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Witcher Template[edit]

"Witcher" is an inherited template that can only be added to male humans (referred to hereafter as the base creature).

A Witcher uses all the below statistics and special abilities.

Speed: A Witcher has exceptionally increased speed (+10 to base speed up to light armor)

Special Qualities: A Witcher gains all the special qualities described below.

Trial of the grasses: Mutation that lets a witcher withstand the toxicity of potions that would normally kill mundane races. When a witcher consumes a witcher potion, his toxicity levels increases from 0 to a maximum of 100. Toxicity levels decrease by 1 per round. When toxicity levels reaches 50% the witcher’s body starts to look poisoned as veins start turning black and his skin becomes more pale. At 70% the witcher’s body is nearing the safe threshold of toxicity and the body looks worse than before and can only use half a turn. At 90% the witcher’s body is starting to take a toll on itself and the witcher becomes fatigued. At 95% the witcher’s body exceeds the safe threshold and his fast healing stops, the witcher starts to loose 5 points of health per round and an additional point every higher percentage until toxicity levels falls under 95%. If toxicity levels ever reaches 100% or higher the witcher becomes unconscious. If toxicity levels reaches 110% the witcher dies on the spot. Being poisoned while having toxicity increases toxicity by the DC of the poison and increases by 1 every round until the poison has stopped.

Sterility: A witcher cannot passed on their traits.

Cat eyes: With their cat eyes a witcher possess Low Light Vision (Ex).

Blind resitance: A witcher can constrict their pupils to see in blinding light and gains a +2 on binding saves cause by light.

Enhanced reflexes: A witcher gains a +1 dodge bonus to armor class (using no armor or light armor).

Master swordsman ship: A witcher gains a +1 deflection bonus to armor class (using swords).

Extraordinary reflexes: A witcher possess Uncanny dodge (Ex) and Improve uncanny dodge (Ex).

Disease immunity: A witcher possess immunity to all diseases.

Toxic resitance: A witcher is highly resistant to poison and gains a +4 on poison saves.

Fast healing (Ex): A witcher has accelerated healing and gains +3 hp every round however during combat their adrenaline slows their healing and gains +1 hp every two rounds. Accelerating healing stops once the witcher’s hit points reach 0.

Increased lifespan: A witcher has an incredibly long lifespan. The oldest witcher is said to be over 4 centuries old.

Abilities: Increase from the base creature as follows Str +2, Dex +4, Con +4, Int +2, Cha -2.

Feats: Witchers gain Alertness, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes

Level Adjustment: Same as the creature +4

Witcher[edit]

screen_shot_2015-06-17_at_10.22.09.png Geralt of Rivia

The Witcher is a human who has undergone extensive training, ruthless mental and physical conditioning, and mysterious rituals (which take place at "witcher schools") in preparation for becoming an itinerant monsterslayer 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. Three out of ten children survive the trials. Witchers don't often get the respect they deserve, usually people see them as freaks of nature.

Adventures: Witchers are destined to adventure out in the world and slay any monsters to come upon. But whatever their main reasons may be, it always comes down to how much coin is in it for them. Witchers do nothing for free, for it is their only trade. As long as the coin is right, witchers will hunt down just about anything. When on their free time, some adventure out to seek exotic treasures for better weapons and armor.

Characteristics: Witchers are formidable and often overwhelming opponents to more mundane races thanks to their superhuman physical prowess, regenerative capabilities, and magic. However, they are not infallible, as they can still make mistakes, take a misstep in battle against mundane men or supernatural demons, or be overwhelmed by sheer numbers and individuals who have the skill to match a witcher, though rare is the individual who managed to slay a witcher out of skill rather than dumb luck or by ambush. Witchers only have one true weakness, portals, witchers hate portals.

Alignment: Witchers are said to have no capacity for emotions. Considering the rigors of their training and the dangers they face on a day-to-day basis, one might simply never had the time or exposure to society to develop or recognize the reactions to mundane experiences that most take for granted. A combination of their hard training, genetic modifications, and seclusion from society that may encourage blunted emotional expressions, so they are mainly of the neutral alignment but some might branch to any neutral alignment, one might play the hero of the village or the butcher of the village. Witchers tend to stay out of politics and are known for their neutrality in situations.

Religion: Whether witchers believes in gods or not, they have no reason to be faithful to them or worship them for they rather trust in the knowledge and skills that they’ve picked up from training and their journeys.

Background: Witchers are either brought to witcher schools on purpose or are taken by the law of surprise which dictates that a man saved by another is expected to offer to his savior a boon whose nature is unknown to one or both parties, in the case of the witcher trade it's mostly the first born child. These witcher schools are hidden from the outside world and only witchers know the path to keep. The children must then past all the witcher trials. These trials are a secret to only witchers. Once that's over they train and study to become a witcher every day until they are ready to travel off and to become full fledged witchers.

Race: Only male human witchers are known to exist because of their adaptable bodies at a young age. Witcheresses and witchers of other races are only rumored.

