blood: You can create 2 doses of Black Blood, a midnight-black potion. Consuming the potion turns the creature's blood into poison when attacked for 1 minute, causing creatures that hit them with a melee attack to take 1d8 poison damage. A creature that attacks the consumer with a bite attack or similar must make a Constitution saving throw, taking twice as much damage on a failure and becoming poisoned until the end of their next turn. It has a toxicity of 2.<br />
<br />
At 7th level, you can crafted Enhanced Black Blood, increasing the damage to 2d8 and ignoring resistance to poison damage. A creature that is poisoned by this effect is instead poisoned for a number of turns equal to your proficiency bonus. It has a toxicity of 3.<br />
At 15th level, you can craft Superior Black Blood. In addition to the previous effects, a creature must make the save whether it bites you or not, and is poisoned for 1 minute. It also has a toxicity of 3.<br />
<br />
;Killer Whale: You can craft 1 dose of Killer Whale, an amber colored liquid. Consuming the potion allows the creatue to hold its breath indefinitely while underwater as long as it is not incapacitated, and it gains a swimming speed equal to its walking speed for 8 hours. It has a toxicity of 2.<br />
<br />
;Ivoryskin: You can craft 2 doses of Ivoryskin, a turqoise concotion. When crafted, choose one damage type from acid, cold, fire, lightning, poison, radiant, necrotic, force, or thunder. You can choose a seperate damage type for each dose. When consumed, the creature gains resistance to the chosen damage type for 1 hour. It has a toxicity of 2.<br />
<br />
At 7th level, you can craft Enhanced Ivoryskin, causing the creature's weapon attacks to deal 1d6 extra damage of the same type the potion granted resistance to.<br />
At 15th level, you can craft Superior Ivoryskin, which grants advantage on Constitution saving throws. If a creature consumes two doses of Superior Ivoryskin of the same type, they instead gain immunity to the damage type for the same duration. It has a toxicity of 3.<br />
<br />
;Pheromones: You craft 1 dose of Pheromones, a swirly pink mixture. Choose one type of creature when you craft this potion. For 1 hour, creatures of that type who attempt to target the consumer with an attack or harmful effect must first succeed on a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or ability. This effect doesn't protect the consumer from area effects, such as the explosion of a fireball. If the consumer damages a creature or performs a hostile action, all creatures that witness the act become immune to this effect. It has a toxicity of 3.<br />
<br />
At 7th level, you can craft Enhanced Pheromones, giving the creature advantage on charisma checks when interacting with creatures of the chosen type.<br />
At 15th level, you can craft Superior Pheromones, rendering the creature invisible to creatures of the chosen type until the consumer attacks or casts a spell.<br />
<br />
;Steelmind: You can craft 2 dose of Steelmind, a steel-colored potion. When consumed, the creature gains resistance to psychic damage, and has advantage on saving throws against being charmed or frightened for 1 hour. It has a toxicity of 2<br />
<br />
At 7th level, you can craft Enhanced Steelmind, granting advantage on all Intelligence, Wisdom, and Charisma saving throws. It has a toxicity of 3.<br />
At 15th level, you can craft Superior Steelmind, granting immunity to the Charmed and Frightened condititions, any effect that would sense the creature's emotions or read its thoughts, and divination spells. It has a toxicity of 4<br />
<br />
;White Honey: You can craft 1 dose of White Honey, a thick white fluid. When consumed, the creature immediately loses all toxicity points, ends all witcher alchemy effects, and the poisoned condition.<br />
<br />
At 7th level, you can craft 2 doses of white honey, and at 15th level you can cast 3.<br />
<br />
When a non-Witcher consumes one of your potions, it must make a Constitution saving throw against your potion save DC. On a failure, it is poisoned for the same duration of the potion's effect. It takes 1d8 poison damage, increased by another 1d8 for each toxicity point the potion grants every 10 minutes and when the effect ends. If it is an Enhanced potion, the damage is increased to 3d8, increased by 2d8 for each toxicity point it would grant. If it is a superior potion, it is increased to 6d8, increased by 3d8 for each toxicity point it grants.<br />
<br />
=== Signs ===<br />
Starting at 3rd level, you gain access to signs, a basic form of magic used by Witchers and count as cantrips in reference to other game mechanics. You may choose two signs learn, learning more as showin in the Witcher table. <br />
<br />
You can empower your signs a number of times as shown in the Witcher table, and can do so again after finishing a long rest.<br />
<br />
'''Sign Save DC= 8 + Proficiency bonus + Wisdom Modifier'''<br />
<br />
<br />
;Aard:<br />
<br />
'''Prestidigitation'''. As a bonus action, you can create a harmless sensory effect using air, such as using a gust of wind to extinguish a small fire.<br />
<br />
As a bonus action, you can blast a 15ft cone with telekinetic force. Medium or smaller creatures within the area must succeed on a Strength saving throw or be pushed to the end of the cone and knocked prone. This sign can push large creatures at 7th level and huge creatures at 15th level. <br />
<br />
'''Empowered'''. Creatures takes 3d6 force damage on a failed save or half as much on a success. This damage increases to 4d6 at 7th level and to 5d6 at 15th level.<br />
<br />
'''Greater'''. You can affect all other creatures in a 20-foot sphere centered on you with the sign, and until the end of your turn, creatures in the area are deafened, unprotected flames in the area are extinguished, vapor, gas, and fog are dispersed by strong wind, the area is difficult terrain for creatures other than you, and ranged weapon attacks have advantage if they pass in or out of the wind. This effect ends if the hand used to cast this sign is no longer is free at any point.<br />
<br />
'''Mythic'''. The end of the cone becomes a wall of strong wind 15 feet high, 15 feet long, and 1 foot thick. When the wall appears, each creature in the area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much on a successful one. The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it. This effect lasts for up to 1 minute, and you must keep concentration on the effect. It also ends if the hand used to cast this sign is no longer free at any point.<br />
<br />
If the '''Empowered''' effect is used, the initial damage is increased by the same amount.<br />
If the '''Greater''' effect is used, the wall forms at the edges of the sphere, and creatures other than you in the sphere must make the save, being tossed 30 feet directly away from you on a failure in addition to the damage.<br />
<br />
<br />
;Yrden:<br />
<br />
As a bonus action, you can place a magical trap on the ground within 5 feet of you, spanning a 10-foot radius. For 1 minute, the area counts as difficult terrain for hostile creatures, and creatures affected by the sign must make a Charisma saving throw when using a spell or ability to teleport or travel to a different plane of existence in the circle, failing to do so on a failure. A creature isn't prevented a creature from passing through an already existing portal however. The radius becomes 15 feet at 7th level, and 20th feet at 15th level. When you cast Yrden while you already have an instance of it active, the previous instance immediately ends.<br />
<br />
'''Empowered'''. You empower either your preexisting Yrden trap, or a new one, increasing the radius by 15 feet for the duration. Creatures when they enter the area for the first time on a turn or start their turn there must succeed on a Strength saving throw. On a failure, they can't use their reaction until the start of their next turn.<br />
<br />
'''Greater'''. You empower either your preexisting Yrden trap or a new one. Hostile creatures in the area must make a Strength saving throw when they enter the area for the first time on a turn or start their turn there, becoming restrained on a failure.<br />
<br />
'''Mythic'''. You empower either your preexisting Yrden trap or a new one. Hostile creatures in the area when you empower it must succeed on a Wisdom saving throw or become sluggish until they leave the area. An affected creature must choose whether it gets an action or a bonus action on its turn, not both. Regardless of the creature's abilities or magic items, it can't make more than one attack during its turn.<br />
<br />
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.<br />
<br />
<br />
;Igni:<br />
<br />
'''Prestidigitation''':<br />
As a bonus action, you can create a flickering flame within 10 feet of you or in your hand. It burns harmlessly in your hand, and sheds bright light in a 20-foot radius and dim light for an additional 20 feet.<br />
<br />
As a bonus action you can unleash a fan of flame in a 10-foot cone, forcing creatures in the area to make a Dexterity saving throw. On a failure, creatures take 1d6 fire damage. This damage increases to 2d6 at 7th level, and 3d6 at 15th level.<br />
<br />
'''Empowered'''. The range of the sign increases to 15 feet, and deals half as much damage on a success. Creatures who fail are also set ablaze, taking 2d4 fire damage at the end of each of their turns until they use an action to put it out. The damage taken increases to 3d4 at 7th level, and 4d4 at 15th level.<br />
<br />
'''Greater'''. You can focus the sign into a single blast of fire, hurling it at a target. You can make a ranged weapon attack against a creature within 60 feet of you instead of projecting a cone. On a hit, the target takes 3d10 fire damage, increased to 4d10 at 15th level. <br />
<br />
If the '''Empowered''' effect is used, you roll d6s for the damage each turn instead.<br />
<br />
'''Mythic'''. You can unleash the sign as a 20-foot radius explosion centered on a point you can see instead. If centered on yourself, you are unaffected. The area is set ablaze for 1 minute, causing creatures to take 3d6 fire damage at the start of their turns in the area.<br />
<br />
If the '''Empowered''' effect is used, creatures have disadvantage on attack rolls and can't regain hit points while on fire, and must succeed on a Medicine check in order to extinguish themselves. The DC of the check equals your sign save DC.<br />
<br />
If the '''Greater''' effect is used, the creature explodes at the start of their turn, repeating the Igni sign centered on themselves as if the Greater effect was never used.<br />
<br />
<br />
;Quen:<br />
<br />
As a bonus action, you can trace a sigil towards one creature of your choice. Until the start of your next turn, you can add 1d4 to your AC against attacks made by that creature and on saving throws the creature forces you to make.<br />
<br />
'''Empowered'''. You can expend a use to use Quen as a reaction, granting you immunity to the Magic Missile spell. If you empower Quen normally, you gain a number of temporary hit points equal to 5 x your Wisdom modifier.<br />
<br />
'''Greater'''. You instead gain the maximum possible result when rolling the die, and the effect applies against all creatures until the start of your next turn.<br />
<br />
'''Mythic'''. When the effect ends, you are imbued with a surge of power for 1 minute, with which you must maintain concentration on. For the duration, your speed is doubled, you gain a +2 bonus to AC, advantage on Dexterity saving throws, and you gain an additional actiion on each of your turns. That action can only be used to take the Attack (one weapon attack only), Dash, Disengage, Hide, Cast a Sign, or Use an Object actions.<br />
<br />
<br />
;Axii:<br />
'''Prestidigitation'''. You can send telepathic messages to any creature you can see within 30 feet of you. You can't send words specifically, but you can send certain feelings and emotions such as you being in agreement, or feelings of hostility or betrayal. <br />
<br />
As a bonus action, you can blast the mind of a target you can see within 60 feet with psychic energy. The creature must make a Wisdom saving throw or take 1d8 psychic damage. If it fails, it has disadvantage on attacks against you until the start of your next turn. You can decide to deal no damage when it fails its saving throw.<br />
<br />
'''Empowered'''. You push and pull on the target's emotions. If the target fails, it is charmed or frightened (your choice) for the same duration.<br />
<br />
Optionally, you can choose to end the charmed or frightened condition on a creature when empowering Axii in this way. When you do so, it can choose it fail its saving throw.<br />
<br />
'''Greater'''. You can instead force the creature to make an Intelligence saving throw. A creature automatically succeeds of it is immune to being frightened. On a failed save, the creature regards all creatures it can see, even its own allies, as enemies for 1 minute, during which you must hold concentration and keep your hand free, otherwise the effect ends. When the creature takes damage, it can repeat the saving throw, ending the effect on a success.<br />
<br />
'''Mythic.'''. You assault the creature with a mental barrage, causing it to take 5d10 psychic damage on a failure, or half as much on a success. On a failure, the creature is stunned until the end of its next turn.<br />
<br />
=== Witcher School ===<br />
Starting at 3rd level, Witchers decide what school they want to follow. Each school offers a variety of different skills Witchers can use to enhance their monster tracking and slaying abilities. There are five schools to choose from: The School of the Wolf, Cat, Viper, Bear, and Griffon. Your Witcher school grants abilities at 7th, 11th, 14th and 17th level.<br />
<br />
=== Ability Score Increase ===<br />
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th and 19th level, you can increase one ability score of you 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.<br />
<br />
=== Swift of Arm ===<br />
Starting at 4th level, you are able to use your reaction to reduce the damage dealt by a ranged weapon by 1d8 + your level + your Dexterity modifier.<br />
<br />
=== Extra Attack ===<br />
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 at 13th level.<br />
<br />
=== Of Men & Monsters ===<br />
The line between monsters and men can be thin indeed, and the Witcher must discern what separates the two. <br />
<br />
At 6th level, you gain a +1 to attack and damage rolls made with weapons, unless a weapon you wield already grants a bonus to attack and damage rolls. In addition, silvered weapons count as magical for the purposes of overcoming resistance and immunity.<br />
<br />
=== Bomb Crafting ===<br />
Beginning at 7th level, you can craft an explosive instead of a potion when you do so at the end of a long rest.<br />
<br />
You can use a bomb in place of an attack when you take the Attack action on your turn.<br />
<br />
;Grapeshot: You can craft 3 Grapeshot, and a creature can toss this grenade up to 30 feet, at which it explodes on impact, dealing 1d8 fire damage and 1d8 piercing damage to all creatures within a 10-foot radius. At 15th level both dice are increased by 1d8. The explosion leaves shrapnel in the same area, creating difficult terrain and causing creatures to take 2d4 piercing damage for every 5 feet they move within the area and when they start their turn there. 5-foot square of shrapnel can be cleared as an action.<br />
<br />
Beginning at 15th level, you can craft 4 Enhanced Grapeshot. Creatures that take damage from the grenade or its shrapnel can't regain hit points until the end of their next turn.<br />
<br />
;Dancing Star: You craft 2 Dancing Star grenades, and can toss this grenade up to 30 feet, at which it explodes. Creatures within 20 feet of the grenade are coated in a reflective powder, preventing said creatures from beenfiting from the invisible condition until they take an action to wipe it off. <br />
<br />
At 15th level, you can craft Enhanced Dancing Star. Creatures must make a Constitution saving throw. On a failure, they are blinded for 1 minute, or until they wipe away the glitter.<br />
<br />
;Anathema: You create 1 Anathema grenade, and can toss this grenade up to 60 feet, at which point it explodes. The grenade creates a shimmering cloud with a 20-foot radius. Creatures in the area have disadvantage on maintaining concentration, and must make a Wisdom saving throw each time they attempt to cast a spell. On a failure, the spell is wasted.<br />
<br />
;Northern Wind: You can create 2 Northern Wind grneades, and can toss this explosive up to 30 feet, at which it explodes. Creatures within 10 feet of the grenade must succeed on a Dexterity saving throw or be flash frozen, becoming Paralyzed until they take damage from an attack or until the end of their next turns.<br />
<br />
At 15th level, you can craft Enhanced Northern Wind, causing creatures to be restrained instead after being attacked for the same duration.<br />
<br />
;Moon Dust: You can create 2 Moon Dust grenades, and can toss the bomb up to 30 feet, at which it explodes. Shapechangers within 15 feet of the grenade must succeed on a Constitution saving throw or revert to their original forms.<br />
<br />
=== Unnatural Inspiration ===<br />
Starting at 9th level, whenever you attempt a Charisma, Intelligence, or Wisdom-based ability check, you can expend a bestiary die and add it to the total.<br />
<br />
=== Clear of Mind ===<br />
At 13th level, you can use your action to expend one bestiary die and one effect on yourself that is causing you to be charmed or frightened. If the original effect would normally grant you immunity upon passing the saving throw, such as a dragon's Frightful Presence, you become immune to it.<br />
<br />
===Heightened Witcher Senses===<br />
Beginning at 15th level, you can add double your proficiency bonus in three skills you are proficient with.<br />
<br />
=== Tempered ===<br />
At 18th level, your Constitution, Wisdom, and your choice of Strength or Dexterity scores are increased by 2, and their maximums are increased by the same amount.<br />
<br />
=== Master Witcher ===<br />
At level 20 your training is finally "complete", you have achieved the rank of Master. Due to the vastness of everything you've seen on your journey, nothing phases you anymore. You gain immunity to the frightened and charmed conditions.<br />
<br />
=== Witcher Schools ===<br />
<br />
As a Witcher, you are defined by your school. It's where you recieved all of your training and spent most of your life. It's the closest thing you have to a home, filled with the closest thing you have to a family. Each school specializes in something different, and has unique advantages in the way they kill monsters.<br />
<br />
==== School of The Wolf ====<br />
Witchers of the School of the Wolf excel at adaptability. They are resourceful warriors, always preparing before they engage in combat, allowing them to defeat monsters much stronger than them.<br />
<br />
;Bonus Proficiencies<br />
When you choose this archetype at 3rd level, you gain proficiency in the Insight and Survival skills if you don't already have it. Your proficiency bonus is doubled for any aiblity check you make that uses either of those proficiencies.<br />
<br />
;Reflexes of the Wolf<br />
<br />
Starting at 3rd level, when an attacker you can see misses you with an attack, you can use your reaction to cast a sign. When a hostile creature provokes an attack of opportunity from you, you can use your reaction to cast a sign at the creature, rather than making an opportunity attack. The sign must target the creature or contain it in its area of effect.<br />
<br />
;Thunderbolt Potion Crafting<br />
<br />
Starting at level 7, you learn the formula for Thunderbolt, and it does not count against your maximum forumulae known. Thunderbolt is a lime green colored concotion and you can make 2 doses. It causes a creature to deal an additional 1d8 damage on its weapon attacks for 1 minute. It has a toxicity of 2.<br />
<br />
At 15th level, you can craft Enhanced Thunderbolt. For the duration, the consumer's weapon attacks score a critical hit on a roll of 18 through 20. It has a toxicity of 4.<br />
<br />
;Heart of The Wolf<br />
<br />
At 11th level, you can invoke the fear a wolf's howl instills in creatures. As a bonus action, you can emit a loud howl, forcing creatures of your choice within 300 feet of you to make a Wisdom saving throw. On a failure, creatures drop whatever they're holding and become Frightened for 1 minute.<br />
<br />
While frightened in this way, a creature must take the Dash action and move away from you by the safest availible route on each of its turns, unless there is nowhere left to move. IF the creature ends its turn in a location where it doesn't have sight of you, the creature can make a Wisdom saving throw. On a success, the effect ends for the creature.<br />
<br />
You can use this ability once, and can do so again when you finish a long rest.<br />
<br />
;Dire Wolf's Hide<br />
<br />
At 14th level, your skin becomes tough like the hide of a dire wolf. When you take damage from a weapon attack, you can reduce the damage taken by an amount equal to your Proficiency bonus. In addition, you gain resistance to cold damage.<br />
<br />
;Heliotrop<br />
<br />
Starting at 17th level, you learn the Heliotrop Sign. When you fail a saving throw, you can invoke the sign instead, causing you to succeed instead. If you would take half as much damage from the effect on a success, you instead take no damage. Once you do so, you cannot do so again until you finish a long rest.<br />
<br />
==== School of The Cat ====<br />
The teachings of the School of the Cat focus on two things. Precision and speed. As a result, they produce fast and fierce fighters capable of whirling through masses of enemies in seconds. Like the School of the Viper, they accept contracts on both men and monsters. Though they would kill for gold, they would never join sides in a conflict.<br />
<br />
;Bonus Proficiencies<br />
When you choose this archetype at 3rd level, you gain proficiency in the Stealth and Acrobatics skills if you weren't already. You can add double your proficiency bonus to checks you make with these skills.<br />
<br />
;Cat's Grace<br />
<br />
Beginning at 3rd level, light and medium armor do not impose disadvantage on your Stealth checks you make. Additionally, climbing no longer costs you extra movement, and the distance you cover when making a running jump increases by a number of feet equal to your Dexterity modifier.<br />
<br />
;Blizzard Potion Crafting<br />
<br />
Starting at 7th level, you learn the formula of a potion called Blizzard, which does not count against your maximum. <br />
<br />
;Blizzard: You can craft 1 dose of Blizzard, which grants the consumer an additional action on each of its turns for 1 minute, which can only be used to take the Attack (one weapon attack only), Dash, Disengage, Hide, Use an Object, or Cast a Sign actions. It has a toxicity of 4<br />
<br />
;Trickery of The Cat<br />
<br />
At 11th level, you strike quickly, and better when your enemies are disorganized. You have advantage on melee attack rolls against any creature that has one or more of its allies within 5 feet of it. Additionally, if a creature within 5 feet of you misses you with a melee attack, you can use your reaction to force the attacker to reroll that attack against another creature of your choice within 5 feet of you.<br />
<br />
;Lion's Pounce<br />
<br />
At 14th level, if you move at least 20 feet straight towards a creature and then hit it with a melee attack on the same turn, that creature must succeed on a Strength saving throw or be knocked prone, and you can immediately make an additional attack against it. The DC for this ability is equal to 8 + your Proficiency bonus + your Strength or Dexterity modifier. You can use this ability a number of times equal to your Strength or Dexterity modifier, regaining all uses upon finishing a short or long rest.<br />
<br />
;Go For The Throat<br />
<br />
Beginning at 17th level, you can use your action to make one precise strike against a creaature. The attack has advantage, and on a hit the creature must make a Constitution saving throw or drop to 0 hit points. A creature is immune to this effect if it is immune to the base damage of your weapon, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its throat to be slit. Such a creature instead takes 8d8 additional damage. The DC for this ability is equal to 8 + your Proficiency bonus + your Strength or Dexterity modifier. You can use this ability once, and regain the ability to do so upon finishing a long rest.<br />
<br />
==== School of The Viper ====<br />
The School of the Viper focuses on poisoning, and debilitating your opponents. Unlike other schools, they gladly accept contracts on both men and monsters, using their preferred fighting style of fighting with two short blades and moving unpredictably- like a viper.<br />
<br />
;Poison Crafting<br />
Beginning at 3rd level, you gain the formula for the following two poisons, which do not count against your maximum. You can apply poison to a weapon or piece of ammunition as a bonus action, instead of an action. When you make potions at the end of a long rest, you can choose an additional poison to produce.<br />
<br />
;Deathbell: You can craft a number of Deathbell doses equal to your proficiency bonus. When applied, a creature must make a Constitution saving throw, taking 4d4 damage and becoming poisoned on a failure, or taking half as much damage on a success.<br />
<br />
;Nervedeath: You can craft a number of Nervedeath doses equal to your proficienybonus. When applied a creature must succeed on a saving throw or be poisoned for 1 hour. While poisoned in this way, its speed is halved. The creature can repeat the save at the end of each of its turns, ending the effect on a success.<br />
<br />
<br />
;Archgriffin Decoction<br />
<br />
At 7th level, you learn an additional formula which does not count against your maximum. <br />
<br />
;Archgriffin: You can craft 1 dose of Archgriffin, a purple colored extract. The first time the consumer rolls damage for a weapon attack within 1 minute of drinking the potion, instead of rolling dice to determine the damage dealt, they can instead use the highest possible number for each die. It has a toxicity of 3.<br />
<br />
;Acid Death<br />
<br />
At 11th level, you can apply poison to two weapons or pieces of ammunition as a part of your object interaction on your turn. Additionally, a creature is only resistant or immune to your poisons if they are also resistant or immune to acid damage.<br />
<br />
;Long-lasting<br />
<br />
Starting at 14th level, you can coat up to two weapons of your choice at the end of a long rest. These weapons deal an addition 1d8 poison damage on a hit. The poison wears off at the start of your next long rest, requiring you to apply it again.<br />
<br />
;Last Breath<br />
<br />
Beginning at 17th level, you learn the formula for an incredibly potent explosive.<br />
<br />
;Gravedust: You can create 1 Gravedust grenade, and can toss this grenade up to 30 feet, at which point it explodes. It creates a cloud of smoke with in a 20-foot radius around itself, heavily obscuring the area for 10 minutes. Creatures that move into the area or start their turn their must succeed on a Constitution saving throw, taking 8d8 poison damage on a sucess, or half as much on a failure. Pass or fail, creatures in the area begin to suffocate, unless they had any forewarning to hold their breathe, until they leave the area.<br />
<br />
==== School of the Bear ==== <br />
The School of the Bear focuses on Brute Strength, using powerful blows to debilitate and destroy your enemies. Focused solely on the task at hand, many witchers of this school tend to be loners, not that they need any assistance anyway. Despite their focus on strength, they are incredible users of the hand crossbow.<br />
<br />
;Bonus Proficiencies<br />
When you choose this archetype at 3rd level, you gain proficiency in heavy armor, and can use your Strength modifier, instead of Dexterity, for the attack and damage rolls of ranged weaponry.<br />
<br />
;Marauder<br />
<br />
Starting at 3rd level, you have mastered the art of close quarters combat, even with a ranged weapon in one hand, gaining the following benefits; <br />
<br />
• When you take the Attack action and make an attack with a melee weapon that you're holding in one hand, you can use a bonus action to make an attack with a one-handed ranged weapon in your other hand. Alternatively, when you use the Attack action and make an attack with a ranged weapon you're holding in one hand, you can use a bonus action to make a melee attack with a one-handed weapon in your other hand.<br />
<br />
• Being within 5 feet of a hostile creature doesn't impose disadvantage on your weapon attack rolls.<br />
<br />
• You ignore the loading property of weapons with which you are proficient.<br />
<br />
;Full Moon Potion Crafting<br />
<br />
At 7th level, you learn an additional potion formula which does not count against your maximum.<br />
<br />
;Full Moon: You can craft 1 dose of Full Moon, a silvery tonic that induces lycanthropic qualities. For 1 hour, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, advantage on strength checks, and a number of temporary hit points equal to twice your level. It has a toxicity of 3.<br />
<br />
;Strength of Body<br />
<br />
At 11th level, you gain proficiency in Constitution saving throw. When you are subjected to an effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw.<br />
<br />
;Invincible<br />
<br />
Beginning at 14th level, you can use your Swift of Arm feature verus melee attacks in addition to ranged ones, and can use your Strength modifier, instead of Dexterity, when doing so.<br />
<br />
;Lycanthropic <br />
<br />
Just like the myths of the ancient School of the Bear, you have willingly accepted the curse of a Berserker. Starting at 17th level, you are always considered under the effects of the Full Moon tonic.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Witcher class, you must meet these prerequisites: Strength or Dexterity of 13 and a Wisdom of 13.<br />
<br />
'''Proficiencies.''' When you multiclass into the Witcher class, you gain the following proficiencies: Simple Weapons, Martial Weapons, Light Armor, Medium Armor<br />
<br />
'''Dangers.''' When multiclassing your character must go through the rigorous process known as the trial of the grasses and may very well end up dead. Only 3 or 4 Witchers usually survive the process out of their entire group. Roll a d100 when you multiclass into a Witcher. On a 64 or lower, you die.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
{{Copyright Disclaimer|franchise=The Witcher|owner=Andrzej Sapkowski}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Schrubhttps://www.dandwiki.com/w/index.php?title=Witcher,_7th_Variant_(5e_Class)&diff=1558570Witcher, 7th Variant (5e Class)2022-01-17T22:07:40Z<p>Schrub: </p>
<hr />
<div>{{requestreview|Double check balance, essentially a remastered version of the one Witcher class that isn't a variant. I think it's still a little loaded with all it gets, but not too much I hope.}}<br />
<br />
== Witcher ==<br />
A Witcher is someone who has undergone extensive training, ruthless mental and physical conditioning, and mysterious rituals (which take place at "witcher schools" such as Kaer Morhen) in preparation for becoming an itinerant monsterslayer for hire. Geralt, the central character in Andrzej Sapkowski's Witcher series and the subsequent games inspired by them, is said in the stories to be one of the greatest Hexers; he is certainly legendary, but whether famous or infamous is more open to interpretation (and/or subject to gameplay, as the case may be).<br />
<br />
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 against their vast array of opponents, many of which possess superhuman speed, strength and/or other deadly powers. These procedures ultimately mean that each fully-trained witcher is a mutant built specifically to hunt and kill inhuman prey. The key permanent results of mutations shared by all Witchers include:<br><br />
•Sterility (which partially explains selection from the outsiders, as they cannot breed to pass on their traits).<br><br />
•Cat-like eyes that grant very acute nightvision - Hexers can constrict their pupils to see in blinding light or open them to see in near pitch darkness. This nightvision can be further enhanced with the cat potion, but in general, it is good enough by itself to not require further enhancement.<br><br />
•Tremendous resistance to disease and poisin (which functions in most cases as complete immunity) and a boosted immune system, allowing them to consume large quantities of potions that could prove easily deadly if consumed even in small amounts by a normal man.<br><br />
•Exceptionally increased strength, speed, reflexes, and endurance, far beyond any normal or well-trained human, that allows them to swiftly end fights with minimal effort, and perform physical feats non-witchers couldn't hope to match. A witcher's physical skills alone are sufficient to defeat most monsters single-handedly if combined with extensive training and proper weaponry, whereas regular men could only hope to accomplish this in large groups. Hexers have also been shown to shrug off hits that would normally render normal men unconscious. Additionally, they have been known to survive the strikes of powerful monsters such as giants, or other beings possessing herculean strength, that would otherwise kill others with a single blow. <br><br />
•Having the ability to perform simple yet incredibly versatile combat magic in the form of Signs. They also develop a sixth sense that allows them to "feel" things around them, be it items of importance or people's immediate intentions. This explains their uncanny ability to track and hunt people and monsters.<br><br />
•Accelerated healing granting quick recovery from injuries.<br><br />
•Incredibly long lifespan and prolonged youth (Vesemir is said to be at least a few centuries old but has the appearance of a middle-aged man).<br><br />
<br />
===Creating a Witcher===<br />
When creating your Witcher, think about how your character views the world as a result of your training. Do they view them as an ultimate evil, that thay are on a crusade against? Or do they view them as feral creatures, unable of understanding the evil they perform, simply following their nature? Also, consider your Witchers emotions. As a result of your trials, your emotions have been stunted, but they are still there. Finally, consider the circumstances surrounding your induction to the Witcher caste. More often than not, most children don't get a choice when they are chosen. Orphans are often taken, and there are rumors that some children are abducted. Your parents might have given you away because they didn't have enough food, or you might have run to them seeking adventure. Think about this and how it impacts your view of humanity.<br />
<br />
===The Witcher's Code===<br />
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: <br />
<br />
;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.<br />
<br />
;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.<br />
<br />
;Knowing Man From Monster: The line between monsters and men can be thin indeed, and the Witcher must discern what separates the two.<br />
<br />
;Law of Surprise: Witchers reserve the right to ask for a child to train as a Witcher in payment for a life debt.<br />
<br />
;Neutrality: Witchers try not to get too involved in politics; it usually ends badly and complicates their monster-hunting.<br />
<br />
;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.<br />
<br />
;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.<br />
<br />
===Quick Build===<br />
You can make a Witcher quickly by following these suggestions. First, make Dexterity your highest score, followed by Wisdom. Though depending on your Witcher school of choice, you may want to make different scores higher, as seen in the schools description. Finally, take the Outlanter background.<br />
<br />
{{5e Image|float:right|http://i.imgur.com/WO095l8.jpg|''Geralt of Rivia, Wolf School Witcher''}}<br />
<br />
{{5e Class Features<br />
|name=Witcher<br />
|summary=Monster Hunter Class based on Polish writer Andrzej Sapkowski's books.<br />
|hd=10 <br />
|spellcasting=<br />
|armor=Light and Medium Armor<br />
|weapons=Simple weapons, Martial weapons<br />
|tools=Alchemist's Supplies<br />
|saves=Strength and Wisdom<br />
|skills=Choose three from: Perception, Persuasion, Investigation, Survival, Acrobatics, Athletics, Insight, Nature, Medicine, Religion, or Intimidation.<br />
|item1a=Studded Leather<br />
|item1b=Scale Mail<br />
|item2a=One martial weapon<br />
|item2b=Two simple weapons<br />
|item3a=20 Throwing Knives (daggers)<br />
|item3b=Hand Crossbow and 20 Crossbow bolts<br />
|item4a=Poisoner's kit<br />
|item4b=Alchemist kit<br />
|item5a=Witchers Medallion, Notebook and Bestiary, and an explorer's pack<br />
|item5b= <br />
|classfeatures1=Specialized Killers, Witcher Artifact<br />
|classfeatures2=Witcher Senses, Witcher Alchemy, Fighting Style<br />
|classfeatures3=Signs, Witcher School<br />
|classfeatures4=Swift of Arm<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Of Men & Monsters<br />
|classfeatures7=Bomb Crafting, Witcher School Feature, Greater Signs<br />
|classfeatures8=<br />
|classfeatures9=Unnatural Inspiration<br />
|classfeatures10=<br />
|classfeatures11=Witcher School Feature<br />
|classfeatures12=<br />
|classfeatures13=Clear of Mind<br />
|classfeatures14=Witcher School Feature<br />
|classfeatures15=Heightened Witcher Senses, Mythic Signs<br />
|classfeatures16=<br />
|classfeatures17=Witcher School Feature<br />
|classfeatures18=Tempered<br />
|classfeatures19=Witchers Cunning<br />
|classfeatures20=Master Witcher<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name= Signs Known<br />
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|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
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|extra3_name=Greater<br />
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|extra4_name=Mythic<br />
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|extra4_17=1<br />
|extra4_18=1<br />
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|extra4_20=1<br />
}}<br />
<br />
=== Witcher Trials ===<br />
During the Trial of the Grasses, your body underwent amazing and horrifying mutations leaving you sterile, but granting you the following benefits:<br />
<br />
•You gain Darkvision if your race does not already possess Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray<br />
<br />
•Advantage against poison saving throws, as well as resistance to Poison damage.<br />
<br />
•Immunity to disease.<br />
<br />
•Your estimated lifespan increases by approximately 400 years<br />
<br />
•Your movement speed is increased by 10 feet.<br />
<br />
=== Witcher Gear ===<br />
;Pendant: All Witchers have a pendant (Wolf, Bear, Cat, Viper, Manticore or Griffin) in the shape of their Witcher school While wearing said pendant, it will glow and vibrate in the presence of magic within 30 feet of it.<br />
<br />
;Notebook: Across your studies with your enemies you have always kept track of there vocal and communication patterns. You learn an additional number of languages equal to your Wisdom modifier + your Proficiency modifier, and can learn additional ones when your proficiency bonus or Wisdom modifier increases.<br />
<br />
;Bestiary: The Witcher's Bestiary is where a Witcher records the strengths and weaknesses of all enemies faced. When facing a creature recorded in the bestiary, you can recall basic lore about it, in addition to its abilities, damage immunities, resistances, and vulnerabilities. <br />
<br />
In order to record a creature into your bestiary, you must spend at least ten minutes examining an area the creature has fought in within 24 hours, have the corpse of the creature on hand, or have the creature explain to you its capabilities. Afterwards, you can finalize your notes over the course of a long rest, adding all creatures you've examined into your bestiary. When recording a humanoid, you record the race instead of the creature in particular, and can count all creatures of that race as being in your bestiary.<br />
<br />
In addition, you have four Bestiary dice, which are d8s. A Bestiary die is expended when you use it, and you regain all of your expended bestiary dice when you finish a short or long rest. You can expend one bestiary die and add the result to a saving throw you make against a creature you have recorded in the bestiary, or you can reduce the result of a saving throw a creature recorded in the bestiary makes against your own abilities. You gain an additional bestiary die at 7th level and another at 15th level.<br />
<br />
'''The Bestiary's Appearance.''' Your bestiary is a unique compilation of notes and diagrams on recorded creatures. It can look like any old leather journal, a barely held together bunch of notes, or a unique tome gifted to you by your teacher. <br />
<br />
'''Replacing the Bestiary.''' In the event that you want a backup of your bestiary, you can spend a half hour for each creature you've recorded in your bestiary to transcribe it into a new one. If you don't have your original bestiary during this process, you can only scribe from memory a number of creatures equal to 5 x your Wisdom modifier.<br />
<br />
=== Specialized Killers ===<br />
Also at 1st, a Witcher moves like the wind and strikes swifter than a coursing river. All weapons have the finesse property when you wield them. To gain this benefit, you must be proficient in the weapon, and it must lack the heavy property.<br />
<br />
=== Witcher Senses ===<br />
Starting at 2nd level, The Trial of Grasses has improved your senses to near superhuman levels. <br />
<br />
