Witcher, 3rd Variant (5e Class)
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A Witcher is someone who has undergone extensive training, ruthless mental and physical conditioning, and mysterious rituals (which take place at "witcher schools" such as Kaer Morhen) in preparation for becoming an itinerant monsterslayer for hire. Geralt, the central character in Andrzej Sapkowski's Witcher series and the subsequent games inspired by them, is said in the stories to be one of the greatest Hexers; he is certainly legendary, but whether famous or infamous is more open to interpretation (and/or subject to gameplay, as the case may be).
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. The key permanent results of mutations shared by all Witchers include:
•Sterility (which partially explains selection from the outsiders, as they cannot breed to pass on their traits).
•Cat-like eyes that grant very acute nightvision - Hexers can constrict their pupils to see in blinding light or open them to see in near pitch darkness. This nightvision can be further enhanced with the cat potion, but in general, it is good enough by itself to not require further enhancement.
•Tremendous resistance to disease and poisin (which functions in most cases as complete immunity) and a boosted immune system, allowing them to consume large quantities of potions that could prove easily deadly if consumed even in small amounts by a normal man.
•Exceptionally increased strength, speed, reflexes, and endurance, far beyond any normal or well-trained human, that allows them to swiftly end fights with minimal effort, and perform physical feats non-witchers couldn't hope to match. A witcher's physical skills alone are sufficient to defeat most monsters single-handedly if combined with extensive training and proper weaponry, whereas regular men could only hope to accomplish this in large groups. Hexers have also been shown to shrug off hits that would normally render normal men unconscious. Additionally, they have been known to survive the strikes of powerful monsters such as giants, or other beings possessing herculean strength, that would otherwise kill others with a single blow.
•Having the ability to perform simple yet incredibly versatile combat magic in the form of Signs. They also develop a sixth sense that allows them to "feel" things around them, be it items of importance or people's immediate intentions. This explains their uncanny ability to track and hunt people and monsters.
•Accelerated healing granting quick recovery from injuries.
•Incredibly long lifespan and prolonged youth (Vesemir is said to be at least a few centuries old but has the appearance of a middle-aged man).
Credit to Original Witcher Variant Class Creator and Polish writer Andrzej Sapkowski
Creating a Witcher
When creating your Witcher, think about how your character views the world as a result of your training. Do they view them as an ultimate evil, that thay are on a crusade against? Or do they view them as feral creatures, unable of understanding the evil they perform, simply following their nature? Also, consider your Witchers emotions. As a result of your trials, your emotions have been stunted, but they are still there. Finally, consider the circumstances surrounding your induction to the Witcher caste. More often than not, most children don't get a choice when they are chosen. Orphans are often taken, and there are rumors that some children are abducted. Your parents might have given you away because they didn't have enough food, or you might have run to them seeking adventure. Think about this and how it impacts your view of humanity.
The Witcher's Code
While peasants often claim a Witcher’s only code is gold, some mages and monarchs believe all Witchers obey an ancient code of honor, obligating them to take any monster contract that comes their way. Fact is, there is no single code which unites all Witchers, and often there is tension between their schools over the philosophical tenets of being a Witcher. Whether an individual Witcher strives to follow a code of personal honor and professional conduct is up to the player. Precepts of a Witcher’s personal code might include:
- The Contract
- Witchers do not work for free. Upon taking a contract to hunt a monster, the
Witcher should make a good faith effort to rid the land of the monster. If the Witcher fails, payment received should be returned to their patron. Likewise, the Witcher should observe professional courtesy and never poach a fellow Witcher’s contract.
- Free of Emotion
- The Witcher should strive to remain free of emotion and to keep an open
mind; often the most obvious answer is the least true.
- Knowing Man From Monster
- The line between monsters and men can be thin indeed, and
the Witcher must discern what separates the two.
- Law of Surprise
- Witchers reserve the right to ask for a child to train as a Witcher in payment
for a life debt.
- Witchers try not to get too involved in politics; it usually ends badly and
complicates their monster-hunting.
- No Dragons
- Witchers don’t normally hunt dragons out of respect for - and perhaps healthy
fear of - this sentient Elder Race. In ages past, dragons were hunted to near extinction.
- Sanctity of Life
- Humans, elves, dwarves, and sometimes even trolls are not the enemy, and
the Witcher should avoid taking a sentient life in all but extreme situations. Likewise, the best way to deal with a monster may not lie in sword or spell.
You can make a Witcher quickly by following these suggestions. First, make Dexterity your highest score, followed by Wisdom. Though depending on your Witcher school of choice, you may want to make different scores higher, as seen in the schools description. Finally, take the Outlanter background.
|Geralt of Rivia, Wolf School Witcher|
As a Witcher you gain the following class features.
