The Witcher (3.5e Class)

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Witcher[edit]

Witcher, a class that specializes in dealing with the bane to all the common peoples; monsters. How? By fighting fire with fire. A Witcher specializes in killing monsters.

Witchers often carry two swords: a silver for slaying Beasts and a steel for slaying Humans and Non-Humans. (Metalline (+2 Enhancement, overcomes all Metal Based DR), can be used as a good replacement for Silver)

While mainly specializing in combat they are quite good with diplomacy and using Witcher signs to further aid this.

Campaign Information[edit]

Playing a Witcher[edit]

Religion: Witchers do not worship deities, many see religion as a waste of time avoiding the real issue. However, some may pray to Deities for their favor from their respected elements (Obad-Hai Nature, Fharlanghn Travel, Etc...).

Other Classes: Other classes prefer to keep their distance from Witchers in case they get a bad reputation, except Spell Casters. Spell Casters are intrigued by Witchers since they were created with magic and defy the Gods with their existence. Witchers on the other hand treat others the same way they treat anyone in general.

Combat: Witchers like to gather all the information they can on their target(s), before engaging them and prepare to fight them ahead of time. In this preparation they try to lay traps, create Potions/Poisons/Bombs, and prepare their weapons for the fight to come. When in fights, Witchers prefer to fight in close quarters to be able to gain the advantage with their expertise with their weapon and fight with their styles to the best of their abilities. However, a Witcher knows when he is outmatched by his target. When he catches on to his disadvantages, he will try to turn the tides by falling back using signs and bombs and tries to disorients his targets.

Foraging: Witchers spend a lot of their spare time on the road, foraging for ingredients necessary to create Potions, Bombs, Oils and alter Mutagens. Most of the ingredients needed to make Potions, Oils or Bombs, can only be found within the belly of the beast. A Witcher must use the remains of its enemy to create complex and more advanced Potions, Oils or Bombs.

Witchers in the World[edit]

Power, sex. Sex, power. They both comes down to one thing - Screwin'
—Geralt of Rivia, Human Witcher

Witchers are taken in as children and subjected to potions, magical ailments and martial training for most of their young life. Ultimately, only about 30% of the children survive the end of the trials. The process gives a Witcher special powers. Witchers also wear a magical medallion that will vibrate when magical creatures are nearby, magic is present and magical items are used. Witchers typically carry two swords. The first is a steel sword used against humans, and the second is a silver sword used against creatures like werewolves and vampires.

Daily Life: A Witchers daily life is revolved around ridding the world of evil, for a price. Otherwise, move on and find another town to save.

Notables: Witchers that pass The Trial of Grasses may change in their appearance. One of the first is their eyes change to a type of Cat Slit. The only instance of a white haired Witcher, A.K.A Geralt, is from prolonged periods of survival experimentation and self medicated injuries using raw or natural materials a Witcher would use for Potions.

Organizations: Witchers may be seen as a guild of adventuring Professional Monster Slayers. Witchers congregate to abandoned forts where they will train and become more skilled Witchers. Witchers that are older may turn to teaching newer trainees and help them in The Trial of Grasses, The Trial of Dreams and The Trial of Mountains in that order. However, out in the world they are rarely seen together unless they are working together to finish a mission or meeting for Guild purposes.

NPC Reactions: Even though it is a rumor that Witchers are demonic, anywhere there is knowledge of Witchers people look down upon them. They are feared as freaks of nature and are almost always unwelcome in towns. Merchants or Traders are usually most familiar with Witchers, due to the fact that they purchase very specific items no ordinary person would procure.

Witcher Lore[edit]

Characters with ranks in Knowledge (Local or History)(Only Local if there are Witchers in the area) can research Witchers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Local or History)
DC Result
10 Witchers are hired Monster Slayers.
15 Witchers are Professional Monster Hunters that use unnatural means to kill their targets..
30 Witchers are Professional Monster Hunters that use poisonous forms of alchemy to merge their bodies into an almost monster like creature.

