A Witcher class for Nimble (kinda a mix of martial abilities from a Commander with hunting capabilities of a Hunter).
Wild Hunter’s Mark.
Action: A creature you can see is marked as your quarry for 1 day (or until you mark another creature). It can’t be hidden from you, and your attacks against it gain your choice of advantage OR +LVL damage (choose before each attack).
Forager.
Gain advantage on skill checks to find food and water in the wild.
Thrill of the Wild Hunt.
Choose 2 Thrill of the Wild Hunt (TotWH) abilities. Gain a charge to use these abilities during that encounter whenever:
• Your quarry dies.
• You hit your quarry in melee or crit your quarry at range.
Roll & Strike.
Action: If you have no Thrill of the Hunt charges, move up to your speed toward your quarry. If you end adjacent to them, make a melee attack against them for free.
Subclass.
Choose a Witcher subclass.
Tracker’s Intuition.
You can discern the events of a past encounter by studying tracks and other subtle environmental clues, accurately determining the kind and amount of creatures, their direction, key actions, and passage of time.
Key Stat Increase.
+1 STR or WIL.
Thrill of the Wild Hunt (2).
Choose a 3rd Thrill of the Wild Hunt ability.
Hunter's Resolve.
Whenever you have no Thrill of the Wild Hunt charges, gain Hunter's Resolve until the end of your turn: treat all creatures as your quarry for the purposes of movement and melee attacks.
Secondary Stat Increase.
+1 DEX or INT.
Final Takedown.
Action: Spend 1 Thrill of the Wild Hunt charge to make a melee attack against your Bloodied quarry. Turn it into a crit and double the damage of your Wild Hunter’s Mark. If they survive, they crit you back.
Weapon Mastery.
You may sheathe a weapon and draw a different one 2×/round for free. Choose a weapon type to specialize in.
Thrill of the Wild Hunt (3).
Choose a 4th Thrill of the Wild Hunt ability.
Subclass.
Gain your Witcher subclass feature.
Thrill of the Hunt (4).
Choose a 5th Thrill of the Wild Hunt ability.
Key Stat Increase.
+1 STR or WIL.
Secondary Stat Increase.
+1 DEX or INT.
Rush Order.
Your second melee weapon attacks is not subject to disadvantage imposed by Rushed Attacks.
Veteran Stalker.
Gain a Thrill of the Wild Hunt charge whenever you are first Bloodied in an encounter and for every Wound you gain.
Keen Eye, Steady Hand.
Add WIL to your melee weapon damage.
Subclass.
Gain your Witcher subclass feature.
Thrill of the Hunt (5).
Choose a 6th Thrill of the Wild Hunt ability.
Key Stat Increase.
+1 STR or WIL.
Secondary Stat Increase.
+1 DEX or INT.
Keen Sight.
Advantage on Perception checks.
Thrill of the Hunt (6).
Choose a 7th Thrill of the Wild Hunt ability.
Subclass.
Gain your Witcher subclass feature.
Key Stat Increase.
+1 STR or WIL.
Secondary Stat Increase.
+1 DEX or INT.
Peerless Hunter.
You can Defend against your quarry for free.
Wild Endurance.
Gain 1 Thrill of the Wild Hunt charge at the start of your turns.
Epic Boon.
Choose an Epic Boon (see pg. 23 of the GM's Guide).
Nemesis.
+1 to any 2 of your stats. Your Witcher’s Mark can target any number of creatures simultaneously.