- Hit Points
Armor: Light and Medium Armor
Weapons: Simple weapons, Martial Weapons (Except Bows), Light and Hand Crossbows
Tools: Alchemist kit
Saving Throws: Constitution and Wisdom
Skills: Choose three from: Perception, Persuasion, Investigation, Survival, Acrobatics, Athletics, Insight, or Intimidation.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Studded leather or (b) Scale Mail
- (a) a Longsword or (b) Greatsword or (c) a Battleaxe or (d) Greataxe
- (a) 20 Throwing Knives or (b) Hand Crossbow and 20 Crossbow bolts
- (a) Poisoner's kit or (b) Alchemist kit
- Witcher's Medallion, Notebook and Bestiary
|Features||Signs known||Vigour Points||Toxicity|
|1st||+2||Specialized Killers, Witcher Artifact||0||3||0|
|2nd||+2||Witcher Senses, Witcher Alchemy, Fighting Style||0||4||2|
|3rd||+2||Signs, Witcher School||2||5||2|
|4th||+2||Ability Score Improvement, Swift of Arm and Clear of Mind||2||6||3|
|5th||+3||Extra Attack, Monster Slayer||3||8||3|
|6th||+3||Ability Score Improvement||3||9||4|
|7th||+3||Bomb Crafting, Witcher School Feature||3||10||4|
|8th||+3||Ability Score Improvement||3||11||5|
|10th||+4||Greater Empowered Signs||3||13||6|
|11th||+4||Witcher School Feature||4||14||6|
|12th||+4||Ability Score Improvement||4||15||7|
|14th||+5||Ability Score Improvement, Witcher School Feature||4||17||8|
|15th||+5||Heightened Witcher Senses||4||18||8|
|16th||+5||Ability Score Improvement||5||19||9|
|17th||+6||Mythic Empowered Signs||5||20||9|
|18th||+6||Witcher School Feature||5||22||10|
|19th||+6||Ability Score Improvement, Witcher's Cunning||5||26||10|
During the Trial of the Grasses, your body underwent amazing and horrifying mutations leaving you sterile, but granting you the following starting:
•You gain Darkvision, if your race did not already possess Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey
•Advantage against poison saving throws, as well as resistance to Poison damage.
•Immunity to disease.
•Your estimated lifespan increases by approximately 400 years
•You gain 10ft of movement speed
•If you lose or break your weapons, buy others cost an additional 100gp at the original price of the weapon. Your weapons are unique, you do not gain the attack and damage benefits of any magic weapon you wield.
- All Witchers have a pendant (Wolf, Bear, Cat, Viper, Manticore or Griffin) in the shape of the symbol of their Witcher school, as well as a Witcher's Bestiary. While wearing said pendant, it vibrates if a Magical creature is within 30 feet of its wearer.
- Across your studies with your enemies you have always kept track of there vocal and communication patterns. You can learn up to an amount of languages equal to your Intelligence modifier + your Proficiency modifier. You can not learn druidic or thieves cant in this way.
- The Witcher's Bestiary is where a Witcher records the strengths and weaknesses of all enemies faced. After you are in combat with a creature and kill/subdue it, it is added to your Witcher Bestiary. When facing a beast or monster recorded in the bestiary, you know about its lore, stats, and abilities, in addition to its damage immunities, resistances, and vulnerabilities. You have four Bestiary dice, which are d8s. A Bestiary die is expended when you use it. You regain all of your expended bestiary dice when you finish a short or long rest. You can expend one bestiary die and add the result to a saving throw made against a ability of a creature listed on the bestiary or you can add as a penalty on a creature saving throw against your abilities. You need to spend 5 minutes after the battle by analysing the body of a dead creature or the environment where the fight occurred to be able to add it to your bestiary.You gain another Bestiary die at 7th level and one more at 15th level.
Starting at level 1, a Witcher moves like the wind and strikes swifter than a coursing river. Any unarmed strike can have your dexterity modifier instead of strength. Also, any Versatile weapon a Witcher wields that they have proficiency in is considered a Finesse weapon. Additionally, switching weapons or switching from one-handed to two-handed on a Versatile weapon requires no action or bonus action.
Starting at level 2 during a short rest you may remove all toxicity, regain half of your missing vigour rounded up, and use up to half of your maximum hit dice to regain their full amount of health. This feature may only be used once per long rest.
Starting at level 2, The Trial of Grasses has improved your senses to near superhuman levels. Witchers have increased hearing and smell. Witchers can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature detects a scent, the exact location is not revealed—only its presence somewhere within range. You may take a bonus action to note the general direction of the scent.
You can use your sense of smell to help follow tracks. Making a Wisdom check to find or follow a track. The typical DC for a fresh trail is 10. This DC increases or decreases depending on the strength of the quarry's odour, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2 or more depending on DM discretion.
You become proficient or double in perception.
Sneaking up on a Witcher is very difficult. Whenever you would be surprised, roll a Dexterity saving throw against a DeX roll made by the enemy who initiated combat. If you beat their roll you may participate in the surprise round. Any creature trying to frighten you is at disadvantage.