You can detect opponents within 30 feet by sense of smell, not unlike that of an animal. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. <br />
<br />
You gain proficiency in the Percption skill, and can add double your proficiency bonus to checks you make with it. <br />
<br />
You have blindsight out to a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. <br />
<br />
=== Fighting Style ===<br />
<br />
At 2nd level, you adopt a style of fighting as your specialty.<br />
Choose one of the following options. You can’t take a Fighting<br />
Style option more than once, even if you later get to choose<br />
again.<br />
<br />
;Archery:<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Defense:<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling:<br />
When you are wielding a melee weapon in one hand and no<br />
other weapons, you gain a +2 bonus to damage rolls with that<br />
weapon.<br />
<br />
;Great Weapon Fighting:<br />
When you roll a 1 or 2 for an attack you<br />
make with a melee weapon that you are wielding with two<br />
hands, you can reroll the die and must use the new roll. The<br />
weapon must have the two-handed or versatile property for<br />
you to gain this benefit.<br />
<br />
;Two-Weapon Fighting:<br />
When you engage in two-weapon fighting, you can add your<br />
ability modifier to the damage of the second attack.<br />
<br />
=== Witcher Alchemy ===<br />
Starting at 2nd level, while you have your alchemist's supplies on hand you can now use it to craft specialized Witcher potions and concoctions. You know the formula for Swallow, and the formula for 2 other potions. At the end of a long rest, you can produce two types of potion you know the formula for. Any unused potions you have by the start of your next long rest spoil and become unusable.<br />
<br />
You learn an additional formula of your choice at 7th, 10th, and 15th level. When you finish a long rest, you can swap out a formula you know for another.<br />
<br />
Starting at 7th level, you can produce three potions at the end of a long rest, and four at 10th level.<br />
<br />
Despite your superior fortitude, witcher potions still remain incredibly toxic. You gain a number of toxicity points listed in a potion's description when you drink it, and for each toxicity point you have above your limit, your hit points are reduced by 1d8 at the start of your turns. This damage cannot be recovered until your toxicity is at or below your limit.<br />
<br />
In addition, you can consume potions as a bonus action.<br />
<br />
The saving throws of any potion is equal to 8 + your Proficiency bonus + your Wisdom modifier.<br />
<br />
Certain potions increased effects at higher levels, gaining additional effects in addition to previous ones, or having a higher potency.<br />
<br />
;Swallow: You can create 2 doses of Swallow, a fiery orange tincture. When consumed, a creature regains a number of hit points equal to your Proficiency bonus at the end of each of its turns for 3 rounds. Swallow has a toxicity of 1.<br />
<br />
At 7th level, you can craft Enhanced Swallow, which instead heals for 2d4 + your Proficiency bonus, but has a toxicity of 2. <br />
At 15th level, you can craft 3 doses of Superior Swallow, which heals for 4d6 + your Proficiency bonus for 5 rounds, but has a toxicity of 3.<br />
<br />
;Cat: You can create 1 dose of Cat, a sickly green mixture. Consuming the potion doubles the range of the creature's darkvision and allows them to perceive color in the dark for 24 hours. It has a toxicity of 1.<br />
<br />
At 7th level, you can produce Enhanced Cat, which additionally increases the range of a creature's blindsight to 30 feet and allows them to see through magical darkness. It has a toxicity of 2.<br />
At 15th level, you can craft Superior Cat, which additionally increases the range of a creature's blindsight to 120 feet. The creature can't be surprised, has advantage on initiative rolls, other creatures don't again advantage against the creature as a result of being unseen or invisible, and they can determine the basic mood of creatures within range of their blindsight, but has a toxicity of 3.<br />
<br />
;Black Blood: You can create 2 doses of Black Blood, a midnight-black potion. Consuming the potion turns the creature's blood into poison when attacked for 1 minute, causing creatures that hit them with a melee attack to take 1d8 poison damage. A creature that attacks the consumer with a bite attack or similar must make a Constitution saving throw, taking twice as much damage on a failure and becoming poisoned until the end of their next turn. It has a toxicity of 2.<br />
<br />
At 7th level, you can crafted Enhanced Black Blood, increasing the damage to 2d8 and ignoring resistance to poison damage. A creature that is poisoned by this effect is instead poisoned for a number of turns equal to your proficiency bonus. It has a toxicity of 3.<br />
At 15th level, you can craft Superior Black Blood. In addition to the previous effects, a creature must make the save whether it bites you or not, and is poisoned for 1 minute. It also has a toxicity of 3.<br />
<br />
;Killer Whale: You can craft 1 dose of Killer Whale, an amber colored liquid. Consuming the potion allows the creatue to hold its breath indefinitely while underwater as long as it is not incapacitated, and it gains a swimming speed equal to its walking speed for 8 hours. It has a toxicity of 2.<br />
<br />
;Ivoryskin: You can craft 2 doses of Ivoryskin, a turqoise concotion. When crafted, choose one damage type from acid, cold, fire, lightning, poison, radiant, necrotic, force, or thunder. You can choose a seperate damage type for each dose. When consumed, the creature gains resistance to the chosen damage type for 1 hour. It has a toxicity of 2.<br />
<br />
At 7th level, you can craft Enhanced Ivoryskin, causing the creature's weapon attacks to deal 1d6 extra damage of the same type the potion granted resistance to.<br />
At 15th level, you can craft Superior Ivoryskin, which grants advantage on Constitution saving throws. If a creature consumes two doses of Superior Ivoryskin of the same type, they instead gain immunity to the damage type for the same duration. It has a toxicity of 3.<br />
<br />
;Pheromones: You craft 1 dose of Pheromones, a swirly pink mixture. Choose one type of creature when you craft this potion. For 1 hour, creatures of that type who attempt to target the consumer with an attack or harmful effect must first succeed on a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or ability. This effect doesn't protect the consumer from area effects, such as the explosion of a fireball. If the consumer damages a creature or performs a hostile action, all creatures that witness the act become immune to this effect. It has a toxicity of 3.<br />
<br />
At 7th level, you can craft Enhanced Pheromones, giving the creature advantage on charisma checks when interacting with creatures of the chosen type.<br />
At 15th level, you can craft Superior Pheromones, rendering the creature invisible to creatures of the chosen type until the consumer attacks or casts a spell.<br />
<br />
;Steelmind: You can craft 2 dose of Steelmind, a steel-colored potion. When consumed, the creature gains resistance to psychic damage, and has advantage on saving throws against being charmed or frightened for 1 hour. It has a toxicity of 2<br />
<br />
At 7th level, you can craft Enhanced Steelmind, granting advantage on all Intelligence, Wisdom, and Charisma saving throws. It has a toxicity of 3.<br />
At 15th level, you can craft Superior Steelmind, granting immunity to the Charmed and Frightened condititions, any effect that would sense the creature's emotions or read its thoughts, and divination spells. It has a toxicity of 4<br />
<br />
;White Honey: You can craft 1 dose of White Honey, a thick white fluid. When consumed, the creature immediately loses all toxicity points, ends all witcher alchemy effects, and the poisoned condition.<br />
<br />
At 7th level, you can craft 2 doses of white honey, and at 15th level you can cast 3.<br />
<br />
<br />
=== Signs ===<br />
Starting at 3rd level, you gain access to signs, a basic form of magic used by Witchers and count as cantrips in reference to other game mechanics. You may choose two signs learn, learning more as showin in the Witcher table. <br />
<br />
You can empower your signs a number of times as shown in the Witcher table, and can do so again after finishing a long rest.<br />
<br />
'''Sign Save DC= 8 + Proficiency bonus + Wisdom Modifier'''<br />
<br />
<br />
;Aard:<br />
<br />
'''Prestidigitation'''. As a bonus action, you can create a harmless sensory effect using air, such as using a gust of wind to extinguish a small fire.<br />
<br />
As a bonus action, you can blast a 15ft cone with telekinetic force. Medium or smaller creatures within the area must succeed on a Strength saving throw or be pushed to the end of the cone and knocked prone. This sign can push large creatures at 7th level and huge creatures at 15th level. <br />
<br />
'''Empowered'''. Creatures takes 3d6 force damage on a failed save or half as much on a success. This damage increases to 4d6 at 7th level and to 5d6 at 15th level.<br />
<br />
'''Greater'''. You can affect all other creatures in a 20-foot sphere centered on you with the sign, and until the end of your turn, creatures in the area are deafened, unprotected flames in the area are extinguished, vapor, gas, and fog are dispersed by strong wind, the area is difficult terrain for creatures other than you, and ranged weapon attacks have advantage if they pass in or out of the wind. This effect ends if the hand used to cast this sign is no longer is free at any point.<br />
<br />
'''Mythic'''. The end of the cone becomes a wall of strong wind 15 feet high, 15 feet long, and 1 foot thick. When the wall appears, each creature in the area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much on a successful one. The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it. This effect lasts for up to 1 minute, and you must keep concentration on the effect. It also ends if the hand used to cast this sign is no longer free at any point.<br />
<br />
If used in conjunction with Greater Aard, the wall forms at the edges of the sphere instead.<br />
<br />
<br />
;Yrden:<br />
<br />
As a bonus action, you can place a magical trap on the ground within 5 feet of you, spanning a 10-foot radius. For 1 minute, the area counts as difficult terrain for hostile creatures, and creatures affected by the sign must make a Charisma saving throw when using a spell or ability to teleport or travel to a different plane of existence in the circle, failing to do so on a failure. A creature isn't prevented a creature from passing through an already existing portal however. The radius becomes 15 feet at 7th level, and 20th feet at 15th level. When you cast Yrden while you already have an instance of it active, the previous instance immediately ends.<br />
<br />
'''Empowered'''. You empower either your preexisting Yrden trap, or a new one, increasing the radius by 15 feet for the duration. Creatures when they enter the area for the first time on a turn or start their turn there must succeed on a Strength saving throw. On a failure, they can't use their reaction until the start of their next turn.<br />
<br />
'''Greater'''. You empower either your preexisting Yrden trap or a new one. Hostile creatures in the area must make a Strength saving throw when they enter the area for the first time on a turn or start their turn there, becoming restrained on a failure.<br />
<br />
'''Mythic'''. You empower either your preexisting Yrden trap or a new one. Hostile creatures in the area when you empower it must succeed on a Wisdom saving throw or become sluggish until they leave the area. An affected creature must choose whether it gets an action or a bonus action on its turn, not both. Regardless of the creature's abilities or magic items, it can't make more than one attack during its turn.<br />
<br />
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.<br />
<br />
<br />
;Igni:<br />
<br />
'''Prestidigitation''':<br />
As a bonus action, you can create a flickering flame within 10 feet of you or in your hand. It burns harmlessly in your hand, and sheds bright light in a 20-foot radius and dim light for an additional 20 feet.<br />
<br />
As a bonus action you can unleash a fan of flame in a 10-foot cone, forcing creatures in the area to make a Dexterity saving throw. On a failure, creatures take 1d6 fire damage. This damage increases to 2d6 at 7th level, and 3d6 at 15th level.<br />
<br />
'''Empowered'''. The range of the sign increases to 15 feet, and deals half as much damage on a success. Creatures who fail are also set ablaze, taking 2d4 fire damage at the end of each of their turns until they use an action to put it out. The damage taken increases to 3d4 at 7th level, and 4d4 at 15th level.<br />
<br />
'''Greater'''. You can focus the sign into a single blast of fire, hurling it at a target. You can make a ranged weapon attack against a creature within 60 feet of you instead of projecting a cone. On a hit, the target takes 3d10 fire damage, increased to 4d10 at 15th level. <br />
<br />
If the '''Empowered''' effect is used, you roll d6s for the damage each turn instead.<br />
<br />
'''Mythic'''. You can unleash the sign as a 20-foot radius explosion centered on a point you can see instead. If centered on yourself, you are unaffected. The area is set ablaze for 1 minute, causing creatures to take 3d6 fire damage at the start of their turns in the area.<br />
<br />
If the '''Empowered''' effect is used, creatures have disadvantage on attack rolls and can't regain hit points while on fire, and must succeed on a Medicine check in order to extinguish themselves. The DC of the check equals your sign save DC.<br />
<br />
If the '''Greater''' effect is used, the creature explodes at the start of their turn, repeating the Igni sign centered on themselves as if the Greater effect was never used.<br />
<br />
<br />
;Quen:<br />
<br />
As a bonus action, you can trace a sigil towards one creature of your choice. Until the start of your next turn, you can add 1d4 to your AC against attacks made by that creature and on saving throws the creature forces you to make.<br />
<br />
'''Empowered'''. You can expend a use to use Quen as a reaction, granting you immunity to the Magic Missile spell. If you empower Quen normally, you gain a number of temporary hit points equal to 5 x your Wisdom modifier.<br />
<br />
'''Greater'''. You instead gain the maximum possible result when rolling the die, and the effect applies against all creatures until the start of your next turn.<br />
<br />
'''Mythic'''. When the effect ends, you are imbued with a surge of power for 1 minute, with which you must maintain concentration on. For the duration, your speed is doubled, you gain a +2 bonus to AC, advantage on Dexterity saving throws, and you gain an additional actiion on each of your turns. That action can only be used to take the Attack (one weapon attack only), Dash, Disengage, Hide, Cast a Sign, or Use an Object actions.<br />
<br />
<br />
;Axii:<br />
'''Prestidigitation'''. You can send telepathic messages to any creature you can see within 30 feet of you. You can't send words specifically, but you can send certain feelings and emotions such as you being in agreement, or feelings of hostility or betrayal. <br />
<br />
As a bonus action, you can blast the mind of a target you can see within 60 feet with psychic energy. The creature must make a Wisdom saving throw or take 1d8 psychic damage. If it fails, it has disadvantage on attacks against you until the start of your next turn. You can decide to deal no damage when it fails its saving throw.<br />
<br />
'''Empowered'''. You push and pull on the target's emotions. If the target fails, it is charmed or frightened (your choice) for the same duration.<br />
<br />
Optionally, you can choose to end the charmed or frightened condition on a creature when empowering Axii in this way. When you do so, it can choose it fail its saving throw.<br />
<br />
'''Greater'''. You can instead force the creature to make an Intelligence saving throw. A creature automatically succeeds of it is immune to being frightened. On a failed save, the creature regards all creatures it can see, even its own allies, as enemies for 1 minute, during which you must hold concentration and keep your hand free, otherwise the effect ends. When the creature takes damage, it can repeat the saving throw, ending the effect on a success.<br />
<br />
'''Mythic.'''. You assault the creature with a mental barrage, causing it to take 5d10 psychic damage on a failure, or half as much on a success. On a failure, the creature is stunned until the end of its next turn.<br />
<br />
=== Witcher School ===<br />
Starting at 3rd level, Witchers decide what school they want to follow. Each school offers a variety of different skills Witchers can use to enhance their monster tracking and slaying abilities. There are five schools to choose from: The School of the Wolf, Cat, Viper, Bear, and Griffon. Your Witcher school grants abilities at 7th, 11th, 14th and 17th level.<br />
<br />
=== Ability Score Increase ===<br />
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th and 19th level, you can increase one ability score of you 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.<br />
<br />
=== Swift of Arm ===<br />
Starting at 4th level, you are able to use your reaction to reduce the damage dealt by a ranged weapon by 1d8 + your level + your Dexterity modifier.<br />
<br />
=== Extra Attack ===<br />
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 at 13th level.<br />
<br />
=== Of Men & Monsters ===<br />
The line between monsters and men can be thin indeed, and the Witcher must discern what separates the two. <br />
<br />
At 6th level, you gain a +1 to attack and damage rolls made with weapons, unless a weapon you wield already grants a bonus to attack and damage rolls. In addition, silvered weapons count as magical for the purposes of overcoming resistance and immunity.<br />
<br />
=== Bomb Crafting ===<br />
Beginning at 7th level, you can craft an explosive instead of a potion when you do so at the end of a long rest.<br />
<br />
You can use a bomb in place of an attack when you take the Attack action on your turn.<br />
<br />
;Grapeshot: You can craft 3 Grapeshot, and a creature can toss this grenade up to 30 feet, at which it explodes on impact, dealing 1d8 fire damage and 1d8 piercing damage to all creatures within a 10-foot radius. At 15th level both dice are increased by 1d8. The explosion leaves shrapnel in the same area, creating difficult terrain and causing creatures to take 2d4 piercing damage for every 5 feet they move within the area and when they start their turn there. 5-foot square of shrapnel can be cleared as an action.<br />
<br />
Beginning at 15th level, you can craft 4 Enhanced Grapeshot. Creatures that take damage from the grenade or its shrapnel can't regain hit points until the end of their next turn.<br />
<br />
;Dancing Star: You craft 2 Dancing Star grenades, and can toss this grenade up to 30 feet, at which it explodes. Creatures within 20 feet of the grenade are coated in a reflective powder, preventing said creatures from beenfiting from the invisible condition until they take an action to wipe it off. <br />
<br />
At 15th level, you can craft Enhanced Dancing Star. Creatures must make a Constitution saving throw. On a failure, they are blinded for 1 minute, or until they wipe away the glitter.<br />
<br />
;Anathema: You create 1 Anathema grenade, and can toss this grenade up to 60 feet, at which point it explodes. The grenade creates a shimmering cloud with a 20-foot radius. Creatures in the area have disadvantage on maintaining concentration, and must make a Wisdom saving throw each time they attempt to cast a spell. On a failure, the spell is wasted.<br />
<br />
;Northern Wind: You can create 2 Northern Wind grneades, and can toss this explosive up to 30 feet, at which it explodes. Creatures within 10 feet of the grenade must succeed on a Dexterity saving throw or be flash frozen, becoming Paralyzed until they take damage from an attack or until the end of their next turns.<br />
<br />
At 15th level, you can craft Enhanced Northern Wind, causing creatures to be restrained instead after being attacked for the same duration.<br />
<br />
;Moon Dust: You can create 2 Moon Dust grenades, and can toss the bomb up to 30 feet, at which it explodes. Shapechangers within 15 feet of the grenade must succeed on a Constitution saving throw or revert to their original forms.<br />
<br />
=== Unnatural Inspiration ===<br />
Starting at 9th level, whenever you attempt a Charisma, Intelligence, or Wisdom-based ability check, you can expend a bestiary die and add it to the total.<br />
<br />
=== Clear of Mind ===<br />
At 13th level, you can use your action to expend one bestiary die and one effect on yourself that is causing you to be charmed or frightened. If the original effect would normally grant you immunity upon passing the saving throw, such as a dragon's Frightful Presence, you become immune to it.<br />
<br />
===Heightened Witcher Senses===<br />
Beginning at 15th level, you can add double your proficiency bonus in three skills you are proficient with.<br />
<br />
=== Tempered ===<br />
At 18th level, your Constitution, Wisdom, and your choice of Strength or Dexterity scores are increased by 2, and their maximums are increased by the same amount.<br />
<br />
=== Master Witcher ===<br />
At level 20 your training is finally "complete", you have achieved the rank of Master. Due to the vastness of everything you've seen on your journey, nothing phases you anymore. You gain immunity to the frightened and charmed conditions.<br />
<br />
=== Witcher Schools ===<br />
<br />
As a Witcher, you are defined by your school. It's where you recieved all of your training and spent most of your life. It's the closest thing you have to a home, filled with the closest thing you have to a family. Each school specializes in something different, and has unique advantages in the way they kill monsters.<br />
<br />
==== School of The Wolf ====<br />
Witchers of the School of the Wolf excel at adaptability. They are resourceful warriors, always preparing before they engage in combat, allowing them to defeat monsters much stronger than them.<br />
<br />
;Bonus Proficiencies<br />
When you choose this archetype at 3rd level, you gain proficiency in the Insight and Survival skills if you don't already have it. Your proficiency bonus is doubled for any aiblity check you make that uses either of those proficiencies.<br />
<br />
;Reflexes of the Wolf<br />
<br />
Starting at 3rd level, when an attacker you can see misses you with an attack, you can use your reaction to cast a sign. When a hostile creature provokes an attack of opportunity from you, you can use your reaction to cast a sign at the creature, rather than making an opportunity attack. The sign must target the creature or contain it in its area of effect.<br />
<br />
;Thunderbolt Potion Crafting<br />
<br />
Starting at level 7, you learn the formula for Thunderbolt, and it does not count against your maximum forumulae known. Thunderbolt is a lime green colored concotion and you can make 2 doses. It causes a creature to deal an additional 1d8 damage on its weapon attacks for 1 minute. It has a toxicity of 2.<br />
<br />
At 15th level, you can craft Enhanced Thunderbolt. For the duration, the consumer's weapon attacks score a critical hit on a roll of 18 through 20. It has a toxicity of 4.<br />
<br />
;Heart of The Wolf<br />
<br />
At 11th level, you can invoke the fear a wolf's howl instills in creatures. As a bonus action, you can emit a loud howl, forcing creatures of your choice within 300 feet of you to make a Wisdom saving throw. On a failure, creatures drop whatever they're holding and become Frightened for 1 minute.<br />
<br />
While frightened in this way, a creature must take the Dash action and move away from you by the safest availible route on each of its turns, unless there is nowhere left to move. IF the creature ends its turn in a location where it doesn't have sight of you, the creature can make a Wisdom saving throw. On a success, the effect ends for the creature.<br />
<br />
You can use this ability once, and can do so again when you finish a long rest.<br />
<br />
;Dire Wolf's Hide<br />
<br />
At 14th level, your skin becomes tough like the hide of a dire wolf. When you take damage from a weapon attack, you can reduce the damage taken by an amount equal to your Proficiency bonus. In addition, you gain resistance to cold damage.<br />
<br />
;Heliotrop<br />
<br />
Starting at 17th level, you learn the Heliotrop Sign. When you fail a saving throw, you can invoke the sign instead, causing you to succeed instead. If you would take half as much damage from the effect on a success, you instead take no damage. Once you do so, you cannot do so again until you finish a long rest.<br />
<br />
==== School of The Cat ====<br />
The teachings of the School of the Cat focus on two things. Precision and speed. As a result, they produce fast and fierce fighters capable of whirling through masses of enemies in seconds. Like the School of the Viper, they accept contracts on both men and monsters. Though they would kill for gold, they would never join sides in a conflict.<br />
<br />
;Bonus Proficiencies<br />
When you choose this archetype at 3rd level, you gain proficiency in the Stealth and Acrobatics skills if you weren't already. You can add double your proficiency bonus to checks you make with these skills.<br />
<br />
;Cat's Grace<br />
<br />
Beginning at 3rd level, light and medium armor do not impose disadvantage on your Stealth checks you make. Additionally, climbing no longer costs you extra movement, and the distance you cover when making a running jump increases by a number of feet equal to your Dexterity modifier.<br />
<br />
;Blizzard Potion Crafting<br />
<br />
Starting at 7th level, you learn the formula of a potion called Blizzard, which does not count against your maximum. <br />
<br />
;Blizzard: You can craft 1 dose of Blizzard, which grants the consumer an additional action on each of its turns for 1 minute, which can only be used to take the Attack (one weapon attack only), Dash, Disengage, Hide, Use an Object, or Cast a Sign actions. It has a toxicity of 4<br />
<br />
;Trickery of The Cat<br />
<br />
At 11th level, you strike quickly, and better when your enemies are disorganized. You have advantage on melee attack rolls against any creature that has one or more of its allies within 5 feet of it. Additionally, if a creature within 5 feet of you misses you with a melee attack, you can use your reaction to force the attacker to reroll that attack against another creature of your choice within 5 feet of you.<br />
<br />
;Lion's Pounce<br />
<br />
At 14th level, if you move at least 20 feet straight towards a creature and then hit it with a melee attack on the same turn, that creature must succeed on a Strength saving throw or be knocked prone, and you can immediately make an additional attack against it. The DC for this ability is equal to 8 + your Proficiency bonus + your Strength or Dexterity modifier. You can use this ability a number of times equal to your Strength or Dexterity modifier, regaining all uses upon finishing a short or long rest.<br />
<br />
;Go For The Throat<br />
<br />
Beginning at 17th level, you can use your action to make one precise strike against a creaature. The attack has advantage, and on a hit the creature must make a Constitution saving throw or drop to 0 hit points. A creature is immune to this effect if it is immune to the base damage of your weapon, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its throat to be slit. Such a creature instead takes 8d8 additional damage. The DC for this ability is equal to 8 + your Proficiency bonus + your Strength or Dexterity modifier. You can use this ability once, and regain the ability to do so upon finishing a long rest.<br />
<br />
==== School of The Viper ====<br />
The School of the Viper focuses on poisoning, and debilitating your opponents. Unlike other schools, they gladly accept contracts on both men and monsters, using their preferred fighting style of fighting with two short blades and moving unpredictably- like a viper.<br />
<br />
;Poison Crafting<br />
Beginning at 3rd level, you gain the formula for the following two poisons, which do not count against your maximum. You can apply poison to a weapon or piece of ammunition as a bonus action, instead of an action. When you make potions at the end of a long rest, you can choose an additional poison to produce.<br />
<br />
;Deathbell: You can craft a number of Deathbell doses equal to your proficiency bonus. When applied, a creature must make a Constitution saving throw, taking 4d4 damage and becoming poisoned on a failure, or taking half as much damage on a success.<br />
<br />
;Nervedeath: You can craft a number of Nervedeath doses equal to your proficienybonus. When applied a creature must succeed on a saving throw or be poisoned for 1 hour. While poisoned in this way, its speed is halved. The creature can repeat the save at the end of each of its turns, ending the effect on a success.<br />
<br />
<br />
;Archgriffin Decoction<br />
<br />
At 7th level, you learn an additional formula which does not count against your maximum. <br />
<br />
;Archgriffin: You can craft 1 dose of Archgriffin, a purple colored extract. The first time the consumer rolls damage for a weapon attack within 1 minute of drinking the potion, instead of rolling dice to determine the damage dealt, they can instead use the highest possible number for each die. It has a toxicity of 3.<br />
<br />
;Acid Death<br />
<br />
At 11th level, you can apply poison to two weapons or pieces of ammunition as a part of your object interaction on your turn. Additionally, a creature is only resistant or immune to your poisons if they are also resistant or immune to acid damage.<br />
<br />
;Long-lasting<br />
<br />
Starting at 14th level, you can coat up to two weapons of your choice at the end of a long rest. These weapons deal an addition 1d8 poison damage on a hit. The poison wears off at the start of your next long rest, requiring you to apply it again.<br />
<br />
;Last Breath<br />
<br />
Beginning at 17th level, you learn the formula for an incredibly potent explosive.<br />
<br />
;Gravedust: You can create 1 Gravedust grenade, and can toss this grenade up to 30 feet, at which point it explodes. It creates a cloud of smoke with in a 20-foot radius around itself, heavily obscuring the area for 10 minutes. Creatures that move into the area or start their turn their must succeed on a Constitution saving throw, taking 8d8 poison damage on a sucess, or half as much on a failure. Pass or fail, creatures in the area begin to suffocate, unless they had any forewarning to hold their breathe, until they leave the area.<br />
<br />
==== School of the Bear ==== <br />
The School of the Bear focuses on Brute Strength, using powerful blows to debilitate and destroy your enemies. Focused solely on the task at hand, many witchers of this school tend to be loners, not that they need any assistance anyway. Despite their focus on strength, they are incredible users of the hand crossbow.<br />
<br />
;Bonus Proficiencies<br />
When you choose this archetype at 3rd level, you gain proficiency in heavy armor, and can use your Strength modifier, instead of Dexterity, for the attack and damage rolls of ranged weaponry.<br />
<br />
;Marauder<br />
<br />
Starting at 3rd level, you have mastered the art of close quarters combat, even with a ranged weapon in one hand, gaining the following benefits; <br />
<br />
• When you take the Attack action and make an attack with a melee weapon that you're holding in one hand, you can use a bonus action to make an attack with a one-handed ranged weapon in your other hand. Alternatively, when you use the Attack action and make an attack with a ranged weapon you're holding in one hand, you can use a bonus action to make a melee attack with a one-handed weapon in your other hand.<br />
<br />
• Being within 5 feet of a hostile creature doesn't impose disadvantage on your weapon attack rolls.<br />
<br />
• You ignore the loading property of weapons with which you are proficient.<br />
<br />
;Full Moon Potion Crafting<br />
<br />
At 7th level, you learn an additional potion formula which does not count against your maximum.<br />
<br />
;Full Moon: You can craft 1 dose of Full Moon, a silvery tonic that induces lycanthropic qualities. For 1 hour, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, advantage on strength checks, and a number of temporary hit points equal to twice your level. It has a toxicity of 3.<br />
<br />
;Strength of Body<br />
<br />
At 11th level, you gain proficiency in Constitution saving throw. When you are subjected to an effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw.<br />
<br />
;Invincible<br />
<br />
Beginning at 14th level, you can use your Swift of Arm feature verus melee attacks in addition to ranged ones, and can use your Strength modifier, instead of Dexterity, when doing so.<br />
<br />
;Lycanthropic <br />
<br />
Just like the myths of the ancient School of the Bear, you have willingly accepted the curse of a Berserker. Starting at 17th level, you are always considered under the effects of the Full Moon tonic.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Witcher class, you must meet these prerequisites: Strength or Dexterity of 13 and a Wisdom of 13.<br />
<br />
'''Proficiencies.''' When you multiclass into the Witcher class, you gain the following proficiencies: Simple Weapons, Martial Weapons, Light Armor, Medium Armor<br />
<br />
'''Dangers.''' When multiclassing your character must go through the rigorous process known as the trial of the grasses and may very well end up dead. Only 3 or 4 Witchers usually survive the process out of their entire group. Roll a d100 when you multiclass into a Witcher. On a 64 or lower, you die.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
{{Copyright Disclaimer|franchise=The Witcher|owner=Andrzej Sapkowski}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Schrubhttps://www.dandwiki.com/w/index.php?title=Talk:Witcher,_7th_Variant_(5e_Class)&diff=1558558Talk:Witcher, 7th Variant (5e Class)2022-01-17T21:37:48Z<p>Schrub: Created page with "hey hey, another funny remaster of a class. 7th times the charm? ~~~~"</p>
<hr />
<div>hey hey, another funny remaster of a class. 7th times the charm? [[User:Schrub|Schrub]] ([[User talk:Schrub|talk]]) 14:37, 17 January 2022 (MST)</div>Schrubhttps://www.dandwiki.com/w/index.php?title=Witcher,_7th_Variant_(5e_Class)&diff=1558556Witcher, 7th Variant (5e Class)2022-01-17T21:36:25Z<p>Schrub: Created page with "{{requestreview|Double check balance, essentially a remastered version of the one Witcher class that isn't a variant. I think it's still a little loaded with all it gets, but..."</p>
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<div>{{requestreview|Double check balance, essentially a remastered version of the one Witcher class that isn't a variant. I think it's still a little loaded with all it gets, but not too much I hope.}}<br />
<br />
== Witcher ==<br />
A Witcher is someone who has undergone extensive training, ruthless mental and physical conditioning, and mysterious rituals (which take place at "witcher schools" such as Kaer Morhen) in preparation for becoming an itinerant monsterslayer for hire. Geralt, the central character in Andrzej Sapkowski's Witcher series and the subsequent games inspired by them, is said in the stories to be one of the greatest Hexers; he is certainly legendary, but whether famous or infamous is more open to interpretation (and/or subject to gameplay, as the case may be).<br />
<br />
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 against their vast array of opponents, many of which possess superhuman speed, strength and/or other deadly powers. These procedures ultimately mean that each fully-trained witcher is a mutant built specifically to hunt and kill inhuman prey. The key permanent results of mutations shared by all Witchers include:<br><br />
•Sterility (which partially explains selection from the outsiders, as they cannot breed to pass on their traits).<br><br />
•Cat-like eyes that grant very acute nightvision - Hexers can constrict their pupils to see in blinding light or open them to see in near pitch darkness. This nightvision can be further enhanced with the cat potion, but in general, it is good enough by itself to not require further enhancement.<br><br />
•Tremendous resistance to disease and poisin (which functions in most cases as complete immunity) and a boosted immune system, allowing them to consume large quantities of potions that could prove easily deadly if consumed even in small amounts by a normal man.<br><br />
•Exceptionally increased strength, speed, reflexes, and endurance, far beyond any normal or well-trained human, that allows them to swiftly end fights with minimal effort, and perform physical feats non-witchers couldn't hope to match. A witcher's physical skills alone are sufficient to defeat most monsters single-handedly if combined with extensive training and proper weaponry, whereas regular men could only hope to accomplish this in large groups. Hexers have also been shown to shrug off hits that would normally render normal men unconscious. Additionally, they have been known to survive the strikes of powerful monsters such as giants, or other beings possessing herculean strength, that would otherwise kill others with a single blow. <br><br />
•Having the ability to perform simple yet incredibly versatile combat magic in the form of Signs. They also develop a sixth sense that allows them to "feel" things around them, be it items of importance or people's immediate intentions. This explains their uncanny ability to track and hunt people and monsters.<br><br />
•Accelerated healing granting quick recovery from injuries.<br><br />
•Incredibly long lifespan and prolonged youth (Vesemir is said to be at least a few centuries old but has the appearance of a middle-aged man).<br><br />
<br />
===Creating a Witcher===<br />
When creating your Witcher, think about how your character views the world as a result of your training. Do they view them as an ultimate evil, that thay are on a crusade against? Or do they view them as feral creatures, unable of understanding the evil they perform, simply following their nature? Also, consider your Witchers emotions. As a result of your trials, your emotions have been stunted, but they are still there. Finally, consider the circumstances surrounding your induction to the Witcher caste. More often than not, most children don't get a choice when they are chosen. Orphans are often taken, and there are rumors that some children are abducted. Your parents might have given you away because they didn't have enough food, or you might have run to them seeking adventure. Think about this and how it impacts your view of humanity.<br />
<br />
===The Witcher's Code===<br />
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: <br />
<br />
;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.<br />
<br />
;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.<br />
<br />
;Knowing Man From Monster: The line between monsters and men can be thin indeed, and the Witcher must discern what separates the two.<br />
<br />
;Law of Surprise: Witchers reserve the right to ask for a child to train as a Witcher in payment for a life debt.<br />
<br />
;Neutrality: Witchers try not to get too involved in politics; it usually ends badly and complicates their monster-hunting.<br />
<br />
;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.<br />
<br />
;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.<br />
<br />
===Quick Build===<br />
You can make a Witcher quickly by following these suggestions. First, make Dexterity your highest score, followed by Wisdom. Though depending on your Witcher school of choice, you may want to make different scores higher, as seen in the schools description. Finally, take the Outlanter background.<br />
<br />
{{5e Image|float:right|http://i.imgur.com/WO095l8.jpg|''Geralt of Rivia, Wolf School Witcher''}}<br />
<br />
{{5e Class Features<br />
|name=Witcher<br />
|summary=Monster Hunter Class based on Polish writer Andrzej Sapkowski's books.<br />
|hd=10 <br />
|spellcasting=<br />
|armor=Light and Medium Armor<br />
|weapons=Simple weapons, Martial weapons<br />
|tools=Alchemist's Supplies<br />
|saves=Strength and Wisdom<br />
|skills=Choose three from: Perception, Persuasion, Investigation, Survival, Acrobatics, Athletics, Insight, Nature, Medicine, Religion, or Intimidation.<br />
|item1a=Studded Leather<br />
|item1b=Scale Mail<br />
|item2a=One martial weapon<br />
|item2b=Two simple weapons<br />
|item3a=20 Throwing Knives (daggers)<br />
|item3b=Hand Crossbow and 20 Crossbow bolts<br />
|item4a=Poisoner's kit<br />
|item4b=Alchemist kit<br />
|item5a=Witchers Medallion, Notebook and Bestiary, and an explorer's pack<br />
|item5b= <br />
|classfeatures1=Specialized Killers, Witcher Artifact<br />
|classfeatures2=Witcher Senses, Witcher Alchemy, Fighting Style<br />
|classfeatures3=Signs, Witcher School<br />
|classfeatures4=Swift of Arm<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Of Men & Monsters<br />
|classfeatures7=Bomb Crafting, Witcher School Feature, Greater Signs<br />
|classfeatures8=<br />
|classfeatures9=Unnatural Inspiration<br />
|classfeatures10=<br />
|classfeatures11=Witcher School Feature<br />
|classfeatures12=<br />
|classfeatures13=Clear of Mind<br />
|classfeatures14=Witcher School Feature<br />
|classfeatures15=Heightened Witcher Senses, Mythic Signs<br />
|classfeatures16=<br />
|classfeatures17=Witcher School Feature<br />
|classfeatures18=Tempered<br />
|classfeatures19=Witchers Cunning<br />
|classfeatures20=Master Witcher<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name= Signs Known<br />
|extra1_1=-<br />
|extra1_2=-<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