Other Classes: Witchers usually don't work with others because for the most part others tend to get in their way or hold them back. But a group may hire a witcher to be their companion as long as there is monsters and coin involved. It is very rare for a witcher to abandon their trade to take part in a group and even less for free.

Role: The witcher's role is solely meant to slay monsters. They are also experts on tracking because of their super human senses they can see tracks and smell scents no ordinary man can see. If they are ever in a group they would usually take the lead for their high perception. In a battle, they are in the front lines having others stand back from afar to lend support. Witchers are also trained at lifting curses if aware of the correct curse and if it can be lifted. Witchers can also create bait traps for monsters only if they are aware of the monsters they face.

Game Rule Information[edit]

Witchers have the following game statistics.

Abilities: Strength is important for witchers to improve their melee attacks and damage rolls. Dexterity is important for witchers who want to be quick on their feet. Constitution is important for witchers to increase their hit points and to endure nature. Intelligence is important for witchers to increase their knowledge of combat against certain monsters and increase the resitance of their signs. Wisdom is important for witchers to increase their senses.

Alignment: Neutral.

Hit Die: d10.

Requirement: The character must have acquired the Witcher Template and training from a witcher school.

Special: When the character levels up in this class they can no longer level up in any other class.

Table 1: The Witcher[edit]

Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st +1 +2 +2 +0 Witcher alchemy, battle trance, signs, track
2nd +2 +3 +3 +0 Sixth sense, investigator, self-sufficient
3rd +3 +3 +3 +1 +10 toxicity, +1 adrenaline maintain, acrobatic
4th +4 +4 +4 +1 Endurance
5th +5 +4 +4 +1 Mobility
6th +6/+1 +5 +5 +2 Spring attack
7th +7/+2 +5 +5 +2 +20 toxicity, undying
8th +8/+3 +6 +6 +2 Deflect arrows
9th +9/+4 +6 +6 +3 Power attack
10th +10/+5 +7 +7 +3 Improve sunder
11th +11/+6/+1 +7 +7 +3 +30 toxicity, +2 adrenaline maintain, whirlwind attack
12th +12/+7/+2 +8 +8 +4 Lightning precision
13th +13/+8/+3 +8 +8 + 4 Swift tracker
14th +14/+9/+4 +9 +9 +4 Crippling shot
15th +15/+10/+5 +9 +9 +5 +40 toxicity, razor focus
16th +16/+11/+6/+1 +10 +10 +5 Crippling blows
17th +17/+12/+7/+2 +10 +10 +5 Evasion
18th +18/+13/+8/+3 +11 +11 +6 Sunder armor
19th +19/+14/+9/+4 +11 +11 +6 +50 toxicity, +3 adrenaline, battle frenzy
20th +20/+15/+10/+5 +12 +12 +6 Flood of anger

Class Skills[edit]

The witcher's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Alchemy) (Int), Craft (Monster Trap) (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Intimate (Cha), Jump (Str), Knowledge (Arcana, Geography, Local, Nature, Religon, The Planes) (Int), Listen (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).

Skill Points at 1st Level: (6 + Int modifier) × 4.

Skill Points at Each Additional Level: 6 + Int modifier.

Class Features[edit]

Weapon and Armor Proficiency: Witchers are proficient with all simple and martial weapons plus the bastard sword and the hand crossbow. Witchers are proficient with light and medium armor but not shields.

Witcher Alchemy: Alchemy for a witcher is set up into three categories, Brewing, Oil Preparation, and Bomb Creation. Brewing is the process of crafting potions and decoctions. Potions serve as buffs to temporary stats or ability bonuses. Decoctions are a special ultra-powerful subtype of potion and the buffs are much greater but adds much more toxicity. Oil preparation is the process of crafting oils and applying them on weapons to increase the damage for the particular foe the oil targets. Only one oil can be applied on weapon. Until that oil runs out or is cleaned off a new one may be applied. Oils can only be applied outside of combat. Bomb Creation is the process of crafting bombs which are area-effecting, thrown projectiles which can damage, stun or cause other effects on clustered groups of enemies. Bombs can be used to deal direct damage, damage-over-time, stun, or other temporary effects which serve as combat advantages. To craft these items, the required ingredients must be acquired first by purchasing them from an alchemist. When crafting, the witcher makes a craft alchemy check to successfully craft the item. The difficultly class varies depending on the item being crafted. To replenish the used items, the process must be repeated.

Battle Trance (Ex): The witcher uses his adrenaline as a power boost. The longer the battle, the more powerful the witcher becomes. As the battle intensifies, the more intense the witcher’s adrenaline becomes. Blows landed during combat generate adrenaline points to a max of 3 adrenaline points. Every 10 successful attacks generates 1 adrenaline point. Each adrenaline point increases the witcher’s strength modifier by +2. 1 adrenaline point is loss upon taking damage from a single attack made against.

