Witcher, 2nd Variant (5e Class)

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Witcher[edit]

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 armor, medium armor
Weapons: Simple weapons, non-heavy martial weapons
Tools: alchemist supplies
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Animal Handling, Athletics, Insight, Perception, and Survival

Equipment

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

Table: The witcher

Level Proficiency
Bonus
Features Recipes Known Stamina
1st +2 Monster Hunter, Alchemy 1
2nd +2 Stamina, Parry 1 2
3rd +2 Witcher School, Signs 2 3
4th +2 Ability Score Improvement 2 4
5th +3 Extra Attack, Blade Mastery 2 5
6th +3 Silver for Monsters 2 6
7th +3 Witcher School Feature 3 7
8th +3 Ability Score Improvement 3 8
9th +4 3 9
10th +4 3 10
11th +4 Witcher School Feature 4 11
12th +4 Ability Score Improvement 4 12
13th +5 4 13
14th +5 4 14
15th +5 Witcher School Feature 5 15
16th +5 Ability Score Improvement 5 16
17th +6 5 17
18th +6 Witcher School Feature 5 18
19th +6 Ability Score Improvement 6 19
20th +6 6 20

Monster Hunter[edit]

Starting at 1st level, you have been trained to track and hunt monsters. A number of times equal to your Wisdom modifier (minimum once), you can give yourself Advantage on a Wisdom check made to track a creature, or on an Intelligence check to recall information about that creature.

Alchemy[edit]

At 1st level, you have been initiated in the secrets of Alchemy. You start by knowing the White Honey recipe and 1 additional recipe of your choice. You learn additional recipes at the levels shown on the Recipe column on your class table.

Gathering Ingredients

Once a day during a short rest, you can gather ingredients for your potion. You can't gather more than 1 ingredient per level you have in this class, and the ingredients spoil after 8 hours.

Brew Potion

With the alchemist kit on hand , you can spend 10 minutes per ingredient (count as light activity) to concoct a potion you know the recipe for. The list of potions and the amount of ingredients required is listed at the end of this class description. You need to have an empty vial or another containing object to store the potion.

A potion require an Action to use, unless otherwise stated. An unused potion loses its efficacy after 24 hours.

Toxicity

Potions are toxic even to your mutant's metabolism. Whenever you drink a potion, you gain toxicity equal to the amount of ingredients used on its preparation. If your toxicity ever reaches a value superior to half your Wither level, rounded up (minimum 1), you are intoxicated.

While intoxicated, you lose 1 hit point per toxicity point that surpasses your maximum, up to a minimum equal to half your maximum amount of hit points. Drinking White Honey reduces your toxicity to 0, but end the effect of any non instantaneous potion currently affecting you.

Stamina[edit]

At 2nd level, you have a source of internal energy called stamina, which you can use to boost your physical capabilities and combat abilities. You can use your Stamina for the following features:

Acrobatics

As a bonus action, you can spend 1 stamina to Dodge. When you do so, your Dexterity (Acrobatics) checks have Advantage and your jump height doubles.

Sprint

As a bonus action, you can spend 1 stamina to Dash. When you do so, you are not affected by non-magical difficult terrain.

Parry[edit]

Also at 2nd level, you gain the ability to block attacks. Whenever a creature makes an attack with a weapon against you, you can use a reaction to reduce the damage of that attack by 1d6 plus your proficiency bonus.

Signs[edit]

At 3rd level...

You learn two signs at 3rd level, learning an additional one at 5th, 9th, 13th and 17th levels.

Aard

As an Action, you conjure a gust of wind, forcing all creatures in a 15-foot cube coming from you to make a Dexterity saving throw, or be pushed 15 feet back and be knocked prone.

Axii

As an Action, you force a creature you can see within 60 feet to make a Wisdom saving throw. On a failed save, that creature becomes indifferent towards you and your companions for 1 minute, or until you take any harmful action against it.

Sign Enhancement. (3 points) a creature who fails the save is charmed by you for the duration; (5 points) the charmed creature fights for you, seeing any creature who attacks you as a hostile creature; (6 points) you target two creatures with this sign at once.
Heliotrope

As a reaction, you impose Disadvantage on an attack, or gain Advantage on the saving throw against a spell.

Sign Enhancement. (3 points) you take half damage if the effect or attack still hits you, or no damage if the effect's damage would be halved; (5 points) you automatically reduce the damage of the attack or spell against you to 0; (6 points) you completely negate any harmful effect of a spell or ability used against you.
Igni

As an Action, you force all creatures in a 15-foot radius or in a 30 by 5 feet line (choose the area) to make a Dexterity saving throw. On a failed save, they take 3d6 fire damage, or half as much on a success.

