Witcher, Variant (5e Class)

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Witcher

There will always, always be darkness. And in that darkness there will always be Evil, in that darkness there will always be fangs and claws, murder and blood. There will always be things that go bump in the night. And we, Witchers, are the ones who will bump back.

A human stalks through the night, cat eyes shining in the darkened forest. All is silent save for the gentle tapping of his medallion against his chest. At the sound of an otherworldly howl, he dodges out of the way, narrowly avoiding the cavernous maw of a werewolf.

A tiefling whirls his gleaming sword about his head before bringing it down before him, hacking a griffin’s wing from its body. Blood and feathers fly as he nimbly carves his way up the side of the beast before finally splitting its head in two.

A half-orc thrusts his hand toward the pack of undead shambling toward him. With a short sign, a wave of fire explodes forth, followed by him cleaving a path through them with his shining sword. The last thing they see is his face, veined from the potions he took, a branching mass of death.

All of these fighters are Witchers, the ideal being for killing monsters. Mutated by the Trial of the Grasses, trained in swordplay, and well versed in nearly every type of monster, they are more than equipped to handle being pitted against whatever goes bump in the night. They fill a necessary niche in the homeland of their craft, killing monsters for those plagued by them, and have taken their services to a new land, only to find a continent with bounties ripe for the taking.

Specialized Killers

Witchers are trained in small batches, usually consisting of ten to fifteen kids, the vast majority of which don’t survive the training. They usually die to monsters, but even fewer survive the infamous Trial of the Grasses, the final part of the process, in which the subject is subjected to toxic chemicals which, in addition to making them infertile, mutate them into something more than human, something that is both the evil they face and the silver they banish it with. The majority of witchers carry two swords with them. Silver for monsters, steel for humans.

Both, for monsters.

Witcher Code

Despite the many differences between individual witchers, such as school, personal differences, and general worldview, one thing that unites all of them is the witcher’s code; the idea that a witcher doesn’t work for free. They’re not selfless heroes, they’re businessmen who provide an invaluable service to the community, and if there’s no gold to be had, there’s no witcher to be found. Although they hunt the demons that plague the people, they are hated and feared for their unnatural appearance, a constant reminder of the evils that lurk in the world. You will never find a witcher working a guard post for a fort, they are restless creatures, migrating across great distances, taking contracts as they go, and moving on.

The Witcher's Code 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. 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, the 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.

Creating a Witcher

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.


Quick Build

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 Outlander background.


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, Light and Hand Crossbows
Tools: Alchemist kit
Saving Throws: Wisdom, and choose between Strength and Dexterity for the second one.
Skills: Choose three from: Perception, Stealth, Investigation, Survival, Acrobatics, Athletics, Insight, or Intimidation.

Equipment

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

  • (a) Leather or (b) Scale Mail
  • (a) Silvered and a Normal Longsword or a Silvered and a Normal Greatsword or (b) Silvered and a Normal Battleaxe or a Silvered and a Normal Greataxe
  • (a) Light Crossbow and 20 bolts or (b) 20 Throwing Knives
  • Alchemist kit
  • Witchers Medallion and Bestiary

Table: The Witcher

Level Proficiency
Bonus
Features Signs known Vigor Points *denotes points with Griffon school Toxicity
1st +2 Witcher Trials, Witcher Artifact, Signs 2 2 *2 0
2nd +2 Fighting Style 2 4 *4 2
3rd +2 Witcher School, Witcher Alchemy 2 6 *8 2
4th +2 Ability Score Improvement, Witcher Senses 3 8 *10 3
5th +3 Extra Attack, Monster Slayer 3 10 *13 3
6th +3 Empowered Signs, Enhanced Potions 3 11 *14 4
7th +3 Blade oils, Witcher School Feature 3 12 *16 4
8th +3 Ability Score Improvement, Enhanced Witcher Senses 3 13 *17 5
9th +4 Bomb Crafting 3 14 *19 5
10th +4 Greater Empowered Signs 3 15 *20 6
11th +4 Witcher School Feature 4 17 *23 6
12th +4 Ability Score Improvement 4 18 *24 7
13th +5 Monsterous Decoctions 4 20 *27 7
14th +5 Witcher School Feature 4 21 *28 8
15th +5 Superior potions 4 23 *31 8
16th +5 Ability Score Improvement 5 24 *32 9
17th +6 Mythic Empowered Signs 5 26 *35 9
18th +6 5 27 *36 10
19th +6 Ability Score Improvement 5 29 *39 10
20th +6 Master Witcher 5 30 *40 11

