A subclass for the Hunters who completed the Trial of the Grasses.
Witcher senses. Your awakening of the Witcher's Arts causes you to gain access to Thrill of the Wild Hunt abilities. Whenever you could choose a Thrill of the Hunt, you can instead choose another Thrill of the Wild Hunt abilities.
Level 3
Impressive Form.
+5 max HP. Upgrade your Hit Dice to d10s.
Witcher Signs.
You gain access to all spells from the Witcher School.
Level 7
Steady Hand.
Add WIL to your melee weapon damage.
Weapon Mastery.
You may sheathe a weapon and draw a different one 2×/round for free. Choose a weapon type to specialize in.
Thrill of the Wild Hunt
Unless otherwise noted, each Thrill of the Wild Hunt ability costs 1 charge to use and cannot miss. Abilities that spend charges cannot generate new ones. Unused charges are lost when combat ends.
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Mutagens
Over generations of experimentation, a splinter order of blood hunters honed the way in which hemocraft alters the body, using corrupted alchemy and toxic elixirs to alter their blood even further. You learn to master forbidden alchemical formulas—known as mutagens—that can temporarily alter your mental and physical abilities.
Aether
You gain a flying speed of 3 for 1 hour. However, you have disadvantage on Strength checks and Dexterity checks during this time.
Alluring
You have advantage on Influence checks. However, you have disadvantage on initiative rolls.
Celerity
Your Dexterity score increases by 3, as does your maximum for that score. However, you have disadvantage on Wisdom saving throws. Your Dexterity score and your maximum increase by 4 if you consume this mutagen at 11th level, and by 5 at 18th level.
Conversant
You have advantage on Intelligence checks. However, you have disadvantage on Wisdom checks.
Cruelty
When you use the Attack action, you can make one additional weapon attack as a bonus action. However, you have disadvantage on Intelligence, Wisdom, and Charisma saving throws.
Deftness
You have advantage on Dexterity checks. However, you have disadvantage on Wisdom checks.
Embers
You have resistance to fire damage and vulnerability to cold damage.
Gelid
You have resistance to cold damage and vulnerability to fire damage.
Impermeable
You have resistance to piercing damage and vulnerability to slashing damage.
Mobility
You have immunity to the grappled and restrained conditions. However, you have disadvantage on Strength checks. At 11th level, you are also immune to the paralyzed condition.
Nighteye
You have darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 60 feet. However, you have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Percipient
You have advantage on Wisdom checks. However, you have disadvantage on Charisma checks.
Potency
Your Strength score increases by 3, as does your maximum for that score. However, you have disadvantage on Dexterity saving throws. Your Strength score and your maximum increase by 4 if you consume this mutagen at 11th level, and by 5 at 18th level.
Precision
Your weapon attacks score a critical hit on a roll of 19 or 20. However, you have disadvantage on Strength saving throws.
Rapidity
Your speed increases by 10 feet. However, you have disadvantage on Intelligence checks. At 15th level, your speed increases by an additional 5 feet.
Reconstruction
For 1 hour, at the start of each of your turns when you have at least 1 hit point but fewer hit points than half your hit point maximum, you regain hit points equal to your proficiency bonus. However, your speed is reduced by 10 feet during this time.
Sagacity
Your Intelligence score increases by 3, as does your maximum for that score. However, you have disadvantage on Charisma saving throws. Your Intelligence score and your maximum increase by 4 if you consume this mutagen at 11th level, and by 5 at 18th level.
Shielded
You have resistance to slashing damage, and you have vulnerability to bludgeoning damage.
Unbreakable
You have resistance to bludgeoning damage, and you have vulnerability to piercing damage.
Vermillion
You gain an additional use of your Blood Maledict feature. However, you have disadvantage on death saving throws.