This grants witchers super natural abilities to gain the upper hand against their targets. Also Witchers have been growing short in numbers since adventures and knights started to take all of their capable jobs.

50 Witchers bodies become mutated after the Trial of grasses, the most easy to note of these mutations being that every Witcher's hair is turned to a pure white after the trial is complete(This is not true in the slightest. Only Geralt got the white hair treatment, because of extra mutagens)

This makes Witchers be able to drink poisonous potions to enhance their fighting capabilities. Also with this higher knowledge one might be able to memorize the more famous Witchers in the world.

Making a Witcher[edit]

It is very uncommon for someone to become a Witcher years later in life. There has been an instance of Elves going through the Trial of Grasses as well. A player who starts the campaign as a Witcher is assumed to have passed all trials. Those multi-classing will have to pass the trials within the campaign.

Abilities: Str, Wis, Int (Skills), Dex (AC), Con. Treated as Fighter or Rogue

Races: Any

Alignment: Any Non-Evil

Starting Gold: 6d4x10 gp

Starting Age: 10 or Young

Table: Witcher

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Enhanced Speed Bonus
Fort Ref Will
1st +1 +0 +2 +0 Witcher Trials, Lesser Witcher Signs, Weapon Focus, Enhanced Speed, Heightened Awareness +10 ft.
2nd +2 +1 +3 +1 1st Favored Enemy, Witcher deflection, Witcher criticals, Evasion +10 ft.
3rd +3 +2 +3 +2 Track, Witcher Alchemy, Potion Overload +20 ft.
4th +4 +2 +4 +2 Lesser Witcher Styles +20 ft.
5th +5 +2 +4 +2 Oil Use, 2nd Favored Enemy, Standard Witcher Signs, Tactical Fighter +20 ft.
6th +6/+1 +3 +5 +3 Mutagen Consumption, Tough As Nails, Blind Fighting +30 ft.
7th +7/+2 +3 +5 +3 Improved Uncanny Dodge, Witchers Resistance, Weapon Versatility +30 ft.
8th +8/+3 +4 +6 +4 Standard Witcher Styles, Swift Tracker, Witchers Resistance +30 ft.
9th +9/+4 +4 +6 +4 Intermediate Witcher Signs +40 ft.
10th +10/+5 +5 +7 +5 3rd Favored Enemy, Veteran Witcher +40 ft.
11th +11/+6/+1 +5 +8 +5 Charge Up +40 ft.
12th +12/+7/+2 +5 +8 +5 Improved Evasion, Intermediate Witcher Styles +50 ft.
13th +13/+8/+3 +6 +9 +6 Lift Curse +50 ft.
14th +14/+9/+4 +6 +9 +6 Impromptu Adaptation +50 ft.
15th +15/+10/+5 +7 +10 +7 4th Favored Enemy, Superior Witcher Signs +60 ft.
16th +16/+11/+6/+1 +7 +10 +7 Superior Witcher Styles +60 ft.
17th +17/+12/+7/+2 +8 +11 +8 Blind Sense +60 ft.
18th +18/+13/+8/+3 +8 +11 +8 Stalwart +70 ft.
19th +19/+14/+9/+4 +9 +12 +9 - +70 ft.
20th +20/+15/+10/+5 +10 +12 +10 5th Favored Enemy, Master Witcher Signs, Master Witcher Styles +70 ft.

Class Skills 8 + (Int Modifier Per Level, ×4 at 1st level)

Balance(Dex), Climb(Str), Concentration(Con), Craft, Diplomacy(Cha), Escape Artist(Dex), Gather Information(Cha), Handle Animal(Cha), Hide(Dex), Intimidate(Cha), Jump(Str), Knowledge (All) (Int), Listen(Wis), Move Silently(Dex), Ride(Dex), Search(Int), Sense Motive(Wis), Spot(Wis), Survival(Wis), Swim(Str), Tumble(Dex), Use Magic Device(Cha).