Witcher Trials

During the Trial of the Grasses, your body underwent amazing and horrifying mutations leaving you sterile, but granting you the following starting at level 1:

•You gain Darkvision, if your race did not already possess Darkvision, up to 60 ft. If you already have darkvision, this does nothing

•Plus 10 movement speed

•Immunity to disease and Poison

•Cannot be surprised

•Witchers are not known to be able to die from old age

Witcher Artifact

All Witchers have a pendant in the shape of the symbol of their Witcher school, as well as a Witchers Bestiary. While wearing said pendant, it vibrates if a magical creature or object is within 30 feet. The Witchers Bestiary is where a Witcher records the strengths and weaknesses of all enemies faced. When facing a beast or monster recorded in the bestiary, you may use a bonus action to add your survival check bonus to hit and saving throws in regards to that creature untill the creature either dies or 10 rounds have been taken, you must finish a long or short rest before you can use this feature again. After you are in combat with a creature and kill/subdue it, take 5 minutes to study it before adding it to your Witcher Bestiary.

Additionally through your study and training you have learnt a great deal about the creatures you hunt. You may use your Wisdom (Survival) modifier instead of Arcana when rolling to recall information about Creatures and creatures magical effects/abilities.


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 Versatile 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

Signs

Starting at first 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 (no other components are required). Sign casting is a very strenuous task and requires lots of concentration. At level one, you can only prepare 2 signs for use for the day. This increases with level following the table above. You can change your signs known at the end of a long rest. All this basic signs can be cast consuming one Vigor point. At level 6, spending 2 Vigor Points you will gain the ability to use empowered signs. Then starting at level 10, you gain the ability to improve your signs with greater power. 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 allowing you to cast a Mythic Empowered sign effect. These cost 5 vigor points to use. 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. You may also change out signs you currently known at the end of a long rest. During a short rest you can recover vigor points equal to half of your Witcher level (rounded up) You can only do this once per long rest. Using signs is a strenuous activity. As such, there is a limited amount of times you can cast a sign in a turn. 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. Some of the following signs can be used as a bonus action, while others can be used as a reaction to an event.

Sign Save DC = 8 + Proficiency bonus + Wisdom Modifier

Aard

Out of combat, the Witcher can create disturbances in the air that extinguish small flames like torch and bonfires. You blast a 15ft cone with telekinetic force dealing 1d6 force damage .The first two 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, On a successful save the they are only dealt the damage.


Empowered: 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 point for each ranged shot in order to make a ranged weapon attack and return the projectile with Aard if you possess that sign.


Greater Empowered Aard: Empower your Aard sign to blast out with even more intensity. In a 30ft cone, 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 10 ft, knocked prone, and dealt 3d6 force damage. On a successful save the target takes half damage.


Mythic Empowered Aard: This version of Aard produces a powerful sweep that can shake the ground. You condense your telekinetic blast in an 40-foot area. A creature hit by this blast must make a Strength saving throw. Upon a failed save the creature is thrown back 15 ft, knocked prone, and dealt 5d6 force damage. On a successful save the target is pushed back 10ft and takes half damage.


Yrden

As a bonus action you can cast Yrden. You can place a magical trap on the ground in a 10 ft range, lasting 1d4 turns. All non-allies within the area of the trap have half movement speed.


Empowered: When you Empower either your preexisting Yrden trap, or a new one, the movement speed decrease becomes quarter movement speed. If you empower a preexisting Yrden trap it resets its duration.


Greater Empowered Yrden: When you empower either your preexisting Yrden trap or a new one it's duration increases by 1d6 turns, in addition any ethereal or invisible creature within or passing through your trap become corporeal/visible.


Mythic Empowered Yrden: When you can empower your preexisting Yrden trap or cast a new Yrden trap, the radius of your Yrden trap increases to a 30ft. While you are inside of the the Yrden trap your movement speed is doubled, and you gain an additional action. The trap has all effects of the lower levels of the Yrden sign.


Igni

Out of combat, the Witcher manages to create small flames that light candles, torches and bonfires. You send out a burst of flames in a 10 foot cone, all creatures within the area make a Dexterity saving throw. On a failed saving throw the target takes 1d8 fire damage or half damage on a successful save.


