Witcher, 4th Variant (5e Class)

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A Witcher[edit]

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 or any you'd like to add to the world) 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 Witchers; 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 to teens, 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 produce a child to pass on their traits). -Only severly strong magic, such as multiple 9th lvl spells, a 10th lvl spell and a wish spell can undo this.
•Cat-like eyes that grant very acute nightvision - Witchers 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 poison (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. Witchers 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.
Most Witcher's have the ability to persuade, deceive and/or intimidate others. Some better than others, especially using Axii.
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)300-500yr+.

❂Specialized Killers❂[edit]

Witchers are trained in small batches, usually consisting of ten to fifteen kids, the vast majority of which don’t survive the training. They usually die to monsters, but even fewer survive the infamous Trial of the Grasses, the final part of the process, in which the subject is subjected to toxic chemicals which, in addition to making them infertile, mutate them into something more than human, something that is both the evil they face and the silver they banish it with. The majority of witchers carry two swords with them. Silver for monsters, steel for humans. Both, for monsters.


Creating a Witcher[edit]

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 they 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, you might've been given as by the Law of Surprise, or you might have run to them seeking adventure.
Think about this and how it impacts your view of humanity.

The Witcher's Code[edit]

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 and/or DM. 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. Meaning, don't be persuaded and

•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.

•Neutrality
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. With even knowing the difference between a Metallic and Chromatic. It takes a lot of push to make these Witchers turn their blade towards these scary lizards.

•Sanctity of Life
Humans, elves, dwarves, and sometimes even Monster 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 may add anything else known for witchers in the games/books/show:


Quick Build[edit]

You can make a Witcher quickly by following these suggestions. 2 highest ability scores should be (Dexterity or Strength) and (Wisdom). Though depending on your Witcher school of choice, you may want to make different scores higher, as seen in the schools description.
Making either Strength or Dexterity, with Constitution your "dump stats". This is only a suggestion.Finally, it's recommended to take the Outlanter background.


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, Medium, & Heavy
Weapons: All Martial, Simple weapons, & Shields
Tools: Alchemist kit, Poisoner's kit
Saving Throws: Constitution and Wisdom
Skills: Choose three from: Perception, Persuasion, Investigation, Survival, Acrobatics, Athletics, Insight, or Intimidation.

Equipment

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

  • (a) Studded Leather (Light) or (b) 'Silver' Chain Shirt (Medium) or (c) Scale Mail (Medium) or (d) Silver Imbued Splint Armor (Heavy)
  • (a) Longsword (Steel and Silver) or (b) Greatsword (Steel and Silver) or (c) Greataxe (Steel and Silver)
  • (a) Hand Crossbow and 40 Crossbow bolts (20 Steel and 20 Silver) or (b) 5 Javelin (Steel and Silver) or (c) 40 Throwing Knives (20 Steel and 20 Silver)
  • Alchemist kit, Witchers Medallion, Notebook, Sign-Pen and Bestiary (given to Witcher no matter what)

(Bestiary is Optionally Magical Via DM) (Sign-Pen is Silver and Mithril to write faster) (Medallion is Silvered & is a Magical Artifact, only common to Witcher Schools)

Table: The Witcher

Level Proficiency
Bonus
Features Signs known Vigor Points Toxicity Creatures known
1st +2 Witcher Trials, Specialized Killers, Witcher Artifact 0 5 3 4
2nd +2 Signs,Witcher Senses, Witcher Alchemy, Fighting Style 2 6 4 4
3rd +2 Witcher School, Swift of Arm and Clear of Mind 2 7 5 6
4th +2 Ability Score Improvement, , Monster Slayer 3 8 5 6
5th +3 Extra Attack, Bomb Crafting 3 9 6 8
6th +3 Ability Score Improvement, Witcher School Feature 3 10 6 8
7th +3 Witcher's durability 3 11 7 10
8th +3 Ability Score Improvement 4 13 7 10
9th +4 Unnatural Persuasion, Greater Empowered Signs 4 13 8 12
10th +4 Witcher School Feature 4 15 8 12
11th +4 Witcher's Resolve 4 17 8 14
12th +4 Ability Score Improvement 4 18 9 14
13th +5 Witcher School Feature 5 19 9 16
14th +5 Ability Score Improvement, 5 20 9 16
15th +5 Heightened Witcher Senses, Mythic Empowered Signs 5 21 10 16
16th +5 Ability Score Improvement 5 22 10 18
17th +6 Witcher School Feature, Witchers Cunning 5 24 10 18
18th +6 High-Tier Witcher 5 26 11 18
19th +6 Ability Score Improvement 5 28 11 20
20th +6 Master Witcher 5 30 11 20