Sign Enhancement. (3 points) creatures who fail the save take 1d6 fire damage at the end of each turn, unless an Action is taken to put out the flames; (5 points) the initial damage increases to 6d6; (6 points) ...
Quen

As an Action, you create a protective shield around you, that lasts until your next rest. While active, you gain temporary hit points equal to 4 per stamina point spent on casting.

Sign Enhancement. (3 points) when the shield breaks, all hostile creatures within 5 feet take 4 force damage per stamina spent and are pushed 10 feet back; (5 points) whenever a creature within 5 feet damages the shield, it takes force damage equal to the damage absorbed; (6 points) the shield also give you resistance to bludgeoning, piercing and slashing damage.
Yrden

As an Action,

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 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.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Blade Mastery[edit]

Also at 5th level, ...

Temerian Devil

Whenever you hit a creature with a melee weapon attack when wielding a weapon in two hands, you can spend stamina, causing additional 1d6 damage per stamina spent.

Fiery Dancer

When you make an attack with a non-heavy melee weapon, you can spend 1 stamina to use a Bonus Action to make an additional attack against the same target, or take the Disengage or Dodge actions.

Nine Sun Swords

As an Action, you can spend 1 stamina to make one attack with a melee weapon against each creature within 5 feet of you.

Silver for Monsters[edit]

At 6th level, attacks made by you with silvered weapons are considered magical, for the purposes of overcoming resistances and immunity to non-magical damage.

Witcher Schools[edit]

School of the Bear[edit]

Bonus Proficiencies

At 1st level, you gain proficiency with heavy armor. You also add your proficiency bonus to all your Constitution checks.

In addition, once per turn when you use the Temerian Devil style.

Bear's Might

At 3rd level, you gain Advantage on Strength (Athletics) checks made to climb, grapple, shove or break objects. You can also shove or grapple with an opportunity attack, rather than just attacking.

Brutish Rend

Also at 3rd level...

School of the Cat[edit]

Bonus Proficiencies

At 1st level, you gain proficiency in one of the following skills: Acrobatics or Stealth. You also add your proficiency bonus to all your Initiative rolls.

Cat's Grace

At 3rd level, you have Advantage on Dexterity checks made to keep your balance or avoid falling, and you can use a reaction to avoid being knocked prone and negate falling damage up to a distance equal to your jump height.

In addition, you use your Dexterity, rather than Strength, to calculate jump height and to make Strength (Athletics) checks to jump or climb.

Dance of the Blade

Starting at 3rd level, when wielding a melee weapon that lack the heavy property, you can use your Dexterity, rather than Strength, for attacks with it.

Evasion

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

School of the Griffin[edit]

Bonus Proficiencies

At 1st level, you gain proficiency in Persuasion and Arcana.

Sign Mastery

Starting at 3rd level, you are an expert in the use of your glyph magic. You gain 2 magic points, that when spent are recovered when you finish a short or long rest.

Magic points are a type of Vigor, that can only be used to cast signs. You gain an additional magic point at 9th and 17th levels.

Social Etiquette

At 7th level, you can give yourself Advantage on a Charisma check you make. You can use this feature a number of times equal to your Charisma modifier, and regain uses after finishing a short or a long rest.

School of the Viper[edit]

Bonus Proficiencies

At 1st level, you gain proficiency in Stealth and with the herbalist kit and poisoner's supplies.

Twin Fangs

Starting at 3rd level, you master the deadly two handed combat style of the vipers, the Twin Fangs. Once per turn when you take the Attack action and attack with a dagger, shortsword or scimitar you wield in one hand, you can make an attack with another of these weapons as part of the same action.

Poison Making

Also at 3rd level, you can spend 2 or more ingredients from your Alchemy Ingredients to produce a poison, in the same way you would produce a potion.

As a bonus action, you can coat a weapon with the poison. The next attack made with that weapon within 1 minute cause the target to be poisoned for 1 minute. The target can make a Constitution saving throw in the end of each turn to end this effect.

For each ingredient you spend above 2, the poison also causes 2d6 damage per additional ingredient spent.

Emotionless

At 7th level, you become immune to the charmed and frightened conditions.

Snake Bite

At 11th level, when you hit a creature with both weapons you are wielding when using your Twin Fangs style, that attack is a critical.

In addition, each attack made with a weapon coated in poison causes additional 1d6 poison damage.