At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
While you are wearing Armor, you gain a +1 bonus to AC.
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Starting at level 2, you can now use your alchemist's kit to craft specialized Witcher potions and concoctions. These potions are incredibly toxic for non-Witchers. You need to finish a long rest before you can use this feature again. If you pass the toxicity limit, you gain 1 point of exhaustion per potion taken after that.
- The process takes 1 hour to gather materials and craft 1d6 vials of a potion called Swallow. You need to finish a long rest before you can use this feature again. Swallow potions, if consumed by a Hexer, heal 1d6 + your Constitution modifier at the end of your turn for 4 turns. Toxicity: 2
Enhanced: At level 8 you can craft Enhanced Swallow, which heals for 2d6 + your Constitution modifier.
- Elixir of the Cat
- The Witcher can produce 1d4 potions which double the Witcher's natural dark vision range to 120 feet, and allow the sight of colour in the dark for one day. The process takes 1 hour to gather materials and craft 2 vials. You need to finish a long rest before you can use this feature again. Toxicity:1
Enhanced: At level 15, You can produce enhanced "Elixir of the Cat" potions which heighten your Hexer senses to the point that even magical darkness doesn't hinder you: gain Truesight up to 60 ft. This allows you to see invisible creatures and objects, automatically detect visual illusions and automatically succeed on saving throws against them. The material costs include 250 gold pieces and one hour of gathering materials to produce d6 potions which last for 24 hours duration each.
- Black Blood
- Duration: 30 minutes
Any creature that attacks with claws, Bite or Beak, or any undead that attacks without a spell or weapon, takes 1d8 poison damage upon dealing damage to the Witcher, this increases by 1d8 at 10th and 15th level. The process takes 1 hour to gather materials and craft 2 vials. You need to finish a long rest before you can use this feature again. Toxicity: 2
Enhanced: At level 8, any creature afflicted by your normal Black Blood potion must make a constitution saving throw versus your Constitution modifier + Proficiency Bonus + 8. On a failed saving throw, they are subjected to the poisoned condition and take 1d4 damage at the end of their turn for a number of turns equal to your Constitution modifier.
- Killer Whale
- Duration: 15 minutes.
You can breathe underwater. The process takes 1 hour to gather materials and craft 2 vials. You need to finish a long rest before you can use this feature again. Toxicity: 1
Enhanced: At level 8, your fingers and toes become webbed, giving you a swimming speed double your walking speed. The duration is doubled.
- White Honey
- Regain all of your toxicity points, cancels active potion effects. Only one dose per brew made. You may not take any potions for 1 hour after you drink this. The process takes 1 hour to gather materials that costs 100gp and craft 2 vials.
- If any Witcher potion is consumed by a non-Witcher, they must pass a DC 18 Constitution saving throw. Or it will damage them 3d6 + 5 per hour for 4 hours, Enhanced damages for 3d10 + 5 per hour for 8 hours. This can be removed through lesser restoration. If they succeed the constitution saving throw, they gain the benefits of the potion for half the duration.
Starting at third level, you gain access to signs, a form of magic only usable by Witcher's. All signs require the use of one hand for somatic components (no other components are required). All signs can be empowered consuming 1 Vigour point causing various enhanced effects. The amount of Vigour points you have is based on the Witcher table. You replenish your used Vigour points when you take a long rest. At level 3 you may choose two signs to be able to cast at will, at higher levels you gain the ability to know more signs as listed in the table above. Then starting at level 10, you gain the ability to empower your signs with greater potency. To use a Greater Empowered sign, you must spend 3 Vigor points. Then starting at level 17, you gain access to higher level effects for each sign. When you Empower your signs, you can now choose a Mythic Empowered sign effect to cast. These cost 5 vigor points to use. You may also change out signs you currently know at the end of a long rest. You can recover all spent vigour points during a long rest.
Using signs is a strenuous activity. As such, there is a limited amount of times you can cast a sign in a turn. You are only able to use a sign as a bonus action. Sign casting beyond that is possible, but you take a level of exhaustion for each sign cast and it consumes an action, unless the sign is being used as a feature or ability.
Sign Save DC= 8 + Proficiency bonus + Wisdom Modifier
Prestidigitation: Out of combat, the Witcher can create disturbances in the air that extinguish small flames like torch and bonfires.
Basic: As a bonus action, you blast a 15ft cone with telekinetic force. The first two creatures hit within the area must make a strength saving throw against your Sign save DC. On a failed save the creature is knocked back 10ft, or is knocked prone and dealt an 1d4 force damage. On a save the they takes half damage and are pushed 5ft away. This damage increases by 1d4 at 7th, and 13th. This works against creatures up to 1 size above your own. Creatures 2 sizes or larger only take the damage, and half movement on a failed save.