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|extra1_9=3<br />
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|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
|extra2_name=Empower<br />
|extra2_1=-<br />
|extra2_2=-<br />
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|extra2_8=4<br />
|extra2_9=4<br />
|extra2_10=4<br />
|extra2_11=4<br />
|extra2_12=4<br />
|extra2_13=4<br />
|extra2_14=4<br />
|extra2_15=4<br />
|extra2_16=4<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
|extra3_name=Greater<br />
|extra3_1=-<br />
|extra3_2=-<br />
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|extra3_17=3<br />
|extra3_18=3<br />
|extra3_19=3<br />
|extra3_20=3<br />
|extra4_name=Mythic<br />
|extra4_1=-<br />
|extra4_2=-<br />
|extra4_3=-<br />
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|extra4_6=-<br />
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|extra4_10=-<br />
|extra4_11=-<br />
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|extra4_13=-<br />
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|extra4_16=1<br />
|extra4_17=1<br />
|extra4_18=1<br />
|extra4_19=1<br />
|extra4_20=1<br />
}}<br />
<br />
=== Witcher Trials ===<br />
During the Trial of the Grasses, your body underwent amazing and horrifying mutations leaving you sterile, but granting you the following benefits:<br />
<br />
•You gain Darkvision if your race does not already possess Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray<br />
<br />
•Advantage against poison saving throws, as well as resistance to Poison damage.<br />
<br />
•Immunity to disease.<br />
<br />
•Your estimated lifespan increases by approximately 400 years<br />
<br />
•Your movement speed is increased by 10 feet.<br />
<br />
=== Witcher Gear ===<br />
;Pendant: All Witchers have a pendant (Wolf, Bear, Cat, Viper, Manticore or Griffin) in the shape of their Witcher school While wearing said pendant, it will glow and vibrate in the presence of magic within 30 feet of it.<br />
<br />
;Notebook: Across your studies with your enemies you have always kept track of there vocal and communication patterns. You learn an additional number of languages equal to your Wisdom modifier + your Proficiency modifier, and can learn additional ones when your proficiency bonus or Wisdom modifier increases.<br />
<br />
;Bestiary: The Witcher's Bestiary is where a Witcher records the strengths and weaknesses of all enemies faced. When facing a creature recorded in the bestiary, you can recall basic lore about it, in addition to its abilities, damage immunities, resistances, and vulnerabilities. <br />
<br />
In order to record a creature into your bestiary, you must spend at least ten minutes examining an area the creature has fought in within 24 hours, have the corpse of the creature on hand, or have the creature explain to you its capabilities. Afterwards, you can finalize your notes over the course of a long rest, adding all creatures you've examined into your bestiary. When recording a humanoid, you record the race instead of the creature in particular, and can count all creatures of that race as being in your bestiary.<br />
<br />
In addition, you have four Bestiary dice, which are d8s. A Bestiary die is expended when you use it, and you regain all of your expended bestiary dice when you finish a short or long rest. You can expend one bestiary die and add the result to a saving throw you make against a creature you have recorded in the bestiary, or you can reduce the result of a saving throw a creature recorded in the bestiary makes against your own abilities. You gain an additional bestiary die at 7th level and another at 15th level.<br />
<br />
'''The Bestiary's Appearance.''' Your bestiary is a unique compilation of notes and diagrams on recorded creatures. It can look like any old leather journal, a barely held together bunch of notes, or a unique tome gifted to you by your teacher. <br />
<br />
'''Replacing the Bestiary.''' In the event that you want a backup of your bestiary, you can spend a half hour for each creature you've recorded in your bestiary to transcribe it into a new one. If you don't have your original bestiary during this process, you can only scribe from memory a number of creatures equal to 5 x your Wisdom modifier.<br />
<br />
=== Specialized Killers ===<br />
Also at 1st, a Witcher moves like the wind and strikes swifter than a coursing river. All weapons have the finesse property when you wield them. To gain this benefit, you must be proficient in the weapon, and it must lack the heavy property.<br />
<br />
=== Witcher Senses ===<br />
Starting at 2nd level, The Trial of Grasses has improved your senses to near superhuman levels. <br />
<br />
You can detect opponents within 30 feet by sense of smell, not unlike that of an animal. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. <br />
<br />
You gain proficiency in the Percption skill, and can add double your proficiency bonus to checks you make with it. <br />
<br />
You have blindsight out to a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. <br />
<br />
=== Fighting Style ===<br />
<br />
At 2nd level, you adopt a style of fighting as your specialty.<br />
Choose one of the following options. You can’t take a Fighting<br />
Style option more than once, even if you later get to choose<br />
again.<br />
<br />
;Archery:<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Defense:<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling:<br />
When you are wielding a melee weapon in one hand and no<br />
other weapons, you gain a +2 bonus to damage rolls with that<br />
weapon.<br />
<br />
;Great Weapon Fighting:<br />
When you roll a 1 or 2 for an attack you<br />
make with a melee weapon that you are wielding with two<br />
hands, you can reroll the die and must use the new roll. The<br />
weapon must have the two-handed or versatile property for<br />
you to gain this benefit.<br />
<br />
;Two-Weapon Fighting:<br />
When you engage in two-weapon fighting, you can add your<br />
ability modifier to the damage of the second attack.<br />
<br />
=== Witcher Alchemy ===<br />
Starting at 2nd level, while you have your alchemist's supplies on hand you can now use it to craft specialized Witcher potions and concoctions. You know the formula for Swallow, and the formula for 2 other potions. At the end of a long rest, you can produce one type of potion you know the formula for. Any unused potions you have by the start of your next long rest spoil and become unusable.<br />
<br />
You learn an additional formula of your choice at 7th, 10th, and 15th level. When you finish a long rest, you can swap out a formula you know for another.<br />
<br />
Starting at 7th level, you can produce two potions at the end of a long rest, and three at 10th level.<br />
<br />
Despite your superior fortitude, witcher potions still remain incredibly toxic. You gain a number of toxicity points listed in a potion's description when you drink it, and for each toxicity point you have above your limit, your hit points are reduced by 1d8 at the start of your turns. This damage cannot be recovered until your toxicity is at or below your limit.<br />
<br />
In addition, you can consume potions as a bonus action.<br />
<br />
The saving throws of any potion is equal to 8 + your Proficiency bonus + your Wisdom modifier.<br />
<br />
Certain potions increased effects at higher levels, gaining additional effects in addition to previous ones, or having a higher potency.<br />
<br />
;Swallow: You can create 2 doses of Swallow, a fiery orange tincture. When consumed, a creature regains a number of hit points equal to your Proficiency bonus at the end of each of its turns for 3 rounds. Swallow has a toxicity of 1.<br />
<br />
At 7th level, you can craft Enhanced Swallow, which instead heals for 2d4 + your Proficiency bonus, but has a toxicity of 2. <br />
At 15th level, you can craft 3 doses of Superior Swallow, which heals for 4d6 + your Proficiency bonus for 5 rounds, but has a toxicity of 3.<br />
<br />
;Cat: You can create 1 dose of Cat, a sickly green mixture. Consuming the potion doubles the range of the creature's darkvision and allows them to perceive color in the dark for 24 hours. It has a toxicity of 1.<br />
<br />
At 7th level, you can produce Enhanced Cat, which additionally increases the range of a creature's blindsight to 30 feet and allows them to see through magical darkness. It has a toxicity of 2.<br />
At 15th level, you can craft Superior Cat, which additionally increases the range of a creature's blindsight to 120 feet. The creature can't be surprised, has advantage on initiative rolls, other creatures don't again advantage against the creature as a result of being unseen or invisible, and they can determine the basic mood of creatures within range of their blindsight, but has a toxicity of 3.<br />
<br />
;Black Blood: You can create 2 doses of Black Blood, a midnight-black potion. Consuming the potion turns the creature's blood into poison when attacked for 1 minute, causing creatures that hit them with a melee attack to take 1d8 poison damage. A creature that attacks the consumer with a bite attack or similar must make a Constitution saving throw, taking twice as much damage on a failure and becoming poisoned until the end of their next turn. It has a toxicity of 2.<br />
<br />
At 7th level, you can crafted Enhanced Black Blood, increasing the damage to 2d8 and ignoring resistance to poison damage. A creature that is poisoned by this effect is instead poisoned for a number of turns equal to your proficiency bonus. It has a toxicity of 3.<br />
At 15th level, you can craft Superior Black Blood. In addition to the previous effects, a creature must make the save whether it bites you or not, and is poisoned for 1 minute. It also has a toxicity of 3.<br />
<br />
;Killer Whale: You can craft 1 dose of Killer Whale, an amber colored liquid. Consuming the potion allows the creatue to hold its breath indefinitely while underwater as long as it is not incapacitated, and it gains a swimming speed equal to its walking speed for 8 hours. It has a toxicity of 2.<br />
<br />
;Ivoryskin: You can craft 2 doses of Ivoryskin, a turqoise concotion. When crafted, choose one damage type from acid, cold, fire, lightning, poison, radiant, necrotic, force, or thunder. You can choose a seperate damage type for each dose. When consumed, the creature gains resistance to the chosen damage type for 1 hour. It has a toxicity of 2.<br />
<br />
At 7th level, you can craft Enhanced Ivoryskin, causing the creature's weapon attacks to deal 1d6 extra damage of the same type the potion granted resistance to.<br />
At 15th level, you can craft Superior Ivoryskin, which grants advantage on Constitution saving throws. If a creature consumes two doses of Superior Ivoryskin of the same type, they instead gain immunity to the damage type for the same duration. It has a toxicity of 3.<br />
<br />
;Pheromones: You craft 1 dose of Pheromones, a swirly pink mixture. Choose one type of creature when you craft this potion. For 1 hour, creatures of that type who attempt to target the consumer with an attack or harmful effect must first succeed on a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or ability. This effect doesn't protect the consumer from area effects, such as the explosion of a fireball. If the consumer damages a creature or performs a hostile action, all creatures that witness the act become immune to this effect. It has a toxicity of 3.<br />
<br />
At 7th level, you can craft Enhanced Pheromones, giving the creature advantage on charisma checks when interacting with creatures of the chosen type.<br />
At 15th level, you can craft Superior Pheromones, rendering the creature invisible to creatures of the chosen type until the consumer attacks or casts a spell.<br />
<br />
;Steelmind: You can craft 2 dose of Steelmind, a steel-colored potion. When consumed, the creature gains resistance to psychic damage, and has advantage on saving throws against being charmed or frightened for 1 hour. It has a toxicity of 2<br />
<br />
At 7th level, you can craft Enhanced Steelmind, granting advantage on all Intelligence, Wisdom, and Charisma saving throws. It has a toxicity of 3.<br />
At 15th level, you can craft Superior Steelmind, granting immunity to the Charmed and Frightened condititions, any effect that would sense the creature's emotions or read its thoughts, and divination spells. It has a toxicity of 4<br />
<br />
;White Honey: You can craft 1 dose of White Honey, a thick white fluid. When consumed, the creature immediately loses all toxicity points, ends all witcher alchemy effects, and the poisoned condition.<br />
<br />
At 7th level, you can craft 2 doses of white honey, and at 15th level you can cast 3.<br />
<br />
<br />
=== Signs ===<br />
Starting at 3rd level, you gain access to signs, a basic form of magic used by Witchers and count as cantrips in reference to other game mechanics. You may choose two signs learn, learning more as showin in the Witcher table. <br />
<br />
You can empower your signs a number of times as shown in the Witcher table, and can do so again after finishing a long rest.<br />
<br />
'''Sign Save DC= 8 + Proficiency bonus + Wisdom Modifier'''<br />
<br />
<br />
;Aard:<br />
<br />
'''Prestidigitation'''. As a bonus action, you can create a harmless sensory effect using air, such as using a gust of wind to extinguish a small fire.<br />
<br />
As a bonus action, you can blast a 15ft cone with telekinetic force. Medium or smaller creatures within the area must succeed on a Strength saving throw or be pushed to the end of the cone and knocked prone. This sign can push large creatures at 7th level and huge creatures at 15th level. <br />
<br />
'''Empowered'''. Creatures takes 3d6 force damage on a failed save or half as much on a success. This damage increases to 4d6 at 7th level and to 5d6 at 15th level.<br />
<br />
'''Greater'''. You can affect all other creatures in a 20-foot sphere centered on you with the sign, and until the end of your turn, creatures in the area are deafened, unprotected flames in the area are extinguished, vapor, gas, and fog are dispersed by strong wind, the area is difficult terrain for creatures other than you, and ranged weapon attacks have advantage if they pass in or out of the wind. This effect ends if the hand used to cast this sign is no longer is free at any point.<br />
<br />
'''Mythic'''. The end of the cone becomes a wall of strong wind 15 feet high, 15 feet long, and 1 foot thick. When the wall appears, each creature in the area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much on a successful one. The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it. This effect lasts for up to 1 minute, and you must keep concentration on the effect. It also ends if the hand used to cast this sign is no longer free at any point.<br />
<br />
If used in conjunction with Greater Aard, the wall forms at the edges of the sphere instead.<br />
<br />
<br />
;Yrden:<br />
<br />
As a bonus action, you can place a magical trap on the ground within 5 feet of you, spanning a 10-foot radius. For 1 minute, the area counts as difficult terrain for hostile creatures, and creatures affected by the sign must make a Charisma saving throw when using a spell or ability to teleport or travel to a different plane of existence in the circle, failing to do so on a failure. A creature isn't prevented a creature from passing through an already existing portal however. The radius becomes 15 feet at 7th level, and 20th feet at 15th level. When you cast Yrden while you already have an instance of it active, the previous instance immediately ends.<br />
<br />
'''Empowered'''. You empower either your preexisting Yrden trap, or a new one, increasing the radius by 15 feet for the duration. Creatures when they enter the area for the first time on a turn or start their turn there must succeed on a Strength saving throw. On a failure, they can't use their reaction until the start of their next turn.<br />
<br />
'''Greater'''. You empower either your preexisting Yrden trap or a new one. Hostile creatures in the area must make a Strength saving throw when they enter the area for the first time on a turn or start their turn there, becoming restrained on a failure.<br />
<br />
'''Mythic'''. You empower either your preexisting Yrden trap or a new one. Hostile creatures in the area when you empower it must succeed on a Wisdom saving throw or become sluggish until they leave the area. An affected creature must choose whether it gets an action or a bonus action on its turn, not both. Regardless of the creature's abilities or magic items, it can't make more than one attack during its turn.<br />
<br />
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.<br />
<br />
<br />
;Igni:<br />
<br />
'''Prestidigitation''':<br />
As a bonus action, you can create a flickering flame within 10 feet of you or in your hand. It burns harmlessly in your hand, and sheds bright light in a 20-foot radius and dim light for an additional 20 feet.<br />
<br />
As a bonus action you can unleash a fan of flame in a 10-foot cone, forcing creatures in the area to make a Dexterity saving throw. On a failure, creatures take 1d6 fire damage. This damage increases to 2d6 at 7th level, and 3d6 at 15th level.<br />
<br />
'''Empowered'''. The range of the sign increases to 15 feet, and deals half as much damage on a success. Creatures who fail are also set ablaze, taking 2d4 fire damage at the end of each of their turns until they use an action to put it out. The damage taken increases to 3d4 at 7th level, and 4d4 at 15th level.<br />
<br />
'''Greater'''. You can focus the sign into a single blast of fire, hurling it at a target. You can make a ranged weapon attack against a creature within 60 feet of you instead of projecting a cone. On a hit, the target takes 3d10 fire damage, increased to 4d10 at 15th level. <br />
<br />
If the '''Empowered''' effect is used, you roll d6s for the damage each turn instead.<br />
<br />
'''Mythic'''. You can unleash the sign as a 20-foot radius explosion centered on a point you can see instead. If centered on yourself, you are unaffected. The area is set ablaze for 1 minute, causing creatures to take 3d6 fire damage at the start of their turns in the area.<br />
<br />
If the '''Empowered''' effect is used, creatures have disadvantage on attack rolls and can't regain hit points while on fire, and must succeed on a Medicine check in order to extinguish themselves. The DC of the check equals your sign save DC.<br />
<br />
If the '''Greater''' effect is used, the creature explodes at the start of their turn, repeating the Igni sign centered on themselves as if the Greater effect was never used.<br />
<br />
<br />
;Quen:<br />
<br />
As a bonus action, you can trace a sigil towards one creature of your choice. Until the start of your next turn, you can add 1d4 to your AC against attacks made by that creature and on saving throws the creature forces you to make.<br />
<br />
'''Empowered'''. You can expend a use to use Quen as a reaction, granting you immunity to the Magic Missile spell. If you empower Quen normally, you gain a number of temporary hit points equal to 5 x your Wisdom modifier.<br />
<br />
'''Greater'''. You instead gain the maximum possible result when rolling the die, and the effect applies against all creatures until the start of your next turn.<br />
<br />
'''Mythic'''. When the effect ends, you are imbued with a surge of power for 1 minute, with which you must maintain concentration on. For the duration, your speed is doubled, you gain a +2 bonus to AC, advantage on Dexterity saving throws, and you gain an additional actiion on each of your turns. That action can only be used to take the Attack (one weapon attack only), Dash, Disengage, Hide, Cast a Sign, or Use an Object actions.<br />
<br />
<br />
;Axii:<br />
'''Prestidigitation'''. You can send telepathic messages to any creature you can see within 30 feet of you. You can't send words specifically, but you can send certain feelings and emotions such as you being in agreement, or feelings of hostility or betrayal. <br />
<br />
As a bonus action, you can blast the mind of a target you can see within 60 feet with psychic energy. The creature must make a Wisdom saving throw or take 1d8 psychic damage. If it fails, it has disadvantage on attacks against you until the start of your next turn. You can decide to deal no damage when it fails its saving throw.<br />
<br />
'''Empowered'''. You push and pull on the target's emotions. If the target fails, it is charmed or frightened (your choice) for the same duration.<br />
<br />
Optionally, you can choose to end the charmed or frightened condition on a creature when empowering Axii in this way. When you do so, it can choose it fail its saving throw.<br />
<br />
'''Greater'''. You can instead force the creature to make an Intelligence saving throw. A creature automatically succeeds of it is immune to being frightened. On a failed save, the creature regards all creatures it can see, even its own allies, as enemies for 1 minute, during which you must hold concentration and keep your hand free, otherwise the effect ends. When the creature takes damage, it can repeat the saving throw, ending the effect on a success.<br />
<br />
'''Mythic.'''. You assault the creature with a mental barrage, causing it to take 5d10 psychic damage on a failure, or half as much on a success. On a failure, the creature is stunned until the end of its next turn.<br />
<br />
=== Witcher School ===<br />
Starting at 3rd level, Witchers decide what school they want to follow. Each school offers a variety of different skills Witchers can use to enhance their monster tracking and slaying abilities. There are five schools to choose from: The School of the Wolf, Cat, Viper, Bear, and Griffon. Your Witcher school grants abilities at 7th, 11th, 14th and 17th level.<br />
<br />
=== Ability Score Increase ===<br />
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th and 19th level, you can increase one ability score of you 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.<br />
<br />
=== Swift of Arm ===<br />
Starting at 4th level, you are able to use your reaction to reduce the damage dealt by a ranged weapon by 1d8 + your level + your Dexterity modifier.<br />
<br />
=== Extra Attack ===<br />
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 at 13th level.<br />
<br />
=== Of Men & Monsters ===<br />
The line between monsters and men can be thin indeed, and the Witcher must discern what separates the two. <br />
<br />
At 6th level, you gain a +1 to attack and damage rolls made with weapons, unless a weapon you wield already grants a bonus to attack and damage rolls. In addition, silvered weapons count as magical for the purposes of overcoming resistance and immunity.<br />
<br />
=== Bomb Crafting ===<br />
Beginning at 7th level, you can craft an explosive instead of a potion when you do so at the end of a long rest.<br />
<br />
You can use a bomb in place of an attack when you take the Attack action on your turn.<br />
<br />
;Grapeshot: You can craft 3 Grapeshot, and a creature can toss this grenade up to 30 feet, at which it explodes on impact, dealing 1d8 fire damage and 1d8 piercing damage to all creatures within a 10-foot radius. At 15th level both dice are increased by 1d8. The explosion leaves shrapnel in the same area, creating difficult terrain and causing creatures to take 2d4 piercing damage for every 5 feet they move within the area and when they start their turn there. 5-foot square of shrapnel can be cleared as an action.<br />
<br />
Beginning at 15th level, you can craft 4 Enhanced Grapeshot. Creatures that take damage from the grenade or its shrapnel can't regain hit points until the end of their next turn.<br />
<br />
;Dancing Star: You craft 2 Dancing Star grenades, and can toss this grenade up to 30 feet, at which it explodes. Creatures within 20 feet of the grenade are coated in a reflective powder, preventing said creatures from beenfiting from the invisible condition until they take an action to wipe it off. <br />
<br />
At 15th level, you can craft Enhanced Dancing Star. Creatures must make a Constitution saving throw. On a failure, they are blinded for 1 minute, or until they wipe away the glitter.<br />
<br />
;Anathema: You create 1 Anathema grenade, and can toss this grenade up to 60 feet, at which point it explodes. The grenade creates a shimmering cloud with a 20-foot radius. Creatures in the area have disadvantage on maintaining concentration, and must make a Wisdom saving throw each time they attempt to cast a spell. On a failure, the spell is wasted.<br />
<br />
;Northern Wind: You can create 2 Northern Wind grneades, and can toss this explosive up to 30 feet, at which it explodes. Creatures within 10 feet of the grenade must succeed on a Dexterity saving throw or be flash frozen, becoming Paralyzed until they take damage from an attack or until the end of their next turns.<br />
<br />
At 15th level, you can craft Enhanced Northern Wind, causing creatures to be restrained instead after being attacked for the same duration.<br />
<br />
;Moon Dust: You can create 2 Moon Dust grenades, and can toss the bomb up to 30 feet, at which it explodes. Shapechangers within 15 feet of the grenade must succeed on a Constitution saving throw or revert to their original forms.<br />
<br />
=== Unnatural Inspiration ===<br />
Starting at 9th level, whenever you attempt a Charisma, Intelligence, or Wisdom-based ability check, you can expend a bestiary die and add it to the total.<br />
<br />
=== Clear of Mind ===<br />
At 13th level, you can use your action to expend one bestiary die and one effect on yourself that is causing you to be charmed or frightened. If the original effect would normally grant you immunity upon passing the saving throw, such as a dragon's Frightful Presence, you become immune to it.<br />
<br />
===Heightened Witcher Senses===<br />
Beginning at 15th level, you can add double your proficiency bonus in three skills you are proficient with.<br />
<br />
=== Tempered ===<br />
At 18th level, your Constitution, Wisdom, and your choice of Strength or Dexterity scores are increased by 2, and their maximums are increased by the same amount.<br />
<br />
=== Master Witcher ===<br />
At level 20 your training is finally "complete", you have achieved the rank of Master. Due to the vastness of everything you've seen on your journey, nothing phases you anymore. You gain immunity to the frightened and charmed conditions.<br />
<br />
=== Witcher Schools ===<br />
<br />
As a Witcher, you are defined by your school. It's where you recieved all of your training and spent most of your life. It's the closest thing you have to a home, filled with the closest thing you have to a family. Each school specializes in something different, and has unique advantages in the way they kill monsters.<br />
<br />
==== School of The Wolf ====<br />
Witchers of the School of the Wolf excel at adaptability. They are resourceful warriors, always preparing before they engage in combat, allowing them to defeat monsters much stronger than them.<br />
<br />
;Bonus Proficiencies<br />
When you choose this archetype at 3rd level, you gain proficiency in the Insight and Survival skills if you don't already have it. Your proficiency bonus is doubled for any aiblity check you make that uses either of those proficiencies.<br />
<br />
;Reflexes of the Wolf<br />
<br />
Starting at 3rd level, when an attacker you can see misses you with an attack, you can use your reaction to cast a sign. When a hostile creature provokes an attack of opportunity from you, you can use your reaction to cast a sign at the creature, rather than making an opportunity attack. The sign must target the creature or contain it in its area of effect.<br />
<br />
;Thunderbolt Potion Crafting<br />
<br />
Starting at level 7, you learn the formula for Thunderbolt, and it does not count against your maximum forumulae known. Thunderbolt is a lime green colored concotion and you can make 2 doses. It causes a creature to deal an additional 1d8 damage on its weapon attacks for 1 minute. It has a toxicity of 2.<br />
<br />
At 15th level, you can craft Enhanced Thunderbolt. For the duration, the consumer's weapon attacks score a critical hit on a roll of 18 through 20. It has a toxicity of 4.<br />
<br />
;Heart of The Wolf<br />
<br />
At 11th level, you can invoke the fear a wolf's howl instills in creatures. As a bonus action, you can emit a loud howl, forcing creatures of your choice within 300 feet of you to make a Wisdom saving throw. On a failure, creatures drop whatever they're holding and become Frightened for 1 minute.<br />
<br />
While frightened in this way, a creature must take the Dash action and move away from you by the safest availible route on each of its turns, unless there is nowhere left to move. IF the creature ends its turn in a location where it doesn't have sight of you, the creature can make a Wisdom saving throw. On a success, the effect ends for the creature.<br />
<br />
You can use this ability once, and can do so again when you finish a long rest.<br />
<br />
;Dire Wolf's Hide<br />
<br />
At 14th level, your skin becomes tough like the hide of a dire wolf. When you take damage from a weapon attack, you can reduce the damage taken by an amount equal to your Proficiency bonus. In addition, you gain resistance to cold damage.<br />
<br />
;Heliotrop<br />
<br />
Starting at 17th level, you learn the Heliotrop Sign. When you fail a saving throw, you can invoke the sign instead, causing you to succeed instead. If you would take half as much damage from the effect on a success, you instead take no damage. Once you do so, you cannot do so again until you finish a long rest.<br />
<br />
==== School of The Cat ====<br />
The teachings of the School of the Cat focus on two things. Precision and speed. As a result, they produce fast and fierce fighters capable of whirling through masses of enemies in seconds. Like the School of the Viper, they accept contracts on both men and monsters. Though they would kill for gold, they would never join sides in a conflict.<br />
<br />
;Bonus Proficiencies<br />
When you choose this archetype at 3rd level, you gain proficiency in the Stealth and Acrobatics skills if you weren't already. You can add double your proficiency bonus to checks you make with these skills.<br />
<br />
;Cat's Grace<br />
<br />
Beginning at 3rd level, light and medium armor do not impose disadvantage on your Stealth checks you make. Additionally, climbing no longer costs you extra movement, and the distance you cover when making a running jump increases by a number of feet equal to your Dexterity modifier.<br />
<br />
;Blizzard Potion Crafting<br />
<br />
Starting at 7th level, you learn the formula of a potion called Blizzard, which does not count against your maximum. <br />
<br />
;Blizzard: You can craft 1 dose of Blizzard, which grants the consumer an additional action on each of its turns for 1 minute, which can only be used to take the Attack (one weapon attack only), Dash, Disengage, Hide, Use an Object, or Cast a Sign actions. It has a toxicity of 4<br />
<br />
;Trickery of The Cat<br />
<br />
At 11th level, you strike quickly, and better when your enemies are disorganized. You have advantage on melee attack rolls against any creature that has one or more of its allies within 5 feet of it. Additionally, if a creature within 5 feet of you misses you with a melee attack, you can use your reaction to force the attacker to reroll that attack against another creature of your choice within 5 feet of you.<br />
<br />
;Lion's Pounce<br />
<br />
At 14th level, if you move at least 20 feet straight towards a creature and then hit it with a melee attack on the same turn, that creature must succeed on a Strength saving throw or be knocked prone, and you can immediately make an additional attack against it. The DC for this ability is equal to 8 + your Proficiency bonus + your Strength or Dexterity modifier. You can use this ability a number of times equal to your Strength or Dexterity modifier, regaining all uses upon finishing a short or long rest.<br />
<br />
;Go For The Throat<br />
<br />
Beginning at 17th level, you can use your action to make one precise strike against a creaature. The attack has advantage, and on a hit the creature must make a Constitution saving throw or drop to 0 hit points. A creature is immune to this effect if it is immune to the base damage of your weapon, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its throat to be slit. Such a creature instead takes 8d8 additional damage. The DC for this ability is equal to 8 + your Proficiency bonus + your Strength or Dexterity modifier. You can use this ability once, and regain the ability to do so upon finishing a long rest.<br />
<br />
==== School of The Viper ====<br />
The School of the Viper focuses on poisoning, and debilitating your opponents. Unlike other schools, they gladly accept contracts on both men and monsters, using their preferred fighting style of fighting with two short blades and moving unpredictably- like a viper.<br />
<br />
;Poison Crafting<br />
Beginning at 3rd level, you gain the formula for the following two poisons, which do not count against your maximum. You can apply poison to a weapon or piece of ammunition as a bonus action, instead of an action. When you make potions at the end of a long rest, you can choose an additional poison to produce.<br />
<br />
;Deathbell: You can craft a number of Deathbell doses equal to your proficiency bonus. When applied, a creature must make a Constitution saving throw, taking 4d4 damage and becoming poisoned on a failure, or taking half as much damage on a success.<br />
<br />
;Nervedeath: You can craft a number of Nervedeath doses equal to your proficienybonus. When applied a creature must succeed on a saving throw or be poisoned for 1 hour. While poisoned in this way, its speed is halved. The creature can repeat the save at the end of each of its turns, ending the effect on a success.<br />
<br />
<br />
;Archgriffin Decoction<br />
<br />
At 7th level, you learn an additional formula which does not count against your maximum. <br />
<br />
;Archgriffin: You can craft 1 dose of Archgriffin, a purple colored extract. The first time the consumer rolls damage for a weapon attack within 1 minute of drinking the potion, instead of rolling dice to determine the damage dealt, they can instead use the highest possible number for each die. It has a toxicity of 3.<br />
<br />
;Acid Death<br />
<br />
At 11th level, you can apply poison to two weapons or pieces of ammunition as a part of your object interaction on your turn. Additionally, a creature is only resistant or immune to your poisons if they are also resistant or immune to acid damage.<br />
<br />
;Long-lasting<br />
<br />
Starting at 14th level, you can coat up to two weapons of your choice at the end of a long rest. These weapons deal an addition 1d8 poison damage on a hit. The poison wears off at the start of your next long rest, requiring you to apply it again.<br />
<br />
;Last Breath<br />
<br />
Beginning at 17th level, you learn the formula for an incredibly potent explosive.<br />
<br />
;Gravedust: You can create 1 Gravedust grenade, and can toss this grenade up to 30 feet, at which point it explodes. It creates a cloud of smoke with in a 20-foot radius around itself, heavily obscuring the area for 10 minutes. Creatures that move into the area or start their turn their must succeed on a Constitution saving throw, taking 8d8 poison damage on a sucess, or half as much on a failure. Pass or fail, creatures in the area begin to suffocate, unless they had any forewarning to hold their breathe, until they leave the area.<br />
<br />
==== School of the Bear ==== <br />
The School of the Bear focuses on Brute Strength, using powerful blows to debilitate and destroy your enemies. Focused solely on the task at hand, many witchers of this school tend to be loners, not that they need any assistance anyway. Despite their focus on strength, they are incredible users of the hand crossbow.<br />
<br />
;Bonus Proficiencies<br />
When you choose this archetype at 3rd level, you gain proficiency in heavy armor, and can use your Strength modifier, instead of Dexterity, for the attack and damage rolls of ranged weaponry.<br />
<br />
;Marauder<br />
<br />
Starting at 3rd level, you have mastered the art of close quarters combat, even with a ranged weapon in one hand, gaining the following benefits; <br />
<br />
• When you take the Attack action and make an attack with a melee weapon that you're holding in one hand, you can use a bonus action to make an attack with a one-handed ranged weapon in your other hand. Alternatively, when you use the Attack action and make an attack with a ranged weapon you're holding in one hand, you can use a bonus action to make a melee attack with a one-handed weapon in your other hand.<br />
<br />
• Being within 5 feet of a hostile creature doesn't impose disadvantage on your weapon attack rolls.<br />
<br />
• You ignore the loading property of weapons with which you are proficient.<br />
<br />
;Full Moon Potion Crafting<br />
<br />
At 7th level, you learn an additional potion formula which does not count against your maximum.<br />
<br />
;Full Moon: You can craft 1 dose of Full Moon, a silvery tonic that induces lycanthropic qualities. For 1 hour, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, advantage on strength checks, and a number of temporary hit points equal to twice your level. It has a toxicity of 3.<br />
<br />
;Strength of Body<br />
<br />
At 11th level, you gain proficiency in Constitution saving throw. When you are subjected to an effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw.<br />
<br />
;Invincible<br />
<br />
Beginning at 14th level, you can use your Swift of Arm feature verus melee attacks in addition to ranged ones, and can use your Strength modifier, instead of Dexterity, when doing so.<br />
<br />
;Lycanthropic <br />
<br />
Just like the myths of the ancient School of the Bear, you have willingly accepted the curse of a Berserker. Starting at 17th level, you are always considered under the effects of the Full Moon tonic.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Witcher class, you must meet these prerequisites: Strength or Dexterity of 13 and a Wisdom of 13.<br />
<br />
'''Proficiencies.''' When you multiclass into the Witcher class, you gain the following proficiencies: Simple Weapons, Martial Weapons, Light Armor, Medium Armor<br />
<br />
'''Dangers.''' When multiclassing your character must go through the rigorous process known as the trial of the grasses and may very well end up dead. Only 3 or 4 Witchers usually survive the process out of their entire group. Roll a d100 when you multiclass into a Witcher. On a 64 or lower, you die.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
{{Copyright Disclaimer|franchise=The Witcher|owner=Andrzej Sapkowski}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Schrubhttps://www.dandwiki.com/w/index.php?title=Witcher,_2nd_Variant_(5e_Class)&diff=1558555Witcher, 2nd Variant (5e Class)2022-01-17T21:32:48Z<p>Schrub: Undo revision 1558553 by Schrub (talk)</p>
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<div>{{WIP}}<br />
==Witch Blade==<br />
<br />
=== <!-Introduction Leader-> ===<br />
<br />
<!--Explore this chapter in more detail here--><br />
<br />
=== Creating a Hexblade ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
<!--Questions to help a player develop a character--><br />
<br />
;Quick Build<br />
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<br />
<br />
{{5e Class Features<br />
|name= <br />
|summary=<br />
|hd=10<br />
|armor= Light armor<br />
|weapons= Simple weapons, melee martial weapons with the ''finesse'' property.<br />
|tools= <br />
|saves= Dexterity, Charisma<br />
|skills= Choose two from Arcana, Athletics, Acrobatics, Deception, Insight, Intimidation, Medicine, Nature and Religion.<br />
|item1a= <br />
|item1b= <br />
|item1c= <br />
|item2a= <br />
|item2b= <br />
|item2c= <br />
|item3a= <br />
<br />
|classfeatures1= Witcher Senses<br />
|classfeatures2= Signs, Oils<br />
|classfeatures3= Witcher Specialization<br />
|classfeatures4= <br />
|classfeatures5= Extra Attack<br />
|classfeatures6= Witcher Specialization<br />
|classfeatures7= Evasion<br />
|classfeatures8= <br />
|classfeatures9= Oil II<br />
|classfeatures10= Witcher's Resolve<br />
|classfeatures11= Witcher Specialization<br />
|classfeatures12= <br />
|classfeatures13= Oil III<br />
|classfeatures14= Mutant<br />
|classfeatures15= Witcher Specialization<br />
|classfeatures16=<br />
|classfeatures17= Oil IV<br />
|classfeatures18= <br />
|classfeatures19= <br />
|classfeatures20= Witcher Specialization<br />
}}<br />
====Alchemical Knowledge====<br />
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.<br />
<br />
====Weapon Mastery====<br />
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.<br />
<br />
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). <br />
<br />
====Crowd Keeper====<br />
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:<br />
<br />
;Sword Twirl<br />
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.<br />
<br />
;Twin Shot<br />
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.<br />
<br />
====Glyph Magic====<br />
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. <br />
<br />
;Casting a Glyph<br />
When you take the Attack action, you can cast a glyph as part of that action. <br />
<br />
;Empowered Glyph<br />
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.<br />
<br />
;Glyph Save DC<br />
Your glyphs require a saving throw, with the following DC: 8 + your proficiency bonus + your Intelligence modifier. <br />
<br />
:'''''Fire Glyph.'''''<br />
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.<br />
<br />
:The damage of your Empowered Fire Glyph increases to 3d10 at 5th level, 4d10 at 11th level and 5d10 at 17th level. <br />
<br />
:'''''Ice Glyph.'''''<br />
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.<br />
<br />
