Rift Sealer
Portals are a plague to Witchers. They unleash a flood of beasties that need exterminating. While the job security is nice there is no amount of money that can stem the infinite swarms from Elemental Rifts. Rift Sealers are masters at detecting and sealing planar rifts and are artists when it comes to planar rifts connected to the Elemental Planes and slaying the beings that escape from those rifts. Dealing with rifts is a precise job requiring great amounts of knowledge in obscure matters which leaves those of the School of the Bear unsuited for the task most of the time.
Subclass Features
Detect Planar Rifts
You have trained your senses to be able to detect the specific signs of Planar Rifts. You can detect the presence of a Planar Rift within 10 miles of you. When you are within 2 miles you can sense which plane the rift is connected to. And when you are within 1 mile of the rift you know its exact location.
Elemental Combatant
You use a modified version of Signs to attack the inhabitants of rifts with their natural weaknesses. The most common Planar Rifts are connected to Elemental Planes so you become skilled at variations of Aard (Air) and Igni (Fire) as well as developing new signs for Aquos (Water) and Quen (Earth). You can spend 2 Stamina to enchant one of your weapons with a modified Sign for one minute.
Aard: A weapon enchanted with Aard this way deals an additional 1D6 Thunder damage or an additional 2D6 Thunder damage to Elementals with a connection to the Elemental Plane of Earth or a Demiplane with an affinity to earth.
Aquos: A weapon enchanted with Aquos this way deals an additional 1D6 Cold damage or an additional 2D6 Cold damage to Elementals with a connection to the Elemental Plane of Fire or a Demiplane with an affinity to fire.
Igni: A weapon enchanted with Igni this way deals an additional 1D6 Fire damage or an additional 2D6 Fire damage to Elementals with a connection to the Elemental Plane of Water or a Demiplane with an affinity to water.
Quen: A weapon enchanted with Quen this way deals an additional 1D6 Bludgeoning damage or an additional 2D6 Bludgeoning damage to Elementals with a connection to the Elemental Plane of Air or a Demiplane with an affinity to air.
Elemental Breath
If in unforeseen circumstances you are drawn into an Elemental Rift you have developed arcane contingencies to allow you to exist in the new plane. You can breathe dirt and rock, fire and ash, as well as water.
Aquos
Aquos is the alchemical sign for water. It is a non Witcher Sign usually only used by ancestral foes of the Witchers such as unique Genies but you have learned it in order to face certain threats. At 7th level it has the following effects
Produce Water (0 Stamina): You can make the Sign of Aquos as a bonus action and produce 6 cups of drinkable water.
Downpour (3 Stamina): You make the Sign of Aquos as an action. A deluge of water pours down in a 10 ft radius on a space you can see within 60 ft of you. Each creature in the area must make a DEX saving throw taking 2D10 Cold damage on a failed save or half as much on a successful one.
Freeze Water (1 Stamina, Inscribed): You use an action to inscribe the Sign of Aquos on the surface of water. For the next minute the water freezes at a rate of 10 ft in every direction every turn.
Expert Footing
The areas around Elemental Rifts and within them can be treacherous. With diligent training your movement speed cannot be reduced below 20 ft from Difficult Terrain.
Quick Reflexes
When fighting the elements even the ground beneath your feet can be dangerous. You have advantage on DEX saving throws.
Rift Sealer
The quintessential skill of a Rift Sealer is the ability to seal rifts. You can use an action and inscribe the Signs of Aard, Aquos, Igni, and Quen on the edge of a rift. Doing so it becomes a corporeal construct with an AC of 18 with 200 hit points and is Immune to nonmagical Bludgeoning, Piercing, and Slashing damage as well as Psychic and Poison damage. When it is reduced to 0 hit points the rift vanishes with a pop.
Banish the Unnatural
You learn a bit of magic from spellcasters that suits you well. You can replicate the spell Banishment using your Sign save DC once per long rest. On a successful save the target is barraged with fragments from the realm you attempted to banish them to dealing 2D10 Force damage.
You can regain the use of this feature by expending 8 Stamina.