Empowered: You Empower your Aard Sign to blast a 30ft cone with telekinetic force. All creatures caught in the blast must make a strength saving throw against your Sign save DC. Upon a failed save the creature is thrown back 15 ft, knocked prone, and dealt 1d6 force damage. On a successful save the target is pushed back 10ft and takes half damage. This damage increases by 1d6 at 7th, and 13th. This works against creatures up to 2 sizes above your own. Creatures three sizes or larger only take the damage, and half movement on a failed save.
Greater Empowered Aard You Empower your Aard Sign to blast out in a 20ft radius emanating from you in all directions. All creatures caught in the blast must make a strength saving throw against your Sign save DC. Upon a failed save the creature is thrown back 15 ft, knocked prone, and dealt 3d8 force damage. On a successful save the target is pushed back 10ft and takes half damage. The additional damage increases at level 15 (4d8). This works against creatures up to 3 sizes above your own. Creatures four sizes or larger only take the damage, and half movement on a failed save.
Mythic Empowered Aard In addition to the Empowered or Greater Empowered Aard Sign's, you gain the following benefits. The range increases to 30ft, the damage dice increases to 5d8 force, and any creature that fails the strength saving throw is knocked prone and stunned until the start of the next Witcher turn. This works against all sized creatures.
Basic: As a bonus action, you place a magical trap on the ground (5ft range) in a 10ft radius, lasting 1d4 turns. All non-allies within the area of the trap have half movement speed. (Moving 1 foot inside the trap costs 2 feet of speed). You may only have three instance of this sign active at a time.
Empowered: You Empower either your pre-existing Yrden trap, or a new one, to a 25ft radius. In addition to the original Yrden Sign's effect, all non-allies within the area of the trap must make a wisdom saving throw, If they fail, they gain a -1 to ac. And can no longer use there reaction ability. If they succeed they only receive the half movement while in the trap.
Greater Empowered Yrden When you empower either your pre-existing Yrden trap or a new one a creature who failed its wisdom saving throw experiences a sapping effect on its life force. For every turn spent within the Yrden trap the creature will take 2d6 necrotic damage. Attacks are made at advantage against these creatures. The duration of the trap becomes 1d6 turns. To walk inside the trap costs 3x movement.
Mythic Empowered Yrden When you can empower your pre-existing Yrden trap or cast a new Yrden trap, the radius of your Yrden trap increases to a 60ft. In addition to the Greater Empowered Yrden Sign's, while you are inside of the the Yrden trap radius you are hasted. Your speed is doubled, gain a +2 bonus to AC, advantage on Dexterity saves, and gain an additional action on each of your turns. The action can be used to attack (one weapon attack only), dash, disengage, hide, or use an object. To walk inside the trap costs 4x movement.
Prestidigitation: Out of combat, the Witcher manages to create small flames that light candles, torches and bonfires.
Basic: As a bonus action you send out a burst of flames in a 10ft cone, all creatures within the area make a Dexterity saving throw. On a failed saving throw the target takes 1d10 fire damage or half damage on a successful save. This damage increases by 1d10 at 7th, and 13th
Empowered: You empower your Igni Sign, to a 15ft cone and set a target ablaze. In addition to the original Igni Sign's effect the Hexer chooses a target who is in the area of the Igni Sign and sets their armor or skin ablaze. The target burns for an extra 1d6 fire damage. This damage occurs every round at the start of their turn for 1d4 rounds. The creature can use an action to put out the flames ending the effect on itself. This damage increases by 1d6 at 7th, and 13th
Greater Empowered Igni You gain the ability to focus the energy of the Igni blast into a fire stream to hit a single target to devastating effect. The range of the fire stream is 30ft. An enemy hit by this stream takes 4d10 fire damage. Roll a percentile die, on a 50 or above, the enemy is set ablaze. If set ablaze, the enemy takes 2d8 fire damage per round for 1d4 rounds. The enemy on their turn can use their action to put out the fire. They will continue to take fire damage every round on their turn until the fire is put out or until the effects of the Sign ends.
Mythic Empowered Igni When you Empower your Igni Sign, all creatures caught in a 30ft radius around yourself must succeed on a dexterity saving throw, or receive 5d10 fire damage and are burning for 2d8 fire damage. This burning damage occurs every round at the start of their turn for 1d6 rounds. On a successful save the receive half damage, and 1d8 burning damage for 1d4 rounds.
Basic: With a bonus action, or if you hit a creature with a melee attack you can cast Quen. ou cast a protective ward around yourself, gaining resistance o any form of damage as well until you are hit for the first time or until the end of your next turn. This effect last for 2 hits at level 7 and 3 hits at level 13.
Empowered: You empower your Quen sign to create a more powerful shield around. In addition to the original Quen Sign's, you add your Wisdom modifier bonus to AC. You also take no damage from Magic Missile. Now Quen lasts for 3 turns or until hit
Greater Empowered Quen In addition to the original Quen Sign's, you which grants you 5 + your vigor point maximum in temporary hit points. The temporary hit point last till a long rest or until depleted. Temporary hit points from this version of the sign do not stack. Additionally, if you take damage from any resistances granted by Quen, your enemy takes half the damage dealt to you.
