The Witcher, 8th Variant (5e Class)

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Witcher[edit]

A Witcher is someone who has undergone extensive training, ruthless mental and physical conditioning, and mysterious rituals (which take place at "witcher schools" such as Kaer Morhen) in preparation for becoming an itinerant monsterslayer for hire. Geralt, the central character in Andrzej Sapkowski's Witcher series and the subsequent games inspired by them, is said in the stories to be one of the greatest Hexers; he is certainly legendary, but whether famous or infamous is more open to interpretation (and/or subject to gameplay, as the case may be).

Taken in as children, Witchers-to-be are subjected to intense alchemical processes, consumption of mutagenic compounds, and relentless physical and magical training to make them dangerous and highly versatile against their vast array of opponents, many of which possess superhuman speed, strength and/or other deadly powers. These procedures ultimately mean that each fully-trained witcher is a mutant built specifically to hunt and kill inhuman prey. The key permanent results of mutations shared by all Witchers include:
•Sterility (which partially explains selection from the outsiders, as they cannot breed to pass on their traits).
•Cat-like eyes that grant very acute nightvision - Hexers can constrict their pupils to see in blinding light or open them to see in near pitch darkness. This nightvision can be further enhanced with the cat potion, but in general, it is good enough by itself to not require further enhancement.
•Tremendous resistance to disease and poisin (which functions in most cases as complete immunity) and a boosted immune system, allowing them to consume large quantities of potions that could prove easily deadly if consumed even in small amounts by a normal man.
•Exceptionally increased strength, speed, reflexes, and endurance, far beyond any normal or well-trained human, that allows them to swiftly end fights with minimal effort, and perform physical feats non-witchers couldn't hope to match. A witcher's physical skills alone are sufficient to defeat most monsters single-handedly if combined with extensive training and proper weaponry, whereas regular men could only hope to accomplish this in large groups. Hexers have also been shown to shrug off hits that would normally render normal men unconscious. Additionally, they have been known to survive the strikes of powerful monsters such as giants, or other beings possessing herculean strength, that would otherwise kill others with a single blow.
•Having the ability to perform simple yet incredibly versatile combat magic in the form of Signs. They also develop a sixth sense that allows them to "feel" things around them, be it items of importance or people's immediate intentions. This explains their uncanny ability to track and hunt people and monsters.
•Accelerated healing granting quick recovery from injuries.
•Incredibly long lifespan and prolonged youth (Vesemir is said to be at least a few centuries old but has the appearance of a middle-aged man).

Creating a Witcher[edit]

When creating your Witcher, think about how your character views the world as a result of your training. Do they view them as an ultimate evil, that thay are on a crusade against? Or do they view them as feral creatures, unable of understanding the evil they perform, simply following their nature? Also, consider your Witchers emotions. As a result of your trials, your emotions have been stunted, but they are still there. Finally, consider the circumstances surrounding your induction to the Witcher caste. More often than not, most children don't get a choice when they are chosen. Orphans are often taken, and there are rumors that some children are abducted. Your parents might have given you away because they didn't have enough food, or you might have run to them seeking adventure. Think about this and how it impacts your view of humanity.

The Witcher's Code[edit]

While peasants often claim a Witcher’s only code is gold, some mages and monarchs believe all Witchers obey an ancient code of honor, obligating them to take any monster contract that comes their way. Fact is, there is no single code which unites all Witchers, and often there is tension between their schools over the philosophical tenets of being a Witcher. Whether an individual Witcher strives to follow a code of personal honor and professional conduct is up to the player. Precepts of a Witcher’s personal code might include:

The Contract
Witchers do not work for free. Upon taking a contract to hunt a monster, the Witcher should make a good faith effort to rid the land of the monster. If the Witcher fails, payment received should be returned to their patron. Likewise, the Witcher should observe professional courtesy and never poach a fellow Witcher’s contract.
Free of Emotion
The Witcher should strive to remain free of emotion and to keep an open mind; often the most obvious answer is the least true.
Knowing Man From Monster
The line between monsters and men can be thin indeed, and the Witcher must discern what separates the two.
Law of Surprise
Witchers reserve the right to ask for a child to train as a Witcher in payment for a life debt.
Neutrality
Witchers try not to get too involved in politics; it usually ends badly and complicates their monster-hunting.
No Dragons
Witchers don’t normally hunt dragons out of respect for - and perhaps healthy fear of - this sentient Elder Race. In ages past, dragons were hunted to near extinction.
Sanctity of Life
Humans, elves, dwarves, and sometimes even trolls are not the enemy, and the Witcher should avoid taking a sentient life in all but extreme situations. Likewise, the best way to deal with a monster may not lie in sword or spell.

Quick Build[edit]

You can make a Witcher quickly by following these suggestions. First, make Dexterity your highest score, followed by Wisdom. Though depending on your Witcher school of choice, you may want to make different scores higher, as seen in the schools description. Finally, take the Outlanter background.

WO095l8.jpg
Geralt of Rivia, Wolf School Witcher

Class Features

As a Witcher you gain the following class features.

Hit Points

Hit Dice: 1d10 per Witcher level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Witcher level after 1st

Proficiencies

Armor: Light and Medium Armor
Weapons: Simple weapons, Longswords, Greatswords, Battleaxes, Greataxes, Hand Crossbows
Tools: Alchemist kit and Vehicles (Land)
Saving Throws: Constitution and Wisdom
Skills: Choose Four from: Perception, Persuasion, Investigation, Survival, Acrobatics, Athletics, Insight, or Intimidation.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Studded leather or (b) Scale Mail
  • (a) a Longsword or (b) Greatsword or (c) a Battleaxe or (d) Greataxe
  • (a) 20 Throwing Knives or (b) Hand Crossbow and 20 Crossbow bolts
  • Alchemist kit
  • Witchers Medallion, Notebook and Bestiary

Table: The Witcher

Level Proficiency
Bonus
Features Vigor Points Toxicity
1st +2 Specialized Killers, Witcher Artifact, Witcher Senses 3 0
2nd +2 Witcher Alchemy, Fighting Style 4 2
3rd +2 Signs, Witcher School 5 2
4th +2 Ability Score Improvement, Swift of Arm and Clear of Mind 6 4
5th +3 Extra Attack, Monster Slayer 8 4
6th +3 Ability Score Improvement 9 5
7th +3 Bomb Crafting, Witcher School Feature, Blade Oils 10 5
8th +3 Ability Score Improvement, Witcher Smithing 11 6
9th +4 12 6
10th +4 Ability Score Improvement, Greater Empowered Signs 13 7
11th +4 Witcher School Feature 14 7
12th +4 Ability Score Improvement 15 8
13th +5 Heightened Witcher Senses 16 8
14th +5 Ability Score Improvement, Witcher School Feature 17 9
15th +5 18 9
16th +5 Ability Score Improvement 19 10
17th +6 Mythic Empowered Signs 20 10
18th +6 Witcher School Feature 22 11
19th +6 Ability Score Improvement, Witchers Cunning 26 11
20th +6 Master Witcher 30 12

Witcher Trials[edit]

During the Trial of the Grasses, your body underwent amazing and horrifying mutations leaving you sterile, but granting you the following starting:

•You gain Darkvision, if your race did not already possess Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray

•You gain advantage on Wisdom (Perception) checks that rely on Your Senses.

•Advantage against poison saving throws, aswel resistance to Poison damage.

•Immunity to diseases.

•Your estimated lifespan increases by approximately 400 years

•You gain 10ft of movement speed

•You no longer need to sleep if your race requires it. Instead, you meditate deeply, remaining semi-conscious, for 4 hours a day, in this state your senses function normally keeping you aware of your environment. After resting this way, you gain the same benefit that a human gains from 8 hours of sleep.

