Ronin
Though they were given mutagens and were inducted into a School the Ronin refused the teachings and blazed their own path. They do not gain anything further than the introduction to their School but have founded their own independent “8th” School of the Ronin. They fight on their own and rely on only themselves as they become a solitary blade that cuts down all.
Subclass Features
The New Way
Having refused your School you have chosen to blaze your own path having inspiration from a style from a distant land. You no longer gain benefits from the Schools of the Witchers. You can exchange your starting armor and weapons for the following: +1 Lacquered Armor, a Katana, a Shortsword, a Longbow, and a quiver of 20 arrows.
You can use the Weapon Mastery properties of one weapon you acquired with this feature or you can use the Armor Master feature of Lacquered Armor.
Solitary Fighter
You seek for no aid and receive none. Focused solely on the fight, other things become distractions. If you use the Help action inside of combat you instead impose disadvantage on the ally as you haphazardly provide aid and if you receive the Help action you instead have disadvantage imposed on you as they get in the way. In return you are hyper focused. Once per turn if you miss an attack and there are no allies within 10 ft of you, you can reroll the attack and take the new roll as you make a lightning fast followup swing.
The New Way
Your independent studies continue a winding path that have allowed you to create a style unique to you. You can choose two of the following New Way Styles and when you gain a Witcher level you can change one New Way Style for a different one.
Cleaving Slash: Trained in the art of fighting multiple enemies you can use this style when using a Katana with two hands. When you make an attack with multiple enemies within a 10 ft arc you can apply the to hit roll for the attack on each creature in the area. Every creature other than the first takes half as much damage.
Twin Swords: Trained in the art of wielding your Katana and side sword, you can use this style while using a Katana and a Shortsword. You can apply your Proficiency Bonus to hit with your off hand weapon to hit bonus. When you would be hit with a melee attack within 10 ft of you, you can use your reaction to block a blow by crossing both blades together giving you a +4 bonus to AC.
Flying Slash: Trained in the art of using your momentum in combat you can use this style after making a Long Jump as part of your movement for that turn while using a Katana with one hand. The first attack of your turn has a -5 penalty to hit and deals an additional 10 damage.
Kyudo Archery: Trained in a variant style of archery to fire an arrow on the right hand side of the bow, you are specialized in firing sequential shots with a Longbow. You can use a bonus action to prep an additional arrow that you hold while firing an arrow. The first arrow guides you, allowing all sequential shots to have a +3 bonus to hit as long as you do not move from where you fired the first shot. If you move you must take a bonus action again to prep before gaining the benefit of this feature.
Armor Piercing Arrows: Trained in smithing and woodworking you can spend a long rest to prep arrows for a Longbow that cost 1 sp to modifier per arrow in materials or 1 sp, 5 cp to make an Armor Piercing Arrow from scratch. This is a time intensive process that requires constant practice therefore you cannot make Armor Piercing Arrows if you choose to focus on another style. Armor Piercing Arrows are +1 arrows that deal an additional 1D8 damage to targets wearing Medium or Heavy Armor or have Natural Armor. Armor Piercing Arrows are unretrievable as they bury deep into whatever they hit or are obliterated if they hit something they cannot pierce.
Damascus Steel
You do not have the benefit of being taught how to Silver weapons by a School. You do not gain the benefit of the Silverer feature. You have been self taught to make damascus steel by folding steel over and over again in a time and labor intensive process. You gain proficiency with Smithing Tools. You can make a damascus weapon using fine steel worth half as much as the weapon costs over a period of 1D4 + 4 long rests worth of time. A damascus weapon can only be a weapon that deals Slashing damage. The weapon is a +2 weapon and has a critical hit increase of +1 (19-20). Damascus weapons are worth 1.5-3 times as much as a regular weapon depending on the market and knowledge of Damascus Steel though most Ronin are loath to part with their creations especially if the buyer is not a warrior of some renown.
Jack of Skills
Your journey is not restricted like regular Witchers. You must stretch yourself in many ways. You learn one additional language and one additional skill and you learn one Feat.
Lacquer Artisan
You do not have the benefit of being taught additional alchemy skills from a School. You do not gain the Advanced Alchemy feature. Instead you learn the ancient art of lacquering materials to create armor. You choose to specialize in a material to create Lacquered Armor. You can choose from metal, leather, or ceramics. If you choose leather you become proficient with Leatherworker’s Tools and if you choose ceramics you become proficient with Potter’s Tools. You can modify Lacquered Armor with additional materials.