Witcher's Medallion (Minor Artifact)[edit]

The secret behind constructing these dark metal amulets (amulet type changes depending on the Witcher school: Wolf school Wolf medallion, Viper school Viper medallion etc.) is a tightly guarded secret by the Witchers. Their construction is known only to the old guard of the guild,and knowledge of their construction method is bestowed to a witcher by merit of their accomplishments. A witcher's medallion vibrates lightly when within 100ft of creature of the Aberration,Animal, Dragon, Fey, Magical Beast, Monstrous Humanoid, Undead or Vermin type, or when within the same distance from a moderate or stronger magical aura, or when within 50ft of a faint magical aura. It vibrates furiously when within 50ft of a creature with one of the above listed types, or when within 50ft of a moderate or stronger magic aura, or when within 10ft of a faint magical aura. However, after being exposed to the presence of a given creature of relevant type or magic aura from a particular source for eight or more hours, the medallion becomes attuned to the presence of that creature or aura, and ceases to vibrate in its presence.


Class Features[edit]

All of the following are class features of a Witcher.

Weapon and Armor Proficiency: A Witcher is proficient with all simple and martial weapons and with light armor and medium armor. Whichers can also move at their normal speed in medium armor, with a light load.


Witcher Trials: To become a true Witcher, one must pass the three Trials of a Witcher before becoming one (upon 1st level). The three trials are; The Trial of Grasses, the Trial of Dreams, and the Trial of Mountains.

The Trial of the Grasses In the Trial of Grasses, a potential Witcher must consume/inhale 5 poisons that are considered lethal. For the purpose of the trial, the potential Witcher will be allowed a Will Save at DM discretion in order to give a chance to live and complete the trial. This must be done in a period of 24 hours. The potential Witcher will be considered to have failed if they die (assuming they are thereafter raised by a party member) or if they are unable to consume/inhale the poisons within the 24 hour period. Upon completion, the potential Witcher will gain the ability to gain a Save to completely negate the effects of poisons, DC being DM discretion.

The Trial of the Dreams which involved the mutation of the eyes, bone marrow and hormones, allowed for better night vision Low-light Vision 60 ft. This results in changing of the eye. Another extraordinary ability is a Witcher can relax and meditate, rather than sleep. They cannot be addicted to substances. They can go without water a number of days equal to half their Constitution score, and a number of days without food equal to their Constitution score. After being rendered unconscious, they regain consciousness within an hour, and can heal naturally as normal. They gain a +3 bonus to save against poisons. Also, during this time of relaxation a Witcher may like to take some time and focus on preparing or experimenting potions. Lastly, Witchers that pass this trial also results in infertility. Witchers can meditate before a battle, giving them a +1 competence bonus to AC, rolls to hit, all saves, and all skills for a duration equal to the amount of time they meditated (max 5 hours).

The Trial of the Mountains was more of a Witcher exam. Only the ones who were unlikely to undergo total mutation were administered this test. It was primarily intended to verify whether the candidate remembered anything from the prior Trial of the Grasses. The potential Witcher will have to go away from the party for a period of 48 hours, and survive with only their armor and weapons.


Witcher Criticals : If a Witcher gets a Confirmed Critical Strike, they may opt to attack again, at a -3 to their BAB, even if they wouldn't normally have another attack. The Witcher cannot have made a Movement action during any round of combat that they would choose this option. Additional attacks form Witcher Criticals and Cat Style do not stack

Witcher Deflections : Similar to the Deflect arrows feat, a Witcher is able to deflect an arrow or bolt in mid-flight. Witcher's however have been known to deflect two arrows. To do this feat a Witcher must roll a Reflex Save to succeed.

Enhanced Speed : Witcher's are able to move faster than most men, a necessary mutation when fighting monsters. A Witcher can move 10ft more in battle.

Potion Overload : When a Witcher takes 3 or more potions at one time they becomes overloaded. This allows a Witcher to focus only on what is happening in battle allowing for a +2 Initiative. However, this also gives the detriment of a -2 to any Diplomacy checks that may happen for 1 hour after combat occurs, and any directions given by the party have a 30% chance to lead the Witcher to becoming aggressive with party members (rolled on a d100)

Heightened Awareness : A Witcher's eyes are a slightly lighter shade of its original color, and glowing slightly. Their pupils are thin vertical slits, allowing them to adjust the amount of light entering their eyes. Witchers are immune to the effects of Dazzle, gain a +4 to Spot and Search rolls, and gain the ability to add half of their levels in Witcher to Survival rolls made specifically for tracking.