Empowered: In addition to the basic effect of the Igni sign, the Witcher chooses a target that is in the area of ​​the sign and sets it on fire. On a failed save, it deals an extra 1d6 fire damage. This damage occurs each round at the start of your turn for 1d4 rounds. The creature can use an action to put out the flames by ending the effect on itself. This effect does not stack.


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 immediately takes 3d10 fire damage. Roll a percentage die: on a 55 or above, the enemy is set ablaze. If set ablaze, the enemy takes 1d8 fire damage per round for 1d4 rounds. 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. This effect does not stack.


Mythic Empowered Igni: When you empower your Igni sign, you can use the pure heat of your fire to melt your armor and reduce your defenses. In addition to the effects of "Greater Empowered Igni" all creatures affected by this sign will have their AC reduced by 2 for the next minute. This effect does not stack.


Quen

As a bonus action, you can cast Quen. You cast a protective ward around yourself, gaining resistance to bludgeoning, piercing, and slashing damage until you are hit.


Empowered: Now you can cast this Sign as a reaction to a melee attack that hits but before damage is rolled. This level of Quen lasts for a minute.


Greater Empowered Quen: In addition to the benefits of regular Quen, you gain resistance to all types of of magic damage as well. Additionally, if you take damage from any resistances granted by Quen, your enemy takes half the damage dealt to you if it stands within 10ft by you. You can cast this ability as a reaction as well.


Mythic Empowered Quen: You create a bubble of powerful energy around yourself. You can use this level of Quen as a reaction as well gaining immunity to all damage for one round. If you are hit by any melee attacks, ranged attacks, breath weapons or spells, you gain 1d10 temporary hit points. These hit points last until used or once you've taken a short or a long rest. Walking while using this abilty is considered as being over difficult terrain.


Axii

When you make a charisma check, you can use the mind-altering powers of Axii to influence the conversation charming another creature. You gain advantage on your charisma check.


Empowered: Now you can use this sign to stop your enemy. The target must make a Wisdom saving throw against your Signs save DC and gains advantage if it is in combat. On a failed save, the target is charmed and its speed is reduced to 0. The target can repeat the save at the end of each of its turns, and on a success, this effect ends, dealing 1d6 psychic damage. This sign lasts for one minute.


Greater Empowered Axii: Upgrade your Axii sign to control the target's actions. You can command the target during a single action. The target must make a Wisdom saving throw against your Sign save DC. On a failed save, the target is charmed and under your control. The target can repeat the saving throw at the end of each of its turns or when get hit and in case of success the effect ends. When finished, the target is dealt 2d6 psychic damage and gains advantage on Wisdom saving throws for this sign for 1d6 turns. You automatically fail this action when the target cannot understand your language.


Mythic Empowered Axii: You can assault the minds of up to two creatures with psychic energy. If not immune to the charmed condition, targets must make a Wisdom saving throw. They take 6d6 psychic damage on a failed save, and half as much damage on a successful one. If this damage kills the target, they are put to sleep for 1 hour instead. If they are put to sleep, they must make another Wisdom saving throw against your marks save DC. In case of a failed save, the target memory of the last 24 hours is erased.

Fighting Style

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 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. 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

Starting at level 3, 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 or short rest before you can use this feature again. If you pass the toxicity limit, you gain 1 point of exhaustion per Toxicity taken after that.


Swallow

The process takes 1 hour to gather materials and 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. Toxicity: 3

Elixir of the Cat

The Witcher can produce 1d4 potions 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 gather materials and craft 2 vials. You need to finish a long rest before you can use this feature again. Toxicity: 1 Enhanced: At level 8, You can produce enhanced "Elixir of the Cat" potions which heighten your Hexer senses to the point that even magical darkness doesn't hinder you: gain Truesight up to 60 ft. This allows you to see invisible creatures and objects, automatically detect visual illusions and automatically succeed on saving throws against them. The material costs include 250 gold pieces and one hour of gathering materials to produce d6 potions which last for 8 hours duration each. Toxicity: 2

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 poison damage upon dealing damage to the witcher, this increases by 1d8 at 10th and 15th level. 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

Enhanced: At level 8, any creature afflicted by your normal Black Blood potion must make a constitution saving throw versus your Constitution modifier + Proficiency Bonus + 8. On a failed saving throw, they are subjected to the poisoned condition and take 1d4 damage at the end of their turn for a number of turns equal to your Constitution modifier. Toxicity: 3

Killer Whale

Duration: 15 minutes. You can breathe underwater. 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

Enhanced: At level 8, your fingers and toes become webbed, giving you a swimming speed double your walking speed. The duration is doubled. Toxicity: 2

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 1 hour after you drink this. The process takes 1 hour to gather materials that costs 100gp and craft 2 vials.