Creatures known[edit]

This revolves around the Bestiary.
This is mainly for character creation, for the player has actual knowledge as a Witcher (aka Monster Slayer), which as a class is it's main goal.
(To know about and possibly slay creatures, for whatever given reason)
Creatures known go into the Bestiary.
You may use this out of character creation, for during level ups, but it is kinda ill-advised.
Also you may read up on or be told about creatures to add them to the Bestiary.
(Ex: Someone that's fought a Vampire Lord, gives you the information of what they experienced, or reading a book about it)
This is based on the preparation you had in becoming a Witcher.

Vigor[edit]

Starting at 1st level, you obtain "Vigor" as form of magic resource only usable by Witchers.
•The amount of Vigor points you have is based on the Witcher table, at level 1.
•You can recover all spent vigor points during a long rest, or recover half your maximum taking a short rest.
•Each Sign works upon the prior iterations. If it's a direct improvement to for example "damage or range", there is no need to look back to the prior versions.

Witcher Trials[edit]

During the Trial of the Grasses, your body underwent amazing and horrifying mutations leaving you sterile, but granting you the following At 1st level:

•You gain Darkvision 60 feet, if your race did not already possess Darkvision.

Resistance against poison. Immunity to the poison condition. Later at level 6, it becomes Immunity to poison overall.

Immunity to disease.

Resistant to the frightened condition.

•Your estimated lifespan increases by approximately 300-500 years.

•You gain Your Dexterity times 5ft of movement speed (Ex: Dex=3. 3x5=15ft extra speed)

•If you lose or break your weapons, buy others cost an additional 10-50gp per weapon. Your weapons are unique. Roll 2d20 to add for additional costs.

At level 6 you are become resistant to being charmed and at level 14 you become immune. (Optional for the DM, you can choose to make it level 15-16 instead of 14.)

Witcher Artifact[edit]

•Medallion
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 Medallion, it vibrates 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.

•(Medallion is Silvered & is an Artifact, only common to Witcher Schools)
•(Witchers Medallion is able to detect Magic at 'Wisdom x 15ft', but unlike the spell telling school types, it tells if it's a creature, elemental, Wild Magic [vibrates violently], pure magic, & dangerous/neutral/positive for the Witcher)
•It's able to tell the near precise location at Wisdom x 5ft range, & detect a anti-magic zone up to a 15ft radius


•Sign-Pen
A pen that uses the same magic as your "Signs" to be usable. Anything written may be chosen to be written as if normal or magical.


•Notebook
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.


•Bestiary
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- killing or subduing it. It is then added to your Witcher Bestiary.

When facing a creature recorded in the bestiary, you know about its lore, stats, and abilities, in addition to its damage immunities, resistances, and vulnerabilities.
You have 3 Bestiary dice, which are d6s. A Bestiary die is expended when you use it. You regain all of your expended bestiary dice when you finish a long rest, and 2d4 dice for a short rest.
•You can expend 1 bestiary die and add the result to a saving throw made against a ability of a creature listed on the bestiary
or
•You can expend 2 bestiary dice and add as a penalty on any creature saving throw against your abilities. (doesn't need to be in bestiary)
•You need to spend 5 minutes after a battle if the body isn't around, you came upon a dead creature, or it's still alive but non-combatant,
by analyzing the body of the dead creature or the environment where the struggle occurred to be able to add it to your bestiary.

•You gain more Bestiary dice at higher levels.-------[Optional for stronger world campaigns--->>>] At level 12 The Die becomes a d8
At 5th level you'll have, 4 ---- At 9th level you'll have, 5 ---- At 12th level you'll have, 6.---- At 16th level you'll have, 7.
Think of it as a personal Bardic Inspiration that is more limited and a lower Die.

Specialized Killers[edit]

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 + 1d4. Also, unarmed strike enhancements depend on each school. Further, any 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.

