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 in preparation for becoming an expert monster slayer for hire.

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 night vision.
•Tremendous resistance to disease and poison 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.
•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.

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 they 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 Witcher's 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 that 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.

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Various Witchers, standing side by side.

Quick Build[edit]

You can make a Witcher quickly by following these suggestions. First, make Strength or Dexterity your highest ability score. Your next-highest score should be Constitution, or Intelligence if you intend to rely on spellcasting and Witcher Preparation. Second, choose the hermit or the outlander background.


Class Features

As a Witcher you gain the following class features.

Hit Points

Hit Dice: 1d12 per Witcher level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Witcher level after 1st

Proficiencies

Armor: light and medium armor
Weapons: Simple weapons and marial Weapons
Tools: Alchemist's Supplies
Saving Throws: Constitution and Intelligence
Skills: Choose three from Acrobatics, Arcana, Athletics, Insight, Intimidation, Investigation, Medicine, Nature, Perception, Persuasion, Stealth, and Survival.

Equipment

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

  • (a) Studded leather or (b) Scale Mail
  • (a) Longsword or (b) two weapons with the light property
  • (a) one silvered martial weapon or (b) {{{item3b}}}
  • (a) light crossbow and 20 bolts or (b) 20 darts
  • (a) Witchers Medallion, Notebook, and Bestiary or (b) {{{item5b}}}

Table: The Witcher

Level Proficiency
Bonus
Features Vigor Points Witcher preparation —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Trial of the Grasses, Witcher Tools, Witcher School, Specialized Killer 3 -
2nd +2 Spellcasting, Fighting Style 4 - 2
3rd +2 Alchemy, Martial Supremacy 5 2 3
4th +2 Ability Score Improvement, Swift of Arm and Clear of Mind 6 2 3
5th +3 Extra Attack 8 3 4 2
6th +3 Ability Score Improvement 9 3 4 2
7th +3 Evasion, Double Strike, Greater Witcher Preparation 10 4 4 3
8th +3 Ability Score Improvement, Witcher Senses 11 4 4 3
9th +4 Unnatural Steadiness 12 5 4 3 2
10th +4 13 5 4 3 2
11th +4 Honed Edge, Superior Witcher Preparation 14 6 4 3 3
12th +4 Ability Score Improvement 15 6 4 3 3
13th +5 16 7 4 3 3 1
14th +5 Ability Score Improvement 17 7 4 3 3 1
15th +5 Master Witcher Preparation 18 8 4 3 3 2
16th +5 Ability Score Improvement 19 8 4 3 3 2
17th +6 Tempered 20 8 4 3 3 3 1
18th +6 22 8 4 3 3 3 1
19th +6 Ability Score Improvement 26 8 4 3 3 3 2
20th +6 Master Witcher 30 8 4 3 3 3 2

Trial of the Grasses[edit]

During the Trial of the Grasses, your body underwent amazing and horrifying mutations. Starting at 1st level, Unarmed strikes and weapons with the Versatile property are considered finesse weapons. Additionally, you can draw and stow two weapons with the same item interaction. Your mutations also grant you the following benefits:

  • 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. If you already had darkvision, it's range is extended by 30 feet
  • Advantage against poison saving throws and resistance to Poison damage.
  • Immunity to disease
  • Your estimated lifespan increases by approximately 400 years
  • You gain access to vigor points, a pool of strength that allows you to do things normal beings cannot. A witcher can use hit dice during a short rest to restore vigor points but at half the return. (if you roll a 4, you regain 2 vigor points). All vigor points are restored after a long rest.
  • Your movement speed is increased by 10 feet
  • You gain the benefits of a long rest sppending 4 hours meditating
  • You have a number of reaction equal to your proficiency bonus
  • you gain a set of mutations. Your eyelids turn vertical, in a shape like that of the cats. You can have a number of other effects like: loosig body pigments, all body hairs, and other things you can discus with your DM

Witcher Tools[edit]

At 1st level you get the basic of witcher gear

Pendant

All Witchers have a pendant (Wolf, Bear, Cat, or Griffin) in the shape of the symbol of their Witcher school. While worn, the witcher can sense the presence of magical items, magical creatures, and spells within a 15ft radius.

Notebook

Across your studies with your enemies you have always kept track of their vocal and communication patterns. You can learn the number of languages equal to your Intelligence modifier. You can not learn druidic or thieves cant in this way.

Bestiary

You can choose to make an Intelligence-based skill check as determined by the DM to recall helpful information about one creature you can see. You must succeed against a DC set by your DM (in most cases a value of 15 may be appropriate). If you do so, then you gain advantage on attack rolls made as part of the first attack action or cast a spell action you make against that creature or another of the same creature type. Alternatively, you can impose disadvantage on the first saving throw that creature or another of the same creature type makes against one of your spells or abilities. If you do not use this benefit within 1 minute, it is lost. You can use this feature twice, and you regain all expended uses after a long rest. There must be a reasonable explanation on why you might know of that monster and wrote in your bestiary of it

Witcher School[edit]

At 1st level, you choose a school of training that best represents your style of monster hunting. Your Witcher school grants you features at 1st level and again at 6th, 10th, 14th, and 18th levels. Choose between School of the wolf, of the Bear, of the Manticore, of the Friffin, or of the Manticore, detailed at the end of the class description.

Specialized Killer[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 + 1d4. Further, any weapon a Witcher wields that they have proficiency in is considered a Finesse weapon. Additionally, switching weapons or switching from one-handed to two-handed on a Versatile weapon requires no action or bonus action. You can spend a Vigor point to give yourself advantage to an attack

Spellcasting[edit]

At 2nd level, you have learned a rudimentary form of magic, allowing you to quickly produce magical effects through weaving hand signs. Casting a Witcher spell requires one hand free in order to create the somatic components.

Spell Slots

The Witcher table shows how many spell slots you have to cast your Witcher spells. To cast one of these Witcher spells⁠, you must expend a slot of the spell’s level or higher. You can learn additional Witcher spells of your choice at higher levels, as shown in the Witcher table. You regain all expended sp⁠ell slots when you finish a Long Rest.

For example, if you know the 1st-level spell Aard and have a 1st-level and a 2nd-level spell slot available, you can cast Aard⁠ using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the Witcher spell list. You can learn a number of Witche spells equal to your proficiency bonus

Additionally, when you finish a long rest, you can choose any number of the Witcher spells you know and replace it with another spell from the Witcher Spell list, which also must be of a level for which you have Spell Slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your witcher spells, since the power of your spellcasting came through rigorous study and practice. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Witcher spell you cast and when making an attack roll with one.

Saving throws. Some spells require a saving throw to resist its effect. The saving throw DC is calculated as follows:

Spell Save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell Attack Modifier = your proficiency bonus + your Intelligence modifier

Fighting Style[edit]

At 2nd level you can chose an option of fighting style feat, wich you can replace on a long rest as you spend time practice Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.