:The damage of your Empowered Ice Glyph increases to 3d8 at 5th level, 4d8 at 11th level and 5d8 at 17th level. <br />
<br />
:'''''Wind Glyph.'''''<br />
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. <br />
<br />
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. <br />
<br />
:'''''Lighting Glyph.'''''<br />
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. <br />
<br />
: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. <br />
<br />
:'''''Sun Glyph.'''''<br />
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. <br />
<br />
:Creatures immune to the blinded condition or who don't rely on sight don't have disadvantage on attacks. <br />
<br />
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. <br />
<br />
====Witchcraft====<br />
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:<br />
<br />
;Empowered Glyph<br />
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. <br />
<br />
;Enhanced Abilities<br />
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. <br />
<br />
;True Alchemy<br />
You can spend magic points during a short rest to concoct a magical potion. The potion list is shown on the alchemy list below. <br />
<br />
====Ability Score Improvement====<br />
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.<br />
<br />
====Swift Strider====<br />
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.<br />
<br />
====Improved Mastery====<br />
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. <br />
<br />
====Controlled Attacks====<br />
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. <br />
<br />
====Uncanny Dodge====<br />
At 15th level, whenever you take damage from a source you are able to see, you can use your reaction to halve that damage.<br />
<br />
====Witchcraft Mastery====<br />
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. <br />
<br />
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.<br />
<br />
===Specialization===<br />
====Alchemy Specialization====<br />
;Lesser Concoctions<br />
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. <br />
<br />
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. <br />
<br />
====Glyph Specialization====<br />
;Improved Glyphs<br />
<br />
====Martial Specialization====<br />
;Battle Tricks</div>Schrubhttps://www.dandwiki.com/w/index.php?title=Witcher,_2nd_Variant_(5e_Class)&diff=1558553Witcher, 2nd Variant (5e Class)2022-01-17T21:31:24Z<p>Schrub: </p>
<hr />
<div>{{requestreview|Double check balance, preferably someone who is familiar with the source material.}}<br />
{{wording|It's xth level, level x.}}<br />
== Witcher ==<br />
A Witcher is someone who has undergone extensive training, ruthless mental and physical conditioning, and mysterious rituals (which take place at "witcher schools" such as Kaer Morhen) in preparation for becoming an itinerant monsterslayer for hire. Geralt, the central character in Andrzej Sapkowski's Witcher series and the subsequent games inspired by them, is said in the stories to be one of the greatest Hexers; he is certainly legendary, but whether famous or infamous is more open to interpretation (and/or subject to gameplay, as the case may be).<br />
<br />
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 against their vast array of opponents, many of which possess superhuman speed, strength and/or other deadly powers. These procedures ultimately mean that each fully-trained witcher is a mutant built specifically to hunt and kill inhuman prey. The key permanent results of mutations shared by all Witchers include:<br><br />
•Sterility (which partially explains selection from the outsiders, as they cannot breed to pass on their traits).<br><br />
•Cat-like eyes that grant very acute nightvision - Hexers can constrict their pupils to see in blinding light or open them to see in near pitch darkness. This nightvision can be further enhanced with the cat potion, but in general, it is good enough by itself to not require further enhancement.<br><br />
•Tremendous resistance to disease and poisin (which functions in most cases as complete immunity) and a boosted immune system, allowing them to consume large quantities of potions that could prove easily deadly if consumed even in small amounts by a normal man.<br><br />
•Exceptionally increased strength, speed, reflexes, and endurance, far beyond any normal or well-trained human, that allows them to swiftly end fights with minimal effort, and perform physical feats non-witchers couldn't hope to match. A witcher's physical skills alone are sufficient to defeat most monsters single-handedly if combined with extensive training and proper weaponry, whereas regular men could only hope to accomplish this in large groups. Hexers have also been shown to shrug off hits that would normally render normal men unconscious. Additionally, they have been known to survive the strikes of powerful monsters such as giants, or other beings possessing herculean strength, that would otherwise kill others with a single blow. <br><br />
•Having the ability to perform simple yet incredibly versatile combat magic in the form of Signs. They also develop a sixth sense that allows them to "feel" things around them, be it items of importance or people's immediate intentions. This explains their uncanny ability to track and hunt people and monsters.<br><br />
•Accelerated healing granting quick recovery from injuries.<br><br />
•Incredibly long lifespan and prolonged youth (Vesemir is said to be at least a few centuries old but has the appearance of a middle-aged man).<br><br />
<br />
===Creating a Witcher===<br />
When creating your Witcher, think about how your character views the world as a result of your training. Do they view them as an ultimate evil, that thay are on a crusade against? Or do they view them as feral creatures, unable of understanding the evil they perform, simply following their nature? Also, consider your Witchers emotions. As a result of your trials, your emotions have been stunted, but they are still there. Finally, consider the circumstances surrounding your induction to the Witcher caste. More often than not, most children don't get a choice when they are chosen. Orphans are often taken, and there are rumors that some children are abducted. Your parents might have given you away because they didn't have enough food, or you might have run to them seeking adventure. Think about this and how it impacts your view of humanity.<br />
<br />
===The Witcher's Code===<br />
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: <br />
<br />
;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.<br />
<br />
;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.<br />
<br />
;Knowing Man From Monster: The line between monsters and men can be thin indeed, and the Witcher must discern what separates the two.<br />
<br />
;Law of Surprise: Witchers reserve the right to ask for a child to train as a Witcher in payment for a life debt.<br />
<br />
;Neutrality: Witchers try not to get too involved in politics; it usually ends badly and complicates their monster-hunting.<br />
<br />
;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.<br />
<br />
;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.<br />
<br />
===Quick Build===<br />
You can make a Witcher quickly by following these suggestions. First, make Dexterity your highest score, followed by Wisdom. Though depending on your Witcher school of choice, you may want to make different scores higher, as seen in the schools description. Finally, take the Outlanter background.<br />
<br />
{{5e Image|float:right|http://i.imgur.com/WO095l8.jpg|''Geralt of Rivia, Wolf School Witcher''}}<br />
{{5e Class Features<br />
|name=Witcher<br />
|summary=Monster Hunter Class based on Polish writer Andrzej Sapkowski's books.<br />
|hd=10 <br />
|spellcasting=<br />
|armor=Light and Medium Armor<br />
|weapons=Simple weapons, Martial weapons<br />
|tools=Alchemist's Supplies<br />
|saves=Strength and Wisdom<br />
|skills=Choose three from: Perception, Persuasion, Investigation, Survival, Acrobatics, Athletics, Insight, Nature, Medicine, Religion, or Intimidation.<br />
|item1a=Studded Leather<br />
|item1b=Scale Mail<br />
|item2a=One martial weapon<br />
|item2b=Two simple weapons<br />
|item3a=20 Throwing Knives (daggers)<br />
|item3b=Hand Crossbow and 20 Crossbow bolts<br />
|item4a=Poisoner's kit<br />
|item4b=Alchemist kit<br />
|item5a=Witchers Medallion, Notebook and Bestiary, and an explorer's pack<br />
|item5b= <br />
|classfeatures1=Specialized Killers, Witcher Artifact<br />
|classfeatures2=Witcher Senses, Witcher Alchemy, Fighting Style<br />
|classfeatures3=Signs, Witcher School<br />
|classfeatures4=Swift of Arm<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Of Men & Monsters<br />
|classfeatures7=Bomb Crafting, Witcher School Feature, Greater Signs<br />
|classfeatures8=<br />
|classfeatures9=Unnatural Inspiration<br />
|classfeatures10=<br />
|classfeatures11=Witcher School Feature<br />
|classfeatures12=<br />
|classfeatures13=Clear of Mind<br />
|classfeatures14=Witcher School Feature<br />
|classfeatures15=Heightened Witcher Senses, Mythic Signs<br />
|classfeatures16=<br />
|classfeatures17=Witcher School Feature<br />
|classfeatures18=Tempered<br />
|classfeatures19=Witchers Cunning<br />
|classfeatures20=Master Witcher<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name= Signs Known<br />
|extra1_1=-<br />
|extra1_2=-<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=3<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=4<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
|extra2_name=Empower<br />
|extra2_1=-<br />
|extra2_2=-<br />
|extra2_3=2<br />
|extra2_4=3<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=4<br />
|extra2_8=4<br />
|extra2_9=4<br />
|extra2_10=4<br />
|extra2_11=4<br />
|extra2_12=4<br />
|extra2_13=4<br />
|extra2_14=4<br />
|extra2_15=4<br />
|extra2_16=4<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
|extra3_name=Greater<br />
|extra3_1=-<br />
|extra3_2=-<br />
|extra3_3=-<br />
|extra3_4=-<br />
|extra3_5=-<br />
|extra3_6=-<br />
|extra3_7=2<br />
|extra3_8=2<br />
|extra3_9=2<br />
|extra3_10=3<br />
|extra3_11=3<br />
|extra3_12=3<br />
|extra3_13=3<br />
|extra3_14=3<br />
|extra3_15=3<br />
|extra3_16=3<br />
|extra3_17=3<br />
|extra3_18=3<br />
|extra3_19=3<br />
|extra3_20=3<br />
|extra4_name=Mythic<br />
|extra4_1=-<br />
|extra4_2=-<br />
|extra4_3=-<br />
|extra4_4=-<br />
|extra4_5=-<br />
|extra4_6=-<br />
|extra4_7=-<br />
|extra4_8=-<br />
|extra4_9=-<br />
|extra4_10=-<br />
|extra4_11=-<br />
|extra4_12=-<br />
|extra4_13=-<br />
|extra4_14=-<br />
|extra4_15=1<br />
|extra4_16=1<br />
|extra4_17=1<br />
|extra4_18=1<br />
|extra4_19=1<br />
|extra4_20=1<br />
}}<br />
<br />
=== Witcher Trials ===<br />
During the Trial of the Grasses, your body underwent amazing and horrifying mutations leaving you sterile, but granting you the following benefits:<br />
<br />
•You gain Darkvision if your race does not already possess Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray<br />
<br />
•Advantage against poison saving throws, as well as resistance to Poison damage.<br />
<br />
•Immunity to disease.<br />
<br />
•Your estimated lifespan increases by approximately 400 years<br />
<br />
•Your movement speed is increased by 10 feet.<br />
<br />
=== Witcher Gear ===<br />
;Pendant: All Witchers have a pendant (Wolf, Bear, Cat, Viper, Manticore or Griffin) in the shape of their Witcher school While wearing said pendant, it will glow and vibrate in the presence of magic within 30 feet of it.<br />
<br />
;Notebook: Across your studies with your enemies you have always kept track of there vocal and communication patterns. You learn an additional number of languages equal to your Wisdom modifier + your Proficiency modifier, and can learn additional ones when your proficiency bonus or Wisdom modifier increases.<br />
<br />
;Bestiary: The Witcher's Bestiary is where a Witcher records the strengths and weaknesses of all enemies faced. When facing a creature recorded in the bestiary, you can recall basic lore about it, in addition to its abilities, damage immunities, resistances, and vulnerabilities. <br />
<br />
In order to record a creature into your bestiary, you must spend at least ten minutes examining an area the creature has fought in within 24 hours, have the corpse of the creature on hand, or have the creature explain to you its capabilities. Afterwards, you can finalize your notes over the course of a long rest, adding all creatures you've examined into your bestiary. When recording a humanoid, you record the race instead of the creature in particular, and can count all creatures of that race as being in your bestiary.<br />
<br />
In addition, you have four Bestiary dice, which are d8s. A Bestiary die is expended when you use it, and you regain all of your expended bestiary dice when you finish a short or long rest. You can expend one bestiary die and add the result to a saving throw you make against a creature you have recorded in the bestiary, or you can reduce the result of a saving throw a creature recorded in the bestiary makes against your own abilities. You gain an additional bestiary die at 7th level and another at 15th level.<br />
<br />
'''The Bestiary's Appearance.''' Your bestiary is a unique compilation of notes and diagrams on recorded creatures. It can look like any old leather journal, a barely held together bunch of notes, or a unique tome gifted to you by your teacher. <br />
<br />
'''Replacing the Bestiary.''' In the event that you want a backup of your bestiary, you can spend a half hour for each creature you've recorded in your bestiary to transcribe it into a new one. If you don't have your original bestiary during this process, you can only scribe from memory a number of creatures equal to 5 x your Wisdom modifier.<br />
<br />
=== Specialized Killers ===<br />
Also at 1st, a Witcher moves like the wind and strikes swifter than a coursing river. All weapons have the finesse property when you wield them. To gain this benefit, you must be proficient in the weapon, and it must lack the heavy property.<br />
<br />
=== Witcher Senses ===<br />
Starting at 2nd level, The Trial of Grasses has improved your senses to near superhuman levels. <br />
<br />
You can detect opponents within 30 feet by sense of smell, not unlike that of an animal. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. <br />
<br />
You gain proficiency in the Percption skill, and can add double your proficiency bonus to checks you make with it. <br />
<br />
You have blindsight out to a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. <br />
<br />
=== Fighting Style ===<br />
<br />
At 2nd level, you adopt a style of fighting as your specialty.<br />
Choose one of the following options. You can’t take a Fighting<br />
Style option more than once, even if you later get to choose<br />
again.<br />
<br />
;Archery:<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Defense:<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling:<br />
When you are wielding a melee weapon in one hand and no<br />
other weapons, you gain a +2 bonus to damage rolls with that<br />
weapon.<br />
<br />
;Great Weapon Fighting:<br />
When you roll a 1 or 2 for an attack you<br />
make with a melee weapon that you are wielding with two<br />
hands, you can reroll the die and must use the new roll. The<br />
weapon must have the two-handed or versatile property for<br />
you to gain this benefit.<br />
<br />
;Two-Weapon Fighting:<br />
When you engage in two-weapon fighting, you can add your<br />
ability modifier to the damage of the second attack.<br />
<br />
=== Witcher Alchemy ===<br />
Starting at 2nd level, while you have your alchemist's supplies on hand you can now use it to craft specialized Witcher potions and concoctions. You know the formula for Swallow, and the formula for 2 other potions. At the end of a long rest, you can produce one type of potion you know the formula for. Any unused potions you have by the start of your next long rest spoil and become unusable.<br />
<br />
You learn an additional formula of your choice at 7th, 10th, and 15th level. When you finish a long rest, you can swap out a formula you know for another.<br />
<br />
Starting at 7th level, you can produce two potions at the end of a long rest, and three at 10th level.<br />
<br />
Despite your superior fortitude, witcher potions still remain incredibly toxic. You gain a number of toxicity points listed in a potion's description when you drink it, and for each toxicity point you have above your limit, your hit points are reduced by 1d8 at the start of your turns. This damage cannot be recovered until your toxicity is at or below your limit.<br />
<br />
In addition, you can consume potions as a bonus action.<br />
<br />
The saving throws of any potion is equal to 8 + your Proficiency bonus + your Wisdom modifier.<br />
<br />
Certain potions increased effects at higher levels, gaining additional effects in addition to previous ones, or having a higher potency.<br />
<br />
;Swallow: You can create 2 doses of Swallow, a fiery orange tincture. When consumed, a creature regains a number of hit points equal to your Proficiency bonus at the end of each of its turns for 3 rounds. Swallow has a toxicity of 1.<br />
<br />
At 7th level, you can craft Enhanced Swallow, which instead heals for 2d4 + your Proficiency bonus, but has a toxicity of 2. <br />
At 15th level, you can craft 3 doses of Superior Swallow, which heals for 4d6 + your Proficiency bonus for 5 rounds, but has a toxicity of 3.<br />
<br />
;Cat: You can create 1 dose of Cat, a sickly green mixture. Consuming the potion doubles the range of the creature's darkvision and allows them to perceive color in the dark for 24 hours. It has a toxicity of 1.<br />
<br />
At 7th level, you can produce Enhanced Cat, which additionally increases the range of a creature's blindsight to 30 feet and allows them to see through magical darkness. It has a toxicity of 2.<br />
At 15th level, you can craft Superior Cat, which additionally increases the range of a creature's blindsight to 120 feet. The creature can't be surprised, has advantage on initiative rolls, other creatures don't again advantage against the creature as a result of being unseen or invisible, and they can determine the basic mood of creatures within range of their blindsight, but has a toxicity of 3.<br />
<br />
;Black Blood: You can create 2 doses of Black Blood, a midnight-black potion. Consuming the potion turns the creature's blood into poison when attacked for 1 minute, causing creatures that hit them with a melee attack to take 1d8 poison damage. A creature that attacks the consumer with a bite attack or similar must make a Constitution saving throw, taking twice as much damage on a failure and becoming poisoned until the end of their next turn. It has a toxicity of 2.<br />
<br />
At 7th level, you can crafted Enhanced Black Blood, increasing the damage to 2d8 and ignoring resistance to poison damage. A creature that is poisoned by this effect is instead poisoned for a number of turns equal to your proficiency bonus. It has a toxicity of 3.<br />
At 15th level, you can craft Superior Black Blood. In addition to the previous effects, a creature must make the save whether it bites you or not, and is poisoned for 1 minute. It also has a toxicity of 3.<br />
<br />
;Killer Whale: You can craft 1 dose of Killer Whale, an amber colored liquid. Consuming the potion allows the creatue to hold its breath indefinitely while underwater as long as it is not incapacitated, and it gains a swimming speed equal to its walking speed for 8 hours. It has a toxicity of 2.<br />
<br />
;Ivoryskin: You can craft 2 doses of Ivoryskin, a turqoise concotion. When crafted, choose one damage type from acid, cold, fire, lightning, poison, radiant, necrotic, force, or thunder. You can choose a seperate damage type for each dose. When consumed, the creature gains resistance to the chosen damage type for 1 hour. It has a toxicity of 2.<br />
<br />
At 7th level, you can craft Enhanced Ivoryskin, causing the creature's weapon attacks to deal 1d6 extra damage of the same type the potion granted resistance to.<br />
At 15th level, you can craft Superior Ivoryskin, which grants advantage on Constitution saving throws. If a creature consumes two doses of Superior Ivoryskin of the same type, they instead gain immunity to the damage type for the same duration. It has a toxicity of 3.<br />
<br />
;Pheromones: You craft 1 dose of Pheromones, a swirly pink mixture. Choose one type of creature when you craft this potion. For 1 hour, creatures of that type who attempt to target the consumer with an attack or harmful effect must first succeed on a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or ability. This effect doesn't protect the consumer from area effects, such as the explosion of a fireball. If the consumer damages a creature or performs a hostile action, all creatures that witness the act become immune to this effect. It has a toxicity of 3.<br />
<br />
At 7th level, you can craft Enhanced Pheromones, giving the creature advantage on charisma checks when interacting with creatures of the chosen type.<br />
At 15th level, you can craft Superior Pheromones, rendering the creature invisible to creatures of the chosen type until the consumer attacks or casts a spell.<br />
<br />
;Steelmind: You can craft 2 dose of Steelmind, a steel-colored potion. When consumed, the creature gains resistance to psychic damage, and has advantage on saving throws against being charmed or frightened for 1 hour. It has a toxicity of 2<br />
<br />
At 7th level, you can craft Enhanced Steelmind, granting advantage on all Intelligence, Wisdom, and Charisma saving throws. It has a toxicity of 3.<br />
At 15th level, you can craft Superior Steelmind, granting immunity to the Charmed and Frightened condititions, any effect that would sense the creature's emotions or read its thoughts, and divination spells. It has a toxicity of 4<br />
<br />
;White Honey: You can craft 1 dose of White Honey, a thick white fluid. When consumed, the creature immediately loses all toxicity points, ends all witcher alchemy effects, and the poisoned condition.<br />
<br />
At 7th level, you can craft 2 doses of white honey, and at 15th level you can cast 3.<br />
<br />
<br />
=== Signs ===<br />
Starting at 3rd level, you gain access to signs, a basic form of magic used by Witchers and count as cantrips in reference to other game mechanics. You may choose two signs learn, learning more as showin in the Witcher table. <br />
<br />
You can empower your signs a number of times as shown in the Witcher table, and can do so again after finishing a long rest.<br />
<br />
'''Sign Save DC= 8 + Proficiency bonus + Wisdom Modifier'''<br />
<br />
<br />
;Aard:<br />
<br />
'''Prestidigitation'''. As a bonus action, you can create a harmless sensory effect using air, such as using a gust of wind to extinguish a small fire.<br />
<br />
As a bonus action, you can blast a 15ft cone with telekinetic force. Medium or smaller creatures within the area must succeed on a Strength saving throw or be pushed to the end of the cone and knocked prone. This sign can push large creatures at 7th level and huge creatures at 15th level. <br />
<br />
'''Empowered'''. Creatures takes 3d6 force damage on a failed save or half as much on a success. This damage increases to 4d6 at 7th level and to 5d6 at 15th level.<br />
<br />
'''Greater'''. You can affect all other creatures in a 20-foot sphere centered on you with the sign, and until the end of your turn, creatures in the area are deafened, unprotected flames in the area are extinguished, vapor, gas, and fog are dispersed by strong wind, the area is difficult terrain for creatures other than you, and ranged weapon attacks have advantage if they pass in or out of the wind. This effect ends if the hand used to cast this sign is no longer is free at any point.<br />
<br />
'''Mythic'''. The end of the cone becomes a wall of strong wind 15 feet high, 15 feet long, and 1 foot thick. When the wall appears, each creature in the area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much on a successful one. The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it. This effect lasts for up to 1 minute, and you must keep concentration on the effect. It also ends if the hand used to cast this sign is no longer free at any point.<br />
<br />
If used in conjunction with Greater Aard, the wall forms at the edges of the sphere instead.<br />
<br />
<br />
;Yrden:<br />
<br />
As a bonus action, you can place a magical trap on the ground within 5 feet of you, spanning a 10-foot radius. For 1 minute, the area counts as difficult terrain for hostile creatures, and creatures affected by the sign must make a Charisma saving throw when using a spell or ability to teleport or travel to a different plane of existence in the circle, failing to do so on a failure. A creature isn't prevented a creature from passing through an already existing portal however. The radius becomes 15 feet at 7th level, and 20th feet at 15th level. When you cast Yrden while you already have an instance of it active, the previous instance immediately ends.<br />
<br />
'''Empowered'''. You empower either your preexisting Yrden trap, or a new one, increasing the radius by 15 feet for the duration. Creatures when they enter the area for the first time on a turn or start their turn there must succeed on a Strength saving throw. On a failure, they can't use their reaction until the start of their next turn.<br />
<br />
'''Greater'''. You empower either your preexisting Yrden trap or a new one. Hostile creatures in the area must make a Strength saving throw when they enter the area for the first time on a turn or start their turn there, becoming restrained on a failure.<br />
<br />
'''Mythic'''. You empower either your preexisting Yrden trap or a new one. Hostile creatures in the area when you empower it must succeed on a Wisdom saving throw or become sluggish until they leave the area. An affected creature must choose whether it gets an action or a bonus action on its turn, not both. Regardless of the creature's abilities or magic items, it can't make more than one attack during its turn.<br />
<br />
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.<br />
<br />
<br />
;Igni:<br />
<br />
'''Prestidigitation''':<br />
As a bonus action, you can create a flickering flame within 10 feet of you or in your hand. It burns harmlessly in your hand, and sheds bright light in a 20-foot radius and dim light for an additional 20 feet.<br />
<br />
As a bonus action you can unleash a fan of flame in a 10-foot cone, forcing creatures in the area to make a Dexterity saving throw. On a failure, creatures take 1d6 fire damage. This damage increases to 2d6 at 7th level, and 3d6 at 15th level.<br />
<br />
'''Empowered'''. The range of the sign increases to 15 feet, and deals half as much damage on a success. Creatures who fail are also set ablaze, taking 2d4 fire damage at the end of each of their turns until they use an action to put it out. The damage taken increases to 3d4 at 7th level, and 4d4 at 15th level.<br />
<br />
'''Greater'''. You can focus the sign into a single blast of fire, hurling it at a target. You can make a ranged weapon attack against a creature within 60 feet of you instead of projecting a cone. On a hit, the target takes 3d10 fire damage, increased to 4d10 at 15th level. <br />
<br />
If the '''Empowered''' effect is used, you roll d6s for the damage each turn instead.<br />
<br />
'''Mythic'''. You can unleash the sign as a 20-foot radius explosion centered on a point you can see instead. If centered on yourself, you are unaffected. The area is set ablaze for 1 minute, causing creatures to take 3d6 fire damage at the start of their turns in the area.<br />
<br />
If the '''Empowered''' effect is used, creatures have disadvantage on attack rolls and can't regain hit points while on fire, and must succeed on a Medicine check in order to extinguish themselves. The DC of the check equals your sign save DC.<br />
<br />
If the '''Greater''' effect is used, the creature explodes at the start of their turn, repeating the Igni sign centered on themselves as if the Greater effect was never used.<br />
<br />
<br />
;Quen:<br />
<br />
As a bonus action, you can trace a sigil towards one creature of your choice. Until the start of your next turn, you can add 1d4 to your AC against attacks made by that creature and on saving throws the creature forces you to make.<br />
<br />
'''Empowered'''. You can expend a use to use Quen as a reaction, granting you immunity to the Magic Missile spell. If you empower Quen normally, you gain a number of temporary hit points equal to 5 x your Wisdom modifier.<br />
<br />
'''Greater'''. You instead gain the maximum possible result when rolling the die, and the effect applies against all creatures until the start of your next turn.<br />
<br />
'''Mythic'''. When the effect ends, you are imbued with a surge of power for 1 minute, with which you must maintain concentration on. For the duration, your speed is doubled, you gain a +2 bonus to AC, advantage on Dexterity saving throws, and you gain an additional actiion on each of your turns. That action can only be used to take the Attack (one weapon attack only), Dash, Disengage, Hide, Cast a Sign, or Use an Object actions.<br />
<br />
<br />
;Axii:<br />
'''Prestidigitation'''. You can send telepathic messages to any creature you can see within 30 feet of you. You can't send words specifically, but you can send certain feelings and emotions such as you being in agreement, or feelings of hostility or betrayal. <br />
<br />
As a bonus action, you can blast the mind of a target you can see within 60 feet with psychic energy. The creature must make a Wisdom saving throw or take 1d8 psychic damage. If it fails, it has disadvantage on attacks against you until the start of your next turn. You can decide to deal no damage when it fails its saving throw.<br />
<br />
'''Empowered'''. You push and pull on the target's emotions. If the target fails, it is charmed or frightened (your choice) for the same duration.<br />
<br />
Optionally, you can choose to end the charmed or frightened condition on a creature when empowering Axii in this way. When you do so, it can choose it fail its saving throw.<br />
<br />
'''Greater'''. You can instead force the creature to make an Intelligence saving throw. A creature automatically succeeds of it is immune to being frightened. On a failed save, the creature regards all creatures it can see, even its own allies, as enemies for 1 minute, during which you must hold concentration and keep your hand free, otherwise the effect ends. When the creature takes damage, it can repeat the saving throw, ending the effect on a success.<br />
<br />
'''Mythic.'''. You assault the creature with a mental barrage, causing it to take 5d10 psychic damage on a failure, or half as much on a success. On a failure, the creature is stunned until the end of its next turn.<br />
<br />
=== Witcher School ===<br />
Starting at 3rd level, Witchers decide what school they want to follow. Each school offers a variety of different skills Witchers can use to enhance their monster tracking and slaying abilities. There are five schools to choose from: The School of the Wolf, Cat, Viper, Bear, and Griffon. Your Witcher school grants abilities at 7th, 11th, 14th and 17th level.<br />
<br />
=== Ability Score Increase ===<br />
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th and 19th level, you can increase one ability score of you 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.<br />
<br />
=== Swift of Arm ===<br />
Starting at 4th level, you are able to use your reaction to reduce the damage dealt by a ranged weapon by 1d8 + your level + your Dexterity modifier.<br />
<br />
=== Extra Attack ===<br />
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 at 13th level.<br />
<br />
=== Of Men & Monsters ===<br />
The line between monsters and men can be thin indeed, and the Witcher must discern what separates the two. <br />
<br />
At 6th level, you gain a +1 to attack and damage rolls made with weapons, unless a weapon you wield already grants a bonus to attack and damage rolls. In addition, silvered weapons count as magical for the purposes of overcoming resistance and immunity.<br />
<br />
=== Bomb Crafting ===<br />
Beginning at 7th level, you can craft an explosive instead of a potion when you do so at the end of a long rest.<br />
<br />
You can use a bomb in place of an attack when you take the Attack action on your turn.<br />
<br />
;Grapeshot: You can craft 3 Grapeshot, and a creature can toss this grenade up to 30 feet, at which it explodes on impact, dealing 1d8 fire damage and 1d8 piercing damage to all creatures within a 10-foot radius. At 15th level both dice are increased by 1d8. The explosion leaves shrapnel in the same area, creating difficult terrain and causing creatures to take 2d4 piercing damage for every 5 feet they move within the area and when they start their turn there. 5-foot square of shrapnel can be cleared as an action.<br />
<br />
Beginning at 15th level, you can craft 4 Enhanced Grapeshot. Creatures that take damage from the grenade or its shrapnel can't regain hit points until the end of their next turn.<br />
<br />
;Dancing Star: You craft 2 Dancing Star grenades, and can toss this grenade up to 30 feet, at which it explodes. Creatures within 20 feet of the grenade are coated in a reflective powder, preventing said creatures from beenfiting from the invisible condition until they take an action to wipe it off. <br />
<br />
At 15th level, you can craft Enhanced Dancing Star. Creatures must make a Constitution saving throw. On a failure, they are blinded for 1 minute, or until they wipe away the glitter.<br />
<br />
;Anathema: You create 1 Anathema grenade, and can toss this grenade up to 60 feet, at which point it explodes. The grenade creates a shimmering cloud with a 20-foot radius. Creatures in the area have disadvantage on maintaining concentration, and must make a Wisdom saving throw each time they attempt to cast a spell. On a failure, the spell is wasted.<br />
<br />
;Northern Wind: You can create 2 Northern Wind grneades, and can toss this explosive up to 30 feet, at which it explodes. Creatures within 10 feet of the grenade must succeed on a Dexterity saving throw or be flash frozen, becoming Paralyzed until they take damage from an attack or until the end of their next turns.<br />
<br />
At 15th level, you can craft Enhanced Northern Wind, causing creatures to be restrained instead after being attacked for the same duration.<br />
<br />
;Moon Dust: You can create 2 Moon Dust grenades, and can toss the bomb up to 30 feet, at which it explodes. Shapechangers within 15 feet of the grenade must succeed on a Constitution saving throw or revert to their original forms.<br />
<br />
=== Unnatural Inspiration ===<br />
Starting at 9th level, whenever you attempt a Charisma, Intelligence, or Wisdom-based ability check, you can expend a bestiary die and add it to the total.<br />
<br />
=== Clear of Mind ===<br />
At 13th level, you can use your action to expend one bestiary die and one effect on yourself that is causing you to be charmed or frightened. If the original effect would normally grant you immunity upon passing the saving throw, such as a dragon's Frightful Presence, you become immune to it.<br />
<br />
===Heightened Witcher Senses===<br />
Beginning at 15th level, you can add double your proficiency bonus in three skills you are proficient with.<br />
<br />
=== Tempered ===<br />
At 18th level, your Constitution, Wisdom, and your choice of Strength or Dexterity scores are increased by 2, and their maximums are increased by the same amount.<br />
<br />
=== Master Witcher ===<br />
At level 20 your training is finally "complete", you have achieved the rank of Master. Due to the vastness of everything you've seen on your journey, nothing phases you anymore. You gain immunity to the frightened and charmed conditions.<br />
<br />
=== Witcher Schools ===<br />
<br />
As a Witcher, you are defined by your school. It's where you recieved all of your training and spent most of your life. It's the closest thing you have to a home, filled with the closest thing you have to a family. Each school specializes in something different, and has unique advantages in the way they kill monsters.<br />
<br />
==== School of The Wolf ====<br />
Witchers of the School of the Wolf excel at adaptability. They are resourceful warriors, always preparing before they engage in combat, allowing them to defeat monsters much stronger than them.<br />
<br />
;Bonus Proficiencies<br />
When you choose this archetype at 3rd level, you gain proficiency in the Insight and Survival skills if you don't already have it. Your proficiency bonus is doubled for any aiblity check you make that uses either of those proficiencies.<br />
<br />
;Reflexes of the Wolf<br />
<br />
Starting at 3rd level, when an attacker you can see misses you with an attack, you can use your reaction to cast a sign. When a hostile creature provokes an attack of opportunity from you, you can use your reaction to cast a sign at the creature, rather than making an opportunity attack. The sign must target the creature or contain it in its area of effect.<br />
<br />
;Thunderbolt Potion Crafting<br />
<br />
Starting at level 7, you learn the formula for Thunderbolt, and it does not count against your maximum forumulae known. Thunderbolt is a lime green colored concotion and you can make 2 doses. It causes a creature to deal an additional 1d8 damage on its weapon attacks for 1 minute. It has a toxicity of 2.<br />
<br />
At 15th level, you can craft Enhanced Thunderbolt. For the duration, the consumer's weapon attacks score a critical hit on a roll of 18 through 20. It has a toxicity of 4.<br />
<br />
;Heart of The Wolf<br />
<br />
At 11th level, you can invoke the fear a wolf's howl instills in creatures. As a bonus action, you can emit a loud howl, forcing creatures of your choice within 300 feet of you to make a Wisdom saving throw. On a failure, creatures drop whatever they're holding and become Frightened for 1 minute.<br />
<br />
While frightened in this way, a creature must take the Dash action and move away from you by the safest availible route on each of its turns, unless there is nowhere left to move. IF the creature ends its turn in a location where it doesn't have sight of you, the creature can make a Wisdom saving throw. On a success, the effect ends for the creature.<br />
<br />
You can use this ability once, and can do so again when you finish a long rest.<br />
<br />
;Dire Wolf's Hide<br />
<br />
At 14th level, your skin becomes tough like the hide of a dire wolf. When you take damage from a weapon attack, you can reduce the damage taken by an amount equal to your Proficiency bonus. In addition, you gain resistance to cold damage.<br />
<br />
;Heliotrop<br />
<br />
Starting at 17th level, you learn the Heliotrop Sign. When you fail a saving throw, you can invoke the sign instead, causing you to succeed instead. If you would take half as much damage from the effect on a success, you instead take no damage. Once you do so, you cannot do so again until you finish a long rest.<br />
<br />
==== School of The Cat ====<br />
The teachings of the School of the Cat focus on two things. Precision and speed. As a result, they produce fast and fierce fighters capable of whirling through masses of enemies in seconds. Like the School of the Viper, they accept contracts on both men and monsters. Though they would kill for gold, they would never join sides in a conflict.<br />
<br />
;Bonus Proficiencies<br />
When you choose this archetype at 3rd level, you gain proficiency in the Stealth and Acrobatics skills if you weren't already. You can add double your proficiency bonus to checks you make with these skills.<br />
<br />
;Cat's Grace<br />
<br />
Beginning at 3rd level, light and medium armor do not impose disadvantage on your Stealth checks you make. Additionally, climbing no longer costs you extra movement, and the distance you cover when making a running jump increases by a number of feet equal to your Dexterity modifier.<br />
<br />
;Blizzard Potion Crafting<br />
<br />
Starting at 7th level, you learn the formula of a potion called Blizzard, which does not count against your maximum. <br />
<br />
;Blizzard: You can craft 1 dose of Blizzard, which grants the consumer an additional action on each of its turns for 1 minute, which can only be used to take the Attack (one weapon attack only), Dash, Disengage, Hide, Use an Object, or Cast a Sign actions. It has a toxicity of 4<br />
<br />
;Trickery of The Cat<br />
<br />
At 11th level, you strike quickly, and better when your enemies are disorganized. You have advantage on melee attack rolls against any creature that has one or more of its allies within 5 feet of it. Additionally, if a creature within 5 feet of you misses you with a melee attack, you can use your reaction to force the attacker to reroll that attack against another creature of your choice within 5 feet of you.<br />
<br />
;Lion's Pounce<br />
<br />
At 14th level, if you move at least 20 feet straight towards a creature and then hit it with a melee attack on the same turn, that creature must succeed on a Strength saving throw or be knocked prone, and you can immediately make an additional attack against it. The DC for this ability is equal to 8 + your Proficiency bonus + your Strength or Dexterity modifier. You can use this ability a number of times equal to your Strength or Dexterity modifier, regaining all uses upon finishing a short or long rest.<br />
<br />
;Go For The Throat<br />
<br />
Beginning at 17th level, you can use your action to make one precise strike against a creaature. The attack has advantage, and on a hit the creature must make a Constitution saving throw or drop to 0 hit points. A creature is immune to this effect if it is immune to the base damage of your weapon, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its throat to be slit. Such a creature instead takes 8d8 additional damage. The DC for this ability is equal to 8 + your Proficiency bonus + your Strength or Dexterity modifier. You can use this ability once, and regain the ability to do so upon finishing a long rest.<br />
