Witcher (3.5e Class)

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Witcher

Witchers are elite monster hunters that travel the world destroying creatures that pose a threat to civilized society. They are mutated from birth to be capable of combating monsters.

Making a Witcher

The Witcher travels alone in most cases, because they prefer to travel alone they keep themselves balanced in most types of fighting. The Witcher has access to low-level magical abilities called signs. The Witcher focuses on the four elements, faster movement, rapid healing, quicker reflexes, and the ability to drink toxic potions that would harm normal people. The only downside is that Witchers become infertile when they pass the trials. Witchers make their own silver blades which are similar to the Bastard sword however are made entirely of meteorite silver. These blades are made to fight monsters thus monsters(any non-humanoid), except those weak to silver such as a werewolf, would treat it as if a bane weapon.

Pros: Witchers excel at close combat and augment their fighting with their potions. Their medallions are capable of sensing magical forces,this allows them to see some magical threats before they begin.

Cons: Witchers are challenged against creatures that fight from a distance.

Abilities: Str and Int are their primary attributes with Dex being a close second.

Races: Any Humanoid

Level Adjustment: +3

Starting Gold: starting gold; 6d4×10 gp (<-150 gp).

Starting Age: As fighter or Rogue

Table: The Witcher

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +0 Witcher Training, Witcher Physiology, Lesser Witcher Signs, Witcher alchemy
2nd +2 +3 +3 +0 1st [[#anc:Table: combat prowess
3rd +3 +3 +3 +1 -
4th +4 +4 +4 +1 Lesser Witcher Styles
5th +5 +4 +4 +1 Standard Witcher Signs
6th +6/+1 +5 +5 +2 Bonus Fighter Feat
7th +7/+2 +5 +5 +2 -
8th +8/+3 +6 +6 +2 Standard Witcher Styles
9th +9/+4 +6 +6 +3 Intermediate Witcher Signs
10th +10/+5 +7 +7 +3 -
11th +11/+6/+1 +7 +7 +3 Swift Tracker, charge sign
12th +12/+7/+2 +8 +8 +4 Intermediate Witcher Styles, Bonus Fighter Feat
13th +13/+8/+3 +8 +8 +4 Superior Witcher Signs
14th +14/+9/+4 +9 +9 +4 -
15th +15/+10/+5 +9 +9 +5 -
16th +16/+11/+6/+1 +10 +10 +5 Superior Witcher Styles
17th +17/+12/+7/+2 +10 +10 +5 Master Witcher Signs
18th +18/+13/+8/+3 +11 +11 +6 Bonus Fighter Feat
19th +19/+14/+9/+4 +11 +11 +6 -
20th +20/+15/+10/+5 +12 +12 +6 Mastered Witcher Styles, Bonus Fighter Feat

Class Skills 6 + Int modifier per level, ×4 at 1st level)
Climb(Str), Concentration(Con), Gather Information(Cha), Hide(Dex), Intimidate(Cha), Jump(Str), Knowledge (Anatomy, History, Local, Nature, Royalty)(Int), Listen(Wis), Move Silently(Dex), Ride(Dex), Search(Int), Sense Motive(Wis), Spot(Wis), Survival(Wis), Swim(Str), Tumble(Dex).

Class Features

All of the following are class features of the Witcher.

Mutations roll d100 three times to determine base mutations. Than roll d100 to determine major mutations.

Lesser mutations; 1-65 roll: +1 str, dex, con, int, cha, natural armour, fast healing, 10ft dark/low-light vision 66-100 roll: +2 str, dex, Con, Int, Cha, natural armour, fast healing, 20ft dark/low-light vision

Major Mutations; 01-65 roll: Disease immunity, resist poison 10, infertility, +10 spd, 2d4 rnd cooldown on signs, base consume 3 toxic potions, +5 to track attempts, +4 to listen, hide, spot, move silently and search 66-100 roll: Disease immunity, resist poison 20, infertility, +20 spd, 1d4 rnd cooldown on signs, base consume 5 toxic potions, +10 to track attempts, +8 to listen, hide, spot, move silently and search

Weapon and Armour Proficiency: A Witcher is proficient with all simple and martial weapons and with light armour. Due to their style of fighting witchers do not wear much heavier armour then basic leather and chain.

Witcher Physiology Witchers gain +2 to their Str, Dex and Con. They gain +10 to their movement speed. They have the ability to consume extremely toxic mutagens. Gain feat Lightning Reflexes. All witchers live 2d4+2 times as long as their base race and do not gain age penalties. Immune to diseases.