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

Protection – Two Handed Weapon.

When a creature you can see attacks a target other than you that is within reach of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a melee weapon that has the two-handed or versatile property, and you are wielding that weapon with two hands.

Alchemy[edit]

The key to a Witcher's success is often found in their preparation, both through alchemy as well as crafting. Among their tools, Witchers are known to utilize specialized potions and handbombs in their fights with monsters.

Starting at 3rd level you gain the Witcher Preparation feature. With this feature you prepare a number of various potions, handbombs and blade oils from the formulas and schematics you know, which you can then use a number of times equal to your proficiency modifier. Consuming a potion or using a handbomb equals one use of Witcher Preparation.

You gain access to stronger tiers of potions and handbombs as you gain new Witcher levels. The Greater tier is available at Witcher level 7, the Superior tier is available at Witcher level 11, and the Master tier is available at Witcher level 15.

To regain spent uses of this feature you must have alchemist's supplies on your person as well as devote 1 hour during your long rest to preparation. Using various oils, fat and alcohol to prepare the alchemical ingredients

Saving throws. Some Witcher Preparation items require a saving throw to resist its effect. The saving throws use the Spell Save DC.

You Witcher preparation slots are uniques for every consumable type. For example, at level 16, you can use 8 potions, 8 blade oils and 8 bombs

Potions

At 3rd level, you can prepare a number of potion formulas, listed under "Alchemy". You gain the ability to prepare additional potions as you gain Witcher levels, as shown in the Potions Prepared column of the Witcher table. Your ability to brew stronger versions of your potions will increase at 7th, 11th, and 15th levels.

A single potion's effect does not stack with itself during its active duration; if the same potion is used prior to the effects of the first potion wearing off, you can have a number of active potions equal to half your proficiency bonus, stacking potions is too much even for a witcher heighteneed organism, consuming a potion after you reached your maximum number makes you take poison damage equal to 4d6 every turn until one of your potions lose it's effect

A Witcher's potions are highly toxic, and only a Witcher can withstand the toxins due to their conditioning and training. A non-witcher that drinks a Witcher potion must succeed on a Constitution saving throw against your spell save DC or become poisoned for 1 minute. Even if they succeed, they take poison damage determined by the tier of the potion consumed, and do not get any of the benefits of the potion. A creature with strong constitution might take less or even no damage from consuming the potion, even if it's not a witcher (DM's discretion) Ingesting a Witcher potion requires your choice of an action or a bonus action.

Handbombs

Potions aren't a Witcher's only form of preparation in hunting monsters. They can also prepare handbombs to tip the scales in their favor, listed under "Alchemy". Witchers are able to prepare schematics for crafting 2 handbombs of their choice at level 3. You can prepare an additional schematic as well as improvements to the handbombs at 7th, 11th, and 15th levels, as shown in the Handbombs Prepared column of the Witcher table. You can find additional schematics from merchants or in dungeons Using a handbomb requires an action.

Blade oils

Blade oils are an offensive boost to the capabilities of a witcher chosen weapon. You can put them on your weapon to gain additional effects. The rules for blade oils schematics are the same from handbombs and potions. Putting your blade oil on a weapon requires your choice of an action or bonus action

Martial Supremacy[edit]

At 3rd level you become more proficient with the witcher weapon of choice, the longsword. When you make a weapon attack with a longsword, you can choose whether its' damage type is piercing, slashing, or bludgeoning before rolling damage dice. You learn a special technique of the Wardens commonly known as "half-swording", in which you use a special grip to hold the sword by the blade with one or both hands, using it for additional leverage or to entangle an opponent. You can now grapple while wielding a Longsword, and when taking the Grapple or Shove actions, you have advantage on all strenght or dexterity rolls.

You learn maneuvers that are fueled by your vigor points.

(Optional rule) Maneuvers.

You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Superiority Dice. You have four superiority dice, which are d8s. A vigor point is expended when you use a maneuver to roll a superiority dice. At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s. Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice) You can chose manouvers from the battle master list, and can change one of your known manouvers after a long rest


Ability Score Improvement[edit]

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th and 19th level, you can increase one ability score of your 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.

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 or attack by 2d4 + your level + your Strength or 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 if you possess that sign. A saving throw that's from an AOE or something like Sacred Flame, can only be reduced in damage, not sent back. At level 7, it becomes 2d6 + your level + your Strength or Dexterity modifier. At level 13, it becomes 3d6 + your level + your Strength or Dexterity modifier.

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 when you reach 13th level

Evasion[edit]

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Double Strike[edit]

Quickness with the sword is a key trait of Wardens, and as such you have honed your movements and precision tirelessly. At 7th level, When you make a successful melee weapon attack on your turn with your Longsword, you can choose to strike again on a back-swing and deal an additional 1d8 damage of the same type as that of the initial attack. This feature can only be used once on your turn. You must spend 1 vigor point

Witcher Senses[edit]

Your Witcher mutations make your senses sharper than any human. At 8th level, you have advantage on wisdom checks based on your senses, additionally you gain 15 of blindsense and tremorsense. You can't use your blindsense if you are deafened. Additionally you have a sense of smell very refined, and you can follow strong scents left by creatures, like a strong perfumes used by a nobled woman, or a particular stench from a monster. Even your sense of taste is enhanced, and you can taste poison and other substances you put on your tongue

Unnatural Steadiness[edit]

With rigorous training you managed to keep control of your emotions at all times: At level 9th you gain immunity to the frightened condition, and you have advantage to saving throw against mental effect like charm. You also gain proficiency in Wisdom saving throws, if you already are proficient, you gain it in Charisma saving throws

Honed Edge[edit]

If you keep good care of your blade, your blade will take care of you. Starting at level 11th your weapon does one additional damage die

Tempered[edit]

At 17th level, your Constitution, Intelligence, and your choice of Strength or Dexterity scores are increased by 2, and their maximums are increased by the same amount. Additionally, you gain immunity to the Charmed and Frightened conditions.

Master Witcher[edit]

At level 20 you have achieved the rank of Master Witcher. You can choose one from the following abilities to adopt as part of your Witcher combat style:

Combat Spell Master

When you kill an enemy by casting a spell with a spell slot of 2nd Level or higher, you regain 1 expended spell slot up to 1 level below the level of the spell cast for each creature killed. The enemy killed must have a Challenge Rating of 1 or higher for this effect to take place

For example, if you cast a level 4 spell and kill a single creature , you can regain an expended 1st, 2nd, or 3rd level spell slot. If you kill multiple creatures in this way, you can regain an expended spell slot for each creature killed.

Deadly Onslaught

Once per turn, when you take the Attack action or use a bonus action to attack on your turn, you make one additional weapon attack as part of that action. You also expand your critical hit range by 1 for all weapon attacks, stacking with any other bonuses you may already possess.

