Arisen
A few lucky Witchers are killed and then reborn to fulfill a divine mandate. They go forward full of holy power to face the darkness that killed them and overcome it. Regardless of who they were before, they become an honorable warrior that is a champion of all that is good and just. In time they can forget their blessing and turn to darkness or their old ways but that is a true rarity.
| 1D4 | Divine Power | Mandate |
|---|---|---|
| 1 | An Unnamed Good Deity | Leave your life behind and pursue that which is good |
| 2 | A Deceased Witcher Grandmaster | Become a Witcher worthy of a second chance |
| 3 | A Passing Powerful Creature | Grow strong and overcome the evil that slayed you |
| 4 | A Mighty Nature Spirit | Live life in harmony with nature and all that is beautiful |
Subclass Features
The Rising
A power chose you to come back from the grave and fight on. Roll to determine the power that revived you and gave you new power and a new purpose.
Renewed Body
Your body has been killed and then revived and filled with new life. You gain the following features from your revival
Now filled with vigor once every 24 hours you can lose a level of Exhaustion during a short rest.
Your lifespan becomes 1D4 + 1 hundred years and you cannot be aged magically.
You are Immune to disease.
During a short rest you can roll one additional hit die without expending a hit die to regain hit points.
Your movement speed and jump distances are increased by 10 ft.
The Divine Power that brought you back instilled one additional language and one additional spell of your choice that does not count towards the number of spells you can learn (You cannot change your choice later).
Healing Touch
Not unlike a Paladin you can use divine energy from your newly arisen body to heal others. You can use a bonus action to touch a creature and heal them XD4 + your WIS modifier (Minimum 1) hit points where X is your Proficiency Bonus.
You can use this feature a number of times per long rest equal to your WIS modifier (Minimum 1) and you regain one use of this feature when you finish a short rest.
Evasion
Your body has become light and easy to move. When you make a DEX saving throw and succeed you take no damage instead of half as much damage and you take half as much damage if you fail the saving throw.
Heightened Senses
Your senses are heightened to a great degree with your new body. You have advantage on Perception checks that rely on sight and hearing.
Superhuman Senses
Your body and mind are able to detect things that normal beings cannot. You gain either a Blindsense of 10 ft or a Tremorsense of 10 ft.
Unnatural Steadiness
Your body functions at peak performance even in spite of many challenges. You cannot be knocked Prone or have your movement speed decreased beneath 20 ft.
Arisen Body
Your body has successfully assimilated all the energy that revived you. You gain proficiency with DEX and CON saving throws and you increase two ability scores of your choice by 1. You cannot exceed an ability score of 20 with this feature.