• If any Witcher potion is consumed by a non-Witcher, they must pass a DC 18 Constitution saving throw. Or it will damage them 2d6 + 5 per hour for 3 hours, Enhanced damages for 2d10 + 5 per hour for 6 hours. This can be removed through lesser restoration. If they succeed the constitution saving throw, they gain the benefits of the potion for half the duration.

• You can only carry up to 3 of each potion on your person at any one time

Witcher School

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 six schools to choose from: The School of the Wolf, Cat, Viper, Bear, Griffin and Manticore. Your Witcher school grants abilities at 7th, 11th, 14th and 18th level.

At level 10 you may also study the techniques of 1 school of your choice, you gain use of the level 3 effects and use of the level 7 feature of that school

Witcher Senses

Starting at level 4, The Trial of Grasses has improved your senses to near superhuman levels. Witchers have increased hearing and smell. Witchers can detect creatures within 30 feet by sense of smell. If the creature 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. When a creature detects a scent, the exact location is not revealed—only its presence somewhere within range. The creature can take a bonus action to note the direction of the scent. A creature with the scent ability can follow tracks by smell, making a Wisdom 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. (This is still affected by passive perception checks for stealth rolls.)

Ability Score Increase

When you reach 4th level, and again at 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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack

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 11th level in this class and to four when you reach 20th level in this class.

Monster Slayer

Monsters Starting at level 5, when you attack a creature (i.e. All other creatures that do not have the Humanoid category that isn't also a goblinoid. ) with a silvered weapon, you gain an additional damage die to your damage roll. If you attack a creature that is Humanoid with your silvered weapon you have a -5 to hit. You can pass the magical resistance with this feature, even if your weapon is not magic.

Runestones (Optional rule at DM's discretion)

(This class feature is purely optional and up to DM's discretion, on low fantasy settings this feature is ignored.)

Starting at 6th level, you gain the ability to modify your gear with Runestones. It takes 1 hour and 50 gold to craft a Runestone and affix it to your item. Then starting at level 9, you can craft or enhance preexisting Runestones, into Greater Runestones. This process takes 2 hours per Runestone and 100 gold. You can have no more than 2 Runes attached to one item, and no more than 6 runes total on all your items. Anyone, not a Witcher can have their gear Runestone enchanted by a Witcher, but they may only have 1 Runestone embedded into the item with a maximum of 3 in total and can only have the base runes affixed. T Witchers may only affix 1 rune onto an already magical item due to the nature of these runes. Any weapon affixed with Morana, Devana or Zoria on a hit roll of 1 the rune backfires and the wielder suffers the damage instead. There are 7 Runestones a Witcher can craft.

Morana: When a Morana Runestone is embedded into a weapon it gains the following effects: Deals 1d4 Poison damage

Greater Morana: Morana's Poison damage is increased to 1d8, this effect stacks, and those that suffer this damage must make a Constitution saving throw of DC 15 or suffer the Poisoned condition for 1d6 turns


Devana: When the Devana Runestone is embedded into a weapon it gains the following effects: Deals 1d4 necrotic damage on hit. Can stack becoming 2d4

Greater Devana: Devana's necrotic damage is increased to 1d8. Can stack becoming 2d8. Those that suffer that suffer this damage must make a Constitution save of DC 15 or be unable to use a reaction for 1d6 turns.


Zoria: When the Zoria Runestone is embedded into a weapon it gains the following effects: Deals 1d4 cold damage on hit. Can stack becoming 2d4

Greater Zoria: Zoria's cold damage is increased to 1d8, and it also halves the targets movement speed on a Constitution saving throw of DC 15 for 1d6 turns . Can stack becoming 2d8.


Svarog: When the Svarog Runestone is embedded into an item it gains the following effect: +1 bonus to the armor class of the wielder. This effect does not stack.

Greater Svarog: The +1 bonus to armor class increases to +2. This effect can't stack


Chernbog: When the Chernbog Runestone is embedded into a weapon it gains the following effect: +1 bonus to attack and damage rolls with this weapon. This effect can't stack.

Greater Chernbog: The +1 bonus to attack and damage rolls increases to +2. This effect does not stack.