Swarmslayer

You thrive when attacked by a multitude of foes, gaining the following benefits:

You negate advantage normally given by creatures with the Pack Tactics feature. When you have three or more enemies within 10 feet of you, you gain a +3 bonus to AC and damage rolls.

You can exchange one of these feature for another at the end of a short or long rest.


School of the Bear[edit]

School of the Bear Witchers are typically the hardiest of the Witchers. They do not attempt to avoid enemy attacks, instead forcing their enemies to get close where they can rain down deadly blows. Their training is typically focused on maintaining survivability in a fight, trusting that the enemy will be the first to fall.

Heavy Gear Training

When you choose this school at 1st level, you gain the following features:

  • Proficiency in medium and heavy armor
  • You can replace your Proficiency in Intelligence saving throws with Proficiency in Strength saving throws if you choose.
Ursun Fortitude Starting at 1st level, you gain improved constitution

from your training, earning you a +2 bonus to your health for each Witcher level.

Stand Your Ground

Additionally at 1st level, you can leverage an established position in combat to strike more powerful blows. If you have not moved since the start of your previous turn, you gain a 1d4 bonus to damage rolls. Moving from your established position in any way interrupts this feature. Starting at 10th level, the damage bonus increases to 1d6.

Implacable

At 6th level, you have boundless determination to keep going in a fight. As a bonus action on your turn, you can recover hit points equal to 1d10 + your Constitution modifier + your Witcher level.

Once you use this feature you must finish a short or long rest before you can use it again. Starting at 14th level, you can use it twice before a rest, but only once per turn.

Deadly Counter

Starting at 10th level, when you take damage from a creature that you can see, you give yourself advantage on the first attack roll on your next turn against that creature. You can spend 1 Vigor points to make a single weapon attack as a reaction, against a creature that hit you with a melee attack

Innate Regeneration

At 14th level, you gain innate regenerative powers. At the start of each of your turns, if you are below half your maximum hit points, you regain hit points equal to your Constitution modifier (minimum of 1) + half your Proficiency Bonus (rounded down). You don't gain this benefit if you have 0 hit points or are Petrified or Unconscious.

Primal Beast

At 18th level, you increase either your Strength or Constitution score by 4. Your maximum for this score is now 24.

School of the Cat[edit]

School of the Cat Witchers focus their training on nimble or ranged fighting to deal damage even as they avoid taking it. Witchers from the School of the Cat are frequently seen wielding ranged weapons more prevalently than other witchers, and they tend to have a reputation for being emotionally distant and cold.

Cat-like Training

When you choose this school at 1st level, you gain the following features:

  • Proficiency in simple and martial ranged weapons
  • You can choose to take a shortbow with 20 arrows with your starting equipment in place of the light crossbow and 20 bolts.
  • As long as you have both hands free, you have a climbing speed equal to your base movement speed.
Agile Strike

Starting at 1st level, when you use your action to dash, disengage, or hide, you can use your bonus action to make a single weapon attack.

Mental Fortitude

Also at 1st level, your emotional distance from others offers you resistance against creatures attempting to mentally influence you. You have advantage on saving throws when a creature you can see attempts to charm or frighten you.

Harass

Beginning at 6th level, Once on your turn when you hit a creature with an attack, that creature has disadvantage on its first attack made against a creature other than yourself.

Hasty Retreat

At 10th level, when you take damage from a creature that you can see, you can use your reaction to immediately move up to your movement speed away. Any opportunity attack made against you during this movement is made with disadvantage.

Stalker's Flurry

Starting at 14th level, you attack with such speed that you turn a miss into another strike. Once per turn when you miss with a weapon attack, you can make another weapon attack as part of the same action.

Predator's Target

Starting at 18th level you can establish one creature within 60 feet of you as Prey. Drawing from the information you can recall about the creature, you exploit it's weaknesses, gaining the following effects:

  • You gain a +2 bonus to attack rolls against the target.
  • Your weapon attack deal an additional 1d8 damage against the target.
  • You have advantage on saving throws from that creature.
  • For the duration of the effect, whenever you move, you can sense if you are moving closer or further away from your Prey.
  • This effect lasts up to 8 hours, even if the target moves out of range. You may establish a new Prey only if the target is killed or subdued, or if you do not have any established Prey still active.

School of the Griffin[edit]

School of the Griffin Witchers spend most of their time studying their spellcraft. While they don't shirk their martial skills, they are most deadly when wielding magic. They spend much of their time studying magic in the company of learned scholars and nobles seeking tutelage, which often allows them to more easily earn the favor of those in the upper class.

Arcane Adept

When you choose this school at 1st level, you gain the following features:

You can learn more spells than Witchers of other schools, learning one additional spell at 2nd level, and again at 6th, 11th, and 16th levels.
You also learn a number of cantrips in addition to your Witcher spells, learning two cantrips from the Witcher spell list early at level 1, as well as an additional cantrip at 4th, 7th, and 11th level. You can find these cantrips listed in the Witcher Spells section.
Your extensive research into the arcane grants you additional spell effects for Witcher spells. These effects can be found listed with each spell in the Witcher Spells section.

Arcane Scholar

Your researches on the properties brought you to a greater understanding of the foundaments of magic. You can spend Vigor points to use metamagic options from the sorcerer options, to use metamagic you have to spend the same amount of Vigor points that a Sorcerer would spend in Metamagic points
Also at 1st level, your time spent studying with fellow scholars and interacting with nobility gives you the following benefits
  • You gain proficiency in Arcana and History, if you already have these proficiency you can chose any other proficiency.
  • You learn two additional languages of your choice.
  • You have advantage on Charisma-based skill checks when interacting with a member of upper society, and you can add your inteligence modifier to the charisma check.
Alternative Witcher Spells

Beginning at 6th level, you learn alternative forms of casting for the spells you know. For example, if you already know the spell Igni, you automatically learn the spell Firestream as well. If you know the spell Heliotrope, you will automatically learn the spell Guardian once you reach the level at which you can learn the spell. These alternative spells do not count against the number of spells you know. Reference the Witcher Spells list for more information.

Arcane Riposte

At 10th level, you add your Intelligence modifier to the damage you deal with any Witcher cantrips.

Additionally, when you take damage from a spell or magical effect you can siphon a portion of the magical energy to empower your spells. The next damaging spell you cast deals an extra die of damage to one target. When you hit a creature with a spell that deals damage, your next weapon attack deals an additional 1d6 damage of that spell

Martial Spellcasting

Starting at 14th level, you learn how to use your spells to open gaps in a creature's defense. When a creature takes damage from a spell you cast, you have advantage on any weapon attack you make against that creature before the end of your next turn. If you attacked a creature, you have advantage on spells that require an attack roll

Dual Casting

At 18th level, when you cast a spell as an action, you can change the casting time to a bonus action. You cna then use your action to cast another spell or use any other action (this is specified because in the new rules you can only cast 1 spell per turn, regardless of casting times). If you are casting 2 leveled spells in the same turn with this feature, you must spend vigor points equal to the lowest spell level

School of the Manticore[edit]

School of the Manticore Witchers favor protection and defense over dealing excessive damage, approaching combat with the mentality to wear down their opponents, outlasting them while avoiding taking damage behind their shields. They also excel in the development of Witcher potions, and it is rare you do not see multiple vials at their belts or on a bandolier.