Witcher Artifact[edit]

Pendant
All Witchers have a pendant (Wolf, Bear or Cat) in the shape of the symbol of their Witcher school, as well as a Witcher's Bestiary. While wearing said pendant. It vibrates in the presence of magic within 30 feet .
Notebook
Across your studies with your enemies you have always kept track of there vocal and communication patterns. You can learn up to an amount of languages equal to your Intelligence modifier + your Proficiency modifier. You can not learn druidic or thieves cant in this way.
Bestiary
The Witcher's Bestiary is where a Witcher records the strengths and weaknesses of all enemies faced. After you are in combat with a creature and kill/subdue it, it is added to your Witcher Bestiary. When facing a beast or monster recorded in the bestiary, you know about its lore, stats, and abilities, in addition to its damage immunities, resistances, and vulnerabilities. You have four Bestiary dice, which are d8s. A Bestiary die is expended when you use it. You regain all of your expended bestiary dice when you finish a short or long rest. You can expend one bestiary die and add the result to a saving throw made against a ability of a creature listed on the bestiary or you can add as a penalty on a creature saving throw against your abilities. You need to spend 5 minutes after the battle by analyzing the body of a dead creature or the environment where the fight occurred to be able to add it to your bestiary.You gain another Bestiary die at 7th level and one more at 15th level and the dice become d12s.

Specialized Killers[edit]

Starting at level 1, a Witcher moves like the wind and strikes swifter than a coursing river. Any unarmed strike can have your dexterity modifier instead of strength. Also, any profcient weapon a Witcher wields that is considered a Finesse weapon. Additionally, switching weapons or switching from one-handed to two-handed on a weapon requires no action or bonus action.

Witcher Senses[edit]

Starting at level 1, The Trial of Grasses has improved your senses to near superhuman levels. Witchers can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range, The Witcher is also able to discern the scent very precisely, being able to identify what it has caught in his smell if it has already felt it before. When a creature is detected by their scent, the exact location is not revealed only its presence somewhere within range. The player can take a bonus action to note the direction of the scent. The Witcher can now follow tracks by smell, making a Perception check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on the strength of the quarry's odor, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

•You can no longer be surprised by any enemy, and any creature trying to frighten or charm you is at disadvantage and if you need to pass a check to not suffer those conditions they will be made at an advantage also you gain proficiency in the Perception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.

Fighting Style[edit]

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 for an damage you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Witcher Alchemy[edit]

Starting at level 2, you can now use your alchemist's kit to craft specialized Witcher potions and concoctions. These potions are incredibly toxic for non-Witchers. You need to finish a long rest before you can use this feature again. If you pass the toxicity limit, you gain 1 point of exhaustion per potion taken after that, you need a bonus action to use one potion. You can carry a maximum of 8 potions, restocking every long rest

Potion Save DC= 8 + Proficiency bonus + Wisdom Modifier.

Swallow
The process takes 1 hour to craft 1d6 vials of a potion called Swallow. You need to finish a long rest before you can use this feature again. Swallow potions, if consumed by a Witcher, heal 1d6 + your Constitution modifier at the end of your turn for 4 turns. Toxicity: 2

Enchanced: At level 8 you can craft Enhanced Swallow, which heals for 2d6 + your Constitution modifier for 5 turns.

Superior: At level 15 you can craft Superior Swallow, which heals for 3d6 + your Constitution modifier for 5 Turns.

Ingredients 
.1x Dwarven spirit
.5x Celandine Flower
.1x Monster Brain Piece 
Enchanced Swallow 
.1x Alcohest
.6x Celandine Flower
.5x Monster Brain Piece
.4x White Myrtle Petal
Superior Swallow 
.1x White gull
.4x Celandine Flower
.5x Monster Brain Piece
.6x White Myrtle Petal
.4x Crow's Eye
.2x Vitriol Dust


Elixir of the Cat
The Witcher can produce 4 vials which double the Witcher's natural dark vision range to 120 feet, and allow the sight of color in the dark for one day. The process takes 1 hour to craft. You need to finish a long rest before you can use this feature again. Toxicity:1

Enchanced: At level 8, You can produce Enchanced Elixir of the Cat, potions that heighten his Witcher senses to the point that he is able to hear a rat's heartbeat at a distance of 60 feet with perfection. Determined if you are alert or off guard, walking or running, even knowing if you got a good hunt by the smell of Flesh Meat and blood between your teeth or sick by the unmistakable smell of your feces and of course determining their exact location: Beyond the effects of the potion now the Witcher gains Blindsight up to 60 ft, 24 hours duration.

Superior: At level 15, You can produce Enhanced Elixir of the Cat, potions which heighten your Witcher senses to the point that even magical darkness doesn't hinder you: beyond the effects of the potion now the Witcher gain Truesight and Blindsight up to 120 ft. This allows you to see invisible creatures and objects, automatically detect visual illusions and automatically succeed on saving throws against them, 24 hours duration.

Ingredients 
.1x Dwarven spirit
.4x Berbercane fruit
.2x Water essence 
Enchanced Elixir of the Cat 
.1x Alcohest
.5x Berbercane fruit
.3x Water essence 
.2x Cortinarius Mushrooms
Superior Elixir of the Cat 
.1x White Gull
.5x Berbercane fruit
.1x Moleyarrow Flower
.1x Allspice Root 
.1X Aether Dust
.4x Cortinarius Mushrooms


Black Blood
Duration: 30 minutes

Any creature that attacks with claws, Bite or Beak, or any undead that attacks without a spell or weapon, takes 1d8 acid damage upon dealing damage to the witcher, this increases by 1d8 at 10th and 14th level, Creatures that feed on the witcher's blood take double damage in the form of poison and the poisoned condition for the duration of the potion. The process takes 1 hour to gather materials and craft 2 vials. You need to finish a long rest before you can use this feature again. Toxicity: 2

Enchanced: At level 8, any creature afflicted by your normal Black Blood potion must make a constitution saving throw. On a failed saving throw, they are subjected to the poisoned condition and take 1d6 damage at the end of their turn for a number of turns equal to the Witcher Constitution modifier, Creatures that feed on the witcher's blood suffer twice as much damage and time under the poisoned condition..

Superior: At level 15,The Black Blood becomes stronger and Viscous. From the Witcher's spilled blood, gases arise from it causing any creature within 5 feet of the Witchers to feel the real power of Black Blood , Beyond the normal abilities of the Black Blood, if a Creature starts its turn 5 feet from the Witcher which was injured, It will be subjected to the poisoned condition, This condition lasts for 3 turns or until the creature leaves the radius of effect.

Ingredients 
.1x Dwarven spirit
.2x Sewant Mushroom
.4x Ghoul's blood 
Enchanced Black Blood 
.1x Alcohest
.1x Hellebore petal
.5x Sewant Mushroom
.5x Ghoul's blood 
Superior Black Blood 
.1x White Gull
.1x Han fiber
.1x Nostrix Flower
.1x Rebis Dust
.5x Hellebore petal
.5x Sewant Mushroom
.5x Ghoul's blood 


Killer Whale
Duration: 15 minutes.

You can breathe underwater. The process takes 1 hour to craft 2 vials. You need to finish a long rest before you can use this feature again. Toxicity: 1

Enchanced: At level 8, your fingers and toes become webbed, giving you a swimming speed double your walking speed. The duration is doubled.

Superior: At level 15,the Killer Whale transforms the Witcher's Body into a level that has the ability to face the strongest currents in or out of the Sea. In addition to the previous mutations received from Killer Whale, you now don't get hard terrain under any circumstances while in the water, when you use the Dash action underwater, your movement does not provoke Opportunity Attacks and now Killer Whale lasts for 2 hours.

Ingredients 
.1x Dwarven spirit
.2x Balisse fruit
.1x Monster tongue 
Enchanced Killer Whale 
.1x Alcohest
.3x Balisse fruit
.1x Monster tongue 
.1x Buckthorn
Superior Killer Whale 
.1x White Gull
.3x Balisse fruit
.1x Monster tongue 
.5x Buckthorn


Monster lure
Duration: 24 hours.

Monster Lure is perfect for attracting creatures that have a keen sense of smell, using a seaweed found at the bottom of rivers, streams, lakes and the sea that when well prepared exudes a strong odor of a week old carcass that can be smelled by a distance of several kilometers attracting any hungry creature. The process takes 1 hour to gather materials and craft 1 vial. You need to finish a long rest before you can use this feature again.