Enhanced Dodge : A Witcher's fighting style is unique to normal fighting techniques because requires much more movement. In combat a Witcher can tumble 5 feet and attack in the same turn, however a Witcher cannot tumble directly away from an enemy that threatens the Witcher's square. They can choose to make an Escape maneuver however to strafe left or right. To do this a Witcher must roll 1d4 to determine how many feet the Witcher moved to escape. In the case of a roll of 1, the Witcher cannot make any more actions until the next round.


Favored Enemy (Ex): At 2nd level, a Witcher may select a type of creature from among those given on Table: Witcher Favored Enemies. A Witcher gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, they gain a +2 damage bonus damage rolls against such creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), a Witcher may select an additional favored enemy from those given on the table. If a Witcher chooses humanoids or outsiders as a favored enemy, they must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, a Witcher’s bonuses do not stack; he/she simply uses whichever bonus is higher.

Table: Witcher Favored Enemies
Type (Subtype) Type (Subtype)
Aberration Humanoid (reptilian)
Animal Magical beast
Construct Monstrous humanoid
Dragon Ooze
Elemental Outsider (air)
Fey Outsider (chaotic)
Giant Outsider (earth)
Humanoid (aquatic) Outsider (evil)
Humanoid (dwarf) Outsider (fire)
Humanoid (elf) Outsider (good)
Humanoid (goblinoid) Outsider (lawful)
Humanoid (gnoll) Outsider (native)
Humanoid (gnome) Outsider (water)
Humanoid (halfling) Plant
Humanoid (human) Undead
Humanoid (orc) Vermin


Witcher Signs:

"...The Witchers adapted the spell, making use of the fact that it does not require knowledge of a magical formula — A Concentration Check and the hand gesture are enough."

A Witcher can channel powers manifested and granted to him from signs stones of power. A Witcher must find stones that activate the magical powers inside them (DMs choose when a Witcher finds these stones). Using a Sign takes a standard action. A Witcher can use his Signs a number of times per day equal to one-half his class level (minimum 1) plus his/her Wisdom bonus (if any), this is his Vigor score. A Witcher's Vigor will regenerate over time. Vigor will regenerate 1 point per hour. Signs will get better over time as a Witcher becomes stronger and more experienced. Sign DCs are 10+half Witcher level+ Witcher Wisdom. These signs are;

Descriptions:

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 that have a Hardness of 10 or less. This uses 3 Vigor and extends in a 6 foot line. Fortitude Save DC 10+Witcher level negates damage, Reflex of the same DC negates knockdown.

Igni – A gush of flames that wound opponents. If the target reaches -10 HP from this sign the target incinerates. It can also be used to detonate fireplaces or flammable gases emitted by some bombs. Igni takes 4 Vigor and extends as a 6 foot line. Reflex Save DC 10+Witcher level negates

Yrden – It forms a magical trap on the ground that triggers a for limited time when traversed by a foe causing knock back, damage, and a chance of inflicting status ailments. This sign is invisible to the natural eye. However, may still be seen by those with keen alertness(Spot DC 30). Once stronger a Witcher may be able to place up to three Yrden signs at a time. These will work in unison, creating an impassible barrier. It takes 5 vigor. Fortitude Save DC 10+Witcher level frees from trap.

Quen – A protective shield that lasts for 3 rounds. It is a sign that a Witcher uses on himself/herself – Quen absorbs all damage directed at a Witcher, once stronger, the Witcher can reflect some of the damage back toward to enemy. While Quen is in effect, a Witcher cannot use any type of regeneration (potions or otherwise), it takes 5 vigor. Self cast only.