Shield Expert When you choose this school at 1st level, you gain the following features:

Proficiency in medium armor and shields
  • You get a +1 bonus to your AC when wearing only medium armor.
  • You can perform somatic components for spells, drink potions, or hold a non-weapon object such as a torch using a hand holding a shield.
  • You can use your bonus action to make an offhand weapon attack using your shield. This attack deals 1d4 bludgeoning damage on a hit and has the finesse property. Starting at 10th level, this damage increases to 1d6.
  • You can prepare one additional potion formula of your choice at 3rd, 7th, 11th, and 15th levels.
Improved Fortitude

Starting at 1st level, you gain improved constitution from your training, earning you a +1 bonus to your health for each Witcher level.

Alchemical Adept

Beginning at 6th level, you have devoted greater study for Witcher Potions, gaining the following benefits:

  • Consuming any Witcher potions grants you with temporary hit points equal to 1d8 + your Intelligence modifier. If a potion grants temporary hit points, the temporary hit points gained adds the temporary hit points from the potion with the temporary hit points gained from this ability. When consuming the Swallow potion, instead of gaining temporary hit points you recover additional health equal to 1d6 + your Intelligence modifier on the first turn of healing.
  • The first potion you consume per long rest does not count against your Witcher Preparation uses.
Human Shield

At 10th level, when an ally within 5 feet of you takes damage from a non-magical attack, you can use your reaction to interpose yourself in front of your ally, taking the damage yourself instead.

Additionally, the first two potions you consume per long rest do not count against your Witcher Preparation uses.

Improved Alchemical Adept

Starting at 14th level, you have devoted greater study for Witcher Potions, gaining the following benefits:

  • Consuming any Witcher potions grants you with temporary hit points equal to 2d8 + your Intelligence modifier. When consuming the Swallow potion, instead of gaining temporary hit points you recover additional health equal to 2d6 + your Intelligence modifier on the first turn of healing.
  • The first three potions you consume per long rest do not count against your Witcher Preparation uses.
Stand Against the Tide

At 18th level, when a hostile creature misses you with a melee Attack, you can use your reaction to force that creature to repeat the same Attack against another creature (other than itself) of your choice within melee range, you must spend 2 Vigor points to use this feature.

Additionally, while you are wielding a shield, bludgeoning, piercing, and slashing damage that you take from non-magical attacks is reduced by 2.

School of the Wolf[edit]

School of the Wolf Witchers are widely known as the most versatile school of the witchers, expertly utilizing spellcasting, potions, handbombs, and martial combat to adapt to any situation.

Adaptable Hunter

When you choose this school at 1st level, you gain the following features:

  • Proficiency in medium armor
  • You get a +1 bonus to your AC when wearing only medium armor.
  • You also learn a number of cantrips in addition to your Witcher spells, learning one cantrip from the Witcher spell list early at level 1, as well as an additional cantrip at 4th, 7th, and 11th level. You can find these cantrips listed in the Witcher Spells section.
  • You learn one additional Witcher Spell of your choice at level 2. This does not count against your number of spells known.
Improved Fortitude

Starting at 1st level, you gain improved constitution from your training, earning you a +1 bonus to your health for each Witcher level.

Arcane Strike

Also at 1st level, when you deal damage with a spell you can add an extra 1d4 to the damage you deal with any melee weapon attacks using the attack action before the end of your next turn.

Thorough Preparation

Beginning at 6th level, you have become more efficient at Witcher Preparation, gaining the following benefits:

  • You can prepare one additional potion formula and one additional handbomb schematic.
  • Handbombs can be thrown using your choice of an action or a bonus action.
  • The first handbomb or potion you use per long rest does not count against your Witcher Preparation uses.
Improved Critical

Also at 6th Level, your weapon Attacks score a critical hit on a roll of 19 or 20.

Improved Arcane Strike

At 10th level, the damage from your Arcane strike increases to 1d6, and the first weapon attack you make after dealing damage with a cantrip or witcher spell before the end of your next turn has advantage. Additionally, you can now add your Intelligence modifier to the damage of your witcher cantrips.

Improved Thorough Preparation

Starting at 14th level, the effects of your Witcher preparation have increased benefits:

  • Consuming any Witcher potions grants you with temporary hit points equal to 1d8 + your Intelligence modifier. If a potion grants temporary hit points, the temporary hit points gained adds the temporary hit points from the potion with the temporary hit points gained from this ability. When consuming the Swallow potion, instead of gaining temporary hit points you recover additional health equal to 1d6 + your Intelligence modifier on the first turn of healing.
  • Any handbomb you craft will deal an additional damage equal to 1d6 + your Intelligence modifier in its initial damage.

The first two handbombs or potions you use per long rest do not count against your Witcher Preparation uses.

Prime Specimen

Upon reaching 18th level, You get a +2 bonus to two different Ability Scores of your choice. Your maximum for each of these scores is now 22.

School of the Viper[edit]

School of the Viper Witchers are treated warily, as they are known to take contracts on anyone- not just monsters. They often are seen wielding two weapons at once, seeking to inflict maximum damage as quickly as possible. After all, an enemy can't hit you if they're dead.

Viper's Speed

When you choose this school at 1st level, you gain the following features:

  • Your speed increases by 10 feet while wearing only light armor with no shield equipped.
  • You can ignore the somatic requirements of spells while wielding weapons.
  • You can prepare one additional handbomb schematic of your choice at 7th, 11th, and 15th levels.
Viper Strike

Also at 1st level, if you are wielding weapons with the light property, you may use your bonus action to make a single weapon attack.

Once per turn, if you miss an attack against a creature, you can deal an extra 1d6 damage to that creature if you hit on the next attack during that turn.

Additionally, if you attack the same creature with at least two melee weapon attacks on the same turn, you gain an additional action on your turn. That action can be used only to take the Dash, Disengage, Hide, or Use an Object action. You must expend 1 Vigor point to take this action

Explosive Preparation

Beginning at 6th level, you have devoted greater study to the preparation of Witcher Handbombs, gaining the following benefits:

  • Handbombs can be thrown using your choice of an action or a bonus action.
  • Any handbomb you craft will deal an additional damage equal to 1d6 + your Intelligence modifier in its initial damage.
  • The first handbomb you use per long rest does not count against your Witcher Preparation uses.
Improved Viper Strike

At 10th Level, you now deal the extra damage on all subsequent melee weapon attacks against a creature after the first attack, regardless if the first attack hits or misses.