Ingredients 
.1x Buckthorn
.2x Crow's eye


Golden Oriole
Duration: 5 minutes.

Grants immunity to poisons and neutralizes the effects of poisons already in bloodstream of the Witcher. The process takes 1 hour to gather materials and craft 2 vials. You need to finish a long rest before you can use this feature again. Toxicity: 1

Enchanced: At level 8, duration is increased from Golden Oriole effects. now Golden Oriole's lasts for 15 minutes.

Superior: At level 15, duration is increased from Golden Oriole effects. now Golden Oriole's lasts for 30 minutes.

Ingredients 
.1x Dwarven spirit
.1x Light essence
.4x Blowball Flower
Enchanced Golden Oriole 
.1x Alcohest
.1x Celandine Flower
.4x Blowball Flower
.2x Light essence
Superior Golden Oriole 
.1x White gull
.4x Celandine Flower
.4x Blowball Flower
.1x Han fiber
.1x Ranogrin
.1x Quebrith Dust


Pheromones
Duration: 1 hour.

after studying and collecting samples of a Creature the Witcher is able to create a perfume of Pheromones that masks him to those certain creatures, having three types of functions at the witcher 's choice, to attract those creatures of the same type, to ward off creatures of that type or to keep creatures friendly towards the Witcher. The process takes 1 hour to brew the fragrance and craft 2 vials. You need to finish a long rest before you can use this feature again. Toxicity: 1

Enchanced: At level 8, the duration of the Pheromones impregnated in the Witcher increase. now the Pheromones lasts for 4 hours.

Superior: At level 15, the duration of the Pheromones impregnated in the Witcher increase. now the Pheromones lasts for 12 hours.

Ingredients 
.1x Dwarven spirit
.1x Creature Brain Piece
.1x Sewant mushrooms
.1x Puffball
Enchanced Pheromones
.1x Alcohest
.1x Creature Brain Piece
.3x Sewant mushrooms
.1x Puffball
Superior Pheromones
.1x White gull
.2x Creature Brain Piece
.6x Sewant mushrooms
.3x Puffball


White Honey
Regain all of your toxicity points, cancels active potion effects. Only one vial per brew made. You may not take any potions for 1 hour after you drink this. The process takes 1 hour to craft 1 vial.{You can only take one White Honey per Long Rest}

Enchanced: At level 8,Now the White Honey Regain all of your toxicity points, cancels active potion effects. Only one dose per brew made. You may not take any potions for 30 minutes after you drink this.

Superior: At level 15,Now the White Honey Regain all of your toxicity points, cancels active potion effects. Only one dose per brew made. You may not take any potions for 10 minutes after you drink this.

Ingredients
.1x Dwarven spirit
.1x Honeysuckle Flower
Enchanced White Honey
.1x Alcohest
.2x Honeysuckle Flower
.1x White Myrtle Petal
Superior White Honey
.1x White gull
.4x Honeysuckle Flower
.4x White Myrtle Petal
.1x Balisse fruit
.1x Hellebore petals
.1x Vitriol Dust


  • If any Witcher potion is consumed by a non-Witcher, they must pass a DC 18 Constitution saving throw.Or die in painful death by having your insides consumed by the potion's chemicals. If they succeed the constitution saving throw, they gain the benefits of the potion for half the duration.

Signs[edit]

Starting at third level, you gain access to signs, a form of magic only usable by Witchers. All signs require the use of one hand for somatic components to be cast. All signs can be empowered consuming 1 Vigor point causing various enhanced effects. The amount of Vigor points you have is based on the Witcher table. You replenish your used Vigor points when you take a long rest. Then starting at level 8, you gain the ability to empower your signs with greater potency. To use a Greater Empowered sign, you must spend 3 Vigor points. Then starting at level 17, you gain access to higher level effects for each sign. When you Empower your signs, you can now choose a Mythic Empowered sign effect to cast. These cost 5 vigor points to use.

Using signs is a strenuous activity. As such, there is a limited amount of times you can cast a sign in a turn. You are only able to use a sign as a bonus action. Sign casting beyond that is possible, but you take a level of exhaustion for each sign cast and it consumes an action, unless the sign is being used as a feature or ability.


Sign Save DC= 8 + Proficiency bonus + Wisdom Modifier


Aard

Prestidigitation: Out of combat, the Witcher can create disturbances in the air that extinguish small flames like torch and bonfires.

Basic: As a bonus action, you blast a 15ft cone with telekinetic force. All creatures hit within the area must make a strength saving throw against your Sign save DC. On a failed save the creature is knocked back 10ft, knocked prone, and dealing an 1d4 force damage. On a save the they takes half damage and are pushed 5ft away. This damage increases by 1d4 at 7th and 13th, the damage and effect of this sign is tripled against objects. This works against creatures up to 1 size above your own. Creatures 2 sizes or larger only take the damage, and half movement on a failed save.

Empowered: You Empower your Aard Sign to blast a 25ft cone with telekinetic force. All creatures caught in the blast must make a strength saving throw against your Sign save DC. Upon a failed save the creature is thrown back 15 ft, knocked prone, and dealing an 1d6 force damage. On a successful save the target is pushed back 10ft and takes half damage. This damage increases by 1d6 at 7th and 13th, the damage and effect of this sign is tripled against objects. This works against creatures up to 2 sizes above your own. Creatures three sizes or larger only take the damage, and half movement on a failed save.

Greater Empowered Aard You Empower your Aard Sign to blast out in a 30ft radius emanating from you in all directions. All creatures caught in the blast must make a strength saving throw against your Sign save DC. Upon a failed save the creature is thrown back 20 ft, knocked prone, and dealt 3d8 force damage. This damage increases by 1d8 at 15th. On a successful save the target is pushed back 10ft and takes half damage. The damage and effect of this sign is tripled against objects. This works against creatures up to 3 sizes above your own. Creatures four sizes or larger only take the damage, and half movement on a failed save.

Mythic Empowered Aard In addition to the Empowered or Greater Empowered Aard Sign's, you gain the following benefits. The range increases to 40ft, the damage dice increases to 5d8 force, and any creature that fails the strength saving throw is thrown back 25 ft, knocked prone and stunned until the start of the next Witcher turn. This works against all sized creatures, the damage and effect of this sign is tripled against objects.


Yrden

Basic: As a bonus action, you place a magical trap on the ground (5ft range) in a 10ft radius, lasting 1d4 turns. All non-allies within the area of the trap have half movement speed. (Moving 1 foot inside the trap costs 2 feet of speed). You may only have three instance of this sign active at a time.

Empowered: You Empower either your preexisting Yrden trap, or a new one, to a 25ft radius. In addition to the original Yrden Sign's effect, all non-allies within the area of the trap must make a wisdom saving throw, If they fail, they gain a -1 to ac. And can no longer use there reaction . If they succeed they only receive the half movement while in the trap.

Greater Empowered Yrden When you empower either your preexisting Yrden trap or a new one a creature who failed its wisdom saving throw experiences a sapping effect on its life force. For every turn spent within the Yrden trap the creature will take 2d6 necrotic damage. Attacks are made at advantage against these creatures. The duration of the trap becomes 1d6 turns. (Moving 1 foot inside the trap costs 3 feet of speed).

Mythic Empowered Yrden When you can empower your preexsiting Yrden trap or cast a new Yrden trap, the radius of your Yrden trap increases to a 60ft. In addition to the Greater Empowered Yrden Sign's, while you are inside of the the Yrden trap radius you are hasted. Your speed is doubled, gain a +2 bonus to AC, advantage on Dexterity saves, and gain an additional action on each of your turns. The action can be used to attack (one weapon attack only), dash, disengage, hide, or use an object. (Moving 1 foot inside the trap costs 4 feet of speed).


Igni

Prestidigitation: Out of combat, the Witcher manages to create small flames that light candles, torches and bonfires.

