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Witcher

Fiend Hunter

Many Witchers have had unpleasant interactions with Fiends but a few have had reason to become the means of their complete and utter destruction. Fiend Hunters train their minds and souls and become an insurmountable obstacle to Fiends. They are the foremost experts in Silvering within the Witchers and make beautiful weapons whose sole purpose is to drive evil back to the pit it crawled out from. Many Fiends make the mistake of trying to tempt or deceive a Fiend Hunter only to find their efforts are rewarded with indifference and a silvered blade to their black heart.

Subclass Features

Lv 3

Master Silverer

You have honed your silvering arts to new heights. Weapons you Silver are better than before and are treated as +1 versions of themselves (Not to exceed +3) but must be upkept once a week using 1 gp worth of silver which you can accomplish during the course of a long or short rest. An unkept weapon becomes a normal Silvered weapon if you do not maintain it.

You are gifted 60 gps of silver by a master smith or veteran Witcher who trained you. This same teacher placed you under oath to use your weapons for slaying evil and not for monetary gain.

Resist Temptation

Constantly faced with the wiles and temptations of sensual Fiends you have trained your mind to resist them. You are Immune to the Charmed condition and have a 1D6 bonus to saving throws against spells from the School of Enchantment.

Lv 6

Silverer (Greater)

Instead of gaining a cost reduction to 50 gps to Silver a weapon when you gain the Silverer feature, it costs 30 gps instead.

Lv 7

Eye of Discernment

Many Fiends can change their forms but they cannot get a leg up on you once you modify your eyes to see them. Your eyes are changed with an additional modified Mutagen kept secret by the Fiend Hunters which changes your eye color to a radiant gold or cool silver. You can see the true form of creatures that have an illusion or have changed their form as long as they are within 10 ft of you.

Blessed Weapons

Upon taking this Speciality you have gained a modicum of holy power to face Fiends as is reflected in your Specialty spelllist. You can expend 2 Stamina and bless your weapon or 10 pieces of ammunition. For the next minute they deal an additional 1D6 Radiant damage on a hit. If the weapon or ammunition is Silvered the damage bonus is increased to 1D8.

Lv 11

Holy Reliquary

You have gained holy skills and collected holy relics from a wide array of religions and powers. The cumulative effect of these relics and skills creates an aura of protection that undercuts the power of Fiends and Undead. Fiends and Undead within 30 ft of you have disadvantage on attacks and ability checks.

In addition this influx of holy energy strengthens your Blessed Weapons. Weapons and Ammunition affected by your Blessed Weapon feature deal an additional damage die.

Lv 15

Cast into the Pit

You can exercise and cast out Fiends and Undead to whence they came. You can use an action and target a creature within 60 ft of you that can see and hear you. The creature must make a WIS saving throw DC equal to your spell save DC and on a failed save are banished as if by the spell Banishment. If the creature was a Fiend, Undead, or Evil Aligned creature it is banished to a hellish demiplane called the Pit where it suffers and takes 4D6 Fire damage and 4D6 Psychic damage. This damage cannot be reduced or negated by any way.

You can use this feature once per long rest or you can expend 6 Stamina as an action to regain the use of this feature.