Mythic Empowered Quen You create a bubble of potent energy around yourself. You gain immunity to all damage for one round. If you are hit by any melee attacks, ranged attacks, or spells, you gain 1d8 temporary hit points. These hit points last for 1d4 rounds and if they aren't lost then they are gained as regular hit points. You are immobile for the duration of this effect, but can end the effects early with an action and regain 2 Vigor points.
Basic: As a bonus action you blast a target's mind with psychic energy, a target in line of sight must make a Wisdom saving throw against your Witcher save DC. Upon a failed save the target is stunned until the start of your next turn, or until taken damage. If the target succeeds the save they are unaffected by the Sign and gain advantage against this Hex for 1d4 rounds.
Empowered: You empower your Axii Sign, to instead control the target's actions. The target must make a Wisdom saving throw against your Hexer save DC. Upon a failed save the target is charmed and under your control. The creature attacks any creature that is hostile to you, if there is no hostile creature nearby, he is stunned by 2 turns. The target can remake the saving throw at the end of each of its turns, a successful save ends this effect on itself. If the target fails saving throw, on your turn, you can use your bonus action to keep the control. When the Sign ends the target is dealt 2d4 psychic damage. If the target succeeds their saving throw they are only dealt half the psychic damage and have advantage on the save against this Sign for 1d4 turns.
Greater Empowered Axii When you empower your Axii Sign, it instead instead controls up to two targets. The targets must make a wisdom saving throw. Upon a failed save the targets are charmed and under your control. The creatures attacks any creature that is hostile to you, if there is no hostile creature nearby, they are stunned by 2 turns. They add your wisdom modifier to their damage rolls. The target can remake the saving throw at the end of each of its turns, a successful save ends this effect on itself. If the target fails saving throw, on your turn, you can use your bonus action to keep the control. When the Sign ends the target is dealt 3d4 psychic damage. If the target succeeds their saving throw they are only dealt half the psychic damage and have advantage against the Sign for 1d4 turns.
Mythic Empowered Axii You assault a single targets minds with psychic energy. Targets must make a Wisdom saving throw or take 6d6 psychic damage. If this damage would kill the target they are instead put to sleep for 1 hour. If they are put to sleep they must make a Wisdom saving throw against your Sign save DC. Upon a failed save the targets memory of the past 24 hours is erased. Additionally, the Witcher can use an action to learn contents of the memories regardless of the results of the saving throw.
Starting at level 3, Witchers decide what school they want to follow. Each school offers a variety of different skills Witchers can use to enhance their monster tracking and slaying abilities. There are five schools to choose from: The School of the Wolf, Cat, Viper, Bear, and Griffon. Your Witcher school grants abilities at 7th, 11th, 14th and 18th level. You gain a silvered weapon.
Ability Score Increase
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th and 19th level, you can increase one ability score of you 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. Due to your hard training physically and mentally, your dexterity and wisdom can exceed a maximum of 20, and can reach a maximum of 22 using this feature and due to being a witcher and how dedicated you have to be with your craft your intelligence and charisma cannot exceed 14 using this feature.
Beginning when you choose this archetype at 7th level, your weapon attacks score a critical hit on a roll of 19 or 20.
Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.
Swift of Arm and Clear of Mind
Starting at level 4, you are able to use your reaction to reduce the damage dealt by a ranged weapon by 1d8 + your level + your Dexterity modifier. If the damage is reduced to 0 you can spend 1 Vigor to catch the projectile and make a ranged attack to an enemy within 25 feet.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The line between monsters and men can be thin indeed, and the Witcher must discern what separates the two.
Starting at level 5, when you attack a non-human (Vampire and Zombie would be considered non-human though they are humanoids) with a silvered weapon, you gain +1 to your attack and damage roll. If you attack a creature that is Humanoid, they in turn has no effect. The bonus increases at level 9 to a +2, at level 13 to +3, at level 17 to +4.
Starting at level 7, you can craft bombs using your alchemist kit. The process takes 1 hour to gather materials and to craft 2 bombs of your choice. As a bonus action you can light and throw the bomb with a range of 30ft.
- Grapeshot Bomb
- Detonating this bomb produces a blast of shrapnel within a 5 foot sphere. Creatures within this radius must make a Dexterity Saving throw. They take 1d8 piercing damage on a failed save, or half as much on a successful one. This damage increases by 1d8 at 12th and 16th level.
- Dancing Star Bomb
- Detonating this bomb produces a fiery blast within a 10 foot sphere. Creatures within this radius must make a Dexterity Saving throw. They takes take 1d6 fire damage on a failed save, or half as much on a successful one. This damage increases by 1d6 at 10th, 14th and 18th level.