Rapid Strike

Starting at 14th level, you learn to trade accuracy for swift strikes. Once per turn, if you take the attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that attack roll to make an additional weapon attack against that target as part of the same action.

Additionally, the first two handbombs you consume per long rest do not count against your Witcher Preparation uses.

Viper's Reflexes

At 18th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any Combat. You take your first turn at your normal Initiative and your second turn at your Initiative minus 10. You can’t use this feature when you are surprised.

Witcher Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass. Spells with the name of the sign between (...) can be take by the griffin school if you know the 1st level version of the sign

Cantrips

Aard, Axii, Igni, Quen, Yrden.

Control Flames (Igni), Friends (Axii), Frostbite (Igni), Guidance, Gust (Aard), Lightning Lure (Yrden), Mind Sliver (Axii), Prestidigitation, Produce Flame (Igni), Ray of Frost (Igni)

1st Level

Aard, Axii, Igni, Quen, Yrden. level 1 version

Charm Person (Axii), Firestream (Igni), Sleep (Somne), Sweep (Aard), Silvery Barbs (Axii), Absorb Elements (Quen), Animal Friendship (Axii), Burning Hands (Igni), Catapult (Aard), Earth Tremor (Yrden), Entangle (Yrden), Hellish Rebuke (Igni), Thunderwave (Aard)

2nd Level

Blindness/Deafness (Supirre), Chains (Yrden), Heliotrope, Supirre, Aid (Quen), Calm Emotion (Axii), Gust of Wind (Aard)

3rd Level

Glacies, Guardian (Heliotrope), Fireball (Igni), Hypnotic Pattern (Axii), Protection from Energy (Quen), Slow (Yrden), Wall of Wind (Aard)

4th Level

Rimefrost (Prerequisite: School of the Griffin, Glacies), Confusion (Axii), Fire Shield (Igni), Private Sanctum (Yrden), Resilient Sphere (Quen), Storm Sphere (Aard)

5th Level

Retribution (Quen), Somne, Antilife Shell (Quen), Dominate Person (Axii), Hallow (Yrden), Immolation (Igni), Telekinesis (Aard)

Spells Description[edit]

All Signs are considered cantrips, and other witcher spells are considered upgraded versions of signs, so you don't have to meet all the criteria of other spellcasting classes, just somatic components. You can empower basic cantrips by spending vigor. You can expend a maximum of 1 vigor at level 2, 2 vigor at level 5, 3 vigor at level 11

Aard[edit]

Casting Time: 1 bonus action

Range: Self (20-foot cone)

Target: Self (20-foot cone)

Components: S

Duration: Instantaneous

You send out a blast of thunderous force. Each creature in a 20-foot cone must make a Strength saving throw. A creature takes 1d8 thunder damage and is pushed back 15 feet in a line away from the caster on a failed save. On a successful save the targets only take half damage and are not moved.

Level 1 version The damage goes up to 2d8 and creatures that fail the Saving Throw are knocked prone

Axii[edit]

Casting Time: 1 action

Range: 30 feet

Target: A creature you can see within range

Components: S

Duration: Instantaneous

You attempt to psychically cloud the mind of a creature. The creature you target must make a Wisdom saving throw. A creature takes 1d8 psychic damage and has disadvantage on all attacks and ability checks it makes until the end of it's next turn on a failed save. On a successful save the target only takes half damage and does not suffer disadvantage. A creature immune to being charmed automatically succeeds on its save.

School of the Griffin bonus: You now deal full psychic damage even if the creature succeeds on its saving throw. If the target fails the save, it is stunned until the end of its next turn.

Level 1 Version the damage goes up to 2d8 and the creature subtracts 1d8 from the result of saving throws and ability check until the end of your next turn

Igni[edit]

Casting Time: 1 action

Range: Self (15-foot cone)

Target: Self (15-foot cone)

Components: S

Duration: Instantaneous

You release a burst of flame from your hand. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 1d8 fire damage and is pushed back 5 feet in a line away from the caster on a failed save, and on a successful save the targets only take half damage and are not pushed.

School of the Griffin bonus: Targets take an additional 1d8 fire damage.

Level 1 Version you deal 3d8 damage instead, ad the cone is 20 feet

Quen[edit]

Casting Time: 1 bonus action or reaction. You can't cast it twice in a turn

Range: Self

Target: Self

Components: S

Duration: 1 minute, or until you are hit with 1 attack

You can give yourself resistance for the next instance of damage you take

School of the Griffin bonus: While the Quen shield is active, you reduce any instance of non-psychic damage by 2

Level 1 Version Until the end of yougive yourself a bonus to your AC equal to your proficiency bonus

Yrden[edit]

Casting Time: 1 action

Range: 30 feet

Target: A point you can see within range

Components: S

Duration: 1 minute

You place a 15-foot-radius magical trap on the ground centered on a point within range you can see. Within the affected area each instance of damage dealt is increased by 1d4 to all creatures, and hostile creatures must spend 2 feet of movement for each 1 foot they move. Within the area of effect, no being may teleport or planar travel, and incorporeal beings are forced into a corporeal form, and they lose resistance to bludgeoning, piercing and slashing damage from non magical weapons. Additionally, spells cannot be cast within or pass through this area if they are cast using a spell slot level equal to or less than the spell slot level used to cast this spell.

If you attempt to place a second trap while the first is still active, the first trap will disappear and its effects will end.

School of the Griffin bonus: Within the affected area hostile creatures must spend 3 feet of movement for each 1 foot they move.

Level 1 Version the range goes up by to 15 feet

Glacies[edit]

3rd-level Evocation Prerequisite: School of the Griffin, Glacies


Casting Time: 1 action

Range: 60 feet

Target: A creature you can see within range

Components: S

Duration: 1 minute

You send out a highly concentrated burst of frost at a creature you can see within range. Make a ranged spell attack against the creature. On a hit the target takes 5d8 cold damage and creatures of large size or smaller must make a Strength saving throw or be encased in ice, becoming restrained for 1 minute. Creatures encased in ice can use their action to make a Strength saving throw to attempt to break free. On a successful save, the targets only take half damage and are not restrained. At Higher Levels: When you cast this spell using a 4th level spell slot or higher, the damage increases by 1d8 and the number of creatures you can target increases by 1 for each slot level above 3rd. School of the Griffin bonus: You can target 1 additional creature when casting Glacies.

Heliotrope[edit]

2nd-level Abjuration

Casting Time: 1 reaction, when you take non-psychic damage from an enemy you can see

Range: Self

Target: Self

Components: S

Duration: Instantaneous

You impose a magical shield between you and incoming damage, reducing the damage from one attack by 3d8. At Higher Levels: When you cast this spell using a 3rd level spell slot or higher, the damage reduction increases by 1d8 for each slot level above 2nd. School of the Griffin bonus: You can add your Intelligence modifier to the damage reduction rolled.