Axii – Axii is a sign that is used by The Witcher as an aid to negotiate, or rather get their personal desired result, from an interaction with a target. Axii cannot be used on mindless beings or monsters The effectiveness of Axii is determined by the level of The Witcher, as well as if the target is of like race to The Witcher or not, as depicted Below:

Axii Same Race - At Level 15, The Witcher has a 60% chance of getting the target to do as you wish for 1 action (as Dominate Person), with no chance to command them for additional actions. At level 17, this chance increases to 70%, with a 50% chance of successfully commanding them for 1 additional action. At level 20, The Witcher can successfully use the sign Axii on someone of the same race 100% of the time for a single action, 70% for a second action, and 50% for a third action. All successful uses are treated as Dominate Person, substituting number of actions for number of days. Attempting to use Axii on a target that you have previously failed to use it on within 8 hours decreases the chance of success by 30%,regardless of Witcher level. In addition, repeated failures have a 30% chance of making the target hostile.

Axii All other races - At level 15, The Witcher has a 40% chance of getting the target to do as you wish for 1 action, with no chance to command them for additional actions. At level 17, this chance increases to 50%, though still with no chance for additional actions. At level 20, the chance increases to 70% for a single action, and 40% for a second action. All successful uses are treated as Dominate Person, substituting number of actions for number of days. Attempting to use Axii on a target that differs from you in race that you have previously failed to use it on within 8 hours decreases the chance of success by 40%, regardless of Witcher level. In addition, repeated failures have a 50% chance of making the target hostile.

Will save DC 10+Witcher level negates


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

Magic Efficiency
Lesser. Stand. Inter. Super. Master.
Aard 1d6 2d6 2d8 3d10 4d12+5
Igni 1d8 2d6 3d8 3d12+5 8d6+10
Yrden 1d6 2d6 3d6 3d8 4d8
Yrden 1st 2nd 4th 5th 6th and ongoing + Concentration Check to Sustain
Quen 15hp 30hp 45hp 60hp 80hp
Quen 5% 15% 25% 35% 50%


Weapon Focus:

Witchers are considered fighters to become eligible for the feats; Weapon Focus, Weapon Specialization, and greater versions of the two into his bastard sword only. This helps Witchers hone their skill and prepare for Witcher Styles.


Track:

Upon reaching 3rd level, Witchers gain Track to help them hunt and find his targets.


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. Witcher must gather Ingredients and Alcohol to create their potions, they also gain a bonus to Craft(Alchemy) equal to half their level. To find what potions Witcher can make and more details on making them go to Witcher Potions.


Witcher Styles: When starting a Style a Witcher must take a full round action to attack the Creature. Each Style carries on for two hits (Which will be refereed to as Combos). This Combo increases the bonus that the Styles give (Except from the Griffon Style). A Witcher can stop these styles anytime he/she wishes. If a Witcher misses his first attack and or any additional attacks after entering a style, the combo stops. This does not stop their other attacks if they have any more, which are at levels 6+, but instead just prohibits them from getting the bonuses from the Style and combo.

Lastly, a Witcher's effectiveness in their styles increases with experience. At every 4 levels starting at the 8th, a Witcher styles improve to the next level.


The Cat: Increases a Witcher's bonus to hit, as well as amounts of attacks the Witcher can do in a full-round action, to a maximum of 3 additional attacks (not including combos).

The Wolf: Increases a Witcher's chance to hit and their damage, to a max of +5 to hit and +10 to damage (not including combos).

The Griffon: Allows a percentage of the Witcher's damage to be spread across nearby foes. These percentages do not have combos, so the maximum amount of damage that can be spread at level 20 is 55% of the damage dealt. Additionally, a Witcher cannot use the feat Power Attack while using the Cat or Griffon styles, due to how a Witcher strikes at his enemies while in those specific stances. Nearby is defined as double the range of your current weapon (this only applies to melee weapons.)