Signs (Sp): A versatile form of magic that allows witchers to cast spells and enchantments with simple hand gestures known as signs that serve very well for someone with a sword in one hand to add a variety of improvisation to their efforts. Witchers can use up to 3 signs a day for each path, the number of signs used per day is increased by sign intensity. Sign intensity also increases the effect of signs. All signs are somatic components. All signs are spell resistance. All signs do not require concentration checks unless casting defensively. Signs require one hour of mediation to be replenish. The witcher’s caster level is equal to half his class level.

Track: A witcher gains Track (see page 101 in the players handbook) as a bonus feat.

Sixth Sense (Su): A witcher's sixth sense is a supernatural ability that when activated allows a witcher to sense clues, tracks, smells, or sounds that no ordinary human can. This ability can only be activated out of combat as a free action. When activated, a witcher can sense any tracks or clues that appear in the area. When tracks appear, the witcher can follow the tracks until they end. When clues appear with a scent attached to it, the witcher can then follow the scent until it ends. When activated, objects of interest can also be detected within the area as well as traps. When activated, a witcher can sense sound waves from afar and as the witcher gets closer to the source, the sound is more clear. While using sixth sense, a witcher gains +8 to Listen, Search, and Spot checks also to survival checks when tracking.

Investigator: A witcher gains Investigator (see page 97 in the players handbook) as a bonus feat.

Self-Sufficient: A witcher gains Self-Sufficient (see page 100 in the players handbook) as a bonus feat.

Metabolism Control (Ex): Starting at 3rd level and every four levels after, the maximum toxicity is increased by +6.

Resolve (Ex): Starting at 3rd level and every eight levels after, the amount of attacks it takes to loose adrenaline points is increased by +1

Acrobatic: A witcher gains Acrobatic (see page 89 in the players handbook) as a bonus feat.

Endurance: A witcher gains Endurance (see page 93 in the players handbook) as a bonus feat.

Mobility A witcher gains Mobility (see page 98 in the players handbook) as a bonus feat.

Spring Attack: A witcher gains Spring Attack (see page 100 in the players handbook) as a bonus feat.

Undying (Ex): As the witcher’s adrenaline spikes up, he uses his that adrenaline to survive life threatening attacks. When hit points reaches 0, adrenaline points (if available) will be consumed to restore hit points. Each adrenaline point restores 1d10 hit points.

Deflect Arrows A witcher gains Deflect Arrows (see page 93) in the players handbook) as a bonus feat.

Power Attack: A witcher gains Power Attack (see page 98) in the players handbook) as a bonus feat.

Improved Sunder: A witcher gains Improved Sunder (see page 96) as a bonus feat at 9th level.

Whirlwind Attack: A witcher gains Whirlwind Attack (see page 102) in the players handbook) as a bonus feat.

Lightning Precision: The witcher's accuracy with a hand crossbow becomes more precise as he hones his lightning reflexes. For one round, the witcher sharpens his senses and studies the targets movements but can only use move actions and he can still analyze his target even if his target notices him. On his next round, time is slowed from his sharp reflexes and gains a +10 on his attack roll and while preforming this attack the critical threat range is doubled. When a flying creature gets struck from this attack it must make a fortitude save or it will be knocked down from the sky (DC is 10 + class level + intelligence modifier).

Swift Tracker (Ex): 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.

Crippling Shot: The witcher becomes more knowledgeable on the anatomies of his targets and knows exactly where to strike to shut them down. While using the hand crossbow, critical hits disable all the target’s special abilities for 1d5 rounds so long as the witcher knows exactly the type of creature he’s up against. Special abilities are either extraordinary (Ex), spell-like (Sp), or supernatural (Su).

Razor Focus (Ex): The witcher sharpens his adrenaline the second he meets he meets his enemy. The witcher instantly gains 1 arenaline point when entering combat. The arenaline points generated by blows are increased by 2.

Crippling Blows: The witcher’s attacks become more deadly and now causes bleed effects. Damage delt with attacks now has an additional bleed damage. A creature that is taking bleed damage takes 1 point of damage at the beginning of its turn and increases by 1 on every successful hit. When dealing a critical hit the target takes 1 point of constitution damage from blood loss and increases by 1 on every successful critical hit. The critical hit does not multiply the constitution damage. Bleeding can be stopped by a DC 15 Heal check or through the application of any spell that cures hit point damage (even if the bleed is ability damage). Creatures immune to critical hits are immune to bleeding effects.

Evaision (Ex): A witcher can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon’s fiery breath or a fireball), he instead takes no damage. Evasion can be used only if the witcher is wearing light armor or no armor. A helpless witcher (such as one who is unconscious or paralysed) does not gain the benefit of evasion.

Sunder Armor: The witcher’s power attacks become more devastating and now reduces damage resitance. Damage delt with power attack now permanently decreases a creature’s AC. A creature that takes damage from this attack looses 1 point towards their AC on every successful hit and is multiplied on a critical hit even if the target is immune to criticals. The decrease in AC points only affect armor bonus and natural armor bonus, any other AC bonus is not affected.

Battle Frenzy (Ex): The witcher’s attacks become more deadly as his adrenaline builds up. Battle trance now increases the critical threat range by one per adrenaline point.