School of the Wolf[edit]

Specialized Training

At 1st level, choose one of the skills from your Witcher class you are proficient with. Your proficiency bonus with that skill is doubled.


Alchemy Brews[edit]

Potions[edit]

Blindweed (5 ingredients)

When you drink from this potion. You gain resistance to acid damage for 8 hours.

Black Blood (2 ingredients)

When you drink from this potion, your blood becomes toxic to creatures that use energy drain. The next time you have hit points or ability scores drained from a creature within the next 8 hours, that creature takes 2d8 radiant damage.

You can spend more ingredients to make this potion last stronger, causing additional 1d8 radiant per point spent.

Blizzard (5 ingredients)

When you drink this potion, your reflexes and reaction time are improved. Your movement speed doubles and for the next minute, you can Dash, Dodge or Disengage using a bonus action.

Cat (3 ingredients)

When you drink from this potion, you gain darkvision for the next 8 hours.

De Vries Extract (3 ingredients)

When you drink from this potion, for 1 hour, you can see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.

Full Moon (5 ingredients)

When you drink from this potion, for the next 8 hours, your Constitution becomes 19, if it is lower.

Golden Oriole (5 ingredients)

When you drink this potion, you neutralize any poisons active on your body. For the next 8 hours, you have advantage on saving throws against being poisoned, and you have resistance to poison damage.

Kiss (1 ingredient)

When you drink this potion, any bleeding effect currently active on you stops. In addition, you gain Advantage on saving throws against effects that would cause you to bleed for the next 8 hours.

Maribor Forest (3 ingredients)

When you drink this potion, your current and maximum stamina increases by 1 for the next 8 hours. You can spend more ingredients to make this potion stronger, adding 1 additional stamina for each 3 additional ingredients spent.

Petri's Philter (4 ingredients)

When you drink this potion, your signs become stronger. [effect...]

Shrike (3 ingredients)

When you drink this potion, damage caused against you inflict pain on enemies. For the next 8 hours, whenever a creature hits you with a melee weapon attack, that creature takes 1d6 psychic damage. After four hits, the potion wears off. More ingredients make this potion withstand 1 additional hit per ingredient spent.

Swallow (3 ingredients)

When you drink this potion, for each 1 minute passed for the next hour, you recover 1d4 hit points. For each additional ingredient, you add 1d4 hit points to the amount of hit points recovered.

Tawny Owl
Thunderbolt
White Honey (0 ingredient)

When you drink from this potion, your toxicity is reduced to 0. Any potion currently affecting you has its effect ended.

White Raffard's Decoction (1 ingredient)

When you drink from this potion, you recover 1d8 hit points per ingredient spent on its creation. You add an additional 1d8 per ingredient spent.

Willow (2 ingredients)

When you drink this potion, for the next 8 hours you become immune to being knocked prone, shove and to the stunned condition.

Wive's Tears (2 ingredient)

When you drink this potion, any poison currently affecting you is neutralized. If more than one poison are currently affecting you, this only affects the most recently one.

Wolf (1 ingredient)

When you drink from this potion, your precision with attacks increases. For the next 8 hours, you score critical hits on a 19-20.

Wolverine (2 ingredients)

When you drink from this potion, you become stronger than angrier you are. For the next 8 hours, whenever you are below half your maximum hit points, you add 1d4 to the damage of your melee weapon attacks.

Bombs[edit]

Devil's Puffball
Dragon's Dream
King and Queen
Samun
Zerrikanian Sun

Oils[edit]

Slaying Oil (2+ ingredients)

Slaying oils are oils designed to kill a specific creature type. Each version of this oil counts as a different recipe you must learn. When attacking a creature with this oil, the target take additional 1d4 damage from your weapon's type with each attack. After a number of hits equal to 3 x the number of ingredients spent, this oil vanishes.

Brown Oil (1 ingredient)

A creature hit by a blade coated in this oil bleeds on a critical hit. While bleeding, a creature loses 1d6 hit points at the end of each turn. A Wisdom (Medicine) check against your Alchemy save DC ends the effect, as well as magical healing or regeneration.

Cinfrid Oil (1 ingredient)

A creature hit by a blade coated in this oil suffer crippling pain on critical hits. A creature in pain is incapacitated until the end of your next turn.

Hanged Man's Venom (1 ingredient)

A humanoid hit by a blade coated in this oil is poisoned on a critical hit. The poisoned condition lasts until the end of your next turn.

Whirl (x ingredients)

Your attacks with this weapon gain a bonus of +1 on attacks and damage rolls. This weapon also ignores resistances and immunities to damage.