Styles Or Efficiency
Lesser. Stand. Inter. Super. Master.
Fiery Dancer Cat 1+1 3+1 5+2 7+2 9+3
Temerian Devil Wolf 1+2 2+3 3+4 4+7 5+10
Viroledan Style Griffon 15% 25% 35% 45% 55%


Oil Use:

Upon reaching 5th level, upon making a successful Craft (alchemy) check, the Witcher can convert any poison's delivery method to Injury, so as to apply as an oil to their weapons. Failing the craft check destroys the poison and/or the materials used to make the poison.

Tactical Fighter:

Witchers are intelligent and intuitive fighters, and only suffer half the penalty from using Power Attack and Combat Expertise feats.

Mutagen Consumption:

Upon reaching 6th level, Witchers may find ingredients to make Mutagens in Witcher Alchemy. This are Special Substances which grant them special abilities or permanent bonuses to Witcher attributes. Mutagens are "Special Ingredients" gathered from MIGHTY BEASTS. Following is a list of special abilities granted to Witchers from Mutagen Consumption: Upon 6th level Witchers may also choose one mutagen to start.

(Note: Mutagens are considered Special Ingredients when creating the potion and gathering these Special Ingredients decided from specific creatures by the Dungeon Master.)

Mutagen Consumption
Name Effect
Attribute Upgrade, Lesser Grants a +1 to STR/DEX/or CON mod based on the Mutagen
Attribute Upgrade, Intermediate Grants a +2 to STR/DEX/or CON mod based on the Mutagen
Attribute Upgrade, Major Grants a +3 to STR/DEX/or CON mod based on the Mutagen
Predator At night, during a surprise round where you're able to act, in an area of dim light or darkness, or when you preform a sneak attack, Witchers gain a +1 Dodge bonus to AC and gain a 20% chance of dodging opposing attacks.
Rising Moon Witcher gains a 25% sign intensity to all Witcher spells. Occurs from dusk till dawn.
True Grit When a Witcher is at 25% or lower hp he gains an additional 10% physical damage to his attacks. This applies after critical attacks.


Tough As Nails:

Gain Diehard as a bonus feat at level 10 even if you do not meet the prerequisites.

Blind Fighting:

Gain Blind Fighting as a bonus feat at level 6 even if you do not meet the prerequisites.

Swift Tracker:

Upon reaching 8th 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.

Witchers Resistance:

Upon reaching 7th level, a Witcher gains DR/- equal to half of his level.

At level 8, a Witcher gains Spell resistance equal to their current level.

Weapon Versatility:

By changing the grip on their weapon, Witchers can change the damage type they deal to Slashing or Piercing as a Swift Action.

Veteran Witcher:

Having wised up from past experiences and conflicts, a Witcher now adds half of their INT modifier to their attack rolls, damage rolls, initiative, and Reflex saves.

Charge Up:

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 (The Witcher must have previously taken the feat Empower Spell to use this). 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.

Lift Curse:

Witchers have been known to take alternative means to dealing with cursed beasts and mad-men. Witcher obtains Lift Curse at level 13, normally curses cannot be lifted like Vampirism or an Ancient Evil Curse. This feat grants the Witcher the ability to even remove the most deadly curses. Must spend 8 hours to make proper preparations to lift afflicted curse. Witcher must then make a Concentration Check (DC at DM's Discretion) to not disrupt the ritual. There have been accounts of curses not working naturally...one must be careful at all times.

Improved Evasion:

This works like Evasion, except that the player now takes no damage on a succeeded save.

Impromptu Adaptation:

Having fought countless battles at this point, a Witcher has gained the ability to adapt to the situation at hand on the fly, cutting down on their usual preparation time. Whenever a Witcher takes a move action, they may, as a free action, interact with their equipment and / or gear (such as pulling out / drinking a potion, preparing a bomb, oiling their blade) as much as a move action would usually require.

Blindsense:

The Witchers senses have adapted to overcome any or all situations with total situational awareness. Witcher gain Blindsense enabling them to pinpoint the location of a creature within 60 feet even through walls and underneath the ground

Stalwart:

A Witcher has reached the peaks of mental and physical fortitude both; if the Witcher makes a Fortitude or Will save with a reduced effect on a successful save, they instead ignore the effect entirely.


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