Flood of Anger (Ex): As his adrenaline reaches his max, the witcher’s signs are powered by his intense rage. When casting a sign, 3 adrenaline points (if available) will be consumed to increase the sign intensity by 3.

Witcher Handbook[edit]

The handbook to all witchers. This is an in game item. The cover of the book is a head of an animal or monster symbolizing which school the witcher came from.

Witcher Bestiary:[edit]

When witchers where done with sword training for the day, they studied in the library learning about every monsters that where ever recored in bestiaries. All witchers who have their handbook in their gear gain a +1 on knowledge arcana, nature, religion, and the planes checks.

Artifacts:[edit]

Witcher medallion: The witchers' medallion is a meteorite silver symbol of the witchers' profession. Each one is shaped to represent the school a witcher comes from. It is sensitive to magic, vibrating and tugging on its chain when spells are being cast or magical beings, like genies, are present. This magic medallion is given to every young witcher candidate who has passed the Trial of the Grasses. The origin of the first medallions is unknown, though it is assumed they were made in the magic forge at witcher keeps. The medallions vibrate in response to magic in all its forms, including curses, charms, and spells. They also warn of lurking monsters born of magic or magic experimentation. However, witcher medallions are not foolproof, certain monsters such as dopplers and higher vampires remain undetected whenever in range of a medallion. No monster can touch a witcher's medallion, if a monster touches the medallion they burn and take 1d4 damage. The medallion can be tuned to detect either monsters, magic, or danger. If tuned for monsters any non humanoids/animals in a 30ft radius will make the medallion vibrate letting the witcher know that monsters are near by. If tuned for magic the witcher acts as if he has detect magic but in a 30ft radius. If tuned for danger the witcher acts as if he has evasion. The medallion can only be tuned durning meditation and once tuned cannot be tuned for 24 hours. If the medallion every looses its magic permanently the only way to reactive is back at the witcher school in the circle of elements where witchers forge their medallions. It takes a full 24 hours to activate. While wearing this medallion the witcher receives resistance to magic spells and gains +2 on saving throws against spells and spell-like effects.

Materials:[edit]

Meteorite silver: A strange silver metal that fell from the sky. This silver metal has the ability to by pass all damage reduction except adamantine damage reduction, magic damage reduction and weapon damage reductions (blundering, piercing and slashing).

Table 2: Signs[edit]

Level Sign Paths of sign
1st Somne Path of somne
2nd Aard Path of aard
3rd Igni Path of igni
4th Axii Path of axii
5th Quen Path of quen
6th Yrden Path of yrden
7th Sign intensity adapt Path of intensity
8th Energy sweep Path of aard
9th Firestream Path of igni
10th Puppet Path of axii
11th Active shield Path of quen
12th Magic trap Path of yrden
13th Sign intensity expert Path of intensity
14th Shock Wave Path of aard
15th Pyromaniac Path of igni
16th Domination Path of axii
17th Shield discharge Path of quen
18th Supercharged glyphs Path of yrden
19th Heliotrop Path of heliotrop
20th Sign intensity master Path of intensity

Sign Discriptor[edit]

Somne: A very simple magical offensive sign used by witchers. It is a bright white light used to put a target to sleep. Casting time is 1 standard action and can't cast durning combat unless undetected. Range is personal with an area of 5ft radius. Duration is 15 (30, 45, 60) minutes. Saving throw is will negates with a DC of 10 + intelligence modifier + sign intensity (+2, +4, +6).

Aard: A simple magical offensive sign used by witchers. It is comprised of a telekinetic thrust that can stun, repel, knock down or disarm opponents, as well as blow out any existing fires or any type of gase like forms (poison, fog, etc), blast open poorly secured doors, or punch through cracked or damaged walls or floors. Casting time is a standard action. Range is 15ft cone. Duration is instantaneously. Saving throw is fortitude partial with a DC of 10 + intelligence modifier + sign intensity (+2, +4, +6). Opponents who fail the save are knocked down for 1 round (2, 3, 4). Opponents who make the save are staggered for 1 round. Flying creatures up to one size larger are always knocked down but if they make the save they're only knocked down for 1 round. If the opponent rolls a natural 1 the opponent is disarmed. Outside of combat the witcher can harness a small amount of telekinetic energy to put out candles, campfires and other fire sources without spending a sign.

Igni: A simple magical offensive sign used by witchers. It is comprised of a pyrokinetic burst that can repel and ignite opponents as well as start fires. Casting time is a standard action. Rang is 15ft cone. Duration is instantaneously. Saving throw is reflex half with a DC of 10 + intelligence modifier + sign intensity (+2, +4, +6). Opponents who fail the save are staggered for 1 round and takes 2d6 of fire damage (3d6, 4d6, 5d6). Opponents who make the save only receive half damage. Opponents who roll a natural 1 are caught on fire. Outside of combat the witcher can harness a small amount of fire energy to ignite candles, campfires and other fire sources without spending a sign.