Somne[edit]

3th-level Transmutation

Casting Time: 1 action

Range: 60 feet

Target: A willing creature you can see within range

Components: S

Duration: Concentration, up to 1 minute


You bolster the energy of yourself and a target within range. Until the spell ends, you and the target of the spell have your base movement speeds doubled, gain a +3 bonus to AC, have advantage on Dexterity saving throws, and gain one additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, or Hide action.

This spell does not stack with castings of the Quen or Somne spells.

School of the Griffin bonus: You have advantage on concentration checks to maintain the spell.


Suppire[edit]

2nd-level Divination


Casting Time: 1 bonus action

Range: 60 feet

Target: A creature you can see within range

Components: S

Duration: Concentration, up to 1 hour

You mark a target with your heightened senses, focusing on that target to the exclusion of all else. Until the spell ends, you have a +2 bonus to attack rolls against this target, and suffer a -2 penalty to AC when attacked by unmarked enemies. Attacks made by you against a marked target also deal an extra 1d8 damage, and if the target flees, you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. At Higher Levels: When you cast this spell using a 3rd level spell slot or higher, you can mark one additional target for each spell slot higher than 2nd.

School of the Griffin bonus: When casting Supirre, you do not suffer the penalty to AC for the duration of the spell.

Witcher Spells Variants[edit]

Automatically learned by the School of the Griffin if you know the prerequisites spells

Chains[edit]

2nd-level Abjuration Prerequisite: School of the Griffin, Yrden


Casting Time: 1 action

Range: 30 feet

Target: Two creatures you can see within range

Components: S

Duration: Concentration, up to 1 minute


Building from your knowledge of Yrden, you cause ethereal chains to burst from the ground to bind a creature of Large size or smaller within range in place. The target creature must make a Strength saving throw to prevent being restrained. If the creature fails they are restrained and take 2d6 lightning damage at the start of their turn until they are able to break free or the spell ends. They can use their action to repeat their Strength saving throw each turn to attempt to break free of the chains. If they succeed they are no longer restrained and take no further damage. At Higher Levels: When you cast this spell using a 3rd level spell slot or higher, you can target one additional creature for each slot level above 1st. and the damage goes up by 1d6

Firestream[edit]

1st-level Evocation Prerequisite: School of the Griffin, Igni


Casting Time: 1 action

Range: 60 feet

Target: A creature you can see within range

Components: S

Duration: Concentration, up to 1 minute


Building on your knowledge of Igni, you send out a stream of flames towards a creature within range. Make a ranged spell attack against the creature. On a hit the target takes 3d6 fire damage, and on each of your turns for the duration, if the creature is within 60 feet of you, you can use your bonus action to continue channeling the flames at the target, making another ranged spell attack and dealing 1d4 fire damage on a hit.

This spell ends if the target gains total cover from you, or if you do not use your bonus action to continue to channel the flames. You must maintain one hand dedicated to the channeling of the flames for the duration of the spell. At Higher Levels: When you cast this spell using a 2nd level spell slot or higher, the initial damage increases by 1d6 for each slot level above 1st, and the subsequent damage from channeling increases by 1d4.

Guardian[edit]

3rd-level Abjuration Prerequisite: School of the Griffin, Heliotrope


Casting Time: 1 reaction, when an ally within 30 feet of you takes damage from a non-psychic attack Range: 30 feet

Target: A willing creature you can see within range

Components: S

Duration: Instantaneous


Building on your knowledge of Heliotrope, you use your reaction to magically shield that ally from harm, reducing damage from one attack by 4d8 plus your Intelligence modifier. At Higher Levels: When you cast this spell using a 4th level spell slot or higher, the damage reduction increases by 1d8 for each slot level above 3rd.

Retribution[edit]

5th-level Abjuration Prerequisite: School of the Griffin, Quen


Casting Time: 1 action

Range: Self

Target: Self

Components: S

Duration: 10 minutes

Building on your knowledge of Quen, you cast a retaliatory ward around yourself, dealing damage to attacking enemies for 10 minutes. Whenever a creature within 5 feet of you hits you with a melee attack, the ward lashes out and the attacker suffers force damage equal to 5d4 + your Intelligence modifier. At Higher Levels: When you cast this spell using a 6th level spell slot or higher, the damage dealt by the ward increases by 1d4 for each slot level above 5th.

Rimefrost[edit]

4th-level Evocation


Casting Time: 1 action

Range: Self (20-foot cone)

Target: Self (20-foot cone)

Components: S

Duration: Instantaneous

Building on your knowledge of Glacies, you release a burst of frost from your hand. Each creature in a 20-foot cone must make a Constitution saving throw. A creature takes 8d6 cold damage and has its movement speed reduced to 0 until the start of their next turn on a failed save or half as much damage and have their movement speed halved on a successful one. At Higher Levels: When you cast this spell using a 5th level spell slot or higher, the initial damage increases by 1d6 for each slot level above 4th.

Sweep[edit]

1st-level Evocation Prerequisite: School of the Griffin, Aard

Casting Time:' 1 action

Range: Self (20-foot radius)

Target: Self (20-foot radius)

Components: S

Duration: Instantaneous

Building on your knowledge of Aard, you send out a blast of thunderous force in an area around you. Each creature in a 20-foot radius must make a Strength saving throw. A creature takes 2d8 thunder damage, is knocked prone, and is pushed back 10 feet in a line away from the caster on a failed save. On a successful save the targets only take half damage and are not moved or knocked prone. At Higher Levels: When you cast this spell using a 2nd level spell slot or higher, the damage increases by 1d8 for each slot level above 1st.

Alchemy[edit]

Potions[edit]

Any Witcher worth their coin will have a number of prepared potions on their person, ready to be used at a moment's notice to give the Witcher an edge when dealing with deadly foes. Consuming 1 vial of a potion is equal to one use of Witcher Preparation.

Non-Witcher Penalty[edit]

Non-Witchers who consume Witcher potions must succeed on a Constitution saving throw or be poisoned for one minute. Even if they succeed, they take poison damage depending on the tier potion consumed, and retain none of the potion's benefits. Reference the table below for the damage amounts:

Potion Tier and Poison Damage Taken Base Potion= 1d8 Greater= 2d8 Superior= 3d8 Master= 4d8

Black Blood[edit]

For 1 minute, any creature that attacks and hits you with claws, bite, or beak must make a Constitution saving throw. On a failed saving throw, they are subjected to the poisoned condition and take poison damage at the start of each of their turns; this damage ignores poison resistance and immunity. They repeat the saving throw at the end of each of their turns, ending this condition on a success. Creatures that damaged you with a melee atacak can't regain hit points

Black Blood Tier damage Black Blood = 1d4

Greater Black Blood = 2d4

Superior Black Blood = 3d4

Master Black Blood = 4d4

Elemental Decoction[edit]

For 1 minute, you gain increased defense against a particular damage type, reducing the amount of damage taken per instance by an amount determined by the tier of the potion.