Basic: As a bonus action you send out a burst of flames in a 10ft cone, all creatures within the area make a Dexterity saving throw. On a failed saving throw the target takes 1d10 fire damage or half damage on a successful save. This damage increases by 1d10 at 6th, 12th and 18th.

Empowered: You empower your Igni Sign, to a 15ft cone and set a target ablaze. In addition to the original Igni Sign's effect the Hexer chooses a target who is in the area of the Igni Sign and sets their armor or skin ablaze. The target burns for an extra 1d6 fire damage. This damage occurs every round at the start of their turn for 1d4 rounds. The creature can use an action to put out the flames ending the effect on itself. This damage increases by 1d6 at 6th, 12th and 18th.

Greater Empowered Igni You gain the ability to focus the energy of the Igni blast into a fire stream to hit a single target to devastating effect. The range of the fire stream is 30ft. An enemy hit by this stream takes 3d10 fire damage or half damage on a failed save. The enemy is set ablaze taking 3d6 fire damage per round for 1d4 rounds, This damage increases by 1d6 at 14th and 18th level. The enemy on their turn can use their action to put out the fire. They will continue to take fire damage every round on their turn until the fire is put out or until the effects of the Sign ends.

Mythic Empowered Igni When you Empower your Igni Sign, all creatures caught in a 30ft radius around yourself must succeed on a dexterity saving throw, or receive 6d10 fire damage and are burning for 6d8 fire damage. This burning damage occurs every round at the start of their turn for 1d6 rounds. On a successful save the receive half damage, and 3d8 burning damage for 1d4 rounds.


Quen

Basic: With a bonus action or a reaction you can cast Quen. ou cast a protective ward around yourself, gaining resistance o any form of damage as well until you are hit for the first time or until the end of your next turn. This effect last for 2 hits at level 7 and 3 hits at level 13.

Empowered: You empower your Quen sign to create a more powerful shield around. In addition to the original Quen Sign's, you add your Wisdom modifer bonus to AC. You also take no damage from Magic Missile. Now Quen lasts for 3 turns or until hit

Greater Empowered Quen In addition to the Empowered Quen Sign's, now the sign guarantees 5 + your vigor point maximum in temporary hit points. The temporary hit point last till a long rest or until depleted. Temporary hit points from this version of the sign do not stack. Additionally, if you take damage from any resistances granted by Quen, your enemy takes half the damage dealt to you.

Mythic Empowered Quen You create a bubble of potent energy around yourself. You gain immunity to all damage for one round. If you are hit by any melee attacks, ranged attacks, or spells, you gain 1d8 temporary hit points. These hit points last for 1d4 rounds and if they aren't lost then they are gained as regular hit points. You are immobile for the duration of this effect, but can end the effects early with an action and regain 2 Vigor points.


Axii

Prestidigitation: Out of combat and during an attempted Persuasion, Deception or Intimidation test against an intelligent creature, the Witcher can choose to use the power of Axii Sign to confuse his target's mind to the point of making him more susceptible to such imposed ideas. Gaining advantage on such checks, in case of success the creature is subject to agreeing with the commands or suggestions said by the Witcher, bringing them as his own ideas even if they are against his ideals, on a failure the creature is fully aware that it has been the target of an mind-scramble magic. It can also be used on creatures without intelligence to make them more peaceful or calm them down in an animal handling check, at the cost of 1 Vigor Point having a duration of one hour that can be extended at the cost of 1 Vigor point for each hour or the number of targets with 1 Vigor point per target, when the effect ends the target creature will not remember nothing that occurred during the effect and a few minutes before or that was the target of some kind of magic, commands and suggestions cannot result in damage or death of the target and the maximum number of extended hours and targets affected by the sign is equal to your Wisdom modifier.

Basic: As a bonus action you blast a target's mind with psychic energy, a target in line of sight must make a Wisdom saving throw against your Witcher save DC. Upon a failed save the target is stunned until the start of your next turn. If the target succeeds the save they are unaffected by the Sign.

Empowered: You empower your Axii Sign, to instead control the target's actions. The target must make a Wisdom saving throw against your Hexer save DC. Upon a failed save the target is charmed and under your control. The creature attacks any creature that is hostile to you, if there is no hostile creature nearby, he is stunned by 2 turns. The target can remake the saving throw at the end of each of its turns, a successful save ends this effect on itself. If the target fails saving throw, on your turn, you can use your bonus action to keep the control. When the Sign ends the target is dealt 2d4 psychic damage. If the target succeeds their saving throw they are only dealt half the psychic damage.

Greater Empowered Axii When you empower your Axii Sign, it instead instead controls up to two targets. The targets must make a wisdom saving throw. Upon a failed save the targets are charmed and under your control. The creatures attacks any creature that is hostile to you, if there is no hostile creature nearby, they are stunned by 2 turns. They add your wisdom modifier to their damage rolls. The target can remake the saving throw at the end of each of its turns, a successful save ends this effect on itself. If the target fails saving throw, on your turn, you can use your bonus action to keep the control. When the Sign ends the target is dealt 3d4 psychic damage. If the target succeeds their saving throw they are only dealt half the psychic damage.

Mythic Empowered Axii You assault a single targets minds with psychic energy. Targets must make a Wisdom saving throw or take 6d6 psychic damage. If this damage would kill the target they are instead put to sleep for 1 hour. If they are put to sleep they must make a Wisdom saving throw against your Sign save DC. Upon a failed save the targets memory of the past 24 hours is erased. Additionally, the Witcher can use an action to learn contents of the memories regardless of the results of the saving throw.

Witcher School[edit]

Starting at level 3, Witchers decide what school they want to follow. Each school offers a variety of different skills Witchers can use to enhance their monster tracking and slaying abilities. There are Three schools to choose from: The School of the Wolf, Cat and Bear. Your Witcher school grants abilities at 7th, 11th, 14th and 18th level. You gain a silvered weapon modified by the Conjunction of the Spheres for slaying monsters which can not be hurt any common weapons, cutting through your resistances and immunities.

Ability Score Increase[edit]

As witches are mutants, their organism is adapted to different survival and combat adversities, you receive the attribute points in the respective levels. When you reach 4th level, and again at 6th, 8th, 10th, 12th, 14th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Due to your hard training physically and mentally, your Strength, Dexterity, Wisdom and Constitution can exceed a maximum of 20, and can reach a maximum of 24 using this feature and due to being a Witcher and how dedicated you have to be with your craft, your intelligence and charisma cannot exceed 14 using this feature.

Swift of Arm and Clear of Mind[edit]

Starting at level 4, you are able to use your reaction to reduce the damage dealt by a ranged weapon by 1d8 + your level + your Dexterity modifier . If the damage is reduced to 0 you can spend 1 Vigor for each ranged shot in order to make a ranged weapon attack and return the projectile with Aard sign.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three at 10th level.

Monster Slayer[edit]

The line between monsters and men can be thin indeed, and the Witcher must discern what separates the two.


Monsters
Starting at level 5, when you attack a creature (i.e. All other creatures that do not have the Humanoid category. ) with a silvered weapon, you gain +1 to your attack and damage roll. If you attack a creature that is Humanoid, they in turn has no effect. You can pass the magical resistance with this feature, even if your weapon is not magic. This increases at level 9 to a +2, at level 13 to +3, at level 17 to +4.

In low magic campaigns you only get the initial bonus.


Humans and Non-Humans
Starting at level 6, when you attack a humanoid (i.e. All creatures that have Humanoid category ) creature with a weapon, you gain +1 to your attack and damage roll. If you attack a creature that is not Humanoid, they in turn has no effect. This increases at level 10 to a +2, at level 14 to +3, at level 18 to a +4.

In low magic campaigns you only get the initial bonus.

Bomb Crafting[edit]

Starting at level 7, you can craft bombs using your alchemist kit and materials worth of minimum 200 gold pieces. As a bonus action you can light and throw the bomb with a range of 30ft, The bomb explodes immediately when the Witcher chooses to light the fuse midway through or at the end of his turn when the Witcher chooses to light the fuse by the tip. You can hold a number of bombs equal to your proficiency modifier, restocking after a long rest.