Witcher Senses[edit]

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 2(INT)x5 feet by sense of smell/hearing/sight.
If the opponent or objective is upwind, clear for sight or noises, the range increases to 2x feet; if downwind, obscured, too much noise pollution or to little of a sound, it drops to INTx5 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 you detect a scent, the exact location is not revealed—til within range. Otherwise, the path is revealed.
Think of a Dog sniffing out for a lost child or something similar. They use a visual/scent/noise path til close enough.

The you can use a bonus action and/or reaction to note the direction of the scent/noise/image. You follow tracks by smell/noise/image, making a Wisdom or Intelligence Skill based check to find or follow a path.
Depending on the situation. Up to DMs logical discretion.
The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on the strength of the quarry's odor, the number of creatures, and the age of the trail.
For each hour that the trail is cold, the DC increases by 2. Tracking by scent, you ignore the effects of surface conditions and poor visibility.
You gain the Observant feat and become proficient or double in perception. You can no longer be surprised by any potential enemy.


Fighting Style[edit]

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.

Defense While you are wearing armor, you gain a +1 bonus to AC.

Dueling 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.

Disengager You can use your bonus action to disengage and move + 5 extra ft.


Witcher Alchemy[edit]

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.
If you pass the toxicity limit, Roll 1d20, 1-9 gain 1 exhaustion point. 10-14 Gain benefits for half duration. 15-20 It works as normal. Most potions have a Enhanced & Superior version.
You need to finish a Short or Long Rest before you can use this feature again. At level 9 you gain the ability to use this feature 2 times, and at 16th level 3 times, before needing a Short or Long rest.
You may Craft potions during a short rest (unless if DM rules short rest as sleeping), but you use 1d4-1 Hit dice per BATCH you try making, and you'll not regain your uses until a "Normal Rest".
-Some potions (ex:Elixir of the Cat) work upon the basic versions, for the Enhanced & Superior versions. Drinking a potion is a bonus action and a 2nd is an action.


𝓢𝔀𝓪𝓵𝓵𝓸𝔀
The process takes 1 hour to gather materials and craft 2d4 vials of a potion called Swallow. Swallow potions, if consumed by a Witcher, heal 2d4 + your Constitution modifier at the end of your turn for 5 turns.

Toxicity: 2
Enhanced: At level 7 you can craft Enhanced Swallow, which heals for 2d6 + your Constitution modifier.
Superior: At level 13 you can craft Superior Swallow, which heals for 4d4 + your Constitution modifier and now last 6 turns.


𝓘𝓷𝓼𝓽𝓪𝓷𝓽 𝓢𝔀𝓪𝓵𝓵𝓸𝔀
The process takes 1 hour to gather materials and craft 1d6+1 vials of a potion called Swallow. Swallow potions, if consumed by a Witcher, heal 3d6 + your Constitution modifier.

Toxicity: 1
Enhanced: At level 6 you can craft Enhanced Swallow, which heals for 4d8 + your Constitution modifier.
Superior: At level 14 you can craft Superior Swallow, which heals for 6d8 + your Constitution modifier.


𝓔𝓵𝓲𝔁𝓲𝓻 𝓞𝓯 𝓣𝓱𝓮 𝓒𝓪𝓽
The Witcher can produce 3d4 potions which double the Witcher's natural dark vision range to 120 feet, and allow the sight of color in the dark for one day.
Toxicity:1

Enhanced: At level 10, You can produce Enhanced "Elixir of the Cat" potions which take an hour to gather materials and craft. Which heighten your Witcher senses to the point that even magical darkness doesn't hinder you: gain Truesight up to 30 ft. This allows you to see invisible creatures and objects, automatically detect visual illusions and automatically succeed on saving throws against them. Last for 24 hours duration each.
Superior: At level 15, You can produce Superior "Elixir of the Cat" potions that now provide 60ft of Truesight, 120ft of Darkvision, and 60ft (180ft) of normal colorless darkvision.