Veles: When the Veles Runestone is embedded into an item it gains the following effect: +1 bonus to the owner`s Spell or Sign save DC and Spell (Not Sign) attack and check rolls. This effect does stack with itself.

Greater Veles: The +1 bonus to your Spell or Sign save DC and Spell (not sign) attack and check rolls increases to +2. This effect can't stack.


Perun: When the Perun Runestone is embedded into an item it gains the following effect: +2 vigor point.

Greater Perun: Perun's effect becomes +4 vigor points

Blade oils

Starting at level 7, you can use a bonus 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 may craft using you Alchemist's kit, Lamp oil and the required ingredients to make 3 vials of:

Sacremental Wine Components: Holy Water

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

Frightful's Nightmare Components: Monstrosity Tissue

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

Bellower's Bane Components: Draconid Tissue

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

Feral's Poison Components: Local poisonous plants

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

Hanged Man's Venom Components: Local poisonous plants

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

Cold Iron Salve Components: Iron filings

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

Pious Tears Components: Holy Water

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

Lycan's Agony Components: Silver filings

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

Storm King's Ruin Components: Beast Oil, Hanged Man's Venom

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

Distilled Mullein Components: Fey WIld Plant Matter

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

Tinker's Backup Components: Conductive fluids

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

Element's Scream Components: Mercury

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

Sinners Blood Components: Fiend Blood

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

These oils last for 20 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 DC 17 constitution roll or suffer the poisoned condition for 2d6 hours.

Enhanced Witcher Senses

Starting at 8th level your senses are enhanced to their peak as your mutations begin to finalize. You gain the Observant feat and become proficient perception or expertise if you already are. You can no longer be surprised by any enemy while not incapacitated and gain immunity to the Frightened condition while, Upon catching a scent you can use your bonus action to make a survival roll of DC 15 to determine what type of being it is. You gain advantage on tracking (Survival) checks. When making a Dex saving throw in response so a spell, feature, breath attack or ability that would cause damage when you roll a unmodified roll of 18-20 that would make your save you instead suffer no damage instead of half damage. (Example, Fireball cast with DC of 21, save roll of of 18+4=22 you suffer no damage. fireball of dc 16, save roll of 17+4=21 you suffer half damage. fireball DC 23 you roll 18+4=22 you fail save and suffer full damage.)

Bomb Crafting

Starting at level 9, you can craft Grapeshot, Dimeritium or Samum bombs using your alchemist kit. The process takes 1 hour to gather materials and to craft 3 bombs of your choice. You may only use this feature once, beyond that, a long rest is required to use it once more. You can only carry 3 of each bomb at any given time. As a bonus action, you can light and throw the bomb with a range of 30ft.

Upon impact, the Grapeshot bomb explodes in a 15ft radius and damages all creatures in that area dealing 3d10 piercing damage. If they succeed on a Dexterity saving throw against your Sign save DC, they take half damage.

The Dimeritium bomb upon impact explodes into a mist of Dimeritium shards with a 15 ft radius dealing 1d10 piercing damage to creatures in the radius. If they succeed on a Dexterity saving throw against your Sign save DC, they take half damage. Magic in this sphere is canceled for 1d4 turns, including illusions.

Upon impact, the Samum bomb explodes in a flash of white in a 15ft radius attempting to stunning all creatures in that area for 3 rounds. A creature hit must make a Constitution saving throw against your Sign save DC. Upon a failed save the target is stunned for 3 rounds, the creature can remake the save at the end its turn. If a creature saves it is unaffected by the explosion.


Physical Mutation finalization

Starting at level 10 your mutations have finalized physically, Your movement speed increases by an additional 10 and you gain advantage on Strength (Athletics) and Dexterity (Acrobatics) checks, or expertise if you are already proficient in them.

Monstrous Decoctions

Starting at level 13, when you slay a monster and record it in your beastiary, or if you already have it in your beastiary, you may take one hour to craft a special decoction based on the monsters ability using your alchemists kit. When you consume this potion you can use one stat, damage resistance, damage immunity, condition immunity, or sense from the creatures stat block as your own for the next minute. This decoction costs 4 toxicity points.

Master Witcher

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 are immune to any and all illusion spell effects or conditions (I.E. Charmed, Slept, ETC). You've also picked up some special fighting techniques in your travels and you may perform the somatic components of a sign even when your hands are full. Choose one of the following specialized Witcher fighting styles to adopt. You may change your chosen style at the dawn of each day.