Bomb Save DC= 8 + Proficiency bonus + Dexterity Modifier.


Grapeshot Bomb
Detonating this bomb produces a produces a large Explosion within a 5 foot sphere area. Creatures within this radius must make a Dexterity Saving throw. They take 3d8+3 Force damage on a failed save, or half as much on a successful one. This damage increases by 1d8 at 12th and 16th level.

Enchanced: At level 14 you can craft Enchanced Grapeshot Bomb, Now Detonating this bomb produces a large explosion with Fragments in 10 foot sphere area which now by improving its Gunpowder grants the Grapeshot Bomb an effective Increase in blast radius and the ability of The Fragments to stick to the ground which can be removed with a action Per Square or with the power of the Aard Sign, Any Creature that go over The Fragments need to pass in a dexterity check, which is considered difficult terrain in fail they take 1d4 piercing damage, creatures injured by the Fragments get a 10 foot reduction in their movement speed until they are healed.

Superior: At level 19 you can craft Superior Grapeshot Bomb, Detonating this bomb produces a blast of shrapnel within a 15 foot sphere, Due to the new shape of the fragments, They gain the ability to inflict greater wounds, Which if a creature fails in the dexterity save its wounds will begin to bleed for a 1d6 bleeding damage for 1d4 turns

Ingredients 
.2x Saltpeter
.2x Calcium equum
Enchanced Grapeshot Bomb 
.1x Stammelford's dust
.1x Calcium equum
.1x Blowball
.1x Crow's eye
.1x Longrube
.5x Metal Fragment
Superior Grapeshot Bomb 
.1x Alchemists' powder
.2x Calcium equum
.2x Sulfur
.2x Hop Umbels
.2x Longrube
.5x Sharp Steel Fragment
.1x Nigredo



Dancing Star Bomb
Better known as The best weapon against nests by the Witchers when detonated produces a cloud of fire within a 20 foot sphere that expands much further in enclosed spaces, For every 5 foot of area that is obstructed by an object or wall the cloud expanded the same distance to a Free Space. Creatures within this radius must make a Dexterity Saving throw. They takes 2d6+5 fire damage on a failed save, or half as much on a successful one. This damage increases by 1d6 at 10th, 14th level.

Enchanced: At level 14 you can craft Enchanced Dancing Star Bomb Detonating this bomb produces a fiery blast within a 30 foot sphere, Which now through the oil development on the Dancing Star Bomb everything in the radius of the explosion starts to catch on fire, Creatures that fail the dexterity check begin to burn for 2 turns taking 1d6 fire damage which can be extinguished using an action.

Superior: At level 19 you can craft Superior Dancing Star Bomb Detonating this bomb produces a fiery blast within a 40 foot sphere, Now with the development of the explosive material and with oil, The Dancing Star Bomb becomes more powerful, If a Creature fails the dexterity check in addition to the normal effects of Dancing Star Bomb , it is doused in a sticky, flammable mixture that can be maintained even after a water bath giving no chance of being extinguished having a duration of 1d4+1 Turns

Ingredients 
.1x Saltpeter
.2x Sulfur
Enchanced Dancing Star Bomb 
.1x Stammelford's Dust
.1x Sulfur
.1x Phosphorus
.1x Sewant Mushrooms
.1x Hellebore Petal
.1x Nostrix Dust
.1x Oil Vial
Superior Dancing Star Bomb 
.1x Alchemists' powder
.2x Phosphorus
.2x Sulfur
.2x Sewant mushrooms
.2x Nostrix Dust
.1x Nigredo
.1x Napalm Vial



Dimeritium Bomb
You can light and throw the bomb as a bonus action with a range of 30 ft. Detonating this bomb produces a shimmering cloud within a 10 foot sphere. Any creature that attempts to cast a spell or sign from inside this radius must make a Wisdom Saving throw. On a Failed save, the spell fails. Spells like Firebolt or Ray of Frost may pass through unhindered. Any spellcasting creature that enters the radius must make a Wisdom Saving throw or lose concentration, the duration becomes 1 minute.

Enchanced: At level 14 you can craft Enchanced Dimeritium Bomb Detonating this bomb produces a shimmering cloud within a 15 foot sphere , By further development of the Dimeritium Bomb, any creature that is magical or involved in magic such as Mages within the radius of the explosion fails in the Constitution check starts to get dizzy, while in the cloud of dimeritium all attacks, spells and concentration checks of the creature are at disadvantage, this effect still persists for 3 turns if the creature leaves the cloud of dimeritium.

Superior: At level 19 you can craft Superior Dimeritium Bomb Detonating this bomb produces a shimmering cloud within a 20 foot sphere, By the better preparation of Dimeritium the bomb gains a greater power against magic , The bomb it becomes able to dicipate any type of magic that is in or get inside of the radius of the explosion, the duration becomes 2 minutes.

Ingredients 
.1x Saltpeter
.1x Optima mater
.5x Dimeritium Dust
Enchanced Dimeritium Bomb 
.1x Stammelford's dust
.1x Optima mater
.1x Powdered pearl
.1x Blowball
.1x Ginatia petal
.1x Bloodmoss
.5x Dimeritium Dust
Superior Dimeritium Bomb 
.1x Alchemists' powder
.2x Optima mater
.2x Powdered pearl
.2x Blowball
.2x Ginatia petal
.2x Bloodmoss
.5x Refined Dimeritium Fragments



Samum Bomb
Detonating this bomb produces a flash of blinding light within a 15 foot sphere. All creatures within this radius must make a Wisdom Saving throw or be blinded for 1d4 rounds.

Enchanced: At level 14 you can craft Enchanced Samum Bomb which now, Detonating this bomb produces a flash of blinding light and a big high-pitched noise within a 20 foot sphere. All creatures within this radius must make a Wisdom Saving throw or be blinded and deaf for 1d4+2 rounds.

Superior: At level 19 you can craft Superior Samum Bomb which now becomes much more powerful, Detonating this bomb produces a flash of blinding light and a big high-pitched noise within a 25 foot sphere. All creatures within this radius must make a Wisdom Saving throw or be stunned for 1d6+2 rounds.

Ingredients Samum Bomb 
.1x Saltpeter
.2x Celandine
Enchanced Samum Bomb 
.1x Stammelford's dust
.1x Phosphorus
.1x Foglet teeth
.1x Celandine
.1x Blowball
Superior Samum Bomb 
.1x Alchemists' powder
.2x Phosphorus
.2x Foglet teeth
.2x Celandine
.2x Blowball
.1x Hellebore Petals
.1x Aether Dust



Moon Dust
Detonating this bomb produces a blast of tiny crystalline shards that impregnate creatures within a 10 foot sphere. Any creature with the ability to change shape, Transform itself or become invisible must Succeed on a Constitution saving throw or be unable to change shape for 1 minute.

Enchanced: At level 14 you can craft Enchanced Moon Dust, Detonating this bomb produces a blast of tiny crystalline shards within a 15 foot sphere, Now every creature is unable to change shape and gain the poisoned condition for 10 minute.

Superior: At level 19 you can craft Superior Moon Dust, Detonating this bomb produces a blast of tiny crystalline shards that impregnate creatures within a 20 foot sphere, Now creatures is unable to change shape and gain the poisoned condition for 30 minute.

Ingredients 
.1x Saltpeter
.2x Quicksilver solution
Enchanced Moon Dust 
.1x Stammelford's dust
.1x Quicksilver solution
.1x Sulfur
.1x Hop umbels
.1x Blowball
.1x Honeysuckle
Superior Moon Dust 
.1x Alchemists' powder
.2x Quicksilver solution
.2x Sulfur
.2x Hop umbels
.2x Blowball
.1x Nigredo

Blade oils[edit]

Starting at level 7, you can use a action to coat your blade in a specially crafted oil that is harmful to the recipient. If you have a monster of a certain type recorded in your bestiary you can craft it, The process takes 2 hour to craft 3 vials of:


Specter oil

While applied to your weapon, your attacks deal an additional 1d4 + your Wisdom modifier damage to targets of the type Undead.