𝓑𝓵𝓪𝓬𝓴 𝓑𝓵𝓸𝓸𝓭
Duration: 30 minutes

Any creature that attacks with it's body in some way, or any undead, monstrosity, or beast that attacks with contact, takes 1d8 poison damage upon dealing damage to the witcher, this increases to 2d8 at 10th and 3d8 at 15th level. The process takes 1 hour to gather materials and craft 2d6-1 vials.
Toxicity: 1
Enhanced: At level 5, 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 To a 1d8 roll for to get, 1-6 Poisoned condition, 7-Blinded, 8-Deafened. (Poisoned = Constitution modifier + 1) (Blinded til the end of your next turn) (Deafened for 2d4 turns) The Black blood either enters their body, their facial area, or ears (or where ever they may hear from). Black Blood now lasts for 60 minutes, but you must make the same constitution saving throw to every 5 minutes, or take 2d8 necrotic damage.
Superior: At level 10, Toxicity is now 2 Any Immunity to poison becomes resistance and Any resistance to poison becomes normal. And now you do 2d4 poison damage, 3d4 at 15th level and 4d4 at 19th level, when you attack with melee or thrown attacks. This now applies the constitution saving throw the Enhanced Black blood introduces. Additionally now Oozes, Plants, Humanoids/Giants can be effected. And at level 14 Fiends and Aberrations effected as well. No effect on Fey, Dragons, Celestials, Elementals and FULL Constructs.


𝓚𝓲𝓵𝓵𝓮𝓻 𝓦𝓱𝓪𝓵𝓮
Duration: 1 hour.

You can breathe underwater. The process takes 1 hour to gather materials and craft 1d6 vials.
Toxicity: 1
Enhanced: At level 8, your fingers and toes become webbed, giving you a swimming speed equal your walking speed. The duration is now 2 hour.
Superior: At level 17, The duration is 8 hours. You feel calmer and are able to fully utilize the slight webbed fingers and toes, you now can swim 2x your walking speed.



✞ 𝓦𝓱𝓲𝓽𝓮 𝓗𝓸𝓷𝓮𝔂

Regain all of your toxicity points, cancels active potion effects. You may not drink any potions for 3 turns including the turn you drank White Honey, after you drink it. The process takes 1 hour to gather materials that costs 15gp per vial and craft 1d4+1 vials. Removes 1 exhaustion.
This is the only potion a non-witcher is able to drink without harm, but it only works as a use of the "Lesser Restoration" spell.
Enhanced: At level 9, You now regain 1d6 hp or becomes temp if full, and regain 1d4 Vigor points.
For non-witchers it still does the same effect, but they take 1 pleasant radiant damage. (Think of a hot out-of-oven cookie or soup)
You'll gain no further benefits per 12 hours, after the 2nd drunk White Honey.



*For any Witcher potion that's consumed by a non-Witcher, they must pass a Constitution saving throw at the start of their turn. If they succeed the constitution saving throw, they gain the benefits of the potion for half the duration. If they fail, they either take initial or duration effects. For some you may repeat the DC. This doesn't mean you'll now gain the benefits after ex: 1-fail --> 1-save

-Swallow = DC 16. Or take damage equal to Swallow's healing + (Basic-2)(Enhanced 1d6)(Superior 2d6). This can be removed through lesser restoration, reviving spells.
-Instant Swallow = DC 18. Or take damage equal to Instant Swallow's healing + (basic 2d4)(Enhanced 3d4)(Superior 3d8).
-Elixir of the Cat = DC 18 every 1 turns. Go blind for each fail, and 1d4-1 turns after success. This can be removed through lesser restoration, reviving spells.
-Elixir of the Cat Enhanced/Superior = DC 22 every 1 turns. Go blind for each fail, and 2d4 turns after success. This can be removed through lesser restoration, reviving spells.
-Black Blood = DC 18 every 2 turns. Or take 1d4 poison and gain the Poisoned condition. Poisoned condition lasts for 1d4-1 turns after success.
This can be removed through reviving spells, Life Transference, Greater restoration, Heroes' Feast, Heal.
-Black Blood Enhanced/Superior = DC 24 every 2 turns. Or take the negative effects it's meant to do to others. Each fail continues the damaging effects, while the other effects last for the normal time if there is a success
This can be removed through reviving spells, Life Transference, Greater restoration, Heroes' Feast, Heal.
-Killer Whale = DC 14 per turn. Or be considered drowning til. This can be removed through lesser restoration, reviving spells.
-White Honey = DC 8. Taste like a golden milk.