The Temerian Devil 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.

Addan Anye 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 3 enemies in your movement range. You do not provoke opportunity attacks against yourself when moving in between targets. You make separate attack rolls against each enemy, and should they hit, they induce 1d6 bleeding damage at the start of their turns. This lasts for 1d4 turns, or until they take an action to staunch the wound. This attack costs 2 vigor points and your entire attack action.

Viroledan Naev’de Feaine Glaeddyv 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

As a Witcher, you are literally defined by your school. It's where you received 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

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 third level, you gain proficiency on Insight and Survival, or expertise if you are already proficient in them.

Thunderbolt Potion Crafting Starting at level 3, 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 gather materials and craft 1d4 vials of a potion called Thunderbolt. You may only use this feature once, beyond that, a long rest is required to use it once more. Thunderbolt potions, if consumed by a Witcher, allow you to roll an additional d4 die with all attacks for the next 2 rounds at 2 toxicity points cost. At level 6 you can create Enhanced Thunderbolt, which allow you to roll an additional d6 damage die with all attacks for the next 3 rounds at 3 toxicity points cost. At level 15 you can create Superior Thunderbolt, which allow you to roll an additional d8 damage die with all attacks for the next 5 rounds at 5 toxicity points cost.

Heliotrop Sign Starting at level 7, 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. This does not count against your number of signs known.

Northern Wind Crafting Starting at level 11,you can craft Northern wind bombs using your alchemist kit. The process takes 1 hour to gather materials and to craft 3 bombs of your choice. You may only use this feature once, beyond that, a long rest is required to use it once more. You can only carry 2 of each bomb at any given time. As a bonus action, you can light and throw the bomb with a range of 30ft. Upon impact, releases a blast of super-cold air in a 15ft area. All creature in the area of the blast must make a constitution save equal to your sign save dc or be coated in a thick ice (apply restrained condition) for 1d4 turns and take 2d8 cold damage. On a success they take half damage, with no freezing effect.

Burning Heart Starting at level 14, 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 8d8 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 long rest.

School of The Cat

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 school at third level, you gain proficiency in Stealth or expertise if already proficient and Thieves tools.Cat's Starting at level 3 Light and Medium 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 in Acrobatics.

Blizzard Potion Crafting Starting at level 3, 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 gather materials and craft 1d4 vials of a potion called Blizzard. You may only use this feature once, beyond that, a long rest is required to use it once more. Blizzard potions, if consumed by a Witcher, grants an extra action at 2 toxicity points cost. At level 6 you can craft Enhanced Blizzard: it costs 3 toxicity points granting two actions per kill for the remainder of the fight. At level 15 you can craft Superior Blizzard: it costs 5 toxicity points granting three actions per kill for the remainder of the fight; in it, you may also immediately cast a Sign upon a kill at no vigor points cost (witcher school feature excluded).

Lion's Pounce Starting at level 7, you can dash at least 20 feet in a straight line and leap at a target, attempting 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. In case of failure, it is knocked prone and get an extra 2d8 damage or half of it in case of succeeding and is not knocked prone. In addition, if the target is knocked prone, the "extra attack" feature against that creature gains advantage to the next hit. Due to the taxing nature of this ability, you cannot use this feature again until you take a short or long rest.

Dragons Dream Crafting Starting at level 11, you can craft Dragons Dream bombs using your alchemist kit. The process takes 1 hour to gather materials and to craft 3 bombs of your choice. You may only use this feature once, beyond that, a long rest is required to use it once more. You can only carry 2 of each bomb at any given time. As a bonus action, you can light and throw the bomb with a range of 30ft. Upon impact, releases a cloud of explosive gas in a 15ft area. If any fire enters that area, it explodes, dealing 6d6 fire damage to all creature caught in the blast.

Mind Blast Starting at level 14, 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 is charmed and believes it's 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 and nothing at all if it is immune to charmed condition. Due to the extremely taxing nature of this ability, you cannot use the Axii sign again until you take a long rest.

School of The Viper

The School of the Viper trains the finest assassins known to man. Quick fighters and expert alchemists, these Witchers show no mercy. They've even been known to kill kings. It's students display a predilection for short swords as opposed to their longer counterparts. When you take this school at third level, you gain proficiency with shortswords, and you may perform the somatic components of a sign even when your hands are full with your shortswords.