Ingredients 
.1x Bear fat
.1x Arenaria flower
Enchanced Specter oil
.1x Bear fat
.1x Essence of wraith
.1x Arenaria flower
.1x Mistletoe
.1x Wolf's liver
Superior Specter oil
.1x Alchemy paste
.1x Essence of wraith
.1x Longrube
.1x Mistletoe
.1x Ergot seeds
.1x Rebis dust


Necrophage oil

While applied to your weapon, your attacks deal an additional 1d4 + your Wisdom modifier damage to targets of the type Monstrosity.

Ingredients 
.1x Dog tallow
.1x Blowball flower
Enchanced Necrophage oil
.1x Bear fat
.1x Rotfiend blood
.1x Blowball flower
.1x Arenaria flower
.1x Pringrape
.1x Cortinarius
Superior Necrophage oil
.1x Alchemy paste
.1x Devourer's blood
.1x Beggartick blossoms
.1x Arenaria flower
.1x Pringrape
.1x Hydragenum dust


Draconid oil

While applied to your weapon, your attacks deal an additional 1d4 + your Wisdom modifier damage to targets of the type Dragon.

Ingredients 
.1x Dog tallow
.1x Ergot seeds
Enchanced Draconid oil
.1x Bear fat
.1x Cockatrice stomach
.1x Nekker warrior's liver
.1x Arenaria flower
.1x Moleyarrow
.1x Bryonia
Superior Draconid oil
.1x Alchemy paste
.1x Cockatrice stomach
.1x Nekker warrior's liver
.1x Bryonia
.1x Nostrix
.1x Albedo dust


Beast oil

While applied to your weapon, your attacks deal an additional 1d4 + your Wisdom modifier damage to targets of the type Beast.

Ingredients 
.1x Dog tallow
.1x Wolf's liver
Enchanced Beast oil
.1x Bear fat
.1x Bear hide
.1x Celandine
.1x Puffball
.1x Bison grass
Superior Beast oil
.1x Alchemy paste
.1x Cockatrice stomach
.1x Celandine
.1x Puffball
.1x Bison grass
.1x Rubedo dust


Hanged Man's Venom

While applied to your weapon, your attacks deal an additional 1d4 + your Wisdom modifier damage to targets of the type Humanoid.

Ingredients 
.1x Dog tallow
.1x Arenaria Flower
Enchanced Hanged Man's Venom
.1x Bear fat
.1x Han fiber
.1x Nekker eye
.1x Fool's parsley leaves
.1x Arenaria
.1x Mandrake root
Superior Hanged Man's Venom
.1x Alchemy paste
.1x Bloodmoss
.1x Devourer's blood
.1x Fool's parsley leaves
.1x Green mold
.1x Quebrith


Cursed oil

While applied to your weapon, your attacks deal an additional 1d4 + your Wisdom modifier damage to targets of the type Fey.

Ingredients 
.1x Dog tallow
.1x Wolfsbane
Enchanced Cursed oil
.1x Bear fat
.1x Ekimmara hide
.1x Puffball
.1x Wolfsbane
.1x Balisse fruit
.1x Wolf's liver
Superior Cursed oil
.1x Alchemy paste
.1x Ekimmara hide
.1x Cave troll liver
.1x Wolfsbane
.1x Mistletoe
.1x Rubedo dust


Relict oil

While applied to your weapon, your attacks deal an additional 1d4 + your Wisdom modifier damage to targets of the type Fiend.

Ingredients 
.1x Dog tallow
.1x Mistletoe
Enchanced Relict oil
.1x Bear fat
.1x Water hag tooth
.1x Cave troll liver
.1x Beggartick blossoms
.1x Hop umbels
.1x Green mold
Superior Relict oil
.1x Alchemy paste
.1x Devourer's blood
.1x Hop umbels
.1x Beggartick blossoms
.1x Green mold
.1x Nigredo


Hybrid oil

While applied to your weapon, your attacks deal an additional 1d4 + your Wisdom modifier damage to targets of the type Shapechanger.

Ingredients 
.1x Dog Tallow
.1x White myrtle petals
Enchanced Hybrid oil
.1x Bear fat
.1x Erynia eye
.1x Ginatia petals
.1x White myrtle petals
.1x Hornwort
.1x Bryonia
Superior Hybrid oil
.1x Alchemy paste
.1x Erynia eye
.1x Ginatia petals
.1x White myrtle petals
.1x Bison grass
.1x Albedo dust


Ogroid oil

While applied to your weapon, your attacks deal an additional 1d4 + your Wisdom modifier damage to targets of the type Giant.

Ingredients 
.1x Bear Fat
.1x Ginatia petals
Enchanced Ogroid oil
.1x Bear fat
.1x Cave troll liver
.1x Longrube
.1x Ranogrin
.1x Ginatia petals
.1x Ribleaf
Superior Ogroid oil
.1x Alchemy paste
.1x Cave troll liver
.1x Arenaria flower
.1x Ranogrin
.1x Ribleaf
.1x Aether dust


Abberati oil

While applied to your weapon, your attacks deal an additional 1d4 + your Wisdom modifier damage to targets of the type Abberation.

Ingredients 
.1x Dog tallow
.1x Ranogrin
Enchanced Construct oil
.1x Bear fat
.1x Water hag tooth
.1x Cockatrice stomach
.1x Honeysuckle
.1x Blowball
.1x Ribleaf
Superior Construct oil
.1x Alchemy paste
.1x Water hag tooth
.1x Cockatrice stomach
.1x Honeysuckle
.1x Blowball
.1x Nigredo dust


Construct oil

While applied to your weapon, your attacks deal an additional 1d4 + your Wisdom modifier damage to targets of the type Construct.

Ingredients 
.1x Dog tallow
.1x Arenaria Flower
Enchanced Construct oil
.1x Bear fat
.1x Moleyarrow
.1x Cockatrice stomach
.1x Ranogrin
.1x Blowball
.1x Ribleaf
Superior Construct oil
.1x Alchemy paste
.1x Cave troll liver
.1x Cockatrice stomach
.1x Moleyarrow
.1x Blowball
.1x Albedo dust


Elementa oil

While applied to your weapon, your attacks deal an additional 1d4 + your Wisdom modifier damage to targets of the type Elemental.

Ingredients 
.1x Bear Fat
.1x White myrtle petals
Enchanced Elementa oil
.1x Bear fat
.1x Moleyarrow
.1x Puffball
.1x Allspice
.1x Honeysuckle
.1x Buckthorn
Superior Elementa oil
.1x Alchemy paste
.1x Nostrix
.1x Essence of wraith
.1x Allspice
.1x Honeysuckle
.1x Albedo


Celesti oil

While applied to your weapon, your attacks deal an additional 1d4 + your Wisdom modifier damage to targets of the type Celestial.

Ingredients 
.1x Dog tallow
.1x Cortinarius
Enchanced Celesti oil
.1x Bear fat
.1x Devourer's blood
.1x Erynia eye
.1x Allspice
.1x Ginatia petals
.1x Ribleaf
Superior Celesti oil
.1x Alchemy paste
.1x Devourer's blood
.1x Erynia eye
.1x Allspice
.1x Ginatia petals
.1x Hydragenum dust


Enchanced: At level 14 you can craft Enchanced Oils, in this form the oils do damage of 1d6 + your Wisdom modifier .

Superior: At level 19 you can craft Superior Oils, in this form the oils do damage of 1d8 + your Wisdom modifier .


These oils last for 10 hits Even when attacking a none matching your counter goes down but you do not gain any extra damage.

Should a non-Witcher attempt to apply one of these oils the must take a Sleight of Hand check DC 15 or suffer the poisoned condition for 2d6 hours.

Witcher Smithing[edit]

Starting at level 8, you can use Witcher blacksmithing secrets of Your School along with the experience and materials acquired by the hunts to create a Witcher Armor as well a pair of Witcher Weapons(this process takes 10 hours to Make the Armor and Weapons Diagrams, the cost and crafting time need to be decided with a Master Blacksmith, the cost increases from armour to armour and the materials that will be used as well, Same for the Weapons).