Metal Lacquered: You can spend 10 gps and add metal to the armor over a period of 1D4 +1 long rests giving the wearer Resistance to nonmagical Slashing damage (You can spend 100 gps on arcane materials that make the Resistance include magical Slashing damage).
Leather Lacquered: You can spend 5 gps and add leather to the armor over a period of 2 long rests giving the wearer Resistance to nonmagical Bludgeoning damage (You can spend 50 gps on arcane materials to make the Resistance include magical Bludgeoning damage).
Ceramic Lacquered: You can spend 1 gp and add ceramics to the armor over a period of 2D4 +2 long rests giving the wearer Resistance to nonmagical Piercing damage (You can spend 25 gps on arcane materials that make the Resistance include magical Piercing damage).
In order to use modified Lacquer Armor you must be able to use its Armor Mastery property.
Speciality
You work to hone your skills in Close Quarters Fighting or Ranged Fighting. If you choose Close Quarters Fighting you use your Solitary Fighter feature to roll a new attack you do so with advantage. If you choose Ranged Fighting your close and long range distances each increase by 60 ft.
Nonstandard Parry
You can use your sword sheath or handle to parry blows in an unexpected way. When you are attacked by a creature within 10 ft of you with a melee attack, you can use your reaction to parry the blow as long as you have a Shortsword or Katana in hand or have a free hand and access to your sword sheath to add +3 AC. If you block the attack with this parry you can move up to 10 ft without provoking attacks of opportunity and make an attack with a Shortsword or Katana as part of the reaction.
You can use this feature a number of times per long rest equal to your DEX modifier (Minimum 1).
The New Way
Your winding path has led you to greater heights as a warrior. You can learn one additional New Way Style and you can learn the following New Way Style options
Mist Slash: You can move with incredible speeds that defy reason. As a part of an attack action you can make your first attack with advantage and increase its critical hit range by 1 (19-20) and hit or miss you can teleport to a point you can see within 30 ft of your initial position.
You can use this feature a number of times per long rest equal to your DEX modifier (Minimum 1).
Twin Shot: You can fire so quickly that it seems two arrows were fired at once. When you take the attack action you can fire two arrows as part of your initial attack. The attack can be at the same or different targets in range.
You can use this feature a number of times per long rest equal to your DEX modifier (Minimum 1).
Additional Attack
Speed is essential to a Ronin with you specializing in faster and faster attacks. When you take the attack action you can make three attacks.
Legendary Ronin
You have reached an apex of power on par with some Grandmaster Witchers and you did it on your own merit. You learn one Legendary New Way Style that does not count towards the number of New Way Styles you can know.
Storm of Slashes: A master of the Two-Handed Katana way of fighting you can make a series of attacks that can leave your foe in bloody ribbons. When you take the attack action with a Katana using two hands you can make an additional attack and each attack has a subsequent +1 critical range (1st attack (19-20, 4th attack 16-20).
You can use this feature once per long rest.
Phantasm Twin Fangs: A master of fighting with a Katana and Shortword in each hand they have become like a pair of fangs that lash out and pierce your foes. When you take the attack action with a Katana in one hand and a Shortsword in the other hand you can make each attack using both weapons at the same time. The base damage for each attack becomes 2D8 Slashing damage plus any bonuses from each specific weapon such as being a masterwork or magical weapon. One a missed attack, a trailing wave of force deals 1D6 Force damage as a phantom slash catches your foe.
You can use this feature once per long rest.
Kyudo Ascendant: A master of Kyudo Archery your archery has become nearly inhuman in skill and power. When you take the attack action with a Longbow you can charge your first arrow with your will and resolve, causing the arrow to be consumed and become a beam of energy that is 5 ft wide and reaches the end of your far range. Each creature in the area must make a DEX saving throw equal to your Sign save DC and on a failed save takes 5D8 Force damage or half as much on a successful save. If the saving throw was failed by 5 or more they take an additional 2D6 Thunder damage as they are caught in the ripples of power from the shot.
Everlasting Warrior: A master of taking blows and dodging attacks you have become an eternal fixture on the battlefield. While wearing Lacqued Armor incoming non Psychic damage is decreased by 3 damage (Damage cannot be reduced to less than 0 with this feature). Your reflexes are astounding, when you use a reaction to parry you increase your AC by an additional 4. In addition your willpower has become like a force of nature. When you fail a saving throw you can choose to succeed it instead (No action required).
You can use this feature once per long rest.