Tawny Owl Potion Crafting Starting at level 3, 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 gather materials and craft 1d4 vials of a potion called Tawny Owl. You may only use this feature once, beyond that, a long rest is required to use it once more. Tawny Owl potions, if consumed by a Witcher, grants immediately 2 vigor points at 2 toxicity points cost. At level 6 you can craft Enhanced Tawny Owl, which will immediately grant you 2 vigor points, and an additional 1 point at the start of your next 2 turns at 3 toxicity points cost. At level 15 you can craft Superior Tawny Owl, which will immediately grant you 3 vigor points, and an additional 2 points at the start of your next 3 turns at 5 toxicity points cost.

Short Sword Master Starting at 7th level, you are well practiced with a short sword and gain the following benefits. If you are two-weapon fighting with two short swords and one of it is silver, the latter gets no -5 to hit against humanoids and goblinoids. While you are two-weapon fighting with short swords, you gain the Two-Weapon Fighting style.

Devil's Puffball Crafting Starting at level 11, you can craft Devil's Puffball bombs using your alchemist kit. The process takes 1 hour to gather materials and to craft 3 bombs of your choice. You may only use this feature once, beyond that, a long rest is required to use it once more. You can only carry 2 of each bomb at any given time. As a bonus action, you can light and throw the bomb with a range of 30ft. Upon impact, the Devil's Puffball releases a cloud of poison in 15ft radius. This cloud lasts for 1d4 The poison cloud forces all creatures entering the area or starting their turn inside the area to make a constitution save equal to your sign save dc. On a failure, creatures take 2d10 poison damage, or half that on a success.

Freezing Cold Starting at level 14, you can overclock your Aard sign at a cost of 4 vigor points with Due to the extremely taxing nature of this ability, you cannot use the Aard sign again until you take a short rest. When you cast the Aard sign, you can condense the effective area of the sign for dramatically increased power. You can blast the cold telekenetic winds of Aard over a 25ft area in front of you, freezing anything within. A creature caught in this area must make a dexterity saving throw equal to your sign save dc or become frozen solid (see petrified condition). They can be thawed with any magical flame, but will otherwise remain like that forever. On a success, the target takes 5d6 force damage and 5d6 cold damage. Due to the extremely taxing nature of this ability, you cannot use the Aard sign again until you take a long rest.

School of The Bear

Witchers of the School of the Bear hail from the harsh lands of Skellige, and they value freedom and free will above all else. They focus on creating heavy fighters capable of withstanding the freezing temperatures on their native islands. When you choose this school at level 3 you gain proficiency in heavy armor.

Full Moon Starting at level 3, 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 gather materials and craft 1d4 vials of a potion called Full Moon. You may only use this feature once, beyond that, a long rest is required to use it once more. Full Moon potions, if consumed by a Witcher, increase the maximum HP by 10 + your Constitution Modifier at 2 toxicity points cost and lasts one hour. At level 6 you can craft Enhanced Full Moon: it costs 3 toxicity points, the maximum HP has increased to 15 + your Constitution Modifier and lasts two hours. At level 15 you can craft Superior Full Moon: it costs 5 toxicity points, the maximum HP has increased to 20 + your Constitution Modifier and lasts four hours.

The Bear’s Hide Starting at Level 7, your time spent on your travels and your training in the mountains has made you very hardy. You may add half your strength modifier to your armor class. In addition, you also gain natural resistance to cold damage. You gain one extra type of elemental resistance at level 11 and 14.

Moon Dust Crafting, Starting at level 11, you can craft Moon dust bombs using your alchemist kit. The process takes 1 hour to gather materials and to craft 3 bombs of your choice. You may only use this feature once, beyond that, a long rest is required to use it once more. You can only carry 2 of each bomb at any given time. As a bonus action, you can light and throw the bomb with a range of 30ft. Upon impact, releases a flurry of silver splinters in a 15ft area. Creatures in this area must make a dexterity saving throw equal to your sign save dc or take 2d4 poison damage. If they fail this saving throw, regardless of whether or not they take damage, they cannot transform into another shape (example: werewolves) for 1d6 turns.

Shield Wall Starting at level 14, you can overclock your existing Quen sign at the cost of 4 vigor points. You can extend the protective power of Quen out to 10 ft radius. This pushes all enemies out of the circle and protects against all damage for the next 1d4 +1 turns. Allies can enter and exit at will, but enemies cannot. Both you and your allies experience the effects of Mythic Empowered Quen while in the radius, but your allies movement is not hindered. If the barrier is hit with a spell of the 4th level or higher, both it and the spell fail on contact. Due to the extremely taxing nature of this ability, you cannot use the Quen sign again until you take a long rest.