<br />
==== School of The Viper ====<br />
The School of the Viper focuses on poisoning, and debilitating your opponents. Unlike other schools, they gladly accept contracts on both men and monsters, using their preferred fighting style of fighting with two short blades and moving unpredictably- like a viper.<br />
<br />
;Poison Crafting<br />
Beginning at 3rd level, you gain the formula for the following two poisons, which do not count against your maximum. You can apply poison to a weapon or piece of ammunition as a bonus action, instead of an action. When you make potions at the end of a long rest, you can choose an additional poison to produce.<br />
<br />
;Deathbell: You can craft a number of Deathbell doses equal to your proficiency bonus. When applied, a creature must make a Constitution saving throw, taking 4d4 damage and becoming poisoned on a failure, or taking half as much damage on a success.<br />
<br />
;Nervedeath: You can craft a number of Nervedeath doses equal to your proficienybonus. When applied a creature must succeed on a saving throw or be poisoned for 1 hour. While poisoned in this way, its speed is halved. The creature can repeat the save at the end of each of its turns, ending the effect on a success.<br />
<br />
<br />
;Archgriffin Decoction<br />
<br />
At 7th level, you learn an additional formula which does not count against your maximum. <br />
<br />
;Archgriffin: You can craft 1 dose of Archgriffin, a purple colored extract. The first time the consumer rolls damage for a weapon attack within 1 minute of drinking the potion, instead of rolling dice to determine the damage dealt, they can instead use the highest possible number for each die. It has a toxicity of 3.<br />
<br />
;Acid Death<br />
<br />
At 11th level, you can apply poison to two weapons or pieces of ammunition as a part of your object interaction on your turn. Additionally, a creature is only resistant or immune to your poisons if they are also resistant or immune to acid damage.<br />
<br />
;Long-lasting<br />
<br />
Starting at 14th level, you can coat up to two weapons of your choice at the end of a long rest. These weapons deal an addition 1d8 poison damage on a hit. The poison wears off at the start of your next long rest, requiring you to apply it again.<br />
<br />
;Last Breath<br />
<br />
Beginning at 17th level, you learn the formula for an incredibly potent explosive.<br />
<br />
;Gravedust: You can create 1 Gravedust grenade, and can toss this grenade up to 30 feet, at which point it explodes. It creates a cloud of smoke with in a 20-foot radius around itself, heavily obscuring the area for 10 minutes. Creatures that move into the area or start their turn their must succeed on a Constitution saving throw, taking 8d8 poison damage on a sucess, or half as much on a failure. Pass or fail, creatures in the area begin to suffocate, unless they had any forewarning to hold their breathe, until they leave the area.<br />
<br />
==== School of the Bear ==== <br />
The School of the Bear focuses on Brute Strength, using powerful blows to debilitate and destroy your enemies. Focused solely on the task at hand, many witchers of this school tend to be loners, not that they need any assistance anyway. Despite their focus on strength, they are incredible users of the hand crossbow.<br />
<br />
;Bonus Proficiencies<br />
When you choose this archetype at 3rd level, you gain proficiency in heavy armor, and can use your Strength modifier, instead of Dexterity, for the attack and damage rolls of ranged weaponry.<br />
<br />
;Marauder<br />
<br />
Starting at 3rd level, you have mastered the art of close quarters combat, even with a ranged weapon in one hand, gaining the following benefits; <br />
<br />
• When you take the Attack action and make an attack with a melee weapon that you're holding in one hand, you can use a bonus action to make an attack with a one-handed ranged weapon in your other hand. Alternatively, when you use the Attack action and make an attack with a ranged weapon you're holding in one hand, you can use a bonus action to make a melee attack with a one-handed weapon in your other hand.<br />
<br />
• Being within 5 feet of a hostile creature doesn't impose disadvantage on your weapon attack rolls.<br />
<br />
• You ignore the loading property of weapons with which you are proficient.<br />
<br />
;Full Moon Potion Crafting<br />
<br />
At 7th level, you learn an additional potion formula which does not count against your maximum.<br />
<br />
;Full Moon: You can craft 1 dose of Full Moon, a silvery tonic that induces lycanthropic qualities. For 1 hour, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, advantage on strength checks, and a number of temporary hit points equal to twice your level. It has a toxicity of 3.<br />
<br />
;Strength of Body<br />
<br />
At 11th level, you gain proficiency in Constitution saving throw. When you are subjected to an effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw.<br />
<br />
;Invincible<br />
<br />
Beginning at 14th level, you can use your Swift of Arm feature verus melee attacks in addition to ranged ones, and can use your Strength modifier, instead of Dexterity, when doing so.<br />
<br />
;Lycanthropic <br />
<br />
Just like the myths of the ancient School of the Bear, you have willingly accepted the curse of a Berserker. Starting at 17th level, you are always considered under the effects of the Full Moon tonic.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Witcher class, you must meet these prerequisites: Strength or Dexterity of 13 and a Wisdom of 13.<br />
<br />
'''Proficiencies.''' When you multiclass into the Witcher class, you gain the following proficiencies: Simple Weapons, Martial Weapons, Light Armor, Medium Armor<br />
<br />
'''Dangers.''' When multiclassing your character must go through the rigorous process known as the trial of the grasses and may very well end up dead. Only 3 or 4 Witchers usually survive the process out of their entire group. Roll a d100 when you multiclass into a Witcher. On a 64 or lower, you die.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
{{Copyright Disclaimer|franchise=The Witcher|owner=Andrzej Sapkowski}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Schrubhttps://www.dandwiki.com/w/index.php?title=Sword_Mage,_2nd_Variant_(5e_Class)&diff=1555103Sword Mage, 2nd Variant (5e Class)2022-01-08T19:18:16Z<p>Schrub: </p>
<hr />
<div>==Sword Mage==<br />
<br />
One after one swords fly up from the ground, piercing the air as a human chains her foe and flicks her wrist, one of the swords penetrating a doubled-over foe as death is brought down upon it by her ally without her unsheathing her own sword. <br />
<br />
Raising his sword towards the elemental planes as his swords take on bright flames and another becoming quick with the wind, a tiefling burns his enemies to ashes when his team is down. <br />
<br />
Chanting words as daggers appear in the air circling around a horde of imps, an elf sways his arm as daggers converge upon and stab the horde down, quickly ending their attack. <br />
<br />
Swords Mages are the swordsmen and women amongst the mages and can call upon the many elemental planes to make their swords more powerful. Varying from the arts they follow they can get up close and personal dealing deadly damage down on foes and take out giants from their sheer power or they can stay back and deal all sorts of support as they help their allies take out hordes of enemies. <br />
<br />
=== Telekinetic Abilities ===<br />
<br />
Those that train in the ways of telekinesis found it was hard moving unfamiliar items; though possible for day to day tasks, it was not efficient enough to use in combat. They soon learned that if they bonded with them and knew their history by taking the time and studying it, they could become spellbound and share emotions, fighting alongside their owners. Knowledge and understanding are what these mages go through so they can get a feel of their sword's emotions and effectiveness during combat. Outmaneuvering their opponents with their intellect and techniques, they have become great fighters as well as mages to help cities defend or lead charges in many armies. They use their telekinesis smartly and always look for the most efficient way to end their opponents with their spells and weapons. Some have taken out giants from sheer skill and others have slain kings with their telekinetic abilities. They instill shock and awe just from the amount of weapons they can control without a drop of sweat. They trust their weapons as their weapons trust them, an important bond with weapons is what they value at all costs.<br />
<br />
=== Valuable and Passionate Fighters ===<br />
<br />
As they grow and become stronger, their passionate bond with their weapons give out to the rest of the world. They fight for a righteous cause and are trained very well to keep the bonds they have with their swords a very special one, but sometimes it can go too far and follow whatever the swords say. Their communication and friendship with their swords allies can only envy, but the results of their battles says otherwise. Very valuable and efficient, they bond with others to see if they can grow even stronger as they try to understand them. Teams and and guilds appreciate their company until they let their swords talk first. They are trained to use their abilities to be a valued member and through contacts with other planes, their value skyrockets as their bonds with their swords become greater and support allies on the field. Some wield legendary weapons to slay dragons or clear out entire hordes in no time at all. Truly some valuable fighters indeed.<br />
<br />
<br />
=== Creating a Sword Mage ===<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|https://cdna.artstation.com/p/assets/images/images/007/318/436/large/thanh-tu-n-doc-co-cau-bai-rsl.jpg?1505302194|By [https://www.artstation.com/pencillien Thanh Tuấn]}}<br />
</div><br />
When creating a Sword Mage it is important to remember that they are not meant to lift heavy objects with their brawn but rather their brain. They bond with their weapons by seeing their history and believe that they should be legendary for what they have done. Maybe one tells you a story of how they were used to slay a Red Dragon that saved their city, but the hero was only recognized. Another would tell you a story of how they were used to kill thousands of people by an evil man and are looking for redemption or revenge. How did you begin to uncover the secrets of weapon telekinesis and bonding? Were you chosen by the army or did you learn them by yourself? Were you a fighter before you discovered these arcane arts or were you a scholar first? Weapons have their own emotions as they tell you how they feel through telepathy and it's your job to help them complete their mission or complete your own mission with their help. Just like the swords have their own stories, you can share your tales and wishes as you study them. Communication is key to this class. So what motivates you to fight and continue your studies? Why was a specific weapon your first? How can you achieve your own goals and help these weapons become known for great things?<br />
<br />
;Quick Build<br />
You can make a Sword Mage quickly by following these suggestions. First, {{5a|Int}} should be your highest ability score, followed by {{5a|Dex}} or {{5a|Str}} depending on the archetype. Second, choose the Courtier or Sage background.<br />
<br />
{{5e Class Features<br />
|name=Sword Mage<br />
|summary=A mage that utilities telekinetic properties to fight with floating weapons and cast spells<br />
|hd= 8<br />
|spellcasting=half<br />
|armor=Light armor, medium armor, shields <br />
|weapons= Simple and Martial Weapons<br />
|tools= Tinker's Tools<br />
|saves=Intelligence, Wisdom<br />
|skills=Pick 2 from Arcana, Acrobatics, Deception, Investigation, Insight, Intimidation, History, Perception.<br />
|item1a= a short sword<br />
|item1b= a long sword<br />
|item1c= <br />
|item2a= a shield<br />
|item2b= any simple ranged weapon<br />
|item2c= <br />
|item3a= an explorer's pack <br />
|item3b= a dungeoneer's pack<br />
|item3c= a scholar's pack<br />
|item4a= Leather armor and two daggers<br />
|item4b= Leather armor and one martial melee weapon<br />
|wealth= 5d4 x10<br />
<br />
|classfeatures1= Armory, Bound Weapon<br />
|classfeatures2= Techniques of the Blade, Spellcasting<br />
|classfeatures3= Arts of Swordsmanship Archetype<br />
|classfeatures4= <br />
|classfeatures5= Telekinetic Mastery, Blade Vault<br />
|classfeatures6= Sword Art Feature<br />
|classfeatures7= Extra Sword, Technique<br />
|classfeatures8= <br />
|classfeatures9= Sword Art Feature<br />
|classfeatures10= Technique<br />
|classfeatures11= Sword Art Feature<br />
|classfeatures12= <br />
|classfeatures13= Sword Art Feature<br />
|classfeatures14= Ability Score Improvement<br />
|classfeatures15= <br />
|classfeatures16= <br />
|classfeatures17= Sword Art Feature<br />
|classfeatures18= Last Attempt<br />
|classfeatures19= <br />
|classfeatures20= Sword Mage Archetype Feature<br />
<br />
|extra1_name= Cantrips<br />
|extra1_1=0<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=2<br />
|extra1_8=3<br />
|extra1_9=3<br />
|extra1_10=3<br />
|extra1_11=3<br />
|extra1_12=3<br />
|extra1_13=3<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=4<br />
|extra1_18=4<br />
|extra1_19=4<br />
|extra1_20=4<br />
<br />
|extra2_name= Enhancements Learned<br />
|extra2_1=0<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=4<br />
|extra2_8=4<br />
|extra2_9=5<br />
|extra2_10=5<br />
|extra2_11=5<br />
|extra2_12=6<br />
|extra2_13=6<br />
|extra2_14=6<br />
|extra2_15=7<br />
|extra2_16=7<br />
|extra2_17=7<br />
|extra2_18=8<br />
|extra2_19=8<br />
|extra2_20=8<br />
<br />
|Extra4_name= imbued swords<br />
|Extra4_1=2<br />
|Extra4_2=2<br />
|Extra4_3=2<br />
|Extra4_4=2<br />
|Extra4_5=2<br />
|Extra4_6=3<br />
|Extra4_7=3<br />
|Extra4_8=3<br />
|Extra4_9=3<br />
|Extra4_10=3<br />
|Extra4_11=4<br />
|Extra4_12=4<br />
|Extra4_13=4<br />
|Extra4_14=4<br />
|Extra4_15=4<br />
|Extra4_16=5<br />
|Extra4_17=5<br />
|Extra4_18=5<br />
|Extra4_19=5<br />
|Extra4_20=5<br />
<br />
}}<br />
<br />
=== Armory ===<br />
<br />
At 1st level, you are able to focus your concentration onto a weapon, wielding it telekinetically like one might normally. As a bonus action, you can imbue a number of one-handed nonmagical weapons up to your Intelligence modifier that are not being worn or carried by a creature other than you and are within 15 feet. <br />
<br />
The imbued weapons float in the air around you and do not occupy a space. You can order them to move up to 30 feet or 60 feet if they have the light property on your turn (no action required by you), and you can use your Action to order them to attack on your turn. When you order your imbued weapons, they make make melee spell attacks against a creature of your choice within their reach, and you can decide whether they attack simultaneously or separately.<br />
<br />
When you order the weapons to attack simultaneously, they must all be within reach of the same target and you make one attack roll, dealing damage equal to all of their damage dice together on a hit.<br />
<br />
When you order the weapons to attack seperately, they must make attacks against seperate creatures, dealing their damage dice on a hit and adding your Intelligence modifier to the roll.<br />
<br />
When a creature leaves the range of one of your imbued weapons, you can use your reaction to make an attack of opportunity against the creature using the imbued weapon.<br />
<br />
Your imbued weapons have a pool of hit points equal to [(5 + your Intelligence modifier) * your sword mage level] divided amongst them, and when a weapon's hit points are reduced to 0, it is destroyed if it was originally a nonmagical weapon, though any excess damage does not affect the total. When you imbue a new weapon, you must subtract hit points from your currently imbued weapons or the pool in order to imbue it. Your imbued weapons have an AC of 10 + your Intelligence modifier.<br />
<br />
If your imbued weapons are ever more than 100 feet away from you, they fall to the ground and lose their imbued status, returning their current hit points to your pool. You regain all armory hit points when you finish a long rest, and can roll hit dice to restore hit points to the pool instead of your own.<br />
<br />
=== Bound Weapon ===<br />
<br />
Your curiosity grows as you use your magic to bond with your weapons, allowing you to learn more about the weapons you come into contact with. Also at 1st level, you can perform a ritual over the course of an hour to invest a portion of your power into a one-handed melee weapon, which you must remain in contact with over the course of the ritual. Afterwards, you become bonded with the weapon, allowing you to use your Intelligence modifier for its attack and damage rolls, and it counts as magical for the purposes of bypassing immunity and resistance if it didn't already. If the weapon's damage die is lower than 1d8, it becomes a 1d8 as it bonds with you. If you use this feature on another weapon, your bond with the original weapon is broken. You are also proficient in your Bound Weapon.<br />
<br />
Once per turn when you deal damage with the weapon, you can deal an additional 1d8 damage. This increases to 2d8 at 9th level, and 3d8 at 17th level.<br />
<br />
Even if it is a magical weapon, it can be imbued as per your Armory feature.<br />
<br />
====Spellcasting====<br />
By the time you reach 2nd level, you've extended your telekinetic ability beyond controlling your blades, gaining the ability to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 11 for the wizard spell list.<br />
<br />
=====Preparing and Casting Spells=====<br />
The Sword Mage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. <br><br />
<br />
You prepare the list of sword mage spells that are available for you to cast, choosing from the wizard spell list. When you do so, choose a number of wizard spells equal to your Intelligence modifier + half your sword mage level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.<br />
<br />
For example, if you are a 5th-level sword mage, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.<br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of sword mage spells requires time spent drawing in psionic energy: at least 1 minute per spell level for each spell on your list.<br />
<br />
=====Spellcasting Ability=====<br />
Intelligence is your spellcasting ability for your enkindler spells, since your magic comes from your mind. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a sword mage spell you cast and when making an attack roll with one. <br />
<br />
'''Spell save DC''' = 8 + your proficiency bonus + your Intelligence modifier<br><br />
'''Spell attack modifier''' = your proficiency bonus + your Intelligence modifier<br />
<br />
<br />
=== Armory Enhancements ===<br />
<br />
Practicing with your weapons on your adventures has lead you to learning new techniques to decimate enemies when they least expect it. When you reach 2nd, you learn 2 Enhancements of your choice shown in the enhancements detailed at the end of the class description. When you gain certain sword mage levels, you gain additional enhancements of your choice, as shown in the enhancements column of the Sword Mage table.<br />
<br />
=== Arts of Swordsmanship ===<br />
<br />
At 3rd level, your constant practice and concentration in sword handling and use, advances your techniques in the Arts of Swordsmanship. Your combat prowess and intellect helps you as you choose a unique style of battle from two different arts: The Art of the Duelist and The Art of the Mage, detailed at the end of the class description. Your decision grants you a feature at 3rd level, and again at 9th level, 13th level, and at your 17th level.<br />
<br />
=== Ability Score Increase ===<br />
<br />
When you reach 4th level, and again at 8th, 12th, 14th, 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.<br />
<br />
=== Telekinetic Mastery ===<br />
<br />
Starting at 5th level, you can manipulate small objects within 30 feet with your mind as if using your hand to interact with it. You can use this power to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You cannot Attack, activate magical items, or carry more than 10 pounds in this manner. You can move an item you are controlling in this way up to 30 feet during your turn.<br />
<br />
=== Blade Vault ===<br />
<br />
Also at 5th level, you master bonding your magic to your swords. You can use your Bound Weapon feature to bind a number of weapons up to your Intelligence modifier (minimum of two), teleporting them to a harmless demiplane. You can summon or dismiss your bound weapons to your hands as an action. Each time you create your bound weapon, the previous one is dismissed, you can immediately end your attunement to any of your other board weapons, and immediately attune to the weapon you summoned (if it requires attunement).<br />
<br />
=== Last Attempt ===<br />
As you gain more weapons your arsenal, you can fuse them together and fire them off as a last resort. Starting at 18th level, you can, as a bonus action, fuse your armory together into an amalgamation of their best qualities. A creature you can see within 100 feet of you must make a Strength saving throw against your Spell Save DC. On a failure, you can cut off one of the creature's heads. It dies if it cannot survive without the lost head. A creature is immune to this effect if it is immune to bludgeoning, piercing, or slashing damage, doesn't have or need a head, has legendary actions, you don't cut off its head, or the DM decides that the creature is too big for its head to be cut off by this ability. Such a creature instead takes 12d8 force damage from the hit, or the damage it would have taken from being hit by a simultaneous attack from your imbued weapons. On a success, it takes half as much damage and doesn't lose its head.<br />
<br />
== The Art of the Duelist ==<br />
<br />
Duelists don't like to stay back and watch the fight unfold from afar. These mages want to join in on the fight along with their other swords to get the enemy down faster. Learning the Art of the Duelist means you are responsible for your swords and what you do with them. You have accepted that learning this art means a great responsibility is placed upon you as a Sword Mage. Your swords aren't just your own, but also for your allies to help take down any foe you encounter.<br />
<br />
;{{#anc: One With The Weapons}}<br />
<br />
At 3rd level, you are able to attack personally along with your imbued weapons and get ahead in the fight. You gain proficiency with heavy armor, and when you attack with your imbued weapons, you can attack with your bound weapon as a bonus action.<br />
<br />
;{{#anc: Magical Sharpness}}<br />
<br />
At 6th level you learn to imbue your weapons with your spellcasting capabilities. When you hit a creature with an attack with a bound weapon, you can expend one spell slot to deal force damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8.<br />
<br />
;{{#anc: Countermeasure}}<br />
<br />
At 9th level, you can use your telekinetic abilities to deflect an attack. When a creature within 60 feet of you makes a weapon attack and hits, you can use your reaction and expend a spell slot to reduce the damage of the attack by an amaount equal to your sword mage level + 5 * the level of the spell slot.<br />
<br />
;{{#anc: Level the Playing Field}}<br />
<br />
Starting at 11th level, you become a force in battle to be reckoned with. The damage die of your bound weapons increases to 1d10 if it was lower, and when you hit a creature with an attack, you do not provoke opportunity attacks from them for the rest of your turn.<br />
<br />
;{{#anc: Bladestorm}}<br />
<br />
At 13th level, you can surround yourself in a whirl of blades. When a creature moves to a space within 10 feet of you or starts its turn there, you can force them to make a Dexterity saving throw or deal 2d8 + your proficiency bonus in slashing damage to the creature. The DC for this ability is equal to your spell save DC.<br />
<br />
;{{#anc: Almighty Duelist}}<br />
<br />
At 17th level, you've mastered fighting alongside your imbued weaponry. When you attack with your bound weapons as a bonus action, you can attack twice, instead of once. <br />
<br />
;{{#anc: Blade of Death}}<br />
<br />
At 20th level, you can use your action to summon a massive ethereal weapon to a spot you can see within 120 feet of you. It counts as an imbued weapon, and you can order it as a part of ordering your other imbued weapons, though it can not make a simultaneous attack. When it hits, it deals 6d8 bludgeoning, piercing, or slashing damage plus 6d8 thunder damage. It lasts for 1 minute, or until you are incapacitated. It is immune to all damage.<br />
<br />
== The Art of the Mage ==<br />
<br />
More often, mages like to keep their hands clean from afar, torturing their enemies as they get struck down by the swords they wield. You learn that you can multi-task dealing damage with your swords as well as casting spells that help support your allies or deal massive damage to multiple foes. You use your spells to your advantage whenever you are in battle. <br />
<br />
;Mage Spells<br />
You gain access to the following spells at the sword mage levels listed bellow. Once you gain access to these spells, you always have them prepared. They don't count against the number of spells you can prepare each day.<br />
{| class="5e"<br />
|+ Spells<br />
|-<br />
! Sword Mage level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''inflict wounds, zephyr strike''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''heat metal, branding smite''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align: left;" | ''lightning arrow, elemental weapon''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || style="text-align: left;" | ''staggering smite, death ward''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || style="text-align: left;" | ''banishing smite, destructive wave''<br />
|}<br />
<br />
<br />
;{{#anc: War Blade}}<br />
<br />
At 3rd level, you gain proficiency in heavy armor, and when you hit a creature with one of your imbued weapons, you can cast a cantrip with a range of touch or one that requires a melee weapon attack as a bonus action on the same creature. In addition, your imbued weapons count as melee weapon attacks for the purposes of the zephyr strike, branding smite, staggering smite, and similar spells.<br />
<br />
;{{#anc: Strike True}}<br />
<br />
At 6th level, your way with the Weave of magic allows you to affect weapons in an enchanting way. When a creature within 60 feet of you makes a weapon attack and hits, you can use your reaction to increase the damage it deals by your bound weapon damage.<br />
<br />
;{{#anc: Bound Armor}}<br />
<br />
At 9th level, you can use your Bound Weapon feature on a set of armor or a shield instead. It takes up one of your Blade Vault slots, you can don, doff, attune, and unattune to the armor as an action, and while you live, the armor cannot be removed from you against your will.<br />
<br />
;{{#anc: Overwatch}}<br />
<br />
At 11th level, imbuing your weapons with the semblance of a conscience allows you to see and feel the area around them. You can percieve the area in a 15-foot radius around your imbued weapons as if you had truesight. In addition, your imbued weapons can be up to a mile away before unimbuing.<br />
<br />
;{{#anc: Seeking}}<br />
<br />
At 13th level, when a creature you can see within 60 feet of you misses with a weapon attack, you can use your reaction to allow them to reroll the attack at advantage. You can do this a number of times equal to your proficiency bonus, and regain all uses upon finishing a long rest.<br />
<br />
;{{#anc: Spell Storing Weapon}}<br />
At 17th level, you've imbued your weapons with your magical essence, making them an extension of yourself. During a long rest, you can imbue your imbued weapons with spells, holding them until they are ready to burst. You cast the spell as normal when imbuing it in this way, though it is instead held by your imbued weapons. Your imbued weapons can only store up to 10 levels worth of spells at a time. The level of the spell slot used to cast the spell determines how much space it uses. If your weapons cannot hold the spell, the spell is expended without effect.<br />
While stored, you can cast a stored spell from the position of one of your imbued weapons.<br />
<br />
In addition, your bound weapon feature's bonus damage increases to 4d8, and you can reroll any number of the damage dice. You must use the new rolls.<br />
<br />
;{{#anc: Whirling Death}}<br />
<br />
At 20th level, you can cast the Blade of Disaster spell once without expending a spell slot. Once you do so, you cannot do so again until you finish a long rest.<br />
<br />
== Enhancements ==<br />
<br />
As you grow and understand your playing style, you learn techniques that help give you advantages in battle and can help allies if need be. Sword Mages have always had these for generations and generations, it be wise to use them. <br />
<br />
;{{#anc: Ranged Weapon Imbuer}}<br />
<br />
You can imbue ranged weapons without the heavy or two-handed properties as a part of your Armory feature, and can bond with them as a part of your Bound Weapon feature. When attacking with an imbued weapon, you make ranged spell attacks, and can only fire at creatures within half the weapon's short range. When you order your imbued weapons to attack, you must decide whether your ranged imbued weapons or your melee imbued weapons attack. You can't make attacks of opportunity with ranged imbued weapons.<br />
<br />
;{{#anc: Heavy Weapon Imbuer}}<br />
<br />
You can imbue weapons with the heavy or two-handed properties as a part of your Armory and Bound Weapon features, though they count as two weapons for your Armory and Blade Vault features.<br />
<br />
;{{#anc: Shield Imbuer}}<br />
<br />
You realize that the best defensive is a floating shield. You can imbue a shield as a part of your Armory feature. It cannot be attacked with, but you can grant its bonus to a creature of your choice while it hovers within 5 feet of them. You can designate a creature for the shield to follow as an action, and it will keep up with the creature to continue granting its bonus. You can use an action to stop it from following, or to designate it to follow another creature.<br />
<br />
;{{#anc: Telekinetic Armor}}<br />
<br />
You've learned how to use your telekinetic abilities to defend yourself. While you aren't wearing armor or wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Intelligence modifier.<br />
<br />
;{{#anc: Daggers Drawn}}<br />
''Prerequisite: 5th level''<br />
<br />
You can cast the Cloud of Daggers spell without expending a spell slot a number of times equal to half your proficiency bonus. The level of this spell is equal to the level of your highest sword mage spell slot.<br />
<br />
;{{#anc: Retaliation}}<br />
''Prerequisite: 5th level''<br />
<br />
When a creature within range of one of your imbued weapons damages you, you can attack the creature with your imbued weapon as a reaction.<br />
<br />
;{{#anc: Crouching Mage Hidden Blade}}<br />
''Prerequisite: 5th level''<br />
<br />
Once per turn, when you and one of your imbued weapons are within 5 feet of a creature and you hit it with the weapon, you can force it to make a Strength saving throw against your Spell Save DC, or be knocked prone.<br />
<br />
;{{#anc: Extensive Reach}}<br />
''Prerequisite: 5th level''<br />
<br />
The reach of all your imbued weapons is increased by 5 feet.<br />
<br />
;{{#anc: Hamstring}}<br />
''Prerequisite: 9th level''<br />
<br />
When you hit a creature with an attack of opportunity using an imbued weapon, the creature's speed is reduced by half, and they take 2d4 damage for every 5 feet they travel.<br />
<br />
;{{#anc: Disarm}}<br />
''Prerequisite: 9th level, Art of the Duelist''<br />
<br />
When you reduce the damage of a weapon attack with your Countermeasure feature to 0, you can force the attacker to make a Strength saving throw. On a failure, they are pushed 10 feet back and lose hold of their weapon, which is flung 10 feet in the opposite direction of the attacker.<br />
<br />
;{{#anc: Energy Blades}}<br />
''Prerequisite: 9th level, Art of the Mage''<br />
<br />
You gain the Magic Weapon or Elemental Weapon as prepared spells, which do not count against your maximum, and when cast you can target all of your imbued weapons at once with the spell, giving them the attack and damage bonus. In addition, you can cast the Elemental Weapon spell once without expending a spell slot. Once you do so, you cannot do so again until you finish a long rest.<br />
<br />
;{{#anc: Room of Swords}}<br />
''Prerequisite: 15th level, Art of the Mage''<br />
<br />
You gain the Banishment spell as a prepared spell, which does not count against your maximum, and when you successfully banish a creature, they take 6d6 slashing damage at the start of their turns until the spell ends.<br />
<br />
;{{#anc: Coup De Grace}}<br />
''Prerequisite: 15th level, Art of the Duelist''<br />
<br />
Once per turn when you make an attack against an incapacitated creature, the attack is a critical hit.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Sword Mage class, you must meet these prerequisites: Intelligence score of 13 <br />
<br />
'''Proficiencies.''' When you multiclass into the Sword Mage class, you gain the following proficiencies: History and Arcana<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Schrubhttps://www.dandwiki.com/w/index.php?title=Sword_Mage,_2nd_Variant_(5e_Class)&diff=1555102Sword Mage, 2nd Variant (5e Class)2022-01-08T19:17:47Z<p>Schrub: </p>
<hr />
<div>==Sword Mage==<br />
<br />
One after one swords fly up from the ground, piercing the air as a human chains her foe and flicks her wrist, one of the swords penetrating a doubled-over foe as death is brought down upon it by her ally without her unsheathing her own sword. <br />
<br />
Raising his sword towards the elemental planes as his swords take on bright flames and another becoming quick with the wind, a tiefling burns his enemies to ashes when his team is down. <br />
<br />
Chanting words as daggers appear in the air circling around a horde of imps, an elf sways his arm as daggers converge upon and stab the horde down, quickly ending their attack. <br />
<br />
Swords Mages are the swordsmen and women amongst the mages and can call upon the many elemental planes to make their swords more powerful. Varying from the arts they follow they can get up close and personal dealing deadly damage down on foes and take out giants from their sheer power or they can stay back and deal all sorts of support as they help their allies take out hordes of enemies. <br />
<br />
=== Telekinetic Abilities ===<br />
<br />
Those that train in the ways of telekinesis found it was hard moving unfamiliar items; though possible for day to day tasks, it was not efficient enough to use in combat. They soon learned that if they bonded with them and knew their history by taking the time and studying it, they could become spellbound and share emotions, fighting alongside their owners. Knowledge and understanding are what these mages go through so they can get a feel of their sword's emotions and effectiveness during combat. Outmaneuvering their opponents with their intellect and techniques, they have become great fighters as well as mages to help cities defend or lead charges in many armies. They use their telekinesis smartly and always look for the most efficient way to end their opponents with their spells and weapons. Some have taken out giants from sheer skill and others have slain kings with their telekinetic abilities. They instill shock and awe just from the amount of weapons they can control without a drop of sweat. They trust their weapons as their weapons trust them, an important bond with weapons is what they value at all costs.<br />
<br />
=== Valuable and Passionate Fighters ===<br />
<br />
As they grow and become stronger, their passionate bond with their weapons give out to the rest of the world. They fight for a righteous cause and are trained very well to keep the bonds they have with their swords a very special one, but sometimes it can go too far and follow whatever the swords say. Their communication and friendship with their swords allies can only envy, but the results of their battles says otherwise. Very valuable and efficient, they bond with others to see if they can grow even stronger as they try to understand them. Teams and and guilds appreciate their company until they let their swords talk first. They are trained to use their abilities to be a valued member and through contacts with other planes, their value skyrockets as their bonds with their swords become greater and support allies on the field. Some wield legendary weapons to slay dragons or clear out entire hordes in no time at all. Truly some valuable fighters indeed.<br />
<br />
<br />
=== Creating a Sword Mage ===<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|https://cdna.artstation.com/p/assets/images/images/007/318/436/large/thanh-tu-n-doc-co-cau-bai-rsl.jpg?1505302194|By [https://www.artstation.com/pencillien Thanh Tuấn]}}<br />
</div><br />
When creating a Sword Mage it is important to remember that they are not meant to lift heavy objects with their brawn but rather their brain. They bond with their weapons by seeing their history and believe that they should be legendary for what they have done. Maybe one tells you a story of how they were used to slay a Red Dragon that saved their city, but the hero was only recognized. Another would tell you a story of how they were used to kill thousands of people by an evil man and are looking for redemption or revenge. How did you begin to uncover the secrets of weapon telekinesis and bonding? Were you chosen by the army or did you learn them by yourself? Were you a fighter before you discovered these arcane arts or were you a scholar first? Weapons have their own emotions as they tell you how they feel through telepathy and it's your job to help them complete their mission or complete your own mission with their help. Just like the swords have their own stories, you can share your tales and wishes as you study them. Communication is key to this class. So what motivates you to fight and continue your studies? Why was a specific weapon your first? How can you achieve your own goals and help these weapons become known for great things?<br />
<br />
;Quick Build<br />
You can make a Sword Mage quickly by following these suggestions. First, {{5a|Int}} should be your highest ability score, followed by {{5a|Dex}} or {{5a|Str}} depending on the archetype. Second, choose the Courtier or Sage background.<br />
<br />
{{5e Class Features<br />
|name=Sword Mage<br />
|summary=A mage that utilities telekinetic properties to fight with floating weapons and cast spells<br />
|hd= 8<br />
|spellcasting=half<br />
|armor=Light armor, medium armor, shields <br />
|weapons= Simple and Martial Weapons<br />
|tools= Tinker's Tools<br />
|saves=Intelligence, Wisdom<br />
|skills=Pick 2 from Arcana, Acrobatics, Deception, Investigation, Insight, Intimidation, History, Perception.<br />
|item1a= a short sword<br />
|item1b= a long sword<br />
|item1c= <br />
|item2a= a shield<br />
|item2b= any simple ranged weapon<br />
|item2c= <br />
|item3a= an explorer's pack <br />
|item3b= a dungeoneer's pack<br />
|item3c= a scholar's pack<br />
|item4a= Leather armor and two daggers<br />
|item4b= Leather armor and one martial melee weapon<br />
|wealth= 5d4 x10<br />
<br />
|classfeatures1= Call To Arms, Sword Study<br />
|classfeatures2= Techniques of the Blade, Spellcasting<br />
|classfeatures3= Arts of Swordsmanship Archetype<br />
|classfeatures4= <br />
|classfeatures5= Telekinetic Mastery, Blade Vault<br />
|classfeatures6= Sword Art Feature<br />
|classfeatures7= Extra Sword, Technique<br />
|classfeatures8= <br />
|classfeatures9= Sword Art Feature<br />
|classfeatures10= Technique<br />
|classfeatures11= Sword Art Feature<br />
|classfeatures12= <br />
|classfeatures13= Sword Art Feature<br />
|classfeatures14= Ability Score Improvement<br />
|classfeatures15= <br />
|classfeatures16= <br />
|classfeatures17= Sword Art Feature<br />
|classfeatures18= Last Attempt<br />
|classfeatures19= <br />
|classfeatures20= Sword Mage Archetype Feature<br />
<br />
|extra1_name= Cantrips<br />
|extra1_1=0<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=2<br />
|extra1_8=3<br />
|extra1_9=3<br />
|extra1_10=3<br />
|extra1_11=3<br />
|extra1_12=3<br />
|extra1_13=3<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=4<br />
|extra1_18=4<br />
|extra1_19=4<br />
|extra1_20=4<br />
<br />
|extra2_name= Enhancements Learned<br />
|extra2_1=0<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=4<br />
|extra2_8=4<br />
|extra2_9=5<br />
|extra2_10=5<br />
|extra2_11=5<br />
|extra2_12=6<br />
|extra2_13=6<br />
|extra2_14=6<br />
|extra2_15=7<br />
|extra2_16=7<br />
|extra2_17=7<br />
|extra2_18=8<br />
|extra2_19=8<br />
|extra2_20=8<br />
<br />
|Extra4_name= imbued swords<br />
|Extra4_1=2<br />
|Extra4_2=2<br />
|Extra4_3=2<br />
|Extra4_4=2<br />
|Extra4_5=2<br />
|Extra4_6=3<br />
|Extra4_7=3<br />
|Extra4_8=3<br />
|Extra4_9=3<br />
|Extra4_10=3<br />
|Extra4_11=4<br />
|Extra4_12=4<br />
|Extra4_13=4<br />
|Extra4_14=4<br />
|Extra4_15=4<br />
|Extra4_16=5<br />
|Extra4_17=5<br />
|Extra4_18=5<br />
|Extra4_19=5<br />
|Extra4_20=5<br />
<br />
}}<br />
<br />
=== Armory ===<br />
<br />
At 1st level, you are able to focus your concentration onto a weapon, wielding it telekinetically like one might normally. As a bonus action, you can imbue a number of one-handed nonmagical weapons up to your Intelligence modifier that are not being worn or carried by a creature other than you and are within 15 feet. <br />