- Dimeritium Bomb
- You can light and throw the bomb as a bonus action with a range of 30 ft. Detonating this bomb produces a shimmering cloud within a 10 foot sphere. Any creature that attempts to cast a spell or sign from inside this radius must make a Wisdom Saving throw. On a Failed save, the spell fails. Spells like Firebolt or Ray of Frost may pass through unhindered. Any spellcasting creature that enters the radius must make a Wisdom Saving throw or lose concentration.
- Samum Bomb
- Detonating this bomb produces a flash of blinding light within a 15 foot sphere. All creatures within this radius must make a Wisdom Saving throw or be blinded for 1d4 (minimum of 1) rounds.
- Moon Dust
- Detonating this bomb produces a blast of tiny crystalline shards within a 10 foot sphere. Any creature with the type shapechanger must Succeed on a Constitution saving throw or be unable to change shape for 1 minute. At 15th level, the duration becomes 15 minutes.
Starting at level 9, whenever you attempt a Persuasion, Deception, or Intimidation check, you use the mind-altering powers of Axii to influence the conversation. If you spend 1 vigor point when you roll, you gain advantage on said checks. This feature cannot be used if you don't have the Axii sign currently selected as one your signs.
Starting at level 13, you can use Witcher blacksmithing secrets to add a +1 AC to any armour of your choice. Requires 12 hours of preparation, once complete the armour retains this bonus permanently. This ability can only be used once per set of armour.
Heightened Witcher Senses
At level 15, you become proficient with all Wisdom-related skills. Or you can choose 2 Wisdom proficiencies and 1 expertise in a wisdom based skill.
At level 19 increase your Charisma or Wisdom scores by 2 points each to a maximum of 20.(Wisdom can be increased to a max of 22)
At level 20 your training is finally "complete", you have achieved the rank of Master. Due to the vastness of everything you've seen on your journey, nothing phases you anymore. You gain immunity to the frightened condition. Additionally, you can use Empowered forms of any Sign without a Vigor cost. Greater empowered and Mythic signs still incur a cost to Vigor however, but only 1 and 3 points as opposed to the original 3 and 5. You've also picked up some special fighting techniques in your travels. Choose one of the following specialized Witcher fighting styles to adopt. You may change your chosen style at the dawn of each day.
The Temerian Devil
This is known as the strong style. This style emphasizes hard and heavy hits that often leave an opponent stunned. While wielding a weapon that has either the reach or two-handed properties, you can make two attacks against one target. You make two attack rolls, and if one hits, you may knock the enemy 5ft in any direction. If both attacks hit, then you may move the target 10ft in any one direction and they must succeed a DC15 Dex saving throw or be knocked prone. They also take an additional 1d10 damage from being hit twice. This attack costs 2 vigor points and your entire attack action. If used two turns in a row, take one level of exhaustion.
(Wolf) Addan Anye
This is known as the fast style, or the Fiery Dancer. This style emphasizes fast and agile strikes that would quickly wear your opponents down. You may now use your attack to make a melee attack against up to 3 enemies in your movement range. You do not provoke opportunity attacks against yourself when moving in between targets. You make separate attack rolls for each attack, and should they hit, each attack induces 1d6 bleeding damage at the end of their turns. The bleeding effect lasts for 3 turns. This attack costs 2 vigor points and your entire attack action. If used two turns in a row, take one level of exhaustion.
- Note that you can attack one enemy 3 times and induce 3d6 bleeding damage at the end of their turn for 3 turns. If done again when they have counters they will stack to as much as 6d6 bleeding damage. It can be easier to think of them as applying tokens that last for three turns and deal 1d6 bleeding damage each to an enemy.
Viroledan Naev’de Feaine Glaeddyv
This is known as the group style, or the Nine Sun Swords. It is designed to fight a multitude of foes. You can now use your attack to make a melee weapon attack against all hostile creatures within your weapon's reach. If you do so, you make a single attack roll and compare the result to each target's AC, and you make a single damage roll for all creatures you hit with the attack. This attack costs 2 vigor points and your entire attack action.
As a Witcher, you are literally defined by your school. It's where you received all of your training, and spent almost all of your life. It's the closest thing you have to a home, filled with the closest thing you have to a family. Each school specializes in something different, and has unique advantages in the way they kill monsters.
School of The Wolf
Witchers of the School of the Wolf excel at adaptability. They are resourceful warriors, always preparing before they engage in combat, allowing them to defeat monsters much stronger than them. When you choose this School at the second level, you gain proficiency on Insight and Investigation, or double proficiency if you already have it.
- Reflexes of the Wolf
Starting at level 3, you gain the agility of a wolf. When an attacker you can see makes an attack that would hit you, you can instead spend 2 points of Vigor and add half your dexterity modifier, rounding up, to your AC. If it then misses, you may then use your reaction to make a single attack or cast a Sign at any target within range. This can only be used once per round of combat.
