Dhampir
The most common and powerful enemies of Witchers are fearsome Lycanthropes and powerful Vampires. The Witcher Schools set aside their differences for a time in order to make the Dhampir program where the mutagens of choice Witchers are modified to overcome the Curse of Lycanthropy and Vampirism. The Dhampir as they were called became specialists whose purpose is to slay the rulers of the night. This is a fairly specialized subclass, discuss with your DM before taking this subclass. (Lycancursed, Shifters, and Vampirekin revert to Variant Humans if they become Dhampirs.)
Subclass Features
Modified Mutagens
Your mutagens have been modified to give you an edge against the lords of the night. You gain the following features
You lose your previous mutagen effect from the Transformation Table and your skin becomes pale and your hair becomes silvery and your eyes shine like orbs of silver.
You are Immune to the Curse of Vampirism and Lycanthropy.
You have Darkvision to a range of 120 ft and you can see normally in magical Darkness.
You are Immune to effects that would Charm you that originate from the Undead.
You can sense when Undead and shapechangers are within 60 ft of you and can identify them if they are within 5 ft of you.
Bane of the Night Lords
You were trained in the weakness and weak points of Vampires and Lycanthropes though this knowledge can be applied to many creatures. You deal an additional 2D6 damage to Vampires and Werewolves and an additional 1D6 damage to other Undead and shapechangers, this damage bonus is applied with melee attacks, spells, and Signs. You can track Vampires and Lycanthropes in any form they take as long as the “trail” is less than one week old without fail.
You know all the weaknesses of Vampires and Lycanthropes including lore knowledge, rules, and damage interactions.
Mighty in Body
Your mutagens and training further strengthen your body to combat inhuman threats. Your STR score increases by 1 and you gain Expertise in Athletics and Acrobatics checks.
Critical Points
You know hidden points that can deal massive damage to Undead and shapechangers, your critical hit range increases by 2 (18-20) on those creatures.
Amulets, Charms, and Symbols
You have learned dozens of different methods to harm and limit the power of Undead and shapechangers and have adorned yourself with all the methods you know of. As long as you are properly geared up, Undead and shapechangers take 2D6 Radiant damage each time they make a melee attack on you within 5 ft of you or touch you. Vampires and Lycanthropes have disadvantage on attacks against you.
Weapons and Armor of Sunlight
You have blessed one weapon and one armor set with the blessing of the sun. You can transfer the blessing to another weapon or armor set during the course of a long rest.
Weapon of Sunlight: A weapon blessed this way sheds Bright Light for 10 ft and Dim Light for an additional 10 ft. It deals an additional 2D8 Radiant damage or an additional 2D10 Radiant damage if you attack a Vampire or Lycanthrope. If you miss an attack you can use your reaction to unleash a burst of Sunlight forcing each creature within 10 ft of the target of your attack to make a CON saving throw and on a failed save they take 4D6 Radiant damage or half as much on a successful save.
You can use this reaction once per long or short rest.
Armor of Sunlight: When you are hit by a creature you can use your reaction to unleash a burst of Sunlight that extends for 60 ft forcing each creature of your choice within range to make a CON saving throw and on a failed save are Blinded until the end of their next turn. Vampire and Lycanthropes have disadvantage on this saving throw.
You can use this reaction a number of times per long rest equal to your WIS modifier (Minimum 1).