Axii: A simple magical offensive sign used by witchers. It is a mental wave that triggers a charm on an opponent's mind. Casting time is a standard action. Range is 50ft. Duration varies. Saving throw is will negates with a DC of 10 + intelligence modifier + sign intensity (+2, +4, +6). In combat axii charms an opponent's mind to stun, temporarily eliminating him from combat. Duration is 2 round (3, 4, 5). Axii can also be used in conversations with other characters in some cases, though some people are strong willed and can resist it. Duration is 10 minutes. This form axii can even be used to calm mounts or tame wild animals. The effect of axii can only control 1 mind at a time.

Quen: A simple magical defensive sign used by witchers. It is a protective field that forms around the caster and is used to block all physical damage and all energy damage except sonic and force damage. Casting time is a standard action. Range is personal. Duration is 1 minute. The protective filed can absorb damage up to 1/4 (+5, +10, +15) of the casters HP. Once the field is broken it explodes in a 10ft radius causeing a reflex save of a DC of 10 + intelligence modifier + sign intensity (+2, +4, +6) and deals 1d2 damage (2d2, 3d2, 4d2) on failed saves, the caster does not take damage from the explosion. If the damage depletes the protective filed, the caster takes any damage leftover. If an opponent lands a successful critical on it's attack the protective filed automatically brakes and receives full damage.

Yrden: A simple magical offensive sign used by witchers. It is a magic circle that surrounds the area of the caster's square and is used to slow down time to anyone who enters the circle. Yrden also has the effect to change ethereal creatures to material and incorporeal creatures to corporeal but those creatures aren’t affected by yrden’s other effects. Invisible creatures only have a 20% miss chance instead of 50% while under the effect. Yrden can also be used to close any type of portal. Creatures who are not affected by the magic circle are witchers, dragonoids and feline creatures. Casting time is a standard action. Range is touch with an area of 20ft radius. Duration is 10 rounds (11 rounds, 12 rounds, 13 rounds). Saving throw is will partial with a DC of 10 + intelligence modifier + sign intensity (+2, +4, +6). Creatures who fail the save move at half movement and take -2 to Str and Dex (-4, -6, -8). Creatures who make the save only move at half movement.

Sign intensity adapt: Increases the effects of all very simple and simple magical signs and increases the number of signs per day to 4.

Energy sweep: An intermediate magical offensive sign used by witchers and is also the alternate sign mode of aard. It is comprised of a telekinetic explosion that stuns, staggers, or knocked down opponents in its radius. Casting time is a full round action. Range is touch with a 15ft radius. Duration is instantaneously. Saving throw is reflex half with a DC of 10 + intelligence modifier + sign intensity (+4, +6). Opponents who fail the save are staggered for 2 rounds (3, 4). Opponents who make the save loose a move action. Flying creatures up to the same size are knocked down on a failed saved and staggered for 1 round on a successful save. Opponents who roll a natural 1 are knocked down.

Firestream: An intermediate magical offensive sign used by witchers and is also the alternate sign mode of igni. It is comprised of a pyrokinetic stream that damages and ignite opponents. Casting time is a full round action. Range is 20ft line. Duration instantaneously. Saving throw is reflex half with a DC of 10 + intelligence modifier + sign intensity (+4, +6). Opponents who fail the save take 4d4 of fire damage (8d4, 12d4). Opponents who make the save only receive half damage. Opponents who roll a natural 1 are caught on fire.

Puppet: An intermediate magical offensive sign used by witchers and is also the alternate sign mode of axii. It is a mental force that triggers an opponent to become an ally for a short period of time. Casting time is a full round action. Range is 25ft. Duration is 3 rounds (4, 5). Saving throw is will negates with a DC of 10 + intelligence modifier + sign intensity (+4, +6). Opponents who fail the save becomes a temporary ally and fights alongside the caster. The effect of axii can only control 1 mind at a time.

Active Shield: An intermediate magical defensive sign used by witchers and is also the alternate sign mode of quen. It is a protective bubble that forms around the caster and is used to block all physical damage and all energy damage except sonic and force damage, damage absorb by the bubble restores the caster's HP. Casting time varies. Range is personal. Duration varies. To use the protective bubble, it cost a full round action and remains for 30 seconds. The bubble can absorb up to 1/3 (+10, +15) of the caster's HP and any damage absorb restores health. When the bubble is up the caster moves at half movement and can only use a move action. The caster can deactivate the bubble at the start of his round as a standard action. Once the bubble is broken or deactivated it explodes in a 20ft radius causeing a reflex save of a DC of 10 + intelligence modifier + sign intensity (+4, +6) and deals 2d2 damage (3d2, 4d2) on failed saves, the caster does not take damage from the explosion. If the damage depletes the protective bubble the caster takes any damage leftover. If an opponent lands a successful critical on it's attack the protective bubble automatically brakes and receives full damage.