Signs[edit]

Starting at 2nd level, you gain access to signs, a form of magic only usable by Witchers.
All signs require the use of one hand for somatic components (no other components are required). All signs can be "empowered" consuming 1 Vigor point causing various enhanced effects.
The amount of Vigor points you have is based on the Witcher table. At level 2, 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 9, you gain the ability to greatly empower your signs with greater potency. To use a Greater Empowered sign, you must spend 3 Vigor points.
Then starting at level 15, you gain access to Mythic Empowered Signs, for higher level effects for each sign. 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 vigor points during a long rest, or recover half your maximum taking a short rest.
•Each Sign works upon the prior iterations. If it's a direct improvement to for example "damage or range", there is no need to look back to the prior versions.

•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. Besides Quen.
Sign casting beyond that as an action and/or reaction is possible, but you take a level of exhaustion for each sign casted pasted the bonus action. Unless the sign is being used as a feature or ability.


•Sign Save DC= 8 + Proficiency bonus + Wisdom Modifier

The 5 signs effected by the signs known table are --> Aard, Yrden, Igni, Quen, & Axii

• Aard:[edit]

Prestidigitation: Out of combat, the Witcher can create disturbances in the air, for example extinguish small flames like torch and bonfires or blow a big pile of leaves around. Wind, movement, or Telekinetic based, basically.

•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 (you choose) and dealt an 1d4 force damage. On a save the they takes half damage and are pushed 5ft away. This damage increases to 2d4 at 6th, 3d4 at 12th, and 4d4 at 18th. 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 2d6 at 6th, 3d6 at 12th, and 4d6 at 18th. 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 30ft cone or 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 damage increases to 4d8 at level 15. 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 The range of the cone increases to 45ft and Radius to 30ft., the damage dice increases to 5d8 force, and increases to 6d8 at level 18. Any creature that fails the strength saving throw is knocked prone and stunned until the end of the next Witcher's turn. This works against all sizes.

• Yrden:[edit]

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 2 instances of this sign active at the same time.

Empowered: You Empower either your preexisting 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. The duration of the trap becomes 1d6 turns.

Greater Empowered Yrden When you empower either your preexisting Yrden trap or a new one, to a 35ft radius. 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 3d4 Necrotic or Radiant damage, you choose upon placing Yrden. Attacks are made at advantage against these creatures.
The duration of the trap becomes 1d6+1 turns. To walk inside the trap costs 3x movement. If they succeed they only receive the half movement and half damage while in the trap.

Mythic Empowered Yrden When you can empower your preexsiting 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. Allies movement cost half within (ex: 10ft movement = 5ft spent)
The duration of the trap becomes 1d6+2 turns. The damage is increased to 3d6.
If they succeed they only receive the half movement and half damage while in the trap.

• Igni:[edit]

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 15ft cone, all creatures within the area make a Dexterity saving throw. On a failed saving throw the target takes 1d8 fire damage or half damage on a successful save. This damage increases by 1d8 at 4th, 7th, 12th, and 15th. (Make this a D6 in a more gritty story)

Empowered: You empower your Igni Sign, to a 20ft cone and set a target ablaze. In addition to the original Igni Sign's effect the Witcher 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 6th, 12th, and 18th

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 45ft.
An enemy hit by this stream takes 5d10 fire damage. Roll 1d10 and on 3 and above, the enemy is set ablaze. If set ablaze, the enemy takes 2d6 fire damage per round for 1d4+2 rounds. This burn damage increases by 1d6 at 12th, and 18th level
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, or a 45ft cone must succeed on a dexterity saving throw, or receive 8d8 fire damage and are burning for 2d8 fire damage. This burning damage occurs every round at the start of their turn for 1d4+2 rounds. This burn damage increases by 1d8 at 18th level On a successful save the receive half damage, and 1d8 burning damage for 1d4 rounds.

• Quen:[edit]

Basic: With a bonus action, or if you hit a enemy/creature with a melee attack you can cast Quen as a reaction. You cast a protective ward around yourself, gaining resistance against all form of damage as well until the end of your next turn.
This effect last for 2 hits at level 7 and 3 hits at level 14. Lasts for 2 turns at 7th level

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 modifer bonus to AC. You also take no damage from attacks like Magic Missile. Now Quen lasts for 3 turns.