School of the Griffin

The school of the Grffin is a more scholarly class, who are known to act very similarly to nobles, and are focused on unlocking the secrets of signs through dedicated study and practice. They emphasize the repeated and powerful use of these signs in combat, and teach their Witchers accordingly. When you choose this school at level 3, you gain 2 extra vigor points. On every odd level after this, you gain an additional vigor point.

Petri's Philter Crafting Starting at level 3, 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 gather materials and craft 1d4 vials of a potion called Petri’s Philter. You may only use this feature once, beyond that, a long rest is required to use it once more. Petri’s Philter potions, if consumed by a Witcher, maximize one damage die on your next 2 sign casts within one hour at 2 toxicity points cost. At level 6, you can craft Enhanced Petri’s Philter, which maximizes two damage die on your next 3 sign casts within two hours at 3 toxicity points cost. At level 15 you can craft Superior Petri’s Philter, it maximizes three damage die on your next 5 sign casts within four hours at 5 toxicity points cost.

Wrath of the Griffin Starting at level 7, when you are hit with an attack, you can spend 1 vigor point to immediately counterattack as a reaction. You can use this reaction to make an attack roll or cast a sign against the target that hit you.

Dancing Star Crafting Starting at level 11, you can craft Dancing Star bombs using your alchemist kit. The process takes 1 hour to gather materials and to craft 3 bombs of your choice. You may only use this feature once, beyond that, a long rest is required to use it once more. You can only carry 2 of each bomb at any given time. As a bonus action, you can light and throw the bomb with a range of 30ft. Upon impact, releases a fiery explosion in a 15ft area. Creatures in this area must make a dexterity saving throw equal to your sign save dc. On a failure, take 2d8 fire damage. Additionally, targets stay on fire for 1d4 turns, dealing 1d8 fire damage each turn. On a success, take half damage and no burning effect is applied.

Thunderstorm Starting at level 14, you’ve unlocked the shocking secrets of casting Yrden to its full-electric potential. You may spend 2 vigor points to add 3d8 electrical damage to any existing Yrden trap. You may also spend another 2 vigor points to maximize the damage taken from it. Due to the extremely taxing nature of this ability, you cannot use the Yrden sign again until you take a long rest. However, if you do not choose to maximize the damage, you gain a second use of Thunderstorm and continued use of Yrden, but you cannot maximize damage the second time you use it.

Multiclassing

Prerequisites. To qualify for multiclassing into the Witcher class, you must meet these prerequisites: Dexterity of 13 and a Wisdom of 13. When multiclassing your character must go through the rigorous process known as the Trial Of the Grasses and may very well end up dead. Only 3 or 4 Witchers usually survive the process out of their entire group. Roll a d100 when you multiclass into a Witcher. On a 64 or lower, you die. Proficiencies. When you multiclass into the Witcher class, you gain the following Proficiencies: Light Armor, Medium Armor, Simple weapons, Longswords, and Hand Crossbows

Optional Diagram finding

(This is not a feature but an optional item ruling should your DM choose.)

Witchers live for a very long time, and with the different schools come different equipment. The highest of these would be the Witcher armour diagrams. Lost throughout the world these diagrams turn up in many odd places, caves, mountains, castles, and churches. Some have found their way to collectors and vendors. When a diagram is found pertaining to one of the Witcher Schools you can bring them to a Blacksmith and have armor crafted into one of these items depending on which one you've found based on your school. The armour made from these diagrams are not magical or enchanted.

Wolf School Diagram: Half Plate AC 15+dex up to 2, when you are able to make an attack of opportunity you may make one single attack or use a sign instead for 2 vigor points+ sign vigor cost

Cat School Diagram: Studded Leather Armour AC 12+ dex, Gain advantage on your first attack when making a surprise or sneak attack using 2 vigor points.

Viper School Diagram: Scalemail AC 14+dex up to 2, You may coat one weapon as a free action once when entering a battle of a type recorded in your bestiary using 2 vigor points.

Bear School Diagram: Plate Armour AC 18, Your Quen sign now lasts 2 more hits per use and you may move with no restriction when Mythic Empowering Quen

Griffin School Diagram: Studded Leather Armour AC 12+dex, Regain 2 vigor points on each kill made



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