Magic Trap: An intermediate magical offensive sign and is also the alternate sign mode of yrden. It is a magic pulse placed in the caster's square and is used to damage and slow enemies in it's radius, it also destroys any projectiles passing through its radius. Magic trap also has the effect to change ethereal creatures to material and incorporeal creatures to corporeal but those creatures aren’t affected by yrden’s other effects. Invisible creatures only have a 20% miss chance instead of 50% while under the effect. Creatures who are not effected by the magic circle are witchers, dragonoids, and feline creatures. Casting time is a full round action. Range is touch with a 30ft radius. Duration 4 charges (8, 12). Saving throw is fortitude partial with a DC of 10 + intelligence modifier + sign intensity (+2, +4, +6). Creatures who fail the save take -1 to Str and Dex (the effect stacks with each successful charge), they also take 1d4 of damage (2d4, 3d4), they also move at half movement. Creatures who make the save only receive half damage. Any projectile that passes through the radius is automatically destroyed but waste a charge. The charges only attack one enemy at a time, whoever is closer to the sign. The effect last for 1d4 rounds and is stacked with each successful charge.

Sign intensity expert: Increases the effects of all very simple, simple and intermediate magical signs and increases the number of signs per day to 5.

Shock wave: An advanced magical sign used by witchers. It temporary adds the effect of electricity to the sign path of aard and increases the range by 5ft. Aard now deals 2d8 shock damage (3d8). Energy sweep now deals 2d6 shock damage (3d6). Opponents who make the save only take half damage. Casting time is a free action. Range is personal. Duration is 5 minutes.

Pyromaniac: An advanced magical sign used by witchers. It temporary adds the effect of burning to the path sign Igni and melts armor when opponents catch on fire (armor bonus decreases by 1d4). Igni now has a 30% chance to catch an opponent on fire (60%). Firestream now has a 40% chance to catch an opponent on fire (80%). When this sign is active, opponents will always have to roll percentiles when the sign hits. If opponents fail the percentile they are on fire and takes 1d6 fire damage. On their next round they will be able to make a reflex save to stop the fire (see page 303 of the DMG for "catching on fire"). Casting time is a free action. Range is personal. Duration is 5 minutes.

Domination: An advanced magical sign used by witchers. It temporary increases the number of minds to control to the path sign axii and failed attempts causes opponents to be staggered for one round. Axii can now control 2 minds at a time (3). Puppet can now control 2 minds at a time (3). Casting time is a free action. Range is personal. Duration is 5 minutes.

Shield discharge: An advanced magical sign used by witchers. It temporary adds the effect of damage reflection to the path sign quen and causes opponents to be staggered by the explosion and knocked down on natural one saves. When quen is absorbing damage, the attacker receives 1/4 of the damage delt (1/2). When active shield is absorbing damage, the attacker receives 1/4 of the damage delt (1/2). Casting time is a free action. Range is personal. Duration is 5 minutes.

Supercharged glyphs: An advanced magical sign used by witchers. It temporary adds the effect of health depletion to the path sign yrden and increases the range by 10ft. Enemies under the influence of yrden lose 3 HP every round (6). Enemies under the influence of magic trap lose 3 HP every round (6). Opponents who make the save only lose 1 HP every round (3). Casting time is a free action. Range is personal. Duration is 5 minutes.

Heliotrop: An ultimate magical defensive sign used by witchers. It slows down time briefly while preparing a protective barrier that negates all magic. Casting time is a ready action / standard action. Range is touch. Duration is until discharge / instantaneously. The protective barrier is activated when the caster readies in action to nullify any spell targeted at the caster. When the sign is in ready action state, time slows down brifefly giving the caster a +1 towards their reflex saves and their attacks and dodge bonus towards their AC, the caster can not cast any other signs but can still attack. When a spell is fired at the caster, the caster makes a reflex save to catch the spell. If the spell is invisible to the eye the caster must have the witcher medallion to be set to detect magic in order to use his reflex save. If the caster fails then the caster receives the full effect from the spell. When the spell is successfully caught the caster makes a concentration check to dispel it. If the caster fails then the caster receives the full effect from the spell +1d12 from the explosion caused by the failure of the dispelling and the caster is knocked out for 1d10 rounds. The caster receives no damage if successfully caught and dispelled the spell. The DC for the save and checks is the same as the spellcaster's DC for their spells. "Sign intensity" gives a +2 for the concentration check. The caster can also use a standard action to touch any magic and negate it by succeeding on the concentration check. While using this sign, it consumes 1 sign per day from each path of signs. If just one path of sign has no sign per day available, then the sign would not be complete.

Sign intensity master: Increases the effects of all very simple, simple, intermediate, advanced, and ultimate magical signs and increases the number of signs per day to 6.

Table 3: Oils[edit]

Oils take 3 minutes to craft. To upgrade an oil to enhanced would take an extra minute plus another minute to upgrade to superior. To apply an oil on a weapon would take 1 minute outside of combat. The oil runs out when it no longer has an charge. Charges are the amount of successful it would take to use up the oil. Another oil cannot be applied until the oil dries up, runs out of charges or if the oil is wiped off allowing room for another oil to be applied which also takes 1 minute.