- Thunderbolt Potion Crafting
Starting at level 7, you can now use your alchemist's kit to craft specialized Witcher potions and concoctions. These potions are incredibly toxic for non-Witchers. The process takes 1 hour to gather materials and craft 1d4 vials of a potion called Thunderbolt. You may only use this feature once per day. Thunderbolt potions, if consumed by a Witcher, allow you to roll an additional damage die with all attacks for the next 3 rounds. At level 14 you can create enhanced Thunderbolt, which, for the next 5 rounds, allow you to roll an additional damage die with all attacks, At level 19, you can create Superior Thunderbolt, which, for the next 10 rounds, allow you to roll an additional 2 damage die with all attacks. These effects do not stack. Toxicity: 2
- Burning Heart of The Wolf
Starting at level 11, as a bonus action, you can overclock your Igni sign at the cost of 4 vigor points to take the form of a wolf. The wolf lunges into one target within 30 ft of you, and continues on to attack 3 more targets, each within 30 ft of the last target hit. All targets must make a Dexterity saving throw. Upon a failed save, the target takes 8d8 Fire damage, or half damage if the target saves. Due to the extremely taxing nature of this ability, you cannot use the Igni sign again until you take a short rest.
- Dire Wolf's Hide
Starting at level 14, you gain Dire Wolfs Hide. Permanently increase your AC by 1. In addition, you become immune to freezing temperatures and gain resistance to cold damage.
- Heliotrop Sign
Starting at level 18, the Witcher learns the Heliotrop Sign. When you are forced to make a save as part of a spell or breath attack, you can use your reaction as well as 3 Vigor points to cast the Heliotrop Sign. When you do so, you automatically save and gain resistance to the damage the spell or breath attack would inflict until the beginning of your next turn.
School of The Cat
The teachings of the School of the Cat focus on two things. Precision and speed. As a result, they produce fast and fierce fighters capable of whirling through masses of enemies in seconds. When you take this class at level 2 you gain proficiency in Stealth and Thieves tools.
- Cat's Grace
Starting at level 3 Light and Medium armor do not impose disadvantage on your stealth checks if they would do so. In addition, as a result of your training, you've become more dexterous than most Witchers, giving you proficiency in Acrobatics.
- Blizzard Potion Crafting
Starting at level 7, you can now use your alchemist's kit to craft specialized Witcher potions and concoctions. These potions are incredibly toxic for non-Witchers. The process takes 1 hour to gather materials and craft 1d4 vials of a potion called Blizzard. You may only use this feature once per day. Blizzard potions, if consumed by a Witcher, grants an extra action upon a kill once for the remainder of the fight. At level 14 you can craft Enhanced Blizzard, which grants one additional action for every kill for the remainder of the fight. At level 19 you can craft Superior Blizzard, which grants one additional action for every kill for the remainder of the fight, and you may immediately cast a sign upon a kill at no action cost. (Note: To clarify, the blizzard potion does not grant a permanent additional action for the rest of the fight. If you have 2 actions on a particular turn, and kill an enemy, you may take an additional action on that turn only.)
- Trickery of The Cat
Starting at level 11 you can overclock your Axii sign at a cost of 4 vigor points with Trickery of the Cat. You channel and cast a pure white explosion with a radius of 30ft. All non-allies caught in the blast must make a Wisdom saving throw versus your Sign save DC. Upon a failed save the creature believes they are being mauled by lions and suffer 5d8 psychic damage every turn at the start of their turn. This effect lasts 1d4 turns. A creature can repeat the saving throw at the end of their turn. A successful save ends the effect. If the target saves from the initial effect they are only dealt half of the psychic damage. Due to the extremely taxing nature of this ability, you cannot use the Axii sign again until you take a short rest.
- Lion's Pounce
Starting at level 14 you gain the ability to dash as a bonus action. If you dash at least 20 feet in a straight line you can leap at a target and attempt to do a pouncing strike. Make a melee attack against the target, if the attack hits the target must succeed a Strength saving throw against your Sign save DC or be knocked prone. The attack deals an extra 2d8 damage even if the target isn't knocked prone. In addition, if the target is knocked prone, you may take an extra attack against that creature. This attack has advantage to hit.
- Go For The Throat
Starting at level 18, you can spend one vigor point to have a strike to an enemy causes bleeding, dealing 2d6 bleeding damage at the beginning of the creatures turn until the creature expends an action to staunch the bleeding. This does not stack with the Adden Anye fighting style. (ie. the throat of a Human). This does not stack with the Adden Anye fighting style.
School of The Viper
The School of the Viper focuses on poisoning, and debilitating your opponents. The Viper School possesses a wealth of valuable information, including an extensive collection of books about the Wild Hunt. The Viper school grants proficiency in shortswords. Its students display a predilection for shortswords as opposed to their longer counterparts.