This potion can reduce one of any of the following damage types of your choice: Acid, Cold, Fire, Lightning, Necrotic, and Poison. You must select the damage type when you consume the potion.

Elemental Decoction Tier Damage Mitigated

Elemental Decoction = 2

Greater Elemental Decoction = 4

Superior Elemental Decoction = 6

Master Elemental Decoction = 8

Elixir of the Bear[edit]

For 10 minutes, you gain temporary hit points, determined by the tier of the potion.

Elixir of the Bear Tier Temporary hit points

Elixir of the Bear = 10

Greater Elixir of the Bear = 15

Superior Elixir of the Bear = 20

Master Elixir of the Bear = 25

Elixir of the Cat[edit]

For 1 hour, your vision is increased through a heightening of your senses.

Elixir of the Cat Tier Darkvision Range Increase Special Senses

Elixir of the Cat = 30 -

Greater Elixir of the Cat = 60 See Through Illusions

Superior Elixir of the Cat = 90 See Through Magical Darkness

Master Elixir of the Cat = 120 Truesight

Elixir of the Griffin[edit]

For 1 minute, the potency of your spells is increased. When casting a spell, you choose to deal greater amounts of damage or imbue yourself with a momentary boost to your health, determined by the tier of the potion.

The damage bonus applies to the base damage of a spell, but not to any secondary effect.

Elixir of the Griffin Tier Damage increase Temporary hit points Elixir of the Griffin = 1d6 damage 2d4 temp hp

Greater Elixir of the Griffin = 2d6 dmg or 2d6 temp hp

Superior Elixir of the Griffin = 3d6 dmg or 2d8 temmp hp

Master Elixir of the Griffin = 4d6 dmg or 2d10 temp hp

Elixir of the Manticore[edit]

For 1 minute, whenever you take piercing, bludgeoning, and slashing damage you reduce the damage as well as gain a bonus to AC, determined by the tier of the potion.

Elixir of the Manticore Tier, Damage Reduction AC bonus

Elixir of the Manticore = -1 -

Greater Elixir of the Manticore = -1 dmg red +1 AC

Superior Elixir of the Manticore = -2 dmg red +1 AC

Master Elixir of the Manticore = -2 dmg red +2 AC

Elixir of the Viper[edit]

For 1 minute, enemies have disadvantage on opportunity attacks made against you, and you gain a bonus to your movement speed, determined by the tier of the potion.

Elixir of the Viper Tier Bonus Movement

Elixir of the Viper = 10 feet

Greater Elixir of the Viper = 15 feet

Superior Elixir of the Viper = 20 feet

Master Elixir of the Viper = 30 feet

Elixir of the Wolf[edit]

For 1 minute, your weapon attacks have increased accuracy as well as an increased critical hit range, determined by the tier of the potion.

Elixir of the Wolf Tier Attack Bonus Critical Range Increase

Elixir of the Wolf = +1 to attack

Greater Elixir of the Wolf = +1 to attack +1 crit range

Superior Elixir of the Wolf = +2 to attack +1 crit range

Master Elixir of the Wolf = +2 to attack +2 crit range


Golden Oriole[edit]

Immediately when you drink this potion, any of the conditions you are already subjected to that are listed in the table below end. Then for the next minute, if you would be subjected to any of the listed conditions, you have advantage on your saving throws against any of the listed conditions. The listed conditions are determined by the tier of the potion, and include the conditions from previous tiers.

Non-Witchers can consume Golden Oriole without taking the Non-Witcher penalty.

Golden Oriole Tier Conditions

Golden Oriole = Blinded, Deafened

Greater Golden Oriole = Charmed, Frightened, Poisoned

Superior Golden Oriole = Paralyzed, Petrified, Stunned

Master Golden Oriole = You have Immunity for all listed Conditions

Killer Whale[edit]

You can now breathe underwater, and gain a swim speed equal to your movement speed if you do not already have it. At higher tiers, your swim speed and the potion's duration increase.

Killer Whale Tier Swim Speed Increase Duration Killer Whale = - 15 minutes

Greater Killer Whale = 10 feet 1 hour

Superior Killer Whale = 20 feet 4 hours

Master Killer Whale = 30 feet 16 hours

Swallow[edit]

You heal a number of hit points immediately, and again at the start of each of your turns for the next three rounds, determined by the tier of the potion. If you fall to zero hit points while the potion is still active, you are immediately stabilized but unconscious, and the potions effects end.

Swallow Tier Healing per turn Swallow = 1d4

Greater Swallow = 2d4

Superior Swallow = 3d4

Master Swallow = 4d4

Thawny Owl[edit]

For 1 minute you regain vigor every turn, allowig to use more freely some Witcher features

Thawny Owl tier ad vigor regained

Thawny Owl = 1

Greater Thawny Owl = 2

Superior Thawny Owl = 3

Master Thawny Owl = 4

Thunderbolt[edit]

For 1 minute, your melee weapon attacks deal greater damage, determined by the tier of the potion.

Thunderbolt Damage Bonus Thunderbolt = Ignore resistances to piercing, slashing, and bludgeoning damage

Greater Thunderbolt = +2

Superior Thunderbolt = +4

Master Thunderbolt = +6

White Honey[edit]

You remove all toxicity for the potion, and the poisoned condition. It also ends all of effect from other potions

White honey, effects

White Honey = removes poisoned condition

Greater White Honey = Removes 1 level of exhaustion, regain 2d4 hit points and 2 Vigor

Superior White Honey = regains 4d4 hit points and 4 Vigor


Bombs[edit]

Witchers are nothing if not versatile in their approaches to slaying monsters, and the second tool in their Witcher Preparation arsenal is the handbomb. Highly effective area-of-effect weapons, you can throw them at a point you can see within 60 feet of you to wreak havoc on your enemies.

Whether used as a simple damage-dealer, or as a method of strategically controlling the battlefield, your chances of survival will improve dramatically when you wield them.

Using 1 handbomb equals one use of Witcher Preparation.

Dancing Star Bomb[edit]

Upon impact, the Dancing Star bomb explodes in a 10-foot radius, followed by a series of smaller explosions within the area of effect at the start of the Witcher's next turn. Each creature in this area must make a Dexterity saving throw. On a failed save a creature takes fire damage dependent on the tier of the handbomb, or half as much on a successful one. Any creature still remaining in the area during the secondary series of explosions must repeat the save or take fire damage.

If a creature fails the first saving throw, it has disadvantage on the second saving throw.