Oil Damage Charges Ingredients’ Price Crafting DC
Aberration oil 1d4 10 20 gp DC 10
Enhanced aberration oil 2d4 15 40 gp DC 12
Superior aberration oil 3d4 30 60 gp DC 14
Animal oil 1d4 10 20 gp DC 10
Enhanced animal oil 2d4 15 40 gp DC 12
Superior animal oil 3d4 30 60 gp DC 14
Construct oil 1d4 10 20 gp DC 10
Enhanced construct oil 2d4 15 40 gp DC 12
Superior construct oil 3d4 30 60 gp DC 14
Dragon oil 1d4 10 20 gp DC 10
Enhanced dragon oil 2d4 15 40 gp DC 12
Superior dragon oil 3d4 30 60 gp DC 14
Elemental oil 1d4 10 20 gp DC 10
Enhanced elemental oil 2d4 15 40 gp DC 12
Superior elemental oil 3d4 30 60 gp DC 14
Fey oil 1d4 10 20 gp DC 10
Enhanced fey oil 2d4 15 40 gp DC 12
Superior fey oil 3d4 30 60 gp DC 14
Giant oil 1d4 10 20 gp DC 10
Enhanced giant oil 2d4 15 40 gp DC 12
Superior giant oil 3d4 30 60 gp DC 14
Humanoid oil 1d4 10 20 gp DC 10
Enhanced humanoid oil 2d4 15 40 gp DC 12
Superior humanoid oil 3d4 30 60 gp DC 14
Magical beast oil 1d4 10 20 gp DC 10
Enhanced magical beast oil 2d4 15 40 gp DC 12
Superior magical beast oil 3d4 30 60 gp DC 14
Monstrous humanoid oil 1d4 10 20 gp DC 10
Enhanced monstrous humanoid oil 2d4 15 40 gp DC 12
Superior monstrous humanoid oil 3d4 30 60 gp DC 14
Ooze oil 1d4 10 20 gp DC 10
Enhanced ooze oil 2d4 15 40 gp DC 12
Superior ooze oil 3d4 30 60 gp DC 14
Outsider oil 1d4 10 20 gp DC 10
Enhanced outsider oil 2d4 15 40 gp DC 12
Superior outsider oil 3d4 30 60 gp DC 14
Plant oil 1d4 10 20 gp DC 10
Enhanced plant oil 2d4 15 40 gp DC 12
Superior plant oil 3d4 30 60 gp DC 14
Undead oil 1d4 10 20 gp DC 10
Enhanced undead oil 2d4 15 40 gp DC 12
Superior undead oil 3d4 30 60 gp DC 14
Vermin oil 1d4 10 20 gp DC 10
Enhanced vermin oil 2d4 15 40 gp DC 12
Superior vermin oil 3d4 30 60 gp DC 14

Table 4: Potions[edit]

Potions take 3 minutes to craft. To upgrade a potion to enhanced would take an extra minute plus another minute to upgrade to superior. Decoctions take 7 minutes to craft.

