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Witcher

Dragon Hunter

Dragon Hunter Witchers are the most prone to death and the most prone to being remembered as the best of the best and the most wealthy if they survive. Though that is a big if. They develop specialized tactics to overcome a Dragon’s strongest assets: their breath weapon and ability to fly. They are laden with trophies from past kills and the strongest can extract hidden powers from draconic artifacts they make with their kills. Witchers of the Schools of the Cat and Viper never become Dragon Hunters and view Dragon Hunters as suicidal idiots.

Dragon Gear Required Dragon Parts
Buster Sword: You create a sword of the type of your choice (Greatword, Rapier, etc) the weapon is twice as large as it is normally but can be used as it is normally required. The sword is a magical +2 weapon that deals an additional 2D6 damage of your choice or 2D8 damage when attacking a Dragon. A creature that is one size larger than you or more when hit with the sword must make a STR save with disadvantage DC 23 or be knocked back 30 ft and land Prone.Chromatic
Demonmask: You create a horrifying mask that can make even Dragons quake. The mask is a magical item with 6 charges and has a saving throw DC of 20. It regains 1D4+1 charges at the start of every day. If a dragon succeeds the saving throw they take 2D6 Psychic damage (This damage bypasses Resistances and Immunites). Freeze in Place: You can expend one charge to attempt to freeze a creature within 60 ft of you in place, reducing its movement speed to 0 ft until the end of their next turn if it fails a WIS saving throw. Fake Foe: You can expend two charges to attempt to beguile a creature within 60 ft of you causing it to use one of its attacks on a figment you conjure for it if it fails an INT saving throw. This feature bypasses Truesight and other senses if it is directed on a Dragon. Phantom Pain: You can expend three charges to attempt to cause a creature within 60 ft of you to flinch back in pain and fear using its turn to move away from you and being unable to use other actions until the end of its next turn if it fails a CHA saving throw.Chromatic
Chaos Armor: You create an ominous armor that warps space around it in strange ways. The armor takes on the characteristics of an armor of your choice (Plate, Leather, etc) and is a +1 version of the armor and is magical. If a creature fails an attack on you, you can force it to make an attack on a creature other than you or itself as a reaction. When a creature critically fails an attack on you, you can teleport to a space you can see within 90 ft of you and make a melee attack as a reaction, if you attack a Dragon using this reaction you deal an additional 10 Force damage on a hit.Gem
Blink Boots: You make a pair of magical boots that thrum with power. While you have them equipped you have a Hover speed of 60 ft and you can use a bonus action each turn to teleport to a space you can see within 90 ft of you. You have advantage on DEX saving throws and if you succeed a DEX saving throw and would take half as much damage, you take no damage instead.Gem
Legion Shield: You make a shield embolized with the visages of the many fallen Dragon Hunters before you. The shield is a magical +1 shield. The shield has 2D4 +1 shining sigils. If you would be reduced to zero hit points you instead return to half of your hit point maximum and a sigil is permanently darkened. Once all sigils are darkened the shield becomes known as the Legion of One Shield and is a +2 magical shield that allows you to cast a 3rd level Hellish Rebuke spell without expending a spell slot once per long or short rest.Metallic
Truepiercer: You make a shining magical bow or crossbow that is a +2 weapon. The weapon sheds Bright Light for 10 ft and Dim Light for an additional 10 ft which you can dim to shedding no light as a free action. The weapon conjures its own magical ammunition each time it fires. The ammunition deals an additional 1D6 damage of your choice. The first time each turn the weapon is used on a Dragon the attack succeeds without fail.Metallic
Storm Halberd: You make a magical +2 halberd embolized with crackling lighting and a spinning surface on its blade that resembles a storm. The weapon has a range of 120 ft to attack creatures with a Flying speed. If the creature is Flying it is knocked 60 ft towards the ground or a point you designate within 60 ft of it on a hit.Any
Scalemantle: You make a majestic if grisly mantle out of the scales of many Dragons. The mantle grants you a 2D6 bonus to saving throws against spells and attacks originating from Dragons. Once per long rest you can use a reaction to cover yourself and one creature within 5 ft of you that is your size or smaller with the mantle. The mantle negates all damage from one instance of an effect that covers an area such as a Fireball spell or a Red Dragon’s breath attack.Any

Subclass Features

Lv 3

Dragon Hunting Tactics

You trained wholly to combat Dragons with little regard to small fry. The mightiest prey require smart and powerful tactics in order to take them down. You gain the following features

Prey Sense: You can sense the wind and see many signs that allow you to tell if a Dragon is within 1 mile of you and track Dragons for up to one week if you see direct signs of them.

Grappling Hook Tactics: You apply your Proficiency Bonus to using grappling hooks to attack creatures and when you Grapple a creature with a grappling hook you can use a bonus action to anchor the end of the rope to a special piton you developed. The piton requires a DC 20 Athletics check to break it and for each piton you add the DC increases by 5. You can craft 1D4 pitons using 5 gp worth of iron and alchemical ingredients per piton as long as you have your Alchemist’s Supplies during the course of a long rest.

Slayer’s Blow: You can imbue your strikes with great rage as well as innate knowledge of draconic physiology. When you deal damage to a creature one or more sizes larger than you you deal an additional 1D6 Force damage the first turn you attack each turn. If you attack a Dragon the damage increases to 1D8 Force damage.

Quick Response

Always on guard to defend against the breath of a Dragon you have honed your reflexes. You have a 1D6 bonus to DEX saving throws.

Lv 7

Improved Dragon Hunting Tactics

Your technique and knowledge have grown granting you the following benefits

Climbing Tactics: You can climb a creature that is two sizes larger than you, movement on the creature is considered Difficult Terrain. if the creature is not Grappled or otherwise Restrained your movement on the creature is reduced to 5 ft. You while using your Climbing Tactics you attack with advantage. If the creature is Grappled or otherwise Restained your critical hit range is increased by 1 (19-20).

Your Slayer’s Blow damage bonus when attacking Dragons is increased to 1D10.

Lv 11

Deflect Breath Weapon

The most dangerous weapon a Dragon has at its disposal is its deadly breath weapon. You have developed a specialized Signs incorporating Aard and Igni to give you a modicum of protection. You can use your reaction and make the modified Sign using 10 Stamina to create a slanted barrier in front of you that is 30 ft by 30 ft. All damage from an attack in a line or a cone is halved behind the barrier and you can direct the brunt of the attack in a cone or line half the range of the original range of the attack and then roll 1D4.

1- You deflect the attack directly to the left or right of you.

2- You deflect the attack to a point within range of your choice that is not directly in front or behind you.

3- You deflect the attack to a point within range of your choice that is not directly behind you.

4- You deflect the attack to a point within range of your choice that is not directly behind you and the damage type of the attack becomes Thunder or Force damage (Your choice).

Brave

A Dragon’s Frightening Presence is a true threat to all who face them. You have trained your mind extensively making you Immune to the Frightened condition.

Lv 15

Dragon Gear

You have mastered the use of alchemy in tandem with your other skills and can now use your slain foes to create a masterpiece that will aid you in slaying even more powerful foes. Using this feature requires Dragon Parts from a Young or older Dragon along with a specialized version of the Yrden Sign. You can craft one of the following items

Items crafted this way are bonded to the spirit of the Witcher using the Yrden Sign and they cannot have more than one Dragon Gear bonded to them or create more than one. But the bond is mighty, Witchers cannot be forced to drop or otherwise be forced to part from their Dragon Gear and they can summon their Dragon Gear to them as a bonus action and equip it.