Enhanced Witcher Armor :At level 8, with the help of an Master Blacksmith, using Monster Materials and as a base an Armor, You Create the Enhanced Witcher Armor, An armour that has a +1 to his AC.

Enhanced Witcher Weapons :At level 8, with the help of an Master Blacksmith, using the highest quality metals, you can create a pair of Enhanced Witcher Weapons, one made of silver and one made of steel that have a +1 to attacks and damage rolls.


Superior Witcher Armor :At level 11, You Can Upgrade Your Enhanced Witcher Armor With The Help of an Master Blacksmith And the use of Expensive Materials To Create The Superior Witcher Armor, An armour that has a +2 to his AC.

Superior Witcher Weapons :At level 11, You can upgrade your Enhanced Witcher Weapons with the help of a Master Blacksmith and expensive material to create Superior Witcher Weapons which both have a +2 to attack and damage rolls.


Mastercrafted Witcher Armor :At level 15, You Can Upgrade Your Superior Witcher Armor With The Help of an Master Blacksmith And the use of Expensive Materials To Create The Mastercrafted Witcher Armor, An armour that has a +3 to his AC.

Mastercrafted Witcher Weapons :At level 15, You can upgrade your Enhanced Witcher Weapons with the help of a Master Blacksmith and expensive material to create Superior Witcher Weapons which both have a +3 to attack and damage rolls.


Grandmaster Witcher Armor :At level 18, You Can Upgrade Your Mastercrafted Witcher Armour With The Help of an Master Blacksmith And the use of Expensive Materials To Create The Grandmaster Witcher Armor, An armour that has a +4 to his AC.

Grandmaster Witcher Weapons :At level 18, You can upgrade your Enhanced Witcher Weapons with the help of a Master Blacksmith and expensive material to create Superior Witcher Weapons which both have a +4 to attack and damage rolls.



Cat School Armor :Using light armour as a base, the School of The Cat created a armour that could camouflage itself anywhere to hide from even the most trained eyes, while wearing your Witcher armour Wisdom (Perception) checks made to see you have disadvantage and you have advantage on Dexterity (Stealth) checks made to hide.


Wolf School Armor :Using medium armour as a base, the School of The Wolf created a armour that is comfortable, resistant, light and does not impede the mobility of the Witcher, meeting all his needs, while wearing your Witcher armour you can add your entire Dexterity modifier to the AC and if the player has a disadvantage to their stealth roll, that disadvantage is no longer counted.


Bear School Armor :Using heavy armour as a base, the School of the Bear created a armour that could be used even if a Witcher were in their Hybrid form, While you're wearing it, any critical hit against you becomes a normal hit.



In low magic campaigns you only get the initial bonus.

Heightened Witcher Senses[edit]

At level 13 the mutations continue to modify your body amplifying your senses even further. Now on with training and experience you have become able to see past events just by observing and sensing your surroundings, detecting clusters of small nuances perceptible only to a trained and keen eyes of a witcher developing a kind of sixth sense. The witcher receive a bonus equal to your Constitution modifier + half your proficiency bonus rounded up to initiative rolls and Wisdom (Perception) checks that rely on Your Senses. Furthermore, whenever you make an Intelligence (Investigation) or Wisdom (Survival) check which your senses in full working order and are not being hindered in any way, they are made in advantage.

Witchers Cunning[edit]

At level 19 increase your Charisma or Wisdom scores by 2 points each to a maximum of 20.(Wisdom can be increased to a max of 24)

Master Witcher[edit]

At level 20 your training is finally "complete", you have achieved the rank of Master. Due to the vastness of everything you've seen on your journey, nothing phases you anymore. You gain immunity to the frightened condition. Additionally, you can use Empowered forms of any Sign without a Vigor cost. The player starts to have skills far above those of Witchers who are even much more trained because of his experience, he acquires Dungeon Delver, Durable and Tough. Greater empowered and Mythic signs still incur a cost to Vigor however, but only 1 and 3 points as opposed to the original 3 and 5. Throughout your journey you have near perfected the art of combat in your given school and may use their special combat form as listed below.

(Bear) The Temerian Devil[edit]

This is known as the strong style. This style emphasizes hard and heavy hits that often leave an opponent stunned. While wielding a weapon that has the reach and two-handed properties, you can make two attacks against one target, spinning your weapon before jumping in the air to bring down another attack. You make two attack rolls, and if both hit, the target is stunned for 1d4 turns. If only one hit, then the target is knocked prone and takes 1d4 extra bludgeoning damage. This attack costs 2 vigor points and your entire attack action. If used two turns in a row, take one level of exhaustion.

(Wolf) Addan Anye[edit]

This is known as the fast style, or the Fiery Dancer. This style emphasizes fast and agile strikes that would quickly wear your opponents down. You may now use your attack to make a melee attack against up to 4 enemies in your movement range. You do not provoke opportunity attacks against yourself when moving in between targets. You make separate attack rolls for each attack, and should they hit, each attack induces 1d6 bleeding damage at the end of their turns. The bleeding effect lasts for 3 turns. This attack costs 2 vigor points and your entire attack action. If used two turns in a row, take one level of exhaustion.

  • Note that you can attack one enemy 4 times and induce 4d6 bleeding damage at the end of their turn for 3 turns. If done again when they have counters they will stack to as much as 8d6 bleeding damage. It can be easier to think of them as applying tokens that last for three turns and deal 1d6 bleeding damage each to an enemy.

(Cat) Viroledan Naev’de Feaine Glaeddyv[edit]

This is known as the group style, or the Nine Sun Swords. It is designed to fight a multitude of foes. You can now use your attack to make a melee weapon attack against all hostile creatures within your weapon's reach. If you do so, you make a single attack roll and compare the result to each target's AC, and you make a single damage roll for all creatures you hit with the attack. This attack costs 2 vigor points and your entire attack action.

Witcher Schools[edit]

As a Witcher, you are literally defined by your school. It's where you recieved all of your training, and spent almost all of your life. It's the closest thing you have to a home, filled with the closest thing you have to a family. Each school specializes in something different, and has unique advantages in the way they kill monsters.

School of The Wolf[edit]

Witchers of the School of the Wolf excel at adaptability. They are resourceful warriors, always preparing before they engage in combat, allowing them to defeat monsters much stronger than them. When you choose this School at the first level, you gain proficiency on Insight and Investigation, or double proficiency if you already have it.

Reflexes of the Wolf

Starting at level 3, you gain the agility of a wolf. When an attacker you can see makes an attack that would hit you, you can instead spend 2 points of Vigor and add half your dexterity modifier, rounding up, to your AC. If it then misses, you may then use your reaction to make a single attack or cast a Sign at any target within range. This can only be used once per round of combat.

Thunderbolt Potion Crafting

Starting at level 7, you can now use your alchemist's kit to craft specialized Witcher potions and concoctions. These potions are incredibly toxic for non-Witchers. The process takes 1 hour to craft 2 vials of a potion called Thunderbolt. You may only use this feature once per day. Thunderbolt potions, as the name explains itself when consumed by a Witcher makes them faster, powerful and accurate as a Thunderbolt,for the duration of the potion allows you to roll an additional damage die with all attacks and your movement speed is doubled for the next 3 rounds.

Enchanced: At level 14 you can create enhanced Thunderbolt, for the duration of the potion now allow you to roll an additional 2 damage dices with all attacks and your movement speed is doubled for the next 3 rounds.