Dancing Star Tier Area of Effect Initial Fire Damage Secondary Fire Damage

Dancing Star = 10 area - 2d6 primary dmd - 2d4 secondary dmd

Greater Dancing Star = 15 area - 4d6 primary dmd - 4d4 secondary dmd

Superior Dancing Star = 20 area - 6d6 primary dmd - 6d4 secondary dmd

Master Dancing Star = 25 area - 8d6 primary dmd - 8d4 secondary dmd

Devil's Puffball Bomb[edit]

Upon impact, the Devil's Puffball Bomb releases a cloud of poison in a 10-foot radius. The poison cloud lingers in the area for the duration or until a moderate wind disperses it, forcing any creature starting their turn within the area to make a Constitution saving throw. On a failed save a creature takes poison damage dependent on the tier of the handbomb, or half as much on a successful one. The poison cloud will disperse after 1 minute.

Devil's Puffball Tier Area of Effect Poison Damage

Devil's Puffball = 10 area - 2d6 dmg

Greater Devil's Puffball = 10 area - 4d6 dmg

Superior Devil's Puffball = 15 area - 6d6 dmg

Master Devil's Puffball = 15 area - 8d6 dmg

Dimeritium Bomb[edit]

Upon impact, the Dimeritium Bomb explodes into a mist of Dimeritium shards in a 10-foot radius, forming a cloud of Dimeritium dust that momentarily stunts magic within the area and forces creatures within the area to make a Dexterity saving throw. On a failed save a creature takes piercing damage dependent on the tier of the handbomb, or half as much damage on a successful one. The Dimeritium cloud lingers in the area for the duration or until a moderate non-magical wind disperses it.

Creatures inside the cloud cannot cast spells below a certain level determined by the tier of the handbomb, and magic items inside the cloud temporarily lose their magical properties while in the cloud, including illusions. Any ongoing magical effects from spells are dispelled within the cloud, as well as any attempted spell that would travel through the cloud's radius. Creatures cannot become ethereal within the cloud. The cloud disperses after 3 rounds.

Dimeritium Tier Area of Effect Piercing Damage Spell Levels

Dimeritium = 10 area - 1d8 dmg - 2nd Level

Greater Dimeritium = 10 area - 2d8 dmg - 3rd Level

Superior Dimeritium = 15 area - 3d8 dmg - 4th Level

Master Dimeritium = 15 area - 4d8 dmg - 5th Level


Dragon's Dream Bomb[edit]

Upon impact, the Dragon's Dream Bomb releases a cloud of explosive gas in a 10-foot radius. The gas alone does not have any effect on creatures within the area, and will disperse after 1 minute or until a moderate wind disperses it. If any fire enters that area, the gas explodes, dealing fire damage to all creatures caught in the blast, dependent on the tier of the handbomb.

If multiple Dragon's Dream Bombs are used and their areas of effect would overlap, the resulting explosive damage does not stack for the overlapped area.

Dragon's Dream Tier Area of Effect Fire Damage

Dragon's Dream 10 area - 3d6 dmg

Greater Dragon's Dream 10 area - 6d6 dmg

Superior Dragon's Dream 15 area - 9d6 dmg

Master Dragon's Dream 15 area - 12d6 dmg

Grapeshot Bomb[edit]

Upon impact, the Grapeshot bomb explodes in a 10-foot radius. Each creature in this area must make a Dexterity saving throw. On a failed save a creature takes piercing damage dependent on the tier of the handbomb, or half as much on a successful one. A creature made of inorganic material such as stone, c⁠rystal, or metal has disadvantage on this saving throw, and structures within the blast take double the damage dealt.

Grapeshot Tier Area of Effect Piercing Damage

Grapeshot = 10 area - 2d8

Greater Grapeshot = 15 area - 4d8

Superior Grapeshot = 15 area - 6d8

Master Grapeshot = 20 area - 8d8

Moondust Bomb[edit]

Upon impact, the Moondust bomb releases a flurry of silver splinters in a 10-foot radius. Each creatures in this area must make a Dexterity saving throw. On a failed save a creature takes piercing damage dependent on the tier of the handbomb, or half as much on a successful one.

Shapechangers take additional poison damage dependent on the tier of the handbomb regardless of the outcome of the saving throw, are forced to their original form and cannot shapeshift for 1 minute, and cannot regenerate health for 1 turn after taking damage. This poison damage ignores any resistance the creature may have.

Moondust Tier Area of Effect Piercing Damage Poison Damage

Moondust = 10 area - 1d8 piercing - 2d6 poison

Greater Moondust = 15 area - 2d8 piercing - 4d6 poison

Superior Moondust = 15 area - 3d8 piercing - 6d6 poison

Master Moondust = 20 area - 4d8 piercing - 8d6 poison

Northern Wind Bomb[edit]

Upon impact, the Northern Wind bomb releases a burst of freezing cold in a 10-foot radius. Each creature in this area must make a Constitution saving throw. On a failed save a creature has their movement reduced to 0 until the end of their next turn, and takes cold damage dependent on the tier of the handbomb. On a successful save the creature has their movement reduced to half until the end of their next turn and takes only half damage.

Northern Wind Tier Area of Effect Cold Damage

Northern Wind = 10 area - 2d6

Greater Northern Wind = 15 area - 4d6

Superior Northern Wind = 15 area - 6d6

Master Northern Wind = 20 area - 8d6

Samum Bomb[edit]

Upon impact, the Samum bomb explodes in a flash of bright white light and deafening sound in a 5-foot radius. Each creature in this area must make a Constitution saving throw. On a failed save a creature is stunned for 1 turn and takes thunder damage dependent on the tier of the handbomb. On a successful save the creature is not stunned and takes only half damage.

Samum Tier Area of Effect Thunder Damage

Samum = 5 area - 2d4

Greater Samum = 5 area - 4d4

Superior Samum = 10 area - 6d4

Master Samum = 10 area - 8d4

Blade Oils[edit]

Blade oils are chemical compounds, crafted by Witchers with a idrophobe substance like animal fat or oil, mixed with alchemical ingredients, a Witcher can coat his weapon with it, thereby buffing it with various effects

There are 2 types of blade oils: Specific and aspecific.

Specific blade Oils[edit]

Specific are blade Oils that deal bonus damage to just 1 type of creature. They give you bonus to attack and damage aginst the creature in question. The damage scales

Normal Oil: 1d6 + plus your Intelligence modifier damage that ignores resistances and immunities

Greater Oil: 1d8 + plus your Intelligence modifier

Superior Oil: 1d10 + plus your Intelligence modifier

Master Oil: 1d10 + plus your Intelligence modifier

The Oil washes away after you atatck with it 10 times, or if you apply another oil to your blade

Multiclassing[edit]

If you use the multiclassing rule from the Player's Handbook, here's what you need to know if you take a level in Witcher

Prerequisites To qualify for multiclassing into the Witcher class, you must meet these prerequisites: 13 Dexterity and 13 Intelligence, being himan, undergoing the trial of thee grasses

Proficiencies. When you multiclass into the Witcher class, you gain the following proficiencies: Surviva, Nature, simple an martial weapons, medium armor and alchemist's kit

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