<br />
The imbued weapons float in the air around you and do not occupy a space. You can order them to move up to 30 feet or 60 feet if they have the light property on your turn (no action required by you), and you can use your Action to order them to attack on your turn. When you order your imbued weapons, they make make melee spell attacks against a creature of your choice within their reach, and you can decide whether they attack simultaneously or separately.<br />
<br />
When you order the weapons to attack simultaneously, they must all be within reach of the same target and you make one attack roll, dealing damage equal to all of their damage dice together on a hit.<br />
<br />
When you order the weapons to attack seperately, they must make attacks against seperate creatures, dealing their damage dice on a hit and adding your Intelligence modifier to the roll.<br />
<br />
When a creature leaves the range of one of your imbued weapons, you can use your reaction to make an attack of opportunity against the creature using the imbued weapon.<br />
<br />
Your imbued weapons have a pool of hit points equal to [(5 + your Intelligence modifier) * your sword mage level] divided amongst them, and when a weapon's hit points are reduced to 0, it is destroyed if it was originally a nonmagical weapon, though any excess damage does not affect the total. When you imbue a new weapon, you must subtract hit points from your currently imbued weapons or the pool in order to imbue it. Your imbued weapons have an AC of 10 + your Intelligence modifier.<br />
<br />
If your imbued weapons are ever more than 100 feet away from you, they fall to the ground and lose their imbued status, returning their current hit points to your pool. You regain all armory hit points when you finish a long rest, and can roll hit dice to restore hit points to the pool instead of your own.<br />
<br />
=== Bound Weapon ===<br />
<br />
Your curiosity grows as you use your magic to bond with your weapons, allowing you to learn more about the weapons you come into contact with. Also at 1st level, you can perform a ritual over the course of an hour to invest a portion of your power into a one-handed melee weapon, which you must remain in contact with over the course of the ritual. Afterwards, you become bonded with the weapon, allowing you to use your Intelligence modifier for its attack and damage rolls, and it counts as magical for the purposes of bypassing immunity and resistance if it didn't already. If the weapon's damage die is lower than 1d8, it becomes a 1d8 as it bonds with you. If you use this feature on another weapon, your bond with the original weapon is broken. You are also proficient in your Bound Weapon.<br />
<br />
Once per turn when you deal damage with the weapon, you can deal an additional 1d8 damage. This increases to 2d8 at 9th level, and 3d8 at 17th level.<br />
<br />
Even if it is a magical weapon, it can be imbued as per your Armory feature.<br />
<br />
====Spellcasting====<br />
By the time you reach 2nd level, you've extended your telekinetic ability beyond controlling your blades, gaining the ability to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 11 for the wizard spell list.<br />
<br />
=====Preparing and Casting Spells=====<br />
The Sword Mage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. <br><br />
<br />
You prepare the list of sword mage spells that are available for you to cast, choosing from the wizard spell list. When you do so, choose a number of wizard spells equal to your Intelligence modifier + half your sword mage level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.<br />
<br />
For example, if you are a 5th-level sword mage, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.<br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of sword mage spells requires time spent drawing in psionic energy: at least 1 minute per spell level for each spell on your list.<br />
<br />
=====Spellcasting Ability=====<br />
Intelligence is your spellcasting ability for your enkindler spells, since your magic comes from your mind. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a sword mage spell you cast and when making an attack roll with one. <br />
<br />
'''Spell save DC''' = 8 + your proficiency bonus + your Intelligence modifier<br><br />
'''Spell attack modifier''' = your proficiency bonus + your Intelligence modifier<br />
<br />
<br />
=== Armory Enhancements ===<br />
<br />
Practicing with your weapons on your adventures has lead you to learning new techniques to decimate enemies when they least expect it. When you reach 2nd, you learn 2 Enhancements of your choice shown in the enhancements detailed at the end of the class description. When you gain certain sword mage levels, you gain additional enhancements of your choice, as shown in the enhancements column of the Sword Mage table.<br />
<br />
=== Arts of Swordsmanship ===<br />
<br />
At 3rd level, your constant practice and concentration in sword handling and use, advances your techniques in the Arts of Swordsmanship. Your combat prowess and intellect helps you as you choose a unique style of battle from two different arts: The Art of the Duelist and The Art of the Mage, detailed at the end of the class description. Your decision grants you a feature at 3rd level, and again at 9th level, 13th level, and at your 17th level.<br />
<br />
=== Ability Score Increase ===<br />
<br />
When you reach 4th level, and again at 8th, 12th, 14th, 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.<br />
<br />
=== Telekinetic Mastery ===<br />
<br />
Starting at 5th level, you can manipulate small objects within 30 feet with your mind as if using your hand to interact with it. You can use this power to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You cannot Attack, activate magical items, or carry more than 10 pounds in this manner. You can move an item you are controlling in this way up to 30 feet during your turn.<br />
<br />
=== Blade Vault ===<br />
<br />
Also at 5th level, you master bonding your magic to your swords. You can use your Bound Weapon feature to bind a number of weapons up to your Intelligence modifier (minimum of two), teleporting them to a harmless demiplane. You can summon or dismiss your bound weapons to your hands as an action. Each time you create your bound weapon, the previous one is dismissed, you can immediately end your attunement to any of your other board weapons, and immediately attune to the weapon you summoned (if it requires attunement).<br />
<br />
=== Last Attempt ===<br />
As you gain more weapons your arsenal, you can fuse them together and fire them off as a last resort. Starting at 18th level, you can, as a bonus action, fuse your armory together into an amalgamation of their best qualities. A creature you can see within 100 feet of you must make a Strength saving throw against your Spell Save DC. On a failure, you can cut off one of the creature's heads. It dies if it cannot survive without the lost head. A creature is immune to this effect if it is immune to bludgeoning, piercing, or slashing damage, doesn't have or need a head, has legendary actions, you don't cut off its head, or the DM decides that the creature is too big for its head to be cut off by this ability. Such a creature instead takes 12d8 force damage from the hit, or the damage it would have taken from being hit by a simultaneous attack from your imbued weapons. On a success, it takes half as much damage and doesn't lose its head.<br />
<br />
== The Art of the Duelist ==<br />
<br />
Duelists don't like to stay back and watch the fight unfold from afar. These mages want to join in on the fight along with their other swords to get the enemy down faster. Learning the Art of the Duelist means you are responsible for your swords and what you do with them. You have accepted that learning this art means a great responsibility is placed upon you as a Sword Mage. Your swords aren't just your own, but also for your allies to help take down any foe you encounter.<br />
<br />
;{{#anc: One With The Weapons}}<br />
<br />
At 3rd level, you are able to attack personally along with your imbued weapons and get ahead in the fight. You gain proficiency with heavy armor, and when you attack with your imbued weapons, you can attack with your bound weapon as a bonus action.<br />
<br />
;{{#anc: Magical Sharpness}}<br />
<br />
At 6th level you learn to imbue your weapons with your spellcasting capabilities. When you hit a creature with an attack with a bound weapon, you can expend one spell slot to deal force damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8.<br />
<br />
;{{#anc: Countermeasure}}<br />
<br />
At 9th level, you can use your telekinetic abilities to deflect an attack. When a creature within 60 feet of you makes a weapon attack and hits, you can use your reaction and expend a spell slot to reduce the damage of the attack by an amaount equal to your sword mage level + 5 * the level of the spell slot.<br />
<br />
;{{#anc: Level the Playing Field}}<br />
<br />
Starting at 11th level, you become a force in battle to be reckoned with. The damage die of your bound weapons increases to 1d10 if it was lower, and when you hit a creature with an attack, you do not provoke opportunity attacks from them for the rest of your turn.<br />
<br />
;{{#anc: Bladestorm}}<br />
<br />
At 13th level, you can surround yourself in a whirl of blades. When a creature moves to a space within 10 feet of you or starts its turn there, you can force them to make a Dexterity saving throw or deal 2d8 + your proficiency bonus in slashing damage to the creature. The DC for this ability is equal to your spell save DC.<br />
<br />
;{{#anc: Almighty Duelist}}<br />
<br />
At 17th level, you've mastered fighting alongside your imbued weaponry. When you attack with your bound weapons as a bonus action, you can attack twice, instead of once. <br />
<br />
;{{#anc: Blade of Death}}<br />
<br />
At 20th level, you can use your action to summon a massive ethereal weapon to a spot you can see within 120 feet of you. It counts as an imbued weapon, and you can order it as a part of ordering your other imbued weapons, though it can not make a simultaneous attack. When it hits, it deals 6d8 bludgeoning, piercing, or slashing damage plus 6d8 thunder damage. It lasts for 1 minute, or until you are incapacitated. It is immune to all damage.<br />
<br />
== The Art of the Mage ==<br />
<br />
More often, mages like to keep their hands clean from afar, torturing their enemies as they get struck down by the swords they wield. You learn that you can multi-task dealing damage with your swords as well as casting spells that help support your allies or deal massive damage to multiple foes. You use your spells to your advantage whenever you are in battle. <br />
<br />
;Mage Spells<br />
You gain access to the following spells at the sword mage levels listed bellow. Once you gain access to these spells, you always have them prepared. They don't count against the number of spells you can prepare each day.<br />
{| class="5e"<br />
|+ Spells<br />
|-<br />
! Sword Mage level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''inflict wounds, zephyr strike''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''heat metal, branding smite''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align: left;" | ''lightning arrow, elemental weapon''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || style="text-align: left;" | ''staggering smite, death ward''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || style="text-align: left;" | ''banishing smite, destructive wave''<br />
|}<br />
<br />
<br />
;{{#anc: War Blade}}<br />
<br />
At 3rd level, you gain proficiency in heavy armor, and when you hit a creature with one of your imbued weapons, you can cast a cantrip with a range of touch or one that requires a melee weapon attack as a bonus action on the same creature. In addition, your imbued weapons count as melee weapon attacks for the purposes of the zephyr strike, branding smite, staggering smite, and similar spells.<br />
<br />
;{{#anc: Strike True}}<br />
<br />
At 6th level, your way with the Weave of magic allows you to affect weapons in an enchanting way. When a creature within 60 feet of you makes a weapon attack and hits, you can use your reaction to increase the damage it deals by your bound weapon damage.<br />
<br />
;{{#anc: Bound Armor}}<br />
<br />
At 9th level, you can use your Bound Weapon feature on a set of armor or a shield instead. It takes up one of your Blade Vault slots, you can don, doff, attune, and unattune to the armor as an action, and while you live, the armor cannot be removed from you against your will.<br />
<br />
;{{#anc: Overwatch}}<br />
<br />
At 11th level, imbuing your weapons with the semblance of a conscience allows you to see and feel the area around them. You can percieve the area in a 15-foot radius around your imbued weapons as if you had truesight. In addition, your imbued weapons can be up to a mile away before unimbuing.<br />
<br />
;{{#anc: Seeking}}<br />
<br />
At 13th level, when a creature you can see within 60 feet of you misses with a weapon attack, you can use your reaction to allow them to reroll the attack at advantage. You can do this a number of times equal to your proficiency bonus, and regain all uses upon finishing a long rest.<br />
<br />
;{{#anc: Spell Storing Weapon}}<br />
At 17th level, you've imbued your weapons with your magical essence, making them an extension of yourself. During a long rest, you can imbue your imbued weapons with spells, holding them until they are ready to burst. You cast the spell as normal when imbuing it in this way, though it is instead held by your imbued weapons. Your imbued weapons can only store up to 10 levels worth of spells at a time. The level of the spell slot used to cast the spell determines how much space it uses. If your weapons cannot hold the spell, the spell is expended without effect.<br />
While stored, you can cast a stored spell from the position of one of your imbued weapons.<br />
<br />
In addition, your bound weapon feature's bonus damage increases to 4d8, and you can reroll any number of the damage dice. You must use the new rolls.<br />
<br />
;{{#anc: Whirling Death}}<br />
<br />
At 20th level, you can cast the Blade of Disaster spell once without expending a spell slot. Once you do so, you cannot do so again until you finish a long rest.<br />
<br />
== Enhancements ==<br />
<br />
As you grow and understand your playing style, you learn techniques that help give you advantages in battle and can help allies if need be. Sword Mages have always had these for generations and generations, it be wise to use them. <br />
<br />
;{{#anc: Ranged Weapon Imbuer}}<br />
<br />
You can imbue ranged weapons without the heavy or two-handed properties as a part of your Armory feature, and can bond with them as a part of your Bound Weapon feature. When attacking with an imbued weapon, you make ranged spell attacks, and can only fire at creatures within half the weapon's short range. When you order your imbued weapons to attack, you must decide whether your ranged imbued weapons or your melee imbued weapons attack. You can't make attacks of opportunity with ranged imbued weapons.<br />
<br />
;{{#anc: Heavy Weapon Imbuer}}<br />
<br />
You can imbue weapons with the heavy or two-handed properties as a part of your Armory and Bound Weapon features, though they count as two weapons for your Armory and Blade Vault features.<br />
<br />
;{{#anc: Shield Imbuer}}<br />
<br />
You realize that the best defensive is a floating shield. You can imbue a shield as a part of your Armory feature. It cannot be attacked with, but you can grant its bonus to a creature of your choice while it hovers within 5 feet of them. You can designate a creature for the shield to follow as an action, and it will keep up with the creature to continue granting its bonus. You can use an action to stop it from following, or to designate it to follow another creature.<br />
<br />
;{{#anc: Telekinetic Armor}}<br />
<br />
You've learned how to use your telekinetic abilities to defend yourself. While you aren't wearing armor or wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Intelligence modifier.<br />
<br />
;{{#anc: Daggers Drawn}}<br />
''Prerequisite: 5th level''<br />
<br />
You can cast the Cloud of Daggers spell without expending a spell slot a number of times equal to half your proficiency bonus. The level of this spell is equal to the level of your highest sword mage spell slot.<br />
<br />
;{{#anc: Retaliation}}<br />
''Prerequisite: 5th level''<br />
<br />
When a creature within range of one of your imbued weapons damages you, you can attack the creature with your imbued weapon as a reaction.<br />
<br />
;{{#anc: Crouching Mage Hidden Blade}}<br />
''Prerequisite: 5th level''<br />
<br />
Once per turn, when you and one of your imbued weapons are within 5 feet of a creature and you hit it with the weapon, you can force it to make a Strength saving throw against your Spell Save DC, or be knocked prone.<br />
<br />
;{{#anc: Extensive Reach}}<br />
''Prerequisite: 5th level''<br />
<br />
The reach of all your imbued weapons is increased by 5 feet.<br />
<br />
;{{#anc: Hamstring}}<br />
''Prerequisite: 9th level''<br />
<br />
When you hit a creature with an attack of opportunity using an imbued weapon, the creature's speed is reduced by half, and they take 2d4 damage for every 5 feet they travel.<br />
<br />
;{{#anc: Disarm}}<br />
''Prerequisite: 9th level, Art of the Duelist''<br />
<br />
When you reduce the damage of a weapon attack with your Countermeasure feature to 0, you can force the attacker to make a Strength saving throw. On a failure, they are pushed 10 feet back and lose hold of their weapon, which is flung 10 feet in the opposite direction of the attacker.<br />
<br />
;{{#anc: Energy Blades}}<br />
''Prerequisite: 9th level, Art of the Mage''<br />
<br />
You gain the Magic Weapon or Elemental Weapon as prepared spells, which do not count against your maximum, and when cast you can target all of your imbued weapons at once with the spell, giving them the attack and damage bonus. In addition, you can cast the Elemental Weapon spell once without expending a spell slot. Once you do so, you cannot do so again until you finish a long rest.<br />
<br />
;{{#anc: Room of Swords}}<br />
''Prerequisite: 15th level, Art of the Mage''<br />
<br />
You gain the Banishment spell as a prepared spell, which does not count against your maximum, and when you successfully banish a creature, they take 6d6 slashing damage at the start of their turns until the spell ends.<br />
<br />
;{{#anc: Coup De Grace}}<br />
''Prerequisite: 15th level, Art of the Duelist''<br />
<br />
Once per turn when you make an attack against an incapacitated creature, the attack is a critical hit.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Sword Mage class, you must meet these prerequisites: Intelligence score of 13 <br />
<br />
'''Proficiencies.''' When you multiclass into the Sword Mage class, you gain the following proficiencies: History and Arcana<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Schrubhttps://www.dandwiki.com/w/index.php?title=Talk:Sword_Mage,_2nd_Variant_(5e_Class)&diff=1551309Talk:Sword Mage, 2nd Variant (5e Class)2021-12-24T20:14:05Z<p>Schrub: /* Well, uh, here's stuff and things */</p>
<hr />
<div>== Well, uh, here's stuff and things ==<br />
I couldn't really think of a better name than sticking with Sword Mage, so any recommendations would be appreciated.<br />
<br />
in other words, Sword Mage but without the sword 🥳 - [[User:Schrub|Schrub]] ([[User talk:Schrub|talk]]) 15:13, December 24th 2021</div>Schrubhttps://www.dandwiki.com/w/index.php?title=Talk:Sword_Mage,_2nd_Variant_(5e_Class)&diff=1551308Talk:Sword Mage, 2nd Variant (5e Class)2021-12-24T20:11:42Z<p>Schrub: Created page with "== Well, uh, here's stuff and things == I couldn't really think of a better name than sticking with Sword Mage, so any recommendations would be appreciated. in other words, S..."</p>
<hr />
<div>== Well, uh, here's stuff and things ==<br />
I couldn't really think of a better name than sticking with Sword Mage, so any recommendations would be appreciated.<br />
<br />
in other words, Sword Mage but without the sword 🥳</div>Schrubhttps://www.dandwiki.com/w/index.php?title=Sword_Mage,_2nd_Variant_(5e_Class)&diff=1550990Sword Mage, 2nd Variant (5e Class)2021-12-23T18:56:42Z<p>Schrub: </p>
<hr />
<div>==Sword Mage==<br />
<br />
One after one swords fly up from the ground, piercing the air as a human chains her foe and flicks her wrist, one of the swords penetrating a doubled-over foe as death is brought down upon it by her ally without her unsheathing her own sword. <br />
<br />
Raising his sword towards the elemental planes as his swords take on bright flames and another becoming quick with the wind, a tiefling burns his enemies to ashes when his team is down. <br />
<br />
Chanting words as daggers appear in the air circling around a horde of imps, an elf sways his arm as daggers converge upon and stab the horde down, quickly ending their attack. <br />
<br />
Swords Mages are the swordsmen and women amongst the mages and can call upon the many elemental planes to make their swords more powerful. Varying from the arts they follow they can get up close and personal dealing deadly damage down on foes and take out giants from their sheer power or they can stay back and deal all sorts of support as they help their allies take out hordes of enemies. <br />
<br />
=== Telekinetic Abilities ===<br />
<br />
Those that train in the ways of telekinesis found it was hard moving unfamiliar items; though possible for day to day tasks, it was not efficient enough to use in combat. They soon learned that if they bonded with them and knew their history by taking the time and studying it, they could become spellbound and share emotions, fighting alongside their owners. Knowledge and understanding are what these mages go through so they can get a feel of their sword's emotions and effectiveness during combat. Outmaneuvering their opponents with their intellect and techniques, they have become great fighters as well as mages to help cities defend or lead charges in many armies. They use their telekinesis smartly and always look for the most efficient way to end their opponents with their spells and weapons. Some have taken out giants from sheer skill and others have slain kings with their telekinetic abilities. They instill shock and awe just from the amount of weapons they can control without a drop of sweat. They trust their weapons as their weapons trust them, an important bond with weapons is what they value at all costs.<br />
<br />
=== Valuable and Passionate Fighters ===<br />
<br />
As they grow and become stronger, their passionate bond with their weapons give out to the rest of the world. They fight for a righteous cause and are trained very well to keep the bonds they have with their swords a very special one, but sometimes it can go too far and follow whatever the swords say. Their communication and friendship with their swords allies can only envy, but the results of their battles says otherwise. Very valuable and efficient, they bond with others to see if they can grow even stronger as they try to understand them. Teams and and guilds appreciate their company until they let their swords talk first. They are trained to use their abilities to be a valued member and through contacts with other planes, their value skyrockets as their bonds with their swords become greater and support allies on the field. Some wield legendary weapons to slay dragons or clear out entire hordes in no time at all. Truly some valuable fighters indeed.<br />
<br />
<br />
=== Creating a Sword Mage ===<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|https://cdna.artstation.com/p/assets/images/images/007/318/436/large/thanh-tu-n-doc-co-cau-bai-rsl.jpg?1505302194|By [https://www.artstation.com/pencillien Thanh Tuấn]}}<br />
</div><br />
When creating a Sword Mage it is important to remember that they are not meant to lift heavy objects with their brawn but rather their brain. They bond with their weapons by seeing their history and believe that they should be legendary for what they have done. Maybe one tells you a story of how they were used to slay a Red Dragon that saved their city, but the hero was only recognized. Another would tell you a story of how they were used to kill thousands of people by an evil man and are looking for redemption or revenge. How did you begin to uncover the secrets of weapon telekinesis and bonding? Were you chosen by the army or did you learn them by yourself? Were you a fighter before you discovered these arcane arts or were you a scholar first? Weapons have their own emotions as they tell you how they feel through telepathy and it's your job to help them complete their mission or complete your own mission with their help. Just like the swords have their own stories, you can share your tales and wishes as you study them. Communication is key to this class. So what motivates you to fight and continue your studies? Why was a specific weapon your first? How can you achieve your own goals and help these weapons become known for great things?<br />
<br />
;Quick Build<br />
You can make a Sword Mage quickly by following these suggestions. First, {{5a|Int}} should be your highest ability score, followed by {{5a|Dex}} or {{5a|Str}} depending on the archetype. Second, choose the Courtier or Sage background.<br />
<br />
{{5e Class Features<br />
|name=Sword Mage<br />
|summary=A mage that utilities telekinetic properties to fight with floating weapons and cast spells<br />
|hd= 8<br />
|spellcasting=half<br />
|armor=Light armor, medium armor, shields <br />
|weapons= Simple and Martial Weapons<br />
|tools= Tinker's Tools<br />
|saves=Intelligence, Wisdom<br />
|skills=Pick 2 from Arcana, Acrobatics, Deception, Investigation, Insight, Intimidation, History, Perception.<br />
|item1a= a short sword<br />
|item1b= a long sword<br />
|item1c= <br />
|item2a= a shield<br />
|item2b= any simple ranged weapon<br />
|item2c= <br />
|item3a= an explorer's pack <br />
|item3b= a dungeoneer's pack<br />
|item3c= a scholar's pack<br />
|item4a= Leather armor and two daggers<br />
|item4b= Leather armor and one martial melee weapon<br />
|wealth= 5d4 x10<br />
<br />
|classfeatures1= Call To Arms, Sword Study<br />
|classfeatures2= Techniques of the Blade, Spellcasting<br />
|classfeatures3= Arts of Swordsmanship Archetype<br />
|classfeatures4= <br />
|classfeatures5= Telekinetic Mastery<br />
|classfeatures6= ----<br />
|classfeatures7= Extra Sword, Technique<br />
|classfeatures8= <br />
|classfeatures9= Extra Weapon<br />
|classfeatures10= Technique<br />
|classfeatures11= Sword Mage Archetype Feature<br />
|classfeatures12= <br />
|classfeatures13= Sword Mage Archetype Feature<br />
|classfeatures14= Ability Score Improvement<br />
|classfeatures15= Extra Sword, Technique<br />
|classfeatures16= <br />
|classfeatures17= Sword Mage Archetype Feature<br />
|classfeatures18= Last Attempt<br />
|classfeatures19= <br />
|classfeatures20= Sword Mage Archetype Feature<br />
<br />
|extra1_name= Cantrips<br />
|extra1_1=0<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=2<br />
|extra1_8=3<br />
|extra1_9=3<br />
|extra1_10=3<br />
|extra1_11=3<br />
|extra1_12=3<br />
|extra1_13=3<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=4<br />
|extra1_18=4<br />
|extra1_19=4<br />
|extra1_20=4<br />
<br />
|extra2_name= Enhancements Learned<br />
|extra2_1=0<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=4<br />
|extra2_8=4<br />
|extra2_9=5<br />
|extra2_10=5<br />
|extra2_11=5<br />
|extra2_12=6<br />
|extra2_13=6<br />
|extra2_14=6<br />
|extra2_15=7<br />
|extra2_16=7<br />
|extra2_17=7<br />
|extra2_18=8<br />
|extra2_19=8<br />
|extra2_20=8<br />
<br />
|Extra4_name= imbued swords<br />
|Extra4_1=2<br />
|Extra4_2=2<br />
|Extra4_3=2<br />
|Extra4_4=2<br />
|Extra4_5=2<br />
|Extra4_6=3<br />
|Extra4_7=3<br />
|Extra4_8=3<br />
|Extra4_9=3<br />
|Extra4_10=3<br />
|Extra4_11=4<br />
|Extra4_12=4<br />
|Extra4_13=4<br />
|Extra4_14=4<br />
|Extra4_15=4<br />
|Extra4_16=5<br />
|Extra4_17=5<br />
|Extra4_18=5<br />
|Extra4_19=5<br />
|Extra4_20=5<br />
<br />
}}<br />
<br />
=== Armory ===<br />
<br />
At 1st level, you are able to focus your concentration onto a weapon, wielding it telekinetically like one might normally. As a bonus action, you can imbue a number of one-handed nonmagical weapons up to your Intelligence modifier that are not being worn or carried by a creature other than you and are within 15 feet. <br />
<br />
The imbued weapons float in the air around you and do not occupy a space. You can order them to move up to 30 feet or 60 feet if they have the light property on your turn (no action required by you), and you can use your Action to order them to attack on your turn. When you order your imbued weapons, they make make melee spell attacks against a creature of your choice within their reach, and you can decide whether they attack simultaneously or separately.<br />
<br />
When you order the weapons to attack simultaneously, they must all be within reach of the same target and you make one attack roll, dealing damage equal to all of their damage dice together on a hit.<br />
<br />
When you order the weapons to attack seperately, they must make attacks against seperate creatures, dealing their damage dice on a hit and adding your Intelligence modifier to the roll.<br />
<br />
When a creature leaves the range of one of your imbued weapons, you can use your reaction to make an attack of opportunity against the creature using the imbued weapon.<br />
<br />
Your imbued weapons have a pool of hit points equal to [(5 + your Intelligence modifier) * your sword mage level] divided amongst them, and when a weapon's hit points are reduced to 0, it is destroyed if it was originally a nonmagical weapon, though any excess damage does not affect the total. When you imbue a new weapon, you must subtract hit points from your currently imbued weapons or the pool in order to imbue it. Your imbued weapons have an AC of 10 + your Intelligence modifier.<br />
<br />
If your imbued weapons are ever more than 100 feet away from you, they fall to the ground and lose their imbued status, returning their current hit points to your pool. You regain all armory hit points when you finish a long rest, and can roll hit dice to restore hit points to the pool instead of your own.<br />
<br />
=== Bound Weapon ===<br />
<br />
Your curiosity grows as you use your magic to bond with your weapons, allowing you to learn more about the weapons you come into contact with. Also at 1st level, you can perform a ritual over the course of an hour to invest a portion of your power into a one-handed melee weapon, which you must remain in contact with over the course of the ritual. Afterwards, you become bonded with the weapon, allowing you to use your Intelligence modifier for its attack and damage rolls, and it counts as magical for the purposes of bypassing immunity and resistance if it didn't already. If the weapon's damage die is lower than 1d8, it becomes a 1d8 as it bonds with you. If you use this feature on another weapon, your bond with the original weapon is broken. You are also proficient in your Bound Weapon.<br />
<br />
Once per turn when you deal damage with the weapon, you can deal an additional 1d8 damage. This increases to 2d8 at 9th level, and 3d8 at 17th level.<br />
<br />
Even if it is a magical weapon, it can be imbued as per your Armory feature.<br />
<br />
====Spellcasting====<br />
By the time you reach 2nd level, you've extended your telekinetic ability beyond controlling your blades, gaining the ability to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 11 for the wizard spell list.<br />
<br />
=====Preparing and Casting Spells=====<br />
The Sword Mage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. <br><br />
<br />
You prepare the list of sword mage spells that are available for you to cast, choosing from the wizard spell list. When you do so, choose a number of wizard spells equal to your Intelligence modifier + half your sword mage level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.<br />
<br />
For example, if you are a 5th-level sword mage, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.<br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of sword mage spells requires time spent drawing in psionic energy: at least 1 minute per spell level for each spell on your list.<br />
<br />
=====Spellcasting Ability=====<br />
Intelligence is your spellcasting ability for your enkindler spells, since your magic comes from your mind. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a sword mage spell you cast and when making an attack roll with one. <br />
<br />
'''Spell save DC''' = 8 + your proficiency bonus + your Intelligence modifier<br><br />
'''Spell attack modifier''' = your proficiency bonus + your Intelligence modifier<br />
<br />
<br />
=== Armory Enhancements ===<br />
<br />
Practicing with your weapons on your adventures has lead you to learning new techniques to decimate enemies when they least expect it. When you reach 2nd, you learn 2 Enhancements of your choice shown in the enhancements detailed at the end of the class description. When you gain certain sword mage levels, you gain additional enhancements of your choice, as shown in the enhancements column of the Sword Mage table.<br />
<br />
=== Arts of Swordsmanship ===<br />
<br />
At 3rd level, your constant practice and concentration in sword handling and use, advances your techniques in the Arts of Swordsmanship. Your combat prowess and intellect helps you as you choose a unique style of battle from two different arts: The Art of the Duelist and The Art of the Mage, detailed at the end of the class description. Your decision grants you a feature at 3rd level, and again at 9th level, 13th level, and at your 17th level.<br />
<br />
=== Ability Score Increase ===<br />
<br />
When you reach 4th level, and again at 8th, 12th, 14th, 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.<br />
<br />
=== Telekinetic Mastery ===<br />
<br />
Starting at 5th level, you can manipulate small objects within 30 feet with your mind as if using your hand to interact with it. You can use this power to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You cannot Attack, activate magical items, or carry more than 10 pounds in this manner. You can move an item you are controlling in this way up to 30 feet during your turn.<br />
<br />
=== Blade Vault ===<br />
<br />
Also at 5th level, you master bonding your magic to your swords. You can use your Bound Weapon feature to bind a number of weapons up to your Intelligence modifier (minimum of two), teleporting them to a harmless demiplane. You can summon or dismiss your bound weapons to your hands as an action. Each time you create your bound weapon, the previous one is dismissed, you can immediately end your attunement to any of your other board weapons, and immediately attune to the weapon you summoned (if it requires attunement).<br />
<br />
=== Last Attempt ===<br />
As you gain more weapons your arsenal, you can fuse them together and fire them off as a last resort. Starting at 18th level, you can, as a bonus action, fuse your armory together into an amalgamation of their best qualities. A creature you can see within 100 feet of you must make a Strength saving throw against your Spell Save DC. On a failure, you can cut off one of the creature's heads. It dies if it cannot survive without the lost head. A creature is immune to this effect if it is immune to bludgeoning, piercing, or slashing damage, doesn't have or need a head, has legendary actions, you don't cut off its head, or the DM decides that the creature is too big for its head to be cut off by this ability. Such a creature instead takes 12d8 force damage from the hit, or the damage it would have taken from being hit by a simultaneous attack from your imbued weapons. On a success, it takes half as much damage and doesn't lose its head.<br />
<br />
== The Art of the Duelist ==<br />
<br />
Duelists don't like to stay back and watch the fight unfold from afar. These mages want to join in on the fight along with their other swords to get the enemy down faster. Learning the Art of the Duelist means you are responsible for your swords and what you do with them. You have accepted that learning this art means a great responsibility is placed upon you as a Sword Mage. Your swords aren't just your own, but also for your allies to help take down any foe you encounter.<br />
<br />
;{{#anc: One With The Weapons}}<br />
<br />
At 3rd level, you are able to attack personally along with your imbued weapons and get ahead in the fight. You gain proficiency with heavy armor, and when you attack with your imbued weapons, you can attack with your bound weapon as a bonus action.<br />
<br />
;{{#anc: Magical Sharpness}}<br />
<br />
At 6th level you learn to imbue your weapons with your spellcasting capabilities. When you hit a creature with an attack with a bound weapon, you can expend one spell slot to deal force damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8.<br />
<br />
;{{#anc: Countermeasure}}<br />
<br />
At 9th level, you can use your telekinetic abilities to deflect an attack. When a creature within 60 feet of you makes a weapon attack and hits, you can use your reaction and expend a spell slot to reduce the damage of the attack by an amaount equal to your sword mage level + 5 * the level of the spell slot.<br />
<br />
;{{#anc: Level the Playing Field}}<br />
<br />
Starting at 11th level, you become a force in battle to be reckoned with. The damage die of your bound weapons increases to 1d10 if it was lower, and when you hit a creature with an attack, you do not provoke opportunity attacks from them for the rest of your turn.<br />
<br />
;{{#anc: Bladestorm}}<br />
<br />
At 13th level, you can surround yourself in a whirl of blades. When a creature moves to a space within 10 feet of you or starts its turn there, you can force them to make a Dexterity saving throw or deal 2d8 + your proficiency bonus in slashing damage to the creature. The DC for this ability is equal to your spell save DC.<br />
<br />
;{{#anc: Almighty Duelist}}<br />
<br />
At 17th level, you've mastered fighting alongside your imbued weaponry. When you attack with your bound weapons as a bonus action, you can attack twice, instead of once. <br />
<br />
;{{#anc: Blade of Death}}<br />
<br />
At 20th level, you can use your action to summon a massive ethereal weapon to a spot you can see within 120 feet of you. It counts as an imbued weapon, and you can order it as a part of ordering your other imbued weapons, though it can not make a simultaneous attack. When it hits, it deals 6d8 bludgeoning, piercing, or slashing damage plus 6d8 thunder damage. It lasts for 1 minute, or until you are incapacitated. It is immune to all damage.<br />
<br />
== The Art of the Mage ==<br />
<br />
More often, mages like to keep their hands clean from afar, torturing their enemies as they get struck down by the swords they wield. You learn that you can multi-task dealing damage with your swords as well as casting spells that help support your allies or deal massive damage to multiple foes. You use your spells to your advantage whenever you are in battle. <br />
<br />
;Mage Spells<br />
You gain access to the following spells at the sword mage levels listed bellow. Once you gain access to these spells, you always have them prepared. They don't count against the number of spells you can prepare each day.<br />
{| class="5e"<br />
|+ Spells<br />
|-<br />
! Sword Mage level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''inflict wounds, zephyr strike''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''heat metal, branding smite''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align: left;" | ''lightning arrow, elemental weapon''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || style="text-align: left;" | ''staggering smite, death ward''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || style="text-align: left;" | ''banishing smite, destructive wave''<br />
|}<br />
<br />
<br />
;{{#anc: War Blade}}<br />
<br />
At 3rd level, you gain proficiency in heavy armor, and when you hit a creature with one of your imbued weapons, you can cast a cantrip with a range of touch or one that requires a melee weapon attack as a bonus action on the same creature. In addition, your imbued weapons count as melee weapon attacks for the purposes of the zephyr strike, branding smite, staggering smite, and similar spells.<br />
<br />
;{{#anc: Strike True}}<br />
<br />
At 6th level, your way with the Weave of magic allows you to affect weapons in an enchanting way. When a creature within 60 feet of you makes a weapon attack and hits, you can use your reaction to increase the damage it deals by your bound weapon damage.<br />
<br />
;{{#anc: Bound Armor}}<br />
<br />
At 9th level, you can use your Bound Weapon feature on a set of armor or a shield instead. It takes up one of your Blade Vault slots, you can don, doff, attune, and unattune to the armor as an action, and while you live, the armor cannot be removed from you against your will.<br />
<br />
;{{#anc: Overwatch}}<br />
<br />
At 11th level, imbuing your weapons with the semblance of a conscience allows you to see and feel the area around them. You can percieve the area in a 15-foot radius around your imbued weapons as if you had truesight. In addition, your imbued weapons can be up to a mile away before unimbuing.<br />
<br />
;{{#anc: Seeking}}<br />
<br />
At 13th level, when a creature you can see within 60 feet of you misses with a weapon attack, you can use your reaction to allow them to reroll the attack at advantage. You can do this a number of times equal to your proficiency bonus, and regain all uses upon finishing a long rest.<br />
<br />
;{{#anc: Spell Storing Weapon}}<br />