Greater Empowered Quen Greater Quen, grants you 1d8 + 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, only replace if used again and it'd leave you with a higher number for Temp HP.
Additionally, if you take damage, your enemy takes the damage dealt to you after the resistance Quen provides, unless if it's from an attack not targeting, like Fireball or Meteor Swarm. The damage is considered Force damage.

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 2d4 hit points. You are immobile for the immunity round. After the initial Immunity round is, 2 rounds of resistance for 4 hits. If used within quick succession (round after round), you roll 1d10, rolling 5 or lower gives 1 level of exhaustion.

• Axii:[edit]

Axii has offensive and supportive Variants

Basic -- Offensive: You blast a target's mind with psychic energy, a target within line of sight of you or the target, up to 150ft (300ft with advantage) must make a Wisdom saving throw.
Upon a failed save, the target is stunned until the start of your next turn and 2d4 psychic damage, that increases by 2d4 at 5th, 9th, 14th levels.
If the target succeeds the save they aren't stunned and take half damage. Also, gaining advantage against this this sign for 1d4 rounds. (Immune and no damage if past the 150ft normal range)
(Target is unaware unless they know of the sign Axii)

Empowered -- Offensive: You empower your Axii Sign, to Stun the target for 2 turns, The target must make a Wisdom saving throw. The target can remake the saving throw at the end of each of its turns, a successful save ends this effect on itself.
When the Sign ends the target is dealt an extra 1d6 psychic damage, which increases by 1d6 at 5th, 9th, 14th levels.
If the target succeeds their 'initial' saving throw they are only dealt half the psychic damage and have advantage on the save against this Sign for 1d4 turns.

Greater Empowered -- Offensive: When you empower your Axii Sign, it instead instead stuns 1 target for 3 turns or 2 targets for 2 turns. The targets must make a Wisdom saving throw.
The target can remake the saving throw at the end of each of its turns, a successful save ends this effect on itself. When the Sign ends the target is NOW dealt 2d8 psychic damage, which increases by 1d8 at 10th, 14th levels.
If the target succeeds their 'initial' saving throw they are only dealt half the psychic damage and have advantage against the Sign for 1d4 turns.

Mythic Empowered -- Offensive: You assault a single targets minds with psychic energy. Targets must make a Wisdom saving throw or gain 1 level of exhaustion (A Choice when using Axii), take 10d4 psychic damage and be stunned for 3 turns.
The target can remake the saving throw at the end of each of its turns, a successful save ends this effect on itself. When the Sign ends the target is dealt 4d8 psychic damage
If this damage would kill the target they make 1 last attack against anything hostile to you within range and 10ft of movement.
Additionally, the Witcher can use an action to learn of the memories of the target (or if killed with this), if the 'initial' Saving throw failed.

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Basic -- Support: You blast a target's mind with psychic energy, a target within line of sight of you or the target, up to 150ft (300ft with advantage) must make a Wisdom saving throw.
Upon a failed save the target is stunned until the start of your next turn and Cause the target to not harm the Witcher for 1d4 turns after stun.
If the target succeeds the save they are unaffected by the Sign and gain advantage against this this sign for 1d4 rounds. (Immune and no damage if past the 150ft normal range)
(Target is unaware unless they know of the sign Axii)

Empowered -- Support: You empower your Axii Sign, to instead control the target's actions. The target must make a Wisdom saving throw.
Upon a failed save the target is charmed and under your control. The creature will attack any creature that is hostile to you, if you don't give any order/suggestion. This lasts for 1d4+1 turns.
Or you can choose to stun the target for 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 or reaction after they fail, to keep the control for 1 more turn.
If the target succeeds their 'initial' saving throw they have advantage on the save against this Sign for 1d4 turns.

Greater Empowered -- Support: When you empower your Axii Sign, it instead instead controls up to 2 targets. The targets must make a Wisdom saving throw.
Upon a failed save the targets are charmed and under your control. The targets will attack any creature that is hostile to you, if you don't give any order/suggestion. This lasts for 1d8+2 turns.
Or you can choose to stun the targets for 2 turns (3 if 1 target). They add your wisdom modifier to their damage rolls. The target can remake the saving throw at the end of every 2 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 or reaction after they fail, to keep the control for 2 more turns.
If the target succeeds their 'initial' saving throw they have advantage against the Sign for 1d4 turns.