Superior: At level 19, you can create Superior Thunderbolt, which, for the next 5 rounds, in addition to the Thunderbolt original effects it now allow you to get the Haste effect. Toxicity: 3

Ingredients 
.1x Dwarven Spirit
.2x Cortinarius
.1x Endrega Embryo
Enhanced Thunderbolt 
.1x Alcohest
.2x Cortinarius
.1x Fool's parsley leaves
.2x Endrega Embryo
Superior Thunderbolt 
.1x White Gull
.4x Cortinarius
.4x Fool's Parsley Leaves
.1x Endrega Embryo
.1x Verbena
.1x Bryonia
.1x Quebrith


Burning Heart of The Wolf

Starting at level 11, as a bonus action, you can overclock your Igni sign at the cost of 4 vigor points to take the form of a wolf. The wolf lunges into one target within 30 ft of you, and continues on to attack 3 more targets, each within 30 ft of the last target hit. All targets must make a Dexterity saving throw. Upon a failed save, the target takes 8d10 Fire damage, or half damage if the target saves. Due to the extremely taxing nature of this ability, you cannot use the Igni sign again until you take a short rest.

Dire Wolf's Hide

Starting at level 14, you gain Dire Wolf's Hide. Permanently increase your AC by 1. In addition, you become immune to freezing temperatures and gain resistance to cold damage.

Heliotrop Sign

Starting at level 18, the Witcher learns the Heliotrop Sign. When you are forced to make a save as part of a spell or breath attack, you can use your reaction as well as 3 Vigor points to cast the Heliotrop Sign. When you do so, you automatically save and gain resistance to the damage the spell or breath attack would inflict until the beginning of your next turn.

School of The Cat[edit]

The teachings of the School of the Cat focus on two things. Precision and speed. As a result, they produce fast and fierce fighters capable of whirling through masses of enemies in seconds. When you take this class at the first level, you gain proficiency in Stealth and Thieves tools, or double proficiency if you already have it..

Cat's Grace

Starting at level 3 Light armor do not impose disadvantage on your stealth checks if they would do so. In addition, as a result of your training, you've become more dexterous than most Witchers, giving you proficiency or double in Acrobatics .

Blizzard Potion Crafting

Starting at level 7, you can now use your alchemist's kit to craft specialized Witcher potions and concoctions. These potions are incredibly toxic for non-Witchers. The process takes 1 hour to craft 2 vials of a potion called Blizzard. You may only use this feature once per day. Blizzard potions,if consumed by a Witcher, grants an extra action upon a kill once for the remainder of the fight for the next 5 turns.

Enchanced: At level 14 you can craft Enhanced Blizzard, in addition to the potion's original effects now when the Witcher kills someone he will receive one more extra attack that will be part of his attack action for the next 5 turns.

Superior: At level 19 you can craft Superior Blizzard, which grants one additional action for every kill instead of one attack, and you may immediately cast a sign upon a kill at no action cost for the next 5 minutes. (Note: To clarify, the blizzard potion does not grant a permanent additional action or attack for the rest of the fight. If you have 2 actions on a particular turn, and kill an enemy, you may take an additional action or attack on that turn only.) Toxicity: 3

Ingredients 
.1x Dwarven Spirit
.4x White Myrtle Petals
.1x Golem's Heart
Enhanced Blizzard 
.1x Alcohest
.4x White Myrtle Petals
.1x Celandine
.1x Golem's heart
Superior Blizzard 
.1x White Gull
.4x Celandine
.4x White Myrtle Petals
.1x Golem's heart
.1x Sewant mushrooms
.1x Buckthorn
.1x Rebis


Trickery of The Cat

Starting at level 11 you can overclock your Axii sign at a cost of 4 vigor points with Trickery of the Cat. You channel and cast a pure white explosion with a radius of 30ft. All non-allies caught in the blast must make a Wisdom saving throw versus your Sign save DC. Upon a failed save the creature believes they are being mauled by lions and suffer 5d8 psychic damage every turn at the start of their turn. This effect lasts 1d4 turns. A creature can repeat the saving throw at the end of their turn. A successful save ends the effect. If the target saves from the initial effect they are only dealt half of the psychic damage. Due to the extremely taxing nature of this ability, you cannot use the Axii sign again until you take a short rest.

Lion's Pounce

Starting at level 14 you gain the ability to dash as a bonus action. If you dash at least 20 feet in a straight line you can leap at a target and attempt to do a pouncing strike. Make a melee attack against the target, if the attack hits the target must succeed a Strength saving throw against your Sign save DC or be knocked prone. The attack deals an extra 2d8 damage even if the target isn't knocked prone. In addition, if the target is knocked prone, you may take an extra attack against that creature. This attack has advantage to hit.

Go For The Throat

Starting at level 18, you can spend one vigor point to have a strike to an enemy causes bleeding, dealing 2d6 bleeding damage at the beginning of the creatures turn until the creature expends an action to staunch the bleeding. This does not stack with the Adden Anye fighting style. (ie. the throat of a Human). This does not stack with the Adden Anye fighting style.

School of the Bear[edit]

The School of the Bear focuses on Brute Strength, and using powerful blows to debilitate and destroy your enemies. The Bear School is low in number, and it is rare to encounter a Bear School Witcher. Who knows what secrets the School of the Bear holds? When you choose this School at the first level, you gain proficiency on Heavy Armor and athletics, or double proficiency if you already have it..

Lycanthropic
.Just like the myths of the ancient School of the Bear, you have willingly accepted the curse of the Berserker through recluse rutals. As an action you can transform into a werebear a maximum number of times equal to your Constitution modifier per long rest, to maintain the hybrid form and keep it under control, it is necessary to spend 1 vigor point every minute in the form, that's why it's impossible to use signs while in this form otherwise the Witcher could lose his control. While in Werebear form Your health is increased by 3d8+Con and You gain Immunitie to Bludgeoning, Piercing, and Slashing damage From Nonmagical Attacks Not Made With Silvered Weapons, your Strength stat is increased by 2, your Intelligence and Dexterity is decreased by 2 and your AC is increased by 1, in this form you can still drink potions, use Weapons and Witcher equipment due to your hybrid form maintaining your height and size, you gain two natural weapons that you are proficient.
Bite
.With a bonus action you can bite a creature in your melee attack range dealing 1d10 + your strength modifier in piercing damage, on a hit, the creature must make a DC 14 Strength saving throw or be knocked prone..
Claws
.addition to giving you 30 ft of climb speed they deal 2d8 + your strength modifier of slashing damage.


Bears Might

Starting at level 3, you have mastered the art of Heavy fighting, and while wielding a Greatsword, Greataxe or or using your natural weapons. You roll one Additional Damage die. This increases to two Additional Damage die at the 8th, and to three at the 15th.

Maribor Forest Potion Crafting

Starting at level 7, you may now use your Alchemists kit to craft 2 vials of the Witcher Potion Maribor Forest, when ingested, the potion fortifies the witcher's body making him as tough and unstoppable as a living statue, you gain immunity to effects that block your movement or prevent you from acting normally and advantage on Strength checks and Strength Saving Throws, this effect lasts for 10 minutes.

Enchanced: At level 14 you may craft Enchanced Maribor Forest, in addition to the potion's original effects, the witcher gains a +3 to damage rolls that use strength as the modifier, this effect lasts for up to 15 minutes.

Superior: At level 19 you may craft Superior Maribor Forest, in addition to the effects of Enchanced Maribor Forest, the Witcher now receives a 1d4 bonus to all checks that have his strength modifier, this effect lasts for up to 30 minutes. Toxicity: 2

Ingredients 
.1x Dwarven Spirit
.2x Honeysuckle
.1x Mandrake
Enhanced Maribor Forest 
.1x Alcohest
.2x Honeysuckle
.1x Fool's parsley leaves
.2x Mandrake
Superior Maribor Forest 
.1x White Gull
.4x Honeysuckle
.4x Fool's Parsley Leaves
.1x Mandrake
.1x Cortinarius
.1x Ribleaf
.1x Monster Brain Piece


Charging Bear

At level eleven, you may, as an action, expend two vigor points and use your movement speed to make an attack. This is considered a melee attack, where you charge forward, dealing extra 2d8 damage to any enemy in your path. If they are medium or smaller, they are knocked out of the way as well, allowing you to continue until movement speed is gone.

Tooth and Claw

At 14th level, While in Humanoid form your unarmed strikes damage becomes 2d8 + your strength modifier. If it hits, the creature must make a DC 11 Constitution saving throw, otherwise it is stunned until the end of his next turn, this works for your hybrid form too.




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