At 17th level, you've imbued your weapons with your magical essence, making them an extension of yourself. During a long rest, you can imbue your imbued weapons with spells, holding them until they are ready to burst. You cast the spell as normal when imbuing it in this way, though it is instead held by your imbued weapons. Your imbued weapons can only store up to 10 levels worth of spells at a time. The level of the spell slot used to cast the spell determines how much space it uses. If your weapons cannot hold the spell, the spell is expended without effect.<br />
While stored, you can cast a stored spell from the position of one of your imbued weapons.<br />
<br />
In addition, your bound weapon feature's bonus damage increases to 4d8, and you can reroll any number of the damage dice. You must use the new rolls.<br />
<br />
;{{#anc: Whirling Death}}<br />
<br />
At 20th level, you can cast the Blade of Disaster spell once without expending a spell slot. Once you do so, you cannot do so again until you finish a long rest.<br />
<br />
== Enhancements ==<br />
<br />
As you grow and understand your playing style, you learn techniques that help give you advantages in battle and can help allies if need be. Sword Mages have always had these for generations and generations, it be wise to use them. <br />
<br />
;{{#anc: Ranged Weapon Imbuer}}<br />
<br />
You can imbue ranged weapons without the heavy or two-handed properties as a part of your Armory feature, and can bond with them as a part of your Bound Weapon feature. When attacking with an imbued weapon, you make ranged spell attacks, and can only fire at creatures within half the weapon's short range. When you order your imbued weapons to attack, you must decide whether your ranged imbued weapons or your melee imbued weapons attack. You can't make attacks of opportunity with ranged imbued weapons.<br />
<br />
;{{#anc: Heavy Weapon Imbuer}}<br />
<br />
You can imbue weapons with the heavy or two-handed properties as a part of your Armory and Bound Weapon features, though they count as two weapons for your Armory and Blade Vault features.<br />
<br />
;{{#anc: Shield Imbuer}}<br />
<br />
You realize that the best defensive is a floating shield. You can imbue a shield as a part of your Armory feature. It cannot be attacked with, but you can grant its bonus to a creature of your choice while it hovers within 5 feet of them. You can designate a creature for the shield to follow as an action, and it will keep up with the creature to continue granting its bonus. You can use an action to stop it from following, or to designate it to follow another creature.<br />
<br />
;{{#anc: Telekinetic Armor}}<br />
<br />
You've learned how to use your telekinetic abilities to defend yourself. While you aren't wearing armor or wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Intelligence modifier.<br />
<br />
;{{#anc: Daggers Drawn}}<br />
''Prerequisite: 5th level''<br />
<br />
You can cast the Cloud of Daggers spell without expending a spell slot a number of times equal to half your proficiency bonus. The level of this spell is equal to the level of your highest sword mage spell slot.<br />
<br />
;{{#anc: Retaliation}}<br />
''Prerequisite: 5th level''<br />
<br />
When a creature within range of one of your imbued weapons damages you, you can attack the creature with your imbued weapon as a reaction.<br />
<br />
;{{#anc: Crouching Mage Hidden Blade}}<br />
''Prerequisite: 5th level''<br />
<br />
Once per turn, when you and one of your imbued weapons are within 5 feet of a creature and you hit it with the weapon, you can force it to make a Strength saving throw against your Spell Save DC, or be knocked prone.<br />
<br />
;{{#anc: Extensive Reach}}<br />
''Prerequisite: 5th level''<br />
<br />
The reach of all your imbued weapons is increased by 5 feet.<br />
<br />
;{{#anc: Hamstring}}<br />
''Prerequisite: 9th level''<br />
<br />
When you hit a creature with an attack of opportunity using an imbued weapon, the creature's speed is reduced by half, and they take 2d4 damage for every 5 feet they travel.<br />
<br />
;{{#anc: Disarm}}<br />
''Prerequisite: 9th level, Art of the Duelist''<br />
<br />
When you reduce the damage of a weapon attack with your Countermeasure feature to 0, you can force the attacker to make a Strength saving throw. On a failure, they are pushed 10 feet back and lose hold of their weapon, which is flung 10 feet in the opposite direction of the attacker.<br />
<br />
;{{#anc: Energy Blades}}<br />
''Prerequisite: 9th level, Art of the Mage''<br />
<br />
You gain the Magic Weapon or Elemental Weapon as prepared spells, which do not count against your maximum, and when cast you can target all of your imbued weapons at once with the spell, giving them the attack and damage bonus. In addition, you can cast the Elemental Weapon spell once without expending a spell slot. Once you do so, you cannot do so again until you finish a long rest.<br />
<br />
;{{#anc: Room of Swords}}<br />
''Prerequisite: 15th level, Art of the Mage''<br />
<br />
You gain the Banishment spell as a prepared spell, which does not count against your maximum, and when you successfully banish a creature, they take 6d6 slashing damage at the start of their turns until the spell ends.<br />
<br />
;{{#anc: Coup De Grace}}<br />
''Prerequisite: 15th level, Art of the Duelist''<br />
<br />
Once per turn when you make an attack against an incapacitated creature, the attack is a critical hit.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Sword Mage class, you must meet these prerequisites: Intelligence score of 13 or higher and proficiency with a long or short sword.<br />
<br />
'''Proficiencies.''' When you multiclass into the Sword Mage class, you gain the following proficiencies: History and Arcana<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Schrubhttps://www.dandwiki.com/w/index.php?title=Sword_Mage,_2nd_Variant_(5e_Class)&diff=1550987Sword Mage, 2nd Variant (5e Class)2021-12-23T18:48:06Z<p>Schrub: war blade didn't work at all w/ the smite spells</p>
<hr />
<div>==Sword Mage==<br />
<br />
One after one swords fly up from the ground, piercing the air as a human chains her foe and flicks her wrist, one of the swords penetrating a doubled-over foe as death is brought down upon it by her ally without her unsheathing her own sword. <br />
<br />
Raising his sword towards the elemental planes as his swords take on bright flames and another becoming quick with the wind, a tiefling burns his enemies to ashes when his team is down. <br />
<br />
Chanting words as daggers appear in the air circling around a horde of imps, an elf sways his arm as daggers converge upon and stab the horde down, quickly ending their attack. <br />
<br />
Swords Mages are the swordsmen and women amongst the mages and can call upon the many elemental planes to make their swords more powerful. Varying from the arts they follow they can get up close and personal dealing deadly damage down on foes and take out giants from their sheer power or they can stay back and deal all sorts of support as they help their allies take out hordes of enemies. <br />
<br />
=== Telekinetic Abilities ===<br />
<br />
Those that train in the ways of telekinesis found it was hard moving unfamiliar items; though possible for day to day tasks, it was not efficient enough to use in combat. They soon learned that if they bonded with them and knew their history by taking the time and studying it, they could become spellbound and share emotions, fighting alongside their owners. Knowledge and understanding are what these mages go through so they can get a feel of their sword's emotions and effectiveness during combat. Outmaneuvering their opponents with their intellect and techniques, they have become great fighters as well as mages to help cities defend or lead charges in many armies. They use their telekinesis smartly and always look for the most efficient way to end their opponents with their spells and weapons. Some have taken out giants from sheer skill and others have slain kings with their telekinetic abilities. They instill shock and awe just from the amount of weapons they can control without a drop of sweat. They trust their weapons as their weapons trust them, an important bond with weapons is what they value at all costs.<br />
<br />
=== Valuable and Passionate Fighters ===<br />
<br />
As they grow and become stronger, their passionate bond with their weapons give out to the rest of the world. They fight for a righteous cause and are trained very well to keep the bonds they have with their swords a very special one, but sometimes it can go too far and follow whatever the swords say. Their communication and friendship with their swords allies can only envy, but the results of their battles says otherwise. Very valuable and efficient, they bond with others to see if they can grow even stronger as they try to understand them. Teams and and guilds appreciate their company until they let their swords talk first. They are trained to use their abilities to be a valued member and through contacts with other planes, their value skyrockets as their bonds with their swords become greater and support allies on the field. Some wield legendary weapons to slay dragons or clear out entire hordes in no time at all. Truly some valuable fighters indeed.<br />
<br />
<br />
=== Creating a Sword Mage ===<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|https://pre00.deviantart.net/1d09/th/pre/f/2016/194/1/1/swords_mage_by_meganerid-da9vl4b.jpg|By [https://meganerid.deviantart.com Meganerid]}}<br />
</div><br />
When creating a Sword Mage it is important to remember that they are not meant to lift heavy objects with their brawn but rather their brain. They bond with their weapons by seeing their history and believe that they should be legendary for what they have done. Maybe one tells you a story of how they were used to slay a Red Dragon that saved their city, but the hero was only recognized. Another would tell you a story of how they were used to kill thousands of people by an evil man and are looking for redemption or revenge. How did you begin to uncover the secrets of weapon telekinesis and bonding? Were you chosen by the army or did you learn them by yourself? Were you a fighter before you discovered these arcane arts or were you a scholar first? Weapons have their own emotions as they tell you how they feel through telepathy and it's your job to help them complete their mission or complete your own mission with their help. Just like the swords have their own stories, you can share your tales and wishes as you study them. Communication is key to this class. So what motivates you to fight and continue your studies? Why was a specific weapon your first? How can you achieve your own goals and help these weapons become known for great things?<br />
<br />
;Quick Build<br />
You can make a Sword Mage quickly by following these suggestions. First, {{5a|Int}} should be your highest ability score, followed by {{5a|Dex}} or {{5a|Str}} depending on the archetype. Second, choose the Courtier or Sage background.<br />
<br />
{{5e Class Features<br />
|name=Sword Mage<br />
|summary=A mage that utilities telekinetic properties to fight with floating weapons and cast spells<br />
|hd= 8<br />
|spellcasting=half<br />
|armor=Light armor, medium armor, shields <br />
|weapons= Simple and Martial Weapons<br />
|tools= Tinker's Tools<br />
|saves=Intelligence, Wisdom<br />
|skills=Pick 2 from Arcana, Acrobatics, Deception, Investigation, Insight, Intimidation, History, Perception.<br />
|item1a= a short sword<br />
|item1b= a long sword<br />
|item1c= <br />
|item2a= a shield<br />
|item2b= any simple ranged weapon<br />
|item2c= <br />
|item3a= an explorer's pack <br />
|item3b= a dungeoneer's pack<br />
|item3c= a scholar's pack<br />
|item4a= Leather armor and two daggers<br />
|item4b= Leather armor and one martial melee weapon<br />
|wealth= 5d4 x10<br />
<br />
|classfeatures1= Call To Arms, Sword Study<br />
|classfeatures2= Techniques of the Blade, Spellcasting<br />
|classfeatures3= Arts of Swordsmanship Archetype<br />
|classfeatures4= <br />
|classfeatures5= Telekinetic Mastery<br />
|classfeatures6= ----<br />
|classfeatures7= Extra Sword, Technique<br />
|classfeatures8= <br />
|classfeatures9= Extra Weapon<br />
|classfeatures10= Technique<br />
|classfeatures11= Sword Mage Archetype Feature<br />
|classfeatures12= <br />
|classfeatures13= Sword Mage Archetype Feature<br />
|classfeatures14= Ability Score Improvement<br />
|classfeatures15= Extra Sword, Technique<br />
|classfeatures16= <br />
|classfeatures17= Sword Mage Archetype Feature<br />
|classfeatures18= Last Attempt<br />
|classfeatures19= <br />
|classfeatures20= Sword Mage Archetype Feature<br />
<br />
|extra1_name= Cantrips<br />
|extra1_1=0<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=2<br />
|extra1_8=3<br />
|extra1_9=3<br />
|extra1_10=3<br />
|extra1_11=3<br />
|extra1_12=3<br />
|extra1_13=3<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=4<br />
|extra1_18=4<br />
|extra1_19=4<br />
|extra1_20=4<br />
<br />
|extra2_name= Enhancements Learned<br />
|extra2_1=0<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=4<br />
|extra2_8=4<br />
|extra2_9=5<br />
|extra2_10=5<br />
|extra2_11=5<br />
|extra2_12=6<br />
|extra2_13=6<br />
|extra2_14=6<br />
|extra2_15=7<br />
|extra2_16=7<br />
|extra2_17=7<br />
|extra2_18=8<br />
|extra2_19=8<br />
|extra2_20=8<br />
<br />
|Extra4_name= imbued swords<br />
|Extra4_1=2<br />
|Extra4_2=2<br />
|Extra4_3=2<br />
|Extra4_4=2<br />
|Extra4_5=2<br />
|Extra4_6=3<br />
|Extra4_7=3<br />
|Extra4_8=3<br />
|Extra4_9=3<br />
|Extra4_10=3<br />
|Extra4_11=4<br />
|Extra4_12=4<br />
|Extra4_13=4<br />
|Extra4_14=4<br />
|Extra4_15=4<br />
|Extra4_16=5<br />
|Extra4_17=5<br />
|Extra4_18=5<br />
|Extra4_19=5<br />
|Extra4_20=5<br />
<br />
}}<br />
<br />
=== Armory ===<br />
<br />
At 1st level, you are able to focus your concentration onto a weapon, wielding it telekinetically like one might normally. As a bonus action, you can imbue a number of one-handed nonmagical weapons up to your Intelligence modifier that are not being worn or carried by a creature other than you and are within 15 feet. <br />
<br />
The imbued weapons float in the air around you and do not occupy a space. You can order them to move up to 30 feet or 60 feet if they have the light property on your turn (no action required by you), and you can use your Action to order them to attack on your turn. When you order your imbued weapons, they make make melee spell attacks against a creature of your choice within their reach, and you can decide whether they attack simultaneously or separately.<br />
<br />
When you order the weapons to attack simultaneously, they must all be within reach of the same target and you make one attack roll, dealing damage equal to all of their damage dice together on a hit.<br />
<br />
When you order the weapons to attack seperately, they must make attacks against seperate creatures, dealing their damage dice on a hit and adding your Intelligence modifier to the roll.<br />
<br />
When a creature leaves the range of one of your imbued weapons, you can use your reaction to make an attack of opportunity against the creature using the imbued weapon.<br />
<br />
Your imbued weapons have a pool of hit points equal to [(5 + your Intelligence modifier) * your sword mage level] divided amongst them, and when a weapon's hit points are reduced to 0, it is destroyed if it was originally a nonmagical weapon, though any excess damage does not affect the total. When you imbue a new weapon, you must subtract hit points from your currently imbued weapons or the pool in order to imbue it. Your imbued weapons have an AC of 10 + your Intelligence modifier.<br />
<br />
If your imbued weapons are ever more than 100 feet away from you, they fall to the ground and lose their imbued status, returning their current hit points to your pool. You regain all armory hit points when you finish a long rest, and can roll hit dice to restore hit points to the pool instead of your own.<br />
<br />
=== Bound Weapon ===<br />
<br />
Your curiosity grows as you use your magic to bond with your weapons, allowing you to learn more about the weapons you come into contact with. Also at 1st level, you can perform a ritual over the course of an hour to invest a portion of your power into a one-handed melee weapon, which you must remain in contact with over the course of the ritual. Afterwards, you become bonded with the weapon, allowing you to use your Intelligence modifier for its attack and damage rolls, and it counts as magical for the purposes of bypassing immunity and resistance if it didn't already. If the weapon's damage die is lower than 1d8, it becomes a 1d8 as it bonds with you. If you use this feature on another weapon, your bond with the original weapon is broken. You are also proficient in your Bound Weapon.<br />
<br />
Once per turn when you deal damage with the weapon, you can deal an additional 1d8 damage. This increases to 2d8 at 9th level, and 3d8 at 17th level.<br />
<br />
Even if it is a magical weapon, it can be imbued as per your Armory feature.<br />
<br />
====Spellcasting====<br />
By the time you reach 2nd level, you've extended your telekinetic ability beyond controlling your blades, gaining the ability to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 11 for the wizard spell list.<br />
<br />
=====Preparing and Casting Spells=====<br />
The Sword Mage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. <br><br />
<br />
You prepare the list of sword mage spells that are available for you to cast, choosing from the wizard spell list. When you do so, choose a number of wizard spells equal to your Intelligence modifier + half your sword mage level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.<br />
<br />
For example, if you are a 5th-level sword mage, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.<br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of sword mage spells requires time spent drawing in psionic energy: at least 1 minute per spell level for each spell on your list.<br />
<br />
=====Spellcasting Ability=====<br />
Intelligence is your spellcasting ability for your enkindler spells, since your magic comes from your mind. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a sword mage spell you cast and when making an attack roll with one. <br />
<br />
'''Spell save DC''' = 8 + your proficiency bonus + your Intelligence modifier<br><br />
'''Spell attack modifier''' = your proficiency bonus + your Intelligence modifier<br />
<br />
<br />
=== Armory Enhancements ===<br />
<br />
Practicing with your weapons on your adventures has lead you to learning new techniques to decimate enemies when they least expect it. When you reach 2nd, you learn 2 Enhancements of your choice shown in the enhancements detailed at the end of the class description. When you gain certain sword mage levels, you gain additional enhancements of your choice, as shown in the enhancements column of the Sword Mage table.<br />
<br />
=== Arts of Swordsmanship ===<br />
<br />
At 3rd level, your constant practice and concentration in sword handling and use, advances your techniques in the Arts of Swordsmanship. Your combat prowess and intellect helps you as you choose a unique style of battle from two different arts: The Art of the Duelist and The Art of the Mage, detailed at the end of the class description. Your decision grants you a feature at 3rd level, and again at 9th level, 13th level, and at your 17th level.<br />
<br />
=== Ability Score Increase ===<br />
<br />
When you reach 4th level, and again at 8th, 12th, 14th, 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.<br />
<br />
=== Telekinetic Mastery ===<br />
<br />
Starting at 5th level, you can manipulate small objects within 30 feet with your mind as if using your hand to interact with it. You can use this power to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You cannot Attack, activate magical items, or carry more than 10 pounds in this manner. You can move an item you are controlling in this way up to 30 feet during your turn.<br />
<br />
=== Blade Vault ===<br />
<br />
Also at 5th level, you master bonding your magic to your swords. You can use your Bound Weapon feature to bind a number of weapons up to your Intelligence modifier (minimum of two), teleporting them to a harmless demiplane. You can summon or dismiss your bound weapons to your hands as an action. Each time you create your bound weapon, the previous one is dismissed, you can immediately end your attunement to any of your other board weapons, and immediately attune to the weapon you summoned (if it requires attunement).<br />
<br />
=== Last Attempt ===<br />
As you gain more weapons your arsenal, you can fuse them together and fire them off as a last resort. Starting at 18th level, you can, as a bonus action, fuse your armory together into an amalgamation of their best qualities. A creature you can see within 100 feet of you must make a Strength saving throw against your Spell Save DC. On a failure, you can cut off one of the creature's heads. It dies if it cannot survive without the lost head. A creature is immune to this effect if it is immune to bludgeoning, piercing, or slashing damage, doesn't have or need a head, has legendary actions, you don't cut off its head, or the DM decides that the creature is too big for its head to be cut off by this ability. Such a creature instead takes 12d8 force damage from the hit, or the damage it would have taken from being hit by a simultaneous attack from your imbued weapons. On a success, it takes half as much damage and doesn't lose its head.<br />
<br />
== The Art of the Duelist ==<br />
<br />
Duelists don't like to stay back and watch the fight unfold from afar. These mages want to join in on the fight along with their other swords to get the enemy down faster. Learning the Art of the Duelist means you are responsible for your swords and what you do with them. You have accepted that learning this art means a great responsibility is placed upon you as a Sword Mage. Your swords aren't just your own, but also for your allies to help take down any foe you encounter.<br />
<br />
;{{#anc: One With The Weapons}}<br />
<br />
At 3rd level, you are able to attack personally along with your imbued weapons and get ahead in the fight. You gain proficiency with heavy armor, and when you attack with your imbued weapons, you can attack with your bound weapon as a bonus action.<br />
<br />
;{{#anc: Magical Sharpness}}<br />
<br />
At 6th level you learn to imbue your weapons with your spellcasting capabilities. When you hit a creature with an attack with a bound weapon, you can expend one spell slot to deal force damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8.<br />
<br />
;{{#anc: Countermeasure}}<br />
<br />
At 9th level, you can use your telekinetic abilities to deflect an attack. When a creature within 60 feet of you makes a weapon attack and hits, you can use your reaction and expend a spell slot to reduce the damage of the attack by an amaount equal to your sword mage level + 5 * the level of the spell slot.<br />
<br />
;{{#anc: Level the Playing Field}}<br />
<br />
Starting at 11th level, you become a force in battle to be reckoned with. The damage die of your bound weapons increases to 1d10 if it was lower, and when you hit a creature with an attack, you do not provoke opportunity attacks from them for the rest of your turn.<br />
<br />
;{{#anc: Bladestorm}}<br />
<br />
At 13th level, you can surround yourself in a whirl of blades. When a creature moves to a space within 10 feet of you or starts its turn there, you can force them to make a Dexterity saving throw or deal 2d8 + your proficiency bonus in slashing damage to the creature. The DC for this ability is equal to your spell save DC.<br />
<br />
;{{#anc: Almighty Duelist}}<br />
<br />
At 17th level, you've mastered fighting alongside your imbued weaponry. When you attack with your bound weapons as a bonus action, you can attack twice, instead of once. <br />
<br />
;{{#anc: Blade of Death}}<br />
<br />
At 20th level, you can use your action to summon a massive ethereal weapon to a spot you can see within 120 feet of you. It counts as an imbued weapon, and you can order it as a part of ordering your other imbued weapons, though it can not make a simultaneous attack. When it hits, it deals 6d8 bludgeoning, piercing, or slashing damage plus 6d8 thunder damage. It lasts for 1 minute, or until you are incapacitated. It is immune to all damage.<br />
<br />
== The Art of the Mage ==<br />
<br />
More often, mages like to keep their hands clean from afar, torturing their enemies as they get struck down by the swords they wield. You learn that you can multi-task dealing damage with your swords as well as casting spells that help support your allies or deal massive damage to multiple foes. You use your spells to your advantage whenever you are in battle. <br />
<br />
;Mage Spells<br />
You gain access to the following spells at the sword mage levels listed bellow. Once you gain access to these spells, you always have them prepared. They don't count against the number of spells you can prepare each day.<br />
{| class="5e"<br />
|+ Spells<br />
|-<br />
! Sword Mage level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''inflict wounds, zephyr strike''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''heat metal, branding smite''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align: left;" | ''lightning arrow, elemental weapon''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || style="text-align: left;" | ''staggering smite, death ward''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || style="text-align: left;" | ''banishing smite, destructive wave''<br />
|}<br />
<br />
<br />
;{{#anc: War Blade}}<br />
<br />
At 3rd level, you gain proficiency in heavy armor, and when you hit a creature with one of your imbued weapons, you can cast a cantrip with a range of touch or one that requires a melee weapon attack as a bonus action on the same creature. In addition, your imbued weapons count as melee weapon attacks for the purposes of the zephyr strike, branding smite, staggering smite, and similar spells.<br />
<br />
;{{#anc: Strike True}}<br />
<br />
At 6th level, your way with the Weave of magic allows you to affect weapons in an enchanting way. When a creature within 60 feet of you makes a weapon attack and hits, you can use your reaction to increase the damage it deals by your bound weapon damage.<br />
<br />
;{{#anc: Bound Armor}}<br />
<br />
At 9th level, you can use your Bound Weapon feature on a set of armor or a shield instead. It takes up one of your Blade Vault slots, you can don, doff, attune, and unattune to the armor as an action, and while you live, the armor cannot be removed from you against your will.<br />
<br />
;{{#anc: Overwatch}}<br />
<br />
At 11th level, imbuing your weapons with the semblance of a conscience allows you to see and feel the area around them. You can percieve the area in a 15-foot radius around your imbued weapons as if you had truesight. In addition, your imbued weapons can be up to a mile away before unimbuing.<br />
<br />
;{{#anc: Seeking}}<br />
<br />
At 13th level, when a creature you can see within 60 feet of you misses with a weapon attack, you can use your reaction to allow them to reroll the attack at advantage. You can do this a number of times equal to your proficiency bonus, and regain all uses upon finishing a long rest.<br />
<br />
;{{#anc: Spell Storing Weapon}}<br />
At 17th level, you've imbued your weapons with your magical essence, making them an extension of yourself. During a long rest, you can imbue your imbued weapons with spells, holding them until they are ready to burst. You cast the spell as normal when imbuing it in this way, though it is instead held by your imbued weapons. Your imbued weapons can only store up to 10 levels worth of spells at a time. The level of the spell slot used to cast the spell determines how much space it uses. If your weapons cannot hold the spell, the spell is expended without effect.<br />
While stored, you can cast a stored spell from the position of one of your imbued weapons.<br />
<br />
In addition, your bound weapon feature's bonus damage increases to 4d8, and you can reroll any number of the damage dice. You must use the new rolls.<br />
<br />
;{{#anc: Whirling Death}}<br />
<br />
At 20th level, you can cast the Blade of Disaster spell once without expending a spell slot. Once you do so, you cannot do so again until you finish a long rest.<br />
<br />
== Enhancements ==<br />
<br />
As you grow and understand your playing style, you learn techniques that help give you advantages in battle and can help allies if need be. Sword Mages have always had these for generations and generations, it be wise to use them. <br />
<br />
;{{#anc: Ranged Weapon Imbuer}}<br />
<br />
You can imbue ranged weapons without the heavy or two-handed properties as a part of your Armory feature, and can bond with them as a part of your Bound Weapon feature. When attacking with an imbued weapon, you make ranged spell attacks, and can only fire at creatures within half the weapon's short range. When you order your imbued weapons to attack, you must decide whether your ranged imbued weapons or your melee imbued weapons attack. You can't make attacks of opportunity with ranged imbued weapons.<br />
<br />
;{{#anc: Heavy Weapon Imbuer}}<br />
<br />
You can imbue weapons with the heavy or two-handed properties as a part of your Armory and Bound Weapon features, though they count as two weapons for your Armory and Blade Vault features.<br />
<br />
;{{#anc: Shield Imbuer}}<br />
<br />
You realize that the best defensive is a floating shield. You can imbue a shield as a part of your Armory feature. It cannot be attacked with, but you can grant its bonus to a creature of your choice while it hovers within 5 feet of them. You can designate a creature for the shield to follow as an action, and it will keep up with the creature to continue granting its bonus. You can use an action to stop it from following, or to designate it to follow another creature.<br />
<br />
;{{#anc: Telekinetic Armor}}<br />
<br />
You've learned how to use your telekinetic abilities to defend yourself. While you aren't wearing armor or wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Intelligence modifier.<br />
<br />
;{{#anc: Daggers Drawn}}<br />
''Prerequisite: 5th level''<br />
<br />
You can cast the Cloud of Daggers spell without expending a spell slot a number of times equal to half your proficiency bonus. The level of this spell is equal to the level of your highest sword mage spell slot.<br />
<br />
;{{#anc: Retaliation}}<br />
''Prerequisite: 5th level''<br />
<br />
When a creature within range of one of your imbued weapons damages you, you can attack the creature with your imbued weapon as a reaction.<br />
<br />
;{{#anc: Crouching Mage Hidden Blade}}<br />
''Prerequisite: 5th level''<br />
<br />
Once per turn, when you and one of your imbued weapons are within 5 feet of a creature and you hit it with the weapon, you can force it to make a Strength saving throw against your Spell Save DC, or be knocked prone.<br />
<br />
;{{#anc: Extensive Reach}}<br />
''Prerequisite: 5th level''<br />
<br />
The reach of all your imbued weapons is increased by 5 feet.<br />
<br />
;{{#anc: Hamstring}}<br />
''Prerequisite: 9th level''<br />
<br />
When you hit a creature with an attack of opportunity using an imbued weapon, the creature's speed is reduced by half, and they take 2d4 damage for every 5 feet they travel.<br />
<br />
;{{#anc: Disarm}}<br />
''Prerequisite: 9th level, Art of the Duelist''<br />
<br />
When you reduce the damage of a weapon attack with your Countermeasure feature to 0, you can force the attacker to make a Strength saving throw. On a failure, they are pushed 10 feet back and lose hold of their weapon, which is flung 10 feet in the opposite direction of the attacker.<br />
<br />
;{{#anc: Energy Blades}}<br />
''Prerequisite: 9th level, Art of the Mage''<br />
<br />
You gain the Magic Weapon or Elemental Weapon as prepared spells, which do not count against your maximum, and when cast you can target all of your imbued weapons at once with the spell, giving them the attack and damage bonus. In addition, you can cast the Elemental Weapon spell once without expending a spell slot. Once you do so, you cannot do so again until you finish a long rest.<br />
<br />
;{{#anc: Room of Swords}}<br />
''Prerequisite: 15th level, Art of the Mage''<br />
<br />
You gain the Banishment spell as a prepared spell, which does not count against your maximum, and when you successfully banish a creature, they take 6d6 slashing damage at the start of their turns until the spell ends.<br />
<br />
;{{#anc: Coup De Grace}}<br />
''Prerequisite: 15th level, Art of the Duelist''<br />
<br />
Once per turn when you make an attack against an incapacitated creature, the attack is a critical hit.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Sword Mage class, you must meet these prerequisites: Intelligence score of 13 or higher and proficiency with a long or short sword.<br />
<br />
'''Proficiencies.''' When you multiclass into the Sword Mage class, you gain the following proficiencies: History and Arcana<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Schrubhttps://www.dandwiki.com/w/index.php?title=Sword_Mage,_2nd_Variant_(5e_Class)&diff=1550986Sword Mage, 2nd Variant (5e Class)2021-12-23T18:46:00Z<p>Schrub: Created page with "==Sword Mage== One after one swords fly up from the ground, piercing the air as a human chains her foe and flicks her wrist, one of the swords penetrating a doubled-over foe..."</p>
<hr />
<div>==Sword Mage==<br />
<br />
One after one swords fly up from the ground, piercing the air as a human chains her foe and flicks her wrist, one of the swords penetrating a doubled-over foe as death is brought down upon it by her ally without her unsheathing her own sword. <br />
<br />
Raising his sword towards the elemental planes as his swords take on bright flames and another becoming quick with the wind, a tiefling burns his enemies to ashes when his team is down. <br />
<br />
Chanting words as daggers appear in the air circling around a horde of imps, an elf sways his arm as daggers converge upon and stab the horde down, quickly ending their attack. <br />
<br />
Swords Mages are the swordsmen and women amongst the mages and can call upon the many elemental planes to make their swords more powerful. Varying from the arts they follow they can get up close and personal dealing deadly damage down on foes and take out giants from their sheer power or they can stay back and deal all sorts of support as they help their allies take out hordes of enemies. <br />
<br />
=== Telekinetic Abilities ===<br />
<br />
Those that train in the ways of telekinesis found it was hard moving unfamiliar items; though possible for day to day tasks, it was not efficient enough to use in combat. They soon learned that if they bonded with them and knew their history by taking the time and studying it, they could become spellbound and share emotions, fighting alongside their owners. Knowledge and understanding are what these mages go through so they can get a feel of their sword's emotions and effectiveness during combat. Outmaneuvering their opponents with their intellect and techniques, they have become great fighters as well as mages to help cities defend or lead charges in many armies. They use their telekinesis smartly and always look for the most efficient way to end their opponents with their spells and weapons. Some have taken out giants from sheer skill and others have slain kings with their telekinetic abilities. They instill shock and awe just from the amount of weapons they can control without a drop of sweat. They trust their weapons as their weapons trust them, an important bond with weapons is what they value at all costs.<br />
<br />
=== Valuable and Passionate Fighters ===<br />
<br />
As they grow and become stronger, their passionate bond with their weapons give out to the rest of the world. They fight for a righteous cause and are trained very well to keep the bonds they have with their swords a very special one, but sometimes it can go too far and follow whatever the swords say. Their communication and friendship with their swords allies can only envy, but the results of their battles says otherwise. Very valuable and efficient, they bond with others to see if they can grow even stronger as they try to understand them. Teams and and guilds appreciate their company until they let their swords talk first. They are trained to use their abilities to be a valued member and through contacts with other planes, their value skyrockets as their bonds with their swords become greater and support allies on the field. Some wield legendary weapons to slay dragons or clear out entire hordes in no time at all. Truly some valuable fighters indeed.<br />
<br />
<br />
=== Creating a Sword Mage ===<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|https://pre00.deviantart.net/1d09/th/pre/f/2016/194/1/1/swords_mage_by_meganerid-da9vl4b.jpg|By [https://meganerid.deviantart.com Meganerid]}}<br />
</div><br />
When creating a Sword Mage it is important to remember that they are not meant to lift heavy objects with their brawn but rather their brain. They bond with their weapons by seeing their history and believe that they should be legendary for what they have done. Maybe one tells you a story of how they were used to slay a Red Dragon that saved their city, but the hero was only recognized. Another would tell you a story of how they were used to kill thousands of people by an evil man and are looking for redemption or revenge. How did you begin to uncover the secrets of weapon telekinesis and bonding? Were you chosen by the army or did you learn them by yourself? Were you a fighter before you discovered these arcane arts or were you a scholar first? Weapons have their own emotions as they tell you how they feel through telepathy and it's your job to help them complete their mission or complete your own mission with their help. Just like the swords have their own stories, you can share your tales and wishes as you study them. Communication is key to this class. So what motivates you to fight and continue your studies? Why was a specific weapon your first? How can you achieve your own goals and help these weapons become known for great things?<br />
<br />
;Quick Build<br />
You can make a Sword Mage quickly by following these suggestions. First, {{5a|Int}} should be your highest ability score, followed by {{5a|Dex}} or {{5a|Str}} depending on the archetype. Second, choose the Courtier or Sage background.<br />
<br />
{{5e Class Features<br />
|name=Sword Mage<br />
|summary=A mage that utilities telekinetic properties to fight with floating weapons and cast spells<br />
|hd= 8<br />
|spellcasting=half<br />
|armor=Light armor, medium armor, shields <br />
|weapons= Simple and Martial Weapons<br />
|tools= Tinker's Tools<br />
|saves=Intelligence, Wisdom<br />
|skills=Pick 2 from Arcana, Acrobatics, Deception, Investigation, Insight, Intimidation, History, Perception.<br />
|item1a= a short sword<br />
|item1b= a long sword<br />
|item1c= <br />
|item2a= a shield<br />
|item2b= any simple ranged weapon<br />
|item2c= <br />
|item3a= an explorer's pack <br />
|item3b= a dungeoneer's pack<br />
|item3c= a scholar's pack<br />
|item4a= Leather armor and two daggers<br />
|item4b= Leather armor and one martial melee weapon<br />
|wealth= 5d4 x10<br />
<br />
|classfeatures1= Call To Arms, Sword Study<br />
|classfeatures2= Techniques of the Blade, Spellcasting<br />
|classfeatures3= Arts of Swordsmanship Archetype<br />
|classfeatures4= <br />
|classfeatures5= Telekinetic Mastery<br />
|classfeatures6= ----<br />
|classfeatures7= Extra Sword, Technique<br />
|classfeatures8= <br />
|classfeatures9= Extra Weapon<br />
|classfeatures10= Technique<br />
|classfeatures11= Sword Mage Archetype Feature<br />
|classfeatures12= <br />
|classfeatures13= Sword Mage Archetype Feature<br />
|classfeatures14= Ability Score Improvement<br />
|classfeatures15= Extra Sword, Technique<br />
|classfeatures16= <br />
|classfeatures17= Sword Mage Archetype Feature<br />
|classfeatures18= Last Attempt<br />
|classfeatures19= <br />
|classfeatures20= Sword Mage Archetype Feature<br />
<br />
|extra1_name= Cantrips<br />
|extra1_1=0<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=2<br />
|extra1_8=3<br />
|extra1_9=3<br />
|extra1_10=3<br />
|extra1_11=3<br />
|extra1_12=3<br />
|extra1_13=3<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=4<br />
|extra1_18=4<br />
|extra1_19=4<br />
|extra1_20=4<br />
<br />
|extra2_name= Enhancements Learned<br />
|extra2_1=0<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=4<br />
|extra2_8=4<br />
|extra2_9=5<br />
|extra2_10=5<br />
|extra2_11=5<br />
|extra2_12=6<br />
|extra2_13=6<br />
|extra2_14=6<br />
|extra2_15=7<br />
|extra2_16=7<br />
|extra2_17=7<br />
|extra2_18=8<br />
|extra2_19=8<br />
|extra2_20=8<br />
<br />
|Extra4_name= imbued swords<br />
|Extra4_1=2<br />
|Extra4_2=2<br />
|Extra4_3=2<br />
|Extra4_4=2<br />
|Extra4_5=2<br />
|Extra4_6=3<br />
|Extra4_7=3<br />
|Extra4_8=3<br />
|Extra4_9=3<br />
|Extra4_10=3<br />
|Extra4_11=4<br />
|Extra4_12=4<br />
|Extra4_13=4<br />
|Extra4_14=4<br />
|Extra4_15=4<br />
|Extra4_16=5<br />
|Extra4_17=5<br />
|Extra4_18=5<br />
|Extra4_19=5<br />
|Extra4_20=5<br />
<br />
}}<br />
<br />
=== Armory ===<br />
<br />
At 1st level, you are able to focus your concentration onto a weapon, wielding it telekinetically like one might normally. As a bonus action, you can imbue a number of one-handed nonmagical weapons up to your Intelligence modifier that are not being worn or carried by a creature other than you and are within 15 feet. <br />
<br />
The imbued weapons float in the air around you and do not occupy a space. You can order them to move up to 30 feet or 60 feet if they have the light property on your turn (no action required by you), and you can use your Action to order them to attack on your turn. When you order your imbued weapons, they make make melee spell attacks against a creature of your choice within their reach, and you can decide whether they attack simultaneously or separately.<br />