Mutagens When a witcher consumes a mutagen they gain a boost to their stats that wears off over time. A witcher may only have the effect of four mutagens in their system at once. Mutagens can be harvested from fallen creatures with a DC 15 search check on the corpse and take 1 min to harvest. Mutagens come in four colours and 3 levels. The levels depend on the fallen creature with 10HD or less(Lesser Mutagen), 11-34HD(Standard Mutagen) and 35HD+(Greater Mutagens). Lesser mutagens wear off in 2 weeks, stan. mutagens in 1 year and greater mutagens in 20 years, however you keep 1/2 the greater mutagens bonuses as a permanent bonus when it wears off.

Red Mutagens Give a bonus to attack/damage. Dropped by celestials, dragons, magical beasts, monsterous humanoids. Gives boosts of +3/6/10 based on level of mutagen.

Blue Mutagens Give bonus to Sign intensity. Dropped by Elementals, fey, plants, abberations. Gives boosts of +5%/20%/40% based on level of mutagen.

Green Mutagens Gives a bonus to Fast healing and natural ac. Dropped by Constructs, outsiders, undead, fiends. Gives boosts of +3/6/10 based on level of mutagen.

Yellow Mutagens Gives boost to attributes. Dropped by ooze, giants, humanoids, vermin, animals. Gives boost of +1/2/3 based on mutagen levels.

Witcher Training Gain feats Quickdraw, Dodge, Power-attack, Combat Reflexes, Weapon focus(Bastard Swords) and Weapon Specialization(Bastard Swords).

Combat Prowess When a Witcher lands a Critical attack he may choose whether to attack again in the same turn with a -5 mod to damage, or to allow the attack to do damage as a default Critical. They also have the ability to deflect one arrow per round as a free action when they have a sword drawn. Additional arrows may be deflected with a DC 15 Reflex save.

Witcher Signs:

A Witcher can channel powers manifested and granted to him from nature. A Witcher learns these signs at a young age during their training. Using a sign takes a standard action. After using a sign a Witcher becomes subject to a cooldown, and until that cooldown finishes they may not cast any signs regardless of it's type. Sign DCs are 10+half Witcher level+ Witcher Int. These signs are;

Aard A telekinetic wave that can throw back or knock down an opponent. Aard can inflict lesser or greater damage(Based on if they hit items when being knocked back). This sign can also be used to destroy obstacles, for example crumbling walls or stacks of barrels.

Igni A sign which gives the witcher control of fire, normally in the form of a gush of flames that wound opponents. If the target reaches -10 from this sign the target incinerates. It can also be used to detonate fireplaces or flammable gases emitted by some bombs. When being used for lesser/minor instances such as lighting a small campfire, a cigarette, a candle or putting them out the sign does not require a cooldown period.

Yrden A magical trap placed on the ground, which will wound and immobilize opponents. The sign allows you to place a single Yrden sign on the ground. This sign is invisible to the natural eye. However, may still be seen by those with keen alertness(Spot DC 30). Once stronger the Witcher may be able to place up to three Yrden signs at a time. These will work in unison, creating an impassible barrier.

Quen A protective shield that lasts 5 rounds or until destroyed. It is a sign that the Witcher uses on himself/herself – Quen absorbs all damage directed at the Witcher, once stronger, the Witcher can reflect some of the damage back toward to enemy and heal themselves.

Axii A charm placed on an opponent. If the charm attempt is successful, the enemy will become your ally for a short while, fighting at your side. This effect is short and is incapable of lasting longer than indicated. Once the time runs out the enemy recalls nothing and is fatigued.

The following chart shows the details to the effects of signs as the Witcher grows better:

Magic Efficiency
Lesser. Stand. Inter. Super. Master. Effect
Aard 1d6 1d8 1d12 2d8 1d20 On impact, Fortitude save or be knocked back 5ft per level
Igni 1d6 1d12 2d8 1d20+2 1d20 1d8 Reflex save for half damage
Yrden(Damage) 1d4 1d4 3d4 4d4 5d4 -
Yrden(Paralyzes) 1rd 1rd 3rd 4rd 5rd Will Save to resist paralysis
Quen(HP) 10hp 25hp 50hp 80hp 120hp Takes this much damage before breaking
Quen(Reflect/Heal) -- 5% 10% 20% 30% Deflects this percentage of damage to attacker and heals caster
Axii 1rd 2rd 3rd 4rd 5rd Will negates


Witcher Alchemy:

Upon Reaching 3rd level, Witcher may be able to create Witcher Potions. These potions may augment Witchers by granting them special abilities, bonuses, immunities, and cures. In addition these potions may be used by witchers only. Anyone else trying to use Witcher Potions are affected by the effects of the spell poison. Witcher require alcohol, mutagens and standard alchemy ingrediants to brew their potions. Enhanced versions of the potions require a DC 25 Craft Witcher Potion check to make and Supreme versions require a DC 45 Craft Witcher Potions to make.