- Blade of Sickness
Starting at level 3 as an action you can coat your blade in a debilitating toxin, causing your successful attacks to impose disadvantage on all of your opponents attacks on their next turn. The toxin lasts for 1d4 turns until its potency is gone. If the target is immune to poison this toxin has no effect. You can craft the toxin using your alchemist kit, the process takes 1 hour to gather materials to craft 2 vials of toxin. Non Witchers can use the toxin for their blades but they must make a constitution saving throw against a DC 13 when applying it. If they fail the save they are poisoned for 1d4 turns and have disadvantage on all attacks for the duration.
- Tawny Owl Potion Crafting
Starting at level 7, you can now use your alchemist's kit to craft specialized Witcher potions and concoctions. These potions are incredibly toxic for non-Witchers. The process takes 1 hour to gather materials and craft 1d4 vials of a potion called Tawny Owl. You may only use this feature once per day. Tawny Owl potions, if consumed by a Witcher, will immediately grant them 2 vigor points. At level 14 you can craft Enhanced Tawny Owl, which will immediately grant them 2 vigor points, and an additional 1 point at the start of their next 2 turns. At level 19 you can craft Superior Tawny Owl, which will immediately grant them 2 vigor points, and an additional 2 points at the start of their next 3 turns.
- Viper's Breath
Starting at level 11 as an action you can empower your Aard Sign with Viper's Breath. When empowered this way it causes the Aard Sign to shoot out in a 30ft cone then expand to 40ft radius of poisonous necrotic gas, the gas lasts for 1d4 turns. Creatures within the area must make a Constitution saving throw when they first enter the area or start their turn in the gas. Upon a failed save the creature takes 6d6 necrotic damage as it burns the creatures skin. If the target saves they take half damage. In addition if the target fails their constitution saving throw they are poisoned. While poisoned the creature's movement speed is reduced to 15ft and they cannot dash. The poisoned effect lasts 2 rounds. (does not stack with consecutive fails only resets.)
- Short Sword Master
Starting at 14th level, you are well practiced with a short sword in your main and off-hand, and gain the following benefits. If you are Two-Weapon Fighting with two short swords and use a bonus action to attack with the short sword in your offhand, you can attack twice with it instead of once. While you are Two-Weapon Fighting with short swords, you gain the Duel Wielder feat.
- Improved Viper's breath
Starting at level 18 your vipers breath gains the following effects. Range is increased to an 50ft cone that expands to a 30ft radius, the damage is increased to 10d6 necrotic damage and if the target fails the saving throw they are instead paralyzed.
School of the Bear
The School of the Bear focuses on Brute Strength, and using powerful blows to debilitate and destroy your enemies. The Bear School is low in number, and it is rare to encounter a Bear School Witcher. Who knows what secrets the School of the Bear holds?
- Bears Might
Starting at level 3, you have mastered the art of Great-Weapon fighting, and while wielding a Greatsword or Greataxe, you roll 1 Additional Damage die. This increases to two Additional Damage die at the eighth level, and to three at the fifteenth.
- Thunderbolt Potion Crafting
Starting at level 7, you may now use your Alchemists kit to craft the Witcher Potion Thunderbolt. It adds an additional 1d6 of damage to your attack. It takes one hour to gather materials and craft 1d4 vials of Thunderbolt. At level 14 you may craft enhanced Thunderbolt, which adds 2d4 to your attack, rather than 1d6. This effect lasts for up to 20 minutes, or 3d10 turns.
- Charging Bear
At level eleven, you may, as an action, expend two vigor points and use your movement speed to make an attack. This is considered a melee attack, where you charge forward, dealing 2d8 damage to any enemy in your path. If they are medium or smaller, they are knocked out of the way as well, allowing you to continue until movement speed is gone.
- Tooth and Claw
At level 14, when rolling unarmed damage, your damage die is d6+strength. Your hits, unless the enemy makes a DC 11 Dex saving throw, stuns the enemy.
Just like the myths of the ancient School of the Bear, you have willingly accepted the curse of a Berserker. When rolling initiative, if you roll 15-20, turn into a Werebear. Your health is increased by 3d8+Con, and your damage is 2d6+Str. Your Strength stat, while in Werebear form is increased by 2. Intelligence by 1, and Dexterity decreased by 2.
Prerequisites. To qualify for multiclassing into the Witcher class, you must meet these prerequisites: Strength or Dexterity of 13 and a Wisdom of 13, 10 years free for Witcher training.
Proficiencies. When you multiclass into the Witcher class, you gain the following proficiencies: Simple Weapons, Longswords, Greatswords, Battleaxes, Greataxes, Light Armor and Medium armor
Dangers. When multiclassing your character must go through the rigorous process known as the trial of the grasses and may very well end up dead. Only 3 or 4 Witchers usually survive the process out of their entire group. Roll a d100 when you multiclass into a Witcher. On a 64 or lower, you die.