Mythic Empowered -- Support: You assault a single targets minds with psychic energy. Targets must make a Wisdom saving throw. Saving throw isn't repeated.
Upon a failed save, The target experiences extreme mental tiredness and gains 1 level of exhaustion (A Choice when using Axii) & you can choose, the target becomes charmed for 15 minutes, or falls asleep for 2hrs if it's current hit points are equal or lower than, 12d12.
If you choose sleep, you can erase the past 24hrs of it's memory. Additionally, the Witcher can use an action to learn of the memories of the target, if the 'initial' Saving throw failed.
You may choose to continue these effects spending the same amount of Vigor points, for the duration to increase. As well as increase the d12s for the sleep effect to take effect (spend the extra vigor to add 6d12s more to the outcome)


• With Mythical Axii -- The exhaustion can only go up to 5 out of 6, and is optional upon initial casting. (DM note: If this proves to OP in-campaign, don't allow use of this effect)

Witcher School[edit]

Starting at level 3, Witchers decide what school they want to fully 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 6th, 10th, 13th and 17th level.
Each Witcher's Madallion is based on a School.

Swift of Arm and Clear of Mind[edit]

Starting at level 3, you are able to use your reaction to reduce the damage dealt by a ranged weapon or attack by 2d4 + your level + your Dexterity modifier. If the damage is reduced to 0 you can spend 1 Vigor for each ranged shot in order to make a ranged weapon attack and return the projectile with Aard if you possess that sign. A saving throw that's from an AOE or something like Sacred Flame, can only be reduced in damage, not sent back.
At level 7, it becomes 2d6 + your level + your Dexterity modifier. At level 13, it becomes 3d6 + your level + your Dexterity modifier.
The reaction, reacts to all attacks equal up to the total (ex: 3d6 = 10 + 13 + 3_Dex = 26).
• After using Swift of Arm and Clear of Mind you can't use it for 1d4 turns.


Ability Score Increase[edit]

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 Wisdom, Strength or Dexterity can exceed a maximum of 20, and can reach a maximum of 23 using this feature and due to being a witcher and how dedicated you have to be with your craft your intelligence cannot exceed 18, nor either Strength or Dexterity depending on what you exceed 20 with 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.


Monster Slayer[edit]

The line between monsters and men can be thin indeed, and the Witcher must discern what separates the two.

•Monsters
Starting at level 4, when you attack a creature with a silvered weapon, you gain +1 to your attack and damage roll. You can pass the magical resistance with this feature, even if your weapon is not magic. This increases at level 8 to a +2, at level 13 to +3, at level 18 to +4.

In low magic campaigns you only get up to the +2 bonus.

•Humans and Non-Humans
Starting at level 4, when you attack a humanoid creature with a weapon, you gain +1 to your attack and damage roll. This increases at level 8 to a +2, at level 13 to +3, at level 18 to +4.

In low magic campaigns you only get up to the +2 bonus.

For already Magical weapons, you only get up to the +3 bonus and the metal type won't be of matter due to the weapon being extraordinary already. At level 4, it's a +1. At level 10 +2. At level 15 it's a +3. On top of whatever effects, bonuses, etc it may have already.


Bomb Crafting[edit]

Starting at level 5, you can craft bombs using your alchemist kit. The process takes 1 hour to gather materials and to craft 2d4 bombs of your choice.
•You need to finish a Short or Long Rest before you can use this feature again. At level 8 you gain the ability to use this feature 2 times, and at 15th level 3 times, before needing a Short or Long rest.
•You may Craft bombs during a short rest (unless if DM rules short rest as sleeping), but you use 1d4-1 Hit dice per BATCH you try making, and you'll not regain your uses until a "Normal Rest".
As a bonus action you can light and throw the bomb with a range of Strength x 10ft. At a Minimum of 20ft.


•Training bomb: Creates a harmless transparent grey gas cloud. Meant for training. Unless if exploded near the ears. Then DMs discretion for thunder damage.
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•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 2d6 Silvered-piercing damage on a failed save, or half as much on a successful one.

•Enhanced Grapeshot Bomb:At level 6, radius becomes 10ft. Damage becomes 4d6 Silvered-piercing damage.
•Superior Grapeshot Bomb:At level 10