Black Blood 5 rnds, deal 2d8 dmg to creature that bite you and an additional 1d8 to vampires

En. Black Blood 7 rds, deal 2d8+2 dmg to creatures that bite you and an additional 1d8+2 to vampires

Sup. Black Blood 10rds, 3d8+4 dmg to creatures that bite you and an additional 1d8+5 to vampires

Blindweed 5rds, resist acid 10

En. Blindweed 7rds, resist acid 20

Sup. Blindweed 10rds, resist acid 40

Blizzard 2rds, +2 dodge ac, +2 reflex saves

En. Blizzard 3rds, +5 dodge ac, +5 reflex saves

Sup. Blizzard 5rds, +5 dodge ac, +5 reflex saves, can't be made Flat-Footed

Cat 40rds, 100ft dark/low-light vision, gain blindfight

En. Cat 80rds, 150ft dark/low-light vision, gain blindfight

Sup. Cat 120rds, 200ft dark/low-light vision, gain blindfight, immune to hypnosis

Fullmoon 10 rds, +2 con

En. Fullmoon 15rds, +3 Con

Sup. Fullmoon 30rds, +5 Con

Golden Oriole 10rds, poison immunity, end poisoning

En. Golden Oriole 20rds, poison immunity, ends poisoning

Sup. Golden Oriole 30rds, poison immunity, ends poisoning, poison dmg heals witcher

Killerwhale 30rds, do not need to breathe

Maribor's Forest 6rds, +2 atk

En. Maribor's Forest 10rds, +5 atk

Sup. Maribor's Forest 15rds, +10 atk

Petri's Philter 5rds, signs do 50% more powerful

En. Petri's Philter 10rds, signs are 100% more powerful

Sup. Petri's Philter 15rds, signs are 150% more powerful

Shrike 10rds, +2d6 dmg to crits

En. Shrike 10 rds, +2d6+2 dmg to crits

Sup. Shrike 10rds, + 3d6+3 dmg to crits

Swallow 3rds, +5 fast healing

En. Swallow 3rds, +8 fast healing

Sup. Swallow 4rds, +12 fast healing

Tawney Owl 5rds, reduce sign cooldown by one round, , tire half as fast

En. Tawney Owl 7rds, reduce sign cooldown by 2 rounds, , tire half as fast

Sup. Tawney Owl 10rds, reduce sign cooldown by 3 rounds, , tire half as fast, infinite endurance between 6pm and 6am

Thunderbolt 5rds, +5 dmg

En. Thunderbolt 10rds, +10 dmg

Sup. Thunderbolt 10rds, +10 dmg, all crits auto confirmed

White Honey Instant, Clears all potion toxicity

White Rafford's Decoction Instant, heal 50Hp

En. White Rafford's Decoction Instant, heal 125HP

Sup. White Rafford's Decoction Instant, Heal 200HP

Willow 10rds, resist knockdown/trip attempt +10

En. Willow 10rds, resist knockdown/trip attempt +20

Sup. Willow 10rds, immune to knockdown/trip attempt

Witcher Styles:

Witcher Styles help Witchers fight against multiple types of creatures and over come them. The Witcher may want to switch his styles during combat to better help in defeating the creature. These Styles are Wolf(Strong), Cat(Fast)and Griffon(Group).Wolf(or Strong) helps boost the Witchers damage to help him by pass Damage Reduction or kill High Hp creatures quicker. Cat(or Fast) helps the Witcher attack creatures "faster" to ensure that his/her attack hit. The last style, the Griffon(or Group) Style helps Witchers fight multiple targets, Witchers using this style target 1 enemy and attacks it regularly. However, a percentage (Look at chart below) carries over to all the surrounding enemies(this does not reduce the damage upon the Witchers original target). Lastly, because of the how the styles Cat and Griffon the Witcher can not use Power Attack due to the inability to strike hard when either attacking quickly or attacking multiple targets. Using a witcher style of swordplay is a full round action.

Styles Or Efficiency
Lesser Standard Intermediate Superior Master Notes
Cat +2 +4 +7 +9 +12 Adds to atk, -half to dmg
Wolf +2 +4 +7 +9 +12 Adds to dmg, -half to atk
Griffon 22% 40% 50% 60% 80% -5 to atk and dmg to main target

Swift Tracker Upon reaching 11th level, a Witcher can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

Charge Sign Upon reaching 11th Level, a Witcher can charge his Signs to increase intensity and effect. Witchers charging their signs may take a full action rather than a standard and gain the effects granted by using the meta-magic feat Empower Spell. This grants all variable, numeric effects of an empowered spell to increased by one-half. Saving throws and opposed rolls are not affected, nor are spells without random variables.


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