<br />
When you order the weapons to attack simultaneously, they must all be within reach of the same target and you make one attack roll, dealing damage equal to all of their damage dice together on a hit.<br />
<br />
When you order the weapons to attack seperately, they must make attacks against seperate creatures, dealing their damage dice on a hit and adding your Intelligence modifier to the roll.<br />
<br />
When a creature leaves the range of one of your imbued weapons, you can use your reaction to make an attack of opportunity against the creature using the imbued weapon.<br />
<br />
Your imbued weapons have a pool of hit points equal to [(5 + your Intelligence modifier) * your sword mage level] divided amongst them, and when a weapon's hit points are reduced to 0, it is destroyed if it was originally a nonmagical weapon, though any excess damage does not affect the total. When you imbue a new weapon, you must subtract hit points from your currently imbued weapons or the pool in order to imbue it. Your imbued weapons have an AC of 10 + your Intelligence modifier.<br />
<br />
If your imbued weapons are ever more than 100 feet away from you, they fall to the ground and lose their imbued status, returning their current hit points to your pool. You regain all armory hit points when you finish a long rest, and can roll hit dice to restore hit points to the pool instead of your own.<br />
<br />
=== Bound Weapon ===<br />
<br />
Your curiosity grows as you use your magic to bond with your weapons, allowing you to learn more about the weapons you come into contact with. Also at 1st level, you can perform a ritual over the course of an hour to invest a portion of your power into a one-handed melee weapon, which you must remain in contact with over the course of the ritual. Afterwards, you become bonded with the weapon, allowing you to use your Intelligence modifier for its attack and damage rolls, and it counts as magical for the purposes of bypassing immunity and resistance if it didn't already. If the weapon's damage die is lower than 1d8, it becomes a 1d8 as it bonds with you. If you use this feature on another weapon, your bond with the original weapon is broken. You are also proficient in your Bound Weapon.<br />
<br />
Once per turn when you deal damage with the weapon, you can deal an additional 1d8 damage. This increases to 2d8 at 9th level, and 3d8 at 17th level.<br />
<br />
Even if it is a magical weapon, it can be imbued as per your Armory feature.<br />
<br />
====Spellcasting====<br />
By the time you reach 2nd level, you've extended your telekinetic ability beyond controlling your blades, gaining the ability to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 11 for the wizard spell list.<br />
<br />
=====Preparing and Casting Spells=====<br />
The Sword Mage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. <br><br />
<br />
You prepare the list of sword mage spells that are available for you to cast, choosing from the wizard spell list. When you do so, choose a number of wizard spells equal to your Intelligence modifier + half your sword mage level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.<br />
<br />
For example, if you are a 5th-level sword mage, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.<br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of sword mage spells requires time spent drawing in psionic energy: at least 1 minute per spell level for each spell on your list.<br />
<br />
=====Spellcasting Ability=====<br />
Intelligence is your spellcasting ability for your enkindler spells, since your magic comes from your mind. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a sword mage spell you cast and when making an attack roll with one. <br />
<br />
'''Spell save DC''' = 8 + your proficiency bonus + your Intelligence modifier<br><br />
'''Spell attack modifier''' = your proficiency bonus + your Intelligence modifier<br />
<br />
<br />
=== Armory Enhancements ===<br />
<br />
Practicing with your weapons on your adventures has lead you to learning new techniques to decimate enemies when they least expect it. When you reach 2nd, you learn 2 Enhancements of your choice shown in the enhancements detailed at the end of the class description. When you gain certain sword mage levels, you gain additional enhancements of your choice, as shown in the enhancements column of the Sword Mage table.<br />
<br />
=== Arts of Swordsmanship ===<br />
<br />
At 3rd level, your constant practice and concentration in sword handling and use, advances your techniques in the Arts of Swordsmanship. Your combat prowess and intellect helps you as you choose a unique style of battle from two different arts: The Art of the Duelist and The Art of the Mage, detailed at the end of the class description. Your decision grants you a feature at 3rd level, and again at 9th level, 13th level, and at your 17th level.<br />
<br />
=== Ability Score Increase ===<br />
<br />
When you reach 4th level, and again at 8th, 12th, 14th, 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.<br />
<br />
=== Telekinetic Mastery ===<br />
<br />
Starting at 5th level, you can manipulate small objects within 30 feet with your mind as if using your hand to interact with it. You can use this power to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You cannot Attack, activate magical items, or carry more than 10 pounds in this manner. You can move an item you are controlling in this way up to 30 feet during your turn.<br />
<br />
=== Blade Vault ===<br />
<br />
Also at 5th level, you master bonding your magic to your swords. You can use your Bound Weapon feature to bind a number of weapons up to your Intelligence modifier (minimum of two), teleporting them to a harmless demiplane. You can summon or dismiss your bound weapons to your hands as an action. Each time you create your bound weapon, the previous one is dismissed, you can immediately end your attunement to any of your other board weapons, and immediately attune to the weapon you summoned (if it requires attunement).<br />
<br />
=== Last Attempt ===<br />
As you gain more weapons your arsenal, you can fuse them together and fire them off as a last resort. Starting at 18th level, you can, as a bonus action, fuse your armory together into an amalgamation of their best qualities. A creature you can see within 100 feet of you must make a Strength saving throw against your Spell Save DC. On a failure, you can cut off one of the creature's heads. It dies if it cannot survive without the lost head. A creature is immune to this effect if it is immune to bludgeoning, piercing, or slashing damage, doesn't have or need a head, has legendary actions, you don't cut off its head, or the DM decides that the creature is too big for its head to be cut off by this ability. Such a creature instead takes 12d8 force damage from the hit, or the damage it would have taken from being hit by a simultaneous attack from your imbued weapons. On a success, it takes half as much damage and doesn't lose its head.<br />
<br />
== The Art of the Duelist ==<br />
<br />
Duelists don't like to stay back and watch the fight unfold from afar. These mages want to join in on the fight along with their other swords to get the enemy down faster. Learning the Art of the Duelist means you are responsible for your swords and what you do with them. You have accepted that learning this art means a great responsibility is placed upon you as a Sword Mage. Your swords aren't just your own, but also for your allies to help take down any foe you encounter.<br />
<br />
;{{#anc: One With The Weapons}}<br />
<br />
At 3rd level, you are able to attack personally along with your imbued weapons and get ahead in the fight. You gain proficiency with heavy armor, and when you attack with your imbued weapons, you can attack with your bound weapon as a bonus action.<br />
<br />
;{{#anc: Magical Sharpness}}<br />
<br />
At 6th level you learn to imbue your weapons with your spellcasting capabilities. When you hit a creature with an attack with a bound weapon, you can expend one spell slot to deal force damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8.<br />
<br />
;{{#anc: Countermeasure}}<br />
<br />
At 9th level, you can use your telekinetic abilities to deflect an attack. When a creature within 60 feet of you makes a weapon attack and hits, you can use your reaction and expend a spell slot to reduce the damage of the attack by an amaount equal to your sword mage level + 5 * the level of the spell slot.<br />
<br />
;{{#anc: Level the Playing Field}}<br />
<br />
Starting at 11th level, you become a force in battle to be reckoned with. The damage die of your bound weapons increases to 1d10 if it was lower, and when you hit a creature with an attack, you do not provoke opportunity attacks from them for the rest of your turn.<br />
<br />
;{{#anc: Bladestorm}}<br />
<br />
At 13th level, you can surround yourself in a whirl of blades. When a creature moves to a space within 10 feet of you or starts its turn there, you can force them to make a Dexterity saving throw or deal 2d8 + your proficiency bonus in slashing damage to the creature. The DC for this ability is equal to your spell save DC.<br />
<br />
;{{#anc: Almighty Duelist}}<br />
<br />
At 17th level, you've mastered fighting alongside your imbued weaponry. When you attack with your bound weapons as a bonus action, you can attack twice, instead of once. <br />
<br />
;{{#anc: Blade of Death}}<br />
<br />
At 20th level, you can use your action to summon a massive ethereal weapon to a spot you can see within 120 feet of you. It counts as an imbued weapon, and you can order it as a part of ordering your other imbued weapons, though it can not make a simultaneous attack. When it hits, it deals 6d8 bludgeoning, piercing, or slashing damage plus 6d8 thunder damage. It lasts for 1 minute, or until you are incapacitated. It is immune to all damage.<br />
<br />
== The Art of the Mage ==<br />
<br />
More often, mages like to keep their hands clean from afar, torturing their enemies as they get struck down by the swords they wield. You learn that you can multi-task dealing damage with your swords as well as casting spells that help support your allies or deal massive damage to multiple foes. You use your spells to your advantage whenever you are in battle. <br />
<br />
;Mage Spells<br />
You gain access to the following spells at the sword mage levels listed bellow. Once you gain access to these spells, you always have them prepared. They don't count against the number of spells you can prepare each day.<br />
{| class="5e"<br />
|+ Spells<br />
|-<br />
! Sword Mage level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''inflict wounds, zephyr strike''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''heat metal, branding smite''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align: left;" | ''lightning arrow, elemental weapon''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || style="text-align: left;" | ''staggering smite, death ward''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || style="text-align: left;" | ''banishing smite, destructive wave''<br />
|}<br />
<br />
<br />
;{{#anc: War Blade}}<br />
<br />
At 3rd level, you gain proficiency in heavy armor, and when you hit a creature with one of your imbued weapons, you can cast a cantrip with a range of touch or one that requires a melee weapon attack as a bonus action on the same creature.<br />
<br />
;{{#anc: Strike True}}<br />
<br />
At 6th level, your way with the Weave of magic allows you to affect weapons in an enchanting way. When a creature within 60 feet of you makes a weapon attack and hits, you can use your reaction to increase the damage it deals by your bound weapon damage.<br />
<br />
;{{#anc: Bound Armor}}<br />
<br />
At 9th level, you can use your Bound Weapon feature on a set of armor or a shield instead. It takes up one of your Blade Vault slots, you can don, doff, attune, and unattune to the armor as an action, and while you live, the armor cannot be removed from you against your will.<br />
<br />
;{{#anc: Overwatch}}<br />
<br />
At 11th level, imbuing your weapons with the semblance of a conscience allows you to see and feel the area around them. You can percieve the area in a 15-foot radius around your imbued weapons as if you had truesight. In addition, your imbued weapons can be up to a mile away before unimbuing.<br />
<br />
;{{#anc: Seeking}}<br />
<br />
At 13th level, when a creature you can see within 60 feet of you misses with a weapon attack, you can use your reaction to allow them to reroll the attack at advantage. You can do this a number of times equal to your proficiency bonus, and regain all uses upon finishing a long rest.<br />
<br />
;{{#anc: Spell Storing Weapon}}<br />
At 17th level, you've imbued your weapons with your magical essence, making them an extension of yourself. During a long rest, you can imbue your imbued weapons with spells, holding them until they are ready to burst. You cast the spell as normal when imbuing it in this way, though it is instead held by your imbued weapons. Your imbued weapons can only store up to 10 levels worth of spells at a time. The level of the spell slot used to cast the spell determines how much space it uses. If your weapons cannot hold the spell, the spell is expended without effect.<br />
While stored, you can cast a stored spell from the position of one of your imbued weapons.<br />
<br />
In addition, your bound weapon feature's bonus damage increases to 4d8, and you can reroll any number of the damage dice. You must use the new rolls.<br />
<br />
;{{#anc: Whirling Death}}<br />
<br />
At 20th level, you can cast the Blade of Disaster spell once without expending a spell slot. Once you do so, you cannot do so again until you finish a long rest.<br />
<br />
== Enhancements ==<br />
<br />
As you grow and understand your playing style, you learn techniques that help give you advantages in battle and can help allies if need be. Sword Mages have always had these for generations and generations, it be wise to use them. <br />
<br />
;{{#anc: Ranged Weapon Imbuer}}<br />
<br />
You can imbue ranged weapons without the heavy or two-handed properties as a part of your Armory feature, and can bond with them as a part of your Bound Weapon feature. When attacking with an imbued weapon, you make ranged spell attacks, and can only fire at creatures within half the weapon's short range. When you order your imbued weapons to attack, you must decide whether your ranged imbued weapons or your melee imbued weapons attack. You can't make attacks of opportunity with ranged imbued weapons.<br />
<br />
;{{#anc: Heavy Weapon Imbuer}}<br />
<br />
You can imbue weapons with the heavy or two-handed properties as a part of your Armory and Bound Weapon features, though they count as two weapons for your Armory and Blade Vault features.<br />
<br />
;{{#anc: Shield Imbuer}}<br />
<br />
You realize that the best defensive is a floating shield. You can imbue a shield as a part of your Armory feature. It cannot be attacked with, but you can grant its bonus to a creature of your choice while it hovers within 5 feet of them. You can designate a creature for the shield to follow as an action, and it will keep up with the creature to continue granting its bonus. You can use an action to stop it from following, or to designate it to follow another creature.<br />
<br />
;{{#anc: Telekinetic Armor}}<br />
<br />
You've learned how to use your telekinetic abilities to defend yourself. While you aren't wearing armor or wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Intelligence modifier.<br />
<br />
;{{#anc: Daggers Drawn}}<br />
''Prerequisite: 5th level''<br />
<br />
You can cast the Cloud of Daggers spell without expending a spell slot a number of times equal to half your proficiency bonus. The level of this spell is equal to the level of your highest sword mage spell slot.<br />
<br />
;{{#anc: Retaliation}}<br />
''Prerequisite: 5th level''<br />
<br />
When a creature within range of one of your imbued weapons damages you, you can attack the creature with your imbued weapon as a reaction.<br />
<br />
;{{#anc: Crouching Mage Hidden Blade}}<br />
''Prerequisite: 5th level''<br />
<br />
Once per turn, when you and one of your imbued weapons are within 5 feet of a creature and you hit it with the weapon, you can force it to make a Strength saving throw against your Spell Save DC, or be knocked prone.<br />
<br />
;{{#anc: Extensive Reach}}<br />
''Prerequisite: 5th level''<br />
<br />
The reach of all your imbued weapons is increased by 5 feet.<br />
<br />
;{{#anc: Hamstring}}<br />
''Prerequisite: 9th level''<br />
<br />
When you hit a creature with an attack of opportunity using an imbued weapon, the creature's speed is reduced by half, and they take 2d4 damage for every 5 feet they travel.<br />
<br />
;{{#anc: Disarm}}<br />
''Prerequisite: 9th level, Art of the Duelist''<br />
<br />
When you reduce the damage of a weapon attack with your Countermeasure feature to 0, you can force the attacker to make a Strength saving throw. On a failure, they are pushed 10 feet back and lose hold of their weapon, which is flung 10 feet in the opposite direction of the attacker.<br />
<br />
;{{#anc: Energy Blades}}<br />
''Prerequisite: 9th level, Art of the Mage''<br />
<br />
You gain the Magic Weapon or Elemental Weapon as prepared spells, which do not count against your maximum, and when cast you can target all of your imbued weapons at once with the spell, giving them the attack and damage bonus. In addition, you can cast the Elemental Weapon spell once without expending a spell slot. Once you do so, you cannot do so again until you finish a long rest.<br />
<br />
;{{#anc: Room of Swords}}<br />
''Prerequisite: 15th level, Art of the Mage''<br />
<br />
You gain the Banishment spell as a prepared spell, which does not count against your maximum, and when you successfully banish a creature, they take 6d6 slashing damage at the start of their turns until the spell ends.<br />
<br />
;{{#anc: Coup De Grace}}<br />
''Prerequisite: 15th level, Art of the Duelist''<br />
<br />
Once per turn when you make an attack against an incapacitated creature, the attack is a critical hit.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Sword Mage class, you must meet these prerequisites: Intelligence score of 13 or higher and proficiency with a long or short sword.<br />
<br />
'''Proficiencies.''' When you multiclass into the Sword Mage class, you gain the following proficiencies: History and Arcana<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Schrubhttps://www.dandwiki.com/w/index.php?title=Falconer,_Variant_(5e_Class)&diff=1514702Falconer, Variant (5e Class)2021-09-20T21:27:44Z<p>Schrub: Created page with "== Falconer == {{quote|Quinn swept her cloak back over her shoulder and lifted her left arm. A black shafted bolt from her repeater crossbow buried itself in Vurdin’s eye, a..."</p>
<hr />
<div>== Falconer ==<br />
{{quote|Quinn swept her cloak back over her shoulder and lifted her left arm. A black shafted bolt from her repeater crossbow buried itself in Vurdin’s eye, and he fell without a sound. A second bolt tore into the chest of the man to his left. The remaining four came at her in a rush.<br />
<br />
A screeching cry split the night as Valor swept down like a lightning bolt from a clear sky. His wings boomed as he spread them wide and swung around in a scything arc. Hooked claws tore the face from one bandit, and the eagle’s slashing beak clove the skull of the mercenary next to him. The third bandit managed to raise his weapon, but Valor sank his claws into his shoulders and bore him to the ground. The eagle’s beak slashed down and the man’s struggles ceased instantly. The last of the bandits turned and sprinted for the trees.<br />
<br />
She stood, and Valor flew over to her, the satchel of military dispatches the thieves had stolen held in his claws. He dropped it and she caught it with her free hand, looping it over her shoulder in one smooth motion. Valor perched on her arm, his body rippling with the thrill of the hunt. His claws and beak were red with blood. The eagle’s head cocked to the side, and his gold-flecked eyes glittered with amusement. She grinned, her bond with the bird so strong she already understood his thoughts.<br />
}}<br />
<br />
Falconers excel at the art of falconry, using birds of prey to hunt down their enemies and protect their allies. Their connection and dedication to the creatures of the sky is immeasurably strong, and to separate a Falconer from their bird companion is considered the ultimate punishment.<br />
<br />
=== Creating a Falconer ===<br />
Players who want to use the Falconer class must first answer a vital question. When, where, and how did they obtain their bird companion? Were they ceremoniously given their companion by their mentor after years of hard work and training? Did they encounter a lost falcon in the woods and nurture it back to health? In order to have your character take on the Falconer class, it is vital to have a strong personal connection between your character and your bird companion. <br />
<br />
;Quick Build<br />
You can make a Falconer quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|wis}}. Second, choose the Outlander background. For equipment, choose the {{5e|Crossbow, Heavy|heavy crossbow}} for your crossbow weapon, then choose {{5e|Scale Mail (Armor)|scale mail}} for your armor and the [[5e SRD:Equipment Packs#Explorer's Pack|explorer's pack]] for your equipment pack. <br />
<br />
<div class="externalimage-holder" style="width:40%;float:right">{{5e Image|float:right|https://i.imgur.com/ZvGNQF5.png|[https://www.deviantart.com/gistil/art/Twins-499294534 Source]}}</div><br />
{{5e Class Features<br />
|name= Falconer<br />
|summary= Skilled fighters who have an unbreakable bond with their feathery companion.<br />
|hd=8<br />
|armor= Light armor, medium armor<br />
|weapons= Simple Weapons, Martial Weapons<br />
|tools= [[Falconry Kit (5e Equipment) | Falconry Kit]]<br />
|saves= {{5a|dex}}, {{5a|str}}<br />
|skills= {{5e|Animal Handling Skill|Animal Handling}}, {{5e|Perception Skill|Perception}}, and choose 1 from {{5e|Acrobatics Skill|Acrobatics}}, {{5e|Survival Skill|Survival}}, {{5e|Sleight of Hand Skill|Sleight of Hand}}, {{5e|Investigation Skill|Investigation}} and {{5e|Stealth Skill|Stealth}}.<br />
|item1a= A {{5e|Crossbow, Hand|hand crossbow}} with 25 {{5e|Crossbow Bolts (20)|bolts}}<br />
|item1b= A melee weapon you are proficient with<br />
|item1c= A {{5e|Longbow}} (or a {{5e|Shortbow}}) with 20 {{5e|Arrows (20)|arrows}}<br />
|item2a= Two [[5e_SRD:Dagger|daggers]]<br />
|item2b= <br />
|item2c=<br />
|item3a= {{5e|Leather (Armor)|leather armor}}<br />
|item3b= {{5e|Scale Mail (Armor)|scale mail}}<br />
|item3c=<br />
|item4a= a [[Falconry Kit (5e Equipment) | falconry kit]]<br />
|item4b=<br />
|item4c=<br />
|item5a= an [[5e SRD:Equipment Packs#Explorer's Pack|explorer's pack]]<br />
|item5b= a [[5e SRD:Equipment Packs#Dungeoneer's Pack|dungeoneer's pack]]<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1= [[#Avian Companionship|Avian Companionship]], [[#Scouting Mission|Scouting Mission]]<br />
|classfeatures2= [[#Blinding Assault|Blinding Assault]]<br />
|classfeatures3= [[#Falconer Specialty|Falconer Specialty]]<br />
|classfeatures4= <br />
|classfeatures5= [[#Special Delivery|Special Delivery]], [[#Blinding Assault|Blinding Assualt]] (2)<br />
|classfeatures6= [[#Heightened Senses|Heightened Senses]]<br />
|classfeatures7= [[#Falconer Specialty|Falconer Specialty]] Feature<br />
|classfeatures8= <br />
|classfeatures9= [[#Blinding Assault|Blinding Assault]] (3)<br />
|classfeatures10= [[#Mimic|Mimic]], [[#Arcane Talons|Arcane Talons]]<br />
|classfeatures11= [[#Falconer Specialty|Falconer Specialty]] Feature<br />
|classfeatures12= <br />
|classfeatures13= [[#Blinding Assault|Blinding Assault]] (4) <br />
|classfeatures14= [[#Heightened Senses|Heightened Senses]] (2)<br />
|classfeatures15= [[#Sleight of Beak|Sleight of Beak]]<br />
|classfeatures16= <br />
|classfeatures17= [[#Behind Enemy Lines|Behind Enemy Lines]]<br />
|classfeatures18= [[#Falconer Specialty|Falconer Specialty]] Feature<br />
|classfeatures19= <br />
|classfeatures20= [[#Avian Symbiosis|Avian Symbiosis]]<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name= Scouting Radius<br />
|extra1_1= 1/2 mi.<br />
|extra1_2= 1/2 mi.<br />
|extra1_3= 1/2 mi.<br />
|extra1_4= 1 mi.<br />
|extra1_5= 1 mi.<br />
|extra1_6= 1 mi.<br />
|extra1_7= 1 mi.<br />
|extra1_8= 2 mi.<br />
|extra1_9= 2 mi.<br />
|extra1_10= 2 mi.<br />
|extra1_11= 2 mi.<br />
|extra1_12= 3 mi.<br />
|extra1_13= 3 mi.<br />
|extra1_14= 3 mi.<br />
|extra1_15= 3 mi.<br />
|extra1_16= 4 mi.<br />
|extra1_17= 4 mi.<br />
|extra1_18= 4 mi.<br />
|extra1_19= 5 mi.<br />
|extra1_20= 5 mi.<br />
}}<br />
<br />
=== Avian Companionship ===<br />
<br />
At the 1st level, you gain a bird companion that travels with you. You must start the campaign with this bird companion. You may choose between an {{5e|Eagle|eagle}}, {{5e|Hawk|hawk}}, {{5e|Owl|owl}}, or {{5e|Vulture|vulture}}. <br />
<br />
Upon becoming your companion, your birds' Maximum Hit Points are equal to half of your Maximum Hit Points (rounded up) or their current Maximum Hit Points, whichever is higher. Likewise, their AC is equal to half of your AC (rounded up) or their current AC, whichever is higher. After this value is determined, they also gain a +2 bonus to their AC and a bonus to their Maximum Hit Points based on their CR. If you call a bird that has a CR of 0, they gain a +5 bonus to their Maximum Hit Points. If the called bird has a CR of 1/8 or 1/4, they gain a +3 bonus to their Maximum Hit Points. Finally, if the called bird has a CR of 1/2 or higher, they do not gain a bonus to their Maximum Hit Points. Your bird companion also gains a Hit Dice of 1d8 and gains an additional Hit Die each time you increase in level as if your bird companion was a Player Character.<br />
<br />
During combat, your bird companion acts independently of you, but it always obeys your commands. It rolls its own initiative and acts on its own turn. Additionally, your bird companion can occupy the same space as you.<br />
<br />
If your bird companion dies, you can use the [[Falconry Kit (5e Equipment) | Falconry Kit]] to capture a new bird companion of any species listed above. Since your new bird companion isn't as trustworthy and familiar with you as your former bird companion, it must spend 12 continuous hours in your presence before you can use any features requiring your bird companion. After capturing a new bird companion, you can choose to make a {{5s|Animal Handling}} skill check (DC 15) to halve this amount of time. After spending time with your new bird companion, it can receive the benefits of any Falconer class-related items in your possession, such as the [[Bracer of Inseparable Bonds (5e Equipment)|Bracer of Inseparable Bonds]], and its Maximum Hit Points, ability score improvements, and AC change to match your former bird companion's. <br />
<br />
Whenever you or your bird companion force a creature to make a saving throw or skill check with a Falconer class feature, they must roll against your Falconer class DC unless noted otherwise.<br />
<br />
:'''Falconer Class DC'''<br />
:8 + your Proficiency Bonus + your {{5a|wis}} modifier<br />
<br />
=== Scouting Mission ===<br />
<br />
As a Falconer, you are also able to send your bird companion to scout ahead of you for treasure or danger. While you are not in combat, you can choose to send your bird companion on a scouting mission. Depending on where it's sent during its scouting mission, your bird companion may find treasures, secret passages, enemy positions, or other useful information for you. The furthest distance away your bird companion can be from you is determined by your Scouting Radius, a circular area with a radius that starts from your current position and ends at the given distance in the Falconer class table. Your bird companion's ability to find anything still depends levels of visibility or any other external factors that would affect vision or hearing (i.e. light levels, canopy cover, foliage, cloaking spells, weather).<br />
<br />
At the 1st level, you have the ability to vaguely understand the messages that your bird companion attempts to give to you. Additionally, you know your bird companion's exact location while it is within half of your Scouting Radius. At the 10th Level, you know its location while it is within your full Scouting Radius. <br />
<br />
=== Blinding Assault ===<br />
<br />
At the 2nd level, you and your bird companion have learned to coordinate attacks. If your bird companion is within 25 feet of you, you can use a bonus action to send your bird companion to make a melee attack against a creature within 25 feet of you, dealing 1d4 slashing damage on a successful hit. The damage from this feature increases to 1d6 slashing damage at the 5th Level, 1d8 slashing damage at the 9th Level, and to 1d12 slashing damage at the 13th level. Attack and damage rolls for this feature are calculated with your {{5a|dex}} modifier. After attempting an attack, your bird companion returns to its location prior to this feature being used. Your bird companion doesn't provoke opportunity attacks when it returns to its original location after using this feature.<br />
<br />
=== Falconer Specialty ===<br />
<br />
At the 3rd level, you must choose which specialty you will use to train your bird companion. Choose either the Hawkeye or Talon Specialty, both detailed at the end of the class description. The specialty you choose grants you additional features at the 3rd level and again at the 7th, 11th, and 18th levels.<br />
<br />
=== Ability Score Increase ===<br />
<br />
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. In addition, your bird companion's AC and two different ability scores of your choice increase by 1. As normal, you can't increase an ability score belonging to you or your bird companion above 20 using this feature.<br />
<br />
=== Special Delivery ===<br />
<br />
At the 5th level, your feathered friend gains more trust in you and your decisions. You or any willing creature you choose can give an item to your bird companion to deliver to you or another creature within your Scouting Radius. You can also choose to have your bird companion drop an item given to it anywhere within your Scouting Radius. Items given to your bird companion must be light enough for it to reasonably carry. At the 10th level, you can also choose to give it a brief verbal message that is one sentence or shorter. <br />
<br />
=== Heightened Senses ===<br />
<br />
At the 6th level, you have learned how to use your bird companion to see further than you can by yourself. If your bird companion is within 25 feet of you, you can use an action to reveal an area around you until the end of your turn. While in this state of improved vision, you can see the locations of all creatures within a 20-foot radius around you that aren't concealed by magic. You can use this feature a number of times equal to your {{5a|wis}} modifier. You regain all expended uses after taking a long rest.<br />
<br />
At the 14th level, you bird companion passively watches over you. While you aren't in combat, any hidden creature within 25 feet of you that isn't concealed by magic and isn't a part of your party must make a {{5e|Stealth Skill|Stealth}} skill check against your bird companion's passive perception or your bird will notify you of their presence. You can also choose to expend a use of this feature to have your bird discreetly fly directly above the creature's location and follow them until they leave your Scouting Radius.<br />
<br />
=== Mimic ===<br />
<br />
At the 10th level, you have trained your bird to a point that it can better enunciate its messages and intentions. It can now speak certain phrases and short sentences as well as mimic certain noises to let you know slightly more specific details of what it has found on its scouting missions. <br />
<br />
=== Arcane Talons ===<br />
<br />
At the 10th Level, you have borrowed from the magic of wizards and other spell-casters to enhance the power of your feathered friends. If your bird companion would deal slashing, piercing, or bludgeoning damage to a creature, you can choose to have that damage be treated as magical for the purpose of overcoming damage resistances and immunities.<br />
<br />
=== Sleight of Beak ===<br />
<br />
At the 15th level, if your bird companion is on a scouting mission or in combat and is within 20 feet of a creature, you can use a {{5e|Bonus Action|bonus action}} to have your bird companion make a {{5e|Sleight of Hand Skill|Sleight of Hand}} skill check to steal an item from that creature that it can carry back to you. The item it takes must be light enough for it to reasonably carry. After attempting to steal an item, your bird companion returns to its location prior to this feature being used. Your bird companion doesn't provoke opportunity attacks when it returns to its original location after using this feature. You can use this feature a number of times equal to half your bird companion's {{5a|dex}} modifier (rounded down). You regain all expended uses after taking a long rest.<br />
<br />
=== Behind Enemy Lines ===<br />
<br />
At the 17th level, your bird companion has unyielding loyalty to you, drastically increasing your combat capabilities. If your bird companion is within 5 feet of you, you can use an action to have it magically carry you into the air. While you are being carried by your bird companion, you gain a flying speed equal to your bird companion's flying speed, and any attacks or harmful spells that would target your bird companion target you instead. Additionally, you gain a bonus to all attack rolls and {{5a|dex}} saving throws equal to half of your bird companion's {{5a|dex}} modifier (rounded up). While you are using this feature, your bird companion always shares the same space as you, you cannot use any Falconer class features that would change your bird's location, and your bird companion doesn't take its own turn. You can use a bonus action to end this state and immediately make a ranged weapon attack against a creature within 20 feet of you. After using this feature, you cannot use it again until you've finished a long rest.<br />
<br />
=== Avian Symbiosis ===<br />
<br />
At the 20th level, you are now perfectly in tune with your bird companion, as if you were the same being. You always know your bird companion's exact location, regardless of its current Hit Points, how far away it is from you, or any conditions or magical effects that you or your bird companion may have. You understand every specific piece of information it tells you from its scouting missions. In addition, your bird companion's ability scores, AC, and Maximum Hit Points increase to match yours. However, your bird companion's {{5a|int}} ability score remains the same.<br />
<br />
== Falconer Specialties ==<br />
<br />
=== Hawkeye Specialty ===<br />
<br />
You prefer long range combat. Your perceptiveness and skill with ranged weapons has been honed to the point that you can easily pick off targets from afar before they even know what hit them.<br />
<br />
;{{#anc:Long Shot}}<br />
<br />
At the 3rd level, you have practiced long-range shots with your weapon. The normal and long ranges of ranged weapons that you are proficient in increase by 20 feet. If your bird companion is within 20 feet of your target, you may also use a bonus action to have your bird companion move foliage and other physical barriers that may interfere with your shot. The items that your bird companion move with this feature must be light enough for it to reasonably move or carry. After removing physical barriers from your target, your bird companion returns to its original location prior to this feature being used. Your bird companion doesn't provoke opportunity attacks when it returns to its original location after using this feature. <br />
<br />
;{{#anc:Harrier}}<br />
<br />
At the 7th level, your bird has been trained to seek out multiple opponents, even those that are behind cover. During your turn, you can use a {{5e|Bonus Action|bonus action}} to send your bird to mark up to 2 creatures at a range up to your ranged weapon's normal attack range. Whenever you hit a marked target with a ranged attack, it deals 1d8 + your {{5a|dex}} modifier bonus magical slashing damage and you gain 10 feet of walking speed until the end of your turn. After hitting a marked creature with a ranged attack, the mark disappears. You can mark creatures with this feature up to 3 times, afterwards you cannot use this feature again until you complete a long or short rest. After marking any number of creatures, your bird companion returns to its original location prior to this feature being used. Your bird companion doesn't provoke opportunity attacks when it returns to its original location after using this feature. <br />
<br />
;{{#anc:Strike the Heart}}<br />
<br />
At the 11th level, you have learned how to sharpen your ammunition to pierce layers of cover. When attacking with a ranged weapon that you are proficient in, creatures behind half cover lose their AC and {{5a|dex}} saving throw bonus from being under half cover. In addition, creatures behind three-fourths cover only gain a +2 bonus to their AC and {{5a|dex}} saving throws, as if they were under half cover.<br />
<br />
;{{#anc:Eagle Eye}}<br />
<br />
At the 18th level, you and your bird's vision has been sharpened to its fullest potential. You may now clearly see through any non-magical visual interruption excluding darkness. In addition, you and your bird companion can see through magical visual interruptions and see creatures concealed by magic while using any part of the [[#Heightened Senses|Heightened Senses]] feature.<br />
<br />
=== Talon Specialty ===<br />
<br />
Primarily focusing on attack power is your forte. Utilizing perfect focus with your weapon and your feathered friend, you are able to cut and shoot through swaths of enemies who step in your way.<br />
<br />
;{{#anc:Relentless Assault}}<br />
<br />
At the 3rd level, whenever you use a bonus action to use the [[#Blinding Assault|Blinding Assault]] feature, you may make an additional melee attack with your bird companion on the same targeted creature. <br />
<br />
;{{#anc:Feather Fluster}}<br />
<br />
At the 7th level, if your bird companion is within 25 feet of you, you can use a bonus action to send your bird companion to distract a creature within 25 feet of you. The distracted creature must make a {{5a|wis}} saving throw or lose concentration on their spells and attack with disadvantage until the end of their next turn. After using this feature, your bird companion returns to its location prior to this feature being used. Your bird companion doesn't provoke opportunity attacks when it returns to its original location after using this feature. You can use this feature a number of times equal to half your {{5a|wis}} modifier (rounded up). You regain all expended uses after taking a long rest.<br />
<br />
;{{#anc:Aim for the Eye}}<br />
<br />
At the 11th level, when your bird companion attacks a creature with the [[#Blinding Assault|Blinding Assault]] feature, you can choose to also have that creature make a {{5a|con}} saving throw or become {{5c|blinded}} for a number of turns equal to half of your {{5a|wis}} modifier (rounded up). You can use this feature three times, afterwards you cannot use this feature again until you complete a long or short rest.<br />
<br />
;{{#anc:Skystrike}}<br />
<br />
When you reach the 18th level, you can deal a devastating amount of damage alongside your bird companion. Whenever your bird companion hits a creature while using the [[#Blinding Assault|Blinding Assault]] feature, they deal bonus slashing damage equal to your {{5a|wis}} modifier. In addition, after using the [[#Behind Enemy Lines|Behind Enemy Lines]] feature to end your combined state, you can make ranged attacks against any number of creatures within 20 feet of you.<br />
<br />
{{5e Creature<br />
|nocategory=yes<br />
|size=Large<br />
|type=construct<br />
|race=<br />
|alignment=unaligned<br />
|ac=16<br />
|armor=natural armor<br />
|hp=25<br />
|hpdice=<br />
|speed= 30 ft.<br />
|str=18<br />
|dex=14<br />
|con=12<br />
|int=0<br />
|wis=0<br />
|cha=0<br />
|strmod=+4<br />
|dexmod=+2<br />
|conmod=+1<br />
|intmod=N/a<br />
|wismod=N/a<br />
|chamod=N/a<br />
|saves=<br />
|skills=<br />
|ci={{5c|blinded}}, {{5c|charmed}}, {{5c|deafened}}, {{5c|frightened}}, {{5c|incapacitated}}, {{5c|paralyzed}}, {{5c|petrified}}, {{5c|poisoned}}, {{5c|stunned}}, {{5c|unconscious}}<br />
|dr=<!--Damage Resistances--><br />
|dv=<!--Damage Vulnerabilities--><br />
|senses= -<br />
|languages= -<br />
|cr= -<br />
|xp=0<br />
|features=<br />
'''''Anchoring.''''' <br />
'''''Automaton.''''' <br />
<br />
'''''Cockpit.''''' <br />
'''''Piloted.''''' <br />
<br />
Anytime the mech must make a choice while activated, the creature piloting the mech makes the choice instead. The mech uses the same senses as the creature piloting it when determining what it can see.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
<br />
'''''Club.''' Melee Weapon Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 1d4 + 4 bludgeoning damage.<br />
<br />
'''''Arm Cannon.''' Ranged Weapon Attack:'' +6 to hit, range 60/180 ft., one target. ''Hit:'' 1d8 + 4 piercing damage. Hit or miss, if the mech isn't anchored, it must succeed on a DC 15 {{5a|dex}} {{5e|saving throw}} or fall {{5c|prone}}.<br />
}}<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
Because of the amount of time it takes for someone to bond with a bird of prey to fight alongside them without magic, you cannot multiclass into the Falconer class.<br />
<br />
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{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:5e Class Variant]][[Category:Beast Master Tag]]</div>Schrub