Potion Duration Toxicity Doses Ingredients’ Price Crafting DC
Black blood 5 rounds 15 3 100 gp DC 10
Enhanced black blood 7 rounds 15 4 150 gp DC 12
Superior black blood 10 rounds 15 5 300 gp DC 14
Blizzard 2 rounds 25 2 100 gp DC 10
Ehanced blizzard 3 rounds 25 3 150 gp DC 12
Superior blizzard 5 rounds 25 4 300 gp DC 14
Cat 4 minutes 15 3 100 gp DC 10
Enhanced cat 8 minutes 15 4 150 gp DC 12
Superior cat 12 minutes 15 5 300 gp DC 14
Full moon 10 rounds 25 3 100 gp DC 10
Enhanced full moon 15 rounds 25 4 150 gp DC 12
Superior full moon 30 rounds 25 5 300 gp DC 14
Golden oriole 1 minute 20 3 100 gp DC 10
Enhanced golden oriole 2 minutes 20 4 150 gp DC 12
Superior golden oriole 3 minutes 20 5 300 gp DC 14
Maribor forest 5 rounds 20 3 100 gp DC 10
Enhanced maribor forest 10 rounds 20 4 150 gp DC 12
Superior maribor forest 15 rounds 20 5 300 gp DC 14
Petri’s philter 5 rounds 25 3 100 gp DC 10
Enhanched petri’s philter 10 rounds 25 4 150 gp DC 12
Superior petri’s philter 15 rounds 25 5 300 gp DC 14
Swallow 3 rounds 25 3 100 gp DC 10
Enhanced swallow 3 rounds 25 4 150 gp DC 12
Superior swallow 3 rounds 25 5 300 gp DC 14
Tawny owl 5 rounds 20 3 100 gp DC 10
Enhanced tawny owl 7 rounds 20 4 150 gp DC 12
Superior tawny owl 5 rounds 20 5 300 gp DC 14
Thunderbolt 5 rounds 25 3 100 gp DC 10
Enhanced thunderbolt 10 rounds 25 4 150 gp DC 12
Superior thunderbolt 15 rounds 25 5 300 gp DC 14
White honey Instant 0 3 100 gp DC 10
Enhanced white honey Instant 0 4 150 gp DC 12
Superior white honey Instant 0 5 300 gp DC 14
White raffard’s decoction Instant 30 2 100 gp DC 10
Enhanced white raffard’s decoction Instant 30 2 150 gp DC 12
Superior white raffard’s decoction Instant 30 2 100 gp DC 14
Killer whale 3 minutes 15 3 100 gp DC 10
Alghoul decoction 30 minutes 70 1 1000 gp DC 18
Ancient leshen decoction 30 minutes 70 1 1000 gp DC 18
Arachas decoction 30 minutes 70 1 1000 gp DC 18
Archgriffin decoction 30 minutes 70 1 1000 gp DC 18
Basilisk decoction 96 minutes 40 1 1000 gp DC 18
Chort decoction 30 minutes 70 1 1000 gp DC 18
Cockatrice decoction 30 minutes 70 1 1000 gp DC 18
Doppler decoction 30 minutes 70 1 1000 gp DC 18
Elemental decoction 30 minutes 70 1 1000 gp DC 18
Ekhidna decoction 30 minutes 70 1 1000 gp DC 18
Ekimmara decoction 30 minutes 70 1 1000 gp DC 18
Fiend decoction 30 minutes 70 1 1000 gp DC 18
Foglet decoction 30 minutes 70 1 1000 gp DC 18
Forktail decoction 30 minutes 70 1 1000 gp DC 18
Grave hag decoction 30 minutes 70 1 1000 gp DC 18
Griffin decoction 30 minutes 70 1 1000 gp DC 18
Katakan decoction 30 minutes 70 1 1000 gp DC 18
Leshen decoction 30 minutes 70 1 1000 gp DC 18
Nekker decoction 30 minutes 70 1 1000 gp DC 18
Nightwraith decoction 30 minutes 70 1 1000 gp DC 18
Noonwraith decoction 30 minutes 70 1 1000 gp DC 18
Reliever’s decoction 30 minutes 70 1 1000 gp DC 18
Succubus decoction 30 minutes 70 1 1000 gp DC 18
Troll decoction 30 minutes 70 1 1000 gp DC 18
Water hag decoction 30 minutes 70 1 1000 gp DC 18
Werewolf decoction 30 minutes 70 1 1000 gp DC 18
Wraith decoction 30 minutes 70 1 1000 gp DC 18
Wyvern decoction 30 minutes 70 1 1000 gp DC 18

Potion discriptor:[edit]

Black Blood: Witcher's blood injures undead creatures when they wound him. Undead creatures take 10% damage returned from their attacks. enhanced black blood makes undead creatures take 20% damage returned from their attacks and causes them to be staggered for 1 round. Superior ehanched black blood makes undead creatures take 30% damage returned from their attacks and causes them to be staggered for 1 round and undead creatures 5ft in front of the witcher starts to bleed and loose 1HP per round.

Blizzard:

Table 5: Bombs[edit]

Bomb Damage Duration Holding Ingredients’ Price Crafting DC
Dancing star 1d6 fire damage 1 round 2 20 gp DC 10
Enhanced dancing star 2d6 fire damage 2 rounds 3 30 gp DC 12
Superior dancing star 3d6 fire damage 3 rounds 4 40 gp DC 14
Devil’s puffball 1d6 poison damage 3 rounds 2 20 gp DC 10
Enhanced devil’s puffball 2d6 poison damage 4 rounds 3 30 gp DC 12
Superior devil’s puffball 3d6 poison damage 5 rounds 4 40 gp DC 14
Dimeritium bomb 0 damage 3 rounds 2 20 gp DC 10
Enhanced dimeritium bomb 0 damage 4 rounds 3 30 gp DC 12
Superior dimeritium bomb 0 damage 5 rounds 4 40 gp DC 14
Dragon’s dream 3d6 fire damage 3 rounds 2 20 gp DC 10
Enhanced dragon’s dream 4d6 fire damage 4 rounds 3 30 gp DC 12
Superior dragon’s dream 6d6 fire damage 5 rounds 4 40 gp DC 14
Grapeshot 3d6 physical damage +1 fire damage Instant 2 40 gp DC 10
Enhanced grapeshot 6d6 physical damage +2 fire damage Instant 3 60 gp DC 12
Superior grapeshot 9d6 physical damage +3 fire damage Instant 4 80 gp DC 14
Samum 0 damage 1 round 2 20 gp DC 10
Enhanced samum 0 damage 2 round 3 30 gp DC 12
Superior samum 0 damage 3 round 4 40 gp DC 14
Moon dust 0 damage 3 round 2 20 gp DC 10
Enhanced moon dust 0 damage 6 round 3 30 gp DC 12
Superior Moon dust 0 damage 10 round 4 40 gp DC 14
Northern wind 0 damgage 1 round 2 20 gp DC 10
Enhanced northern wind 0 damgage 2 round 3 30 gp DC 12
Superior northern wind 0 damgage 3 round 4 40 gp DC 14

Bomb Descriptor:[edit]

Dancing Star:

Mutations[edit]

Epic Witcher[edit]

Table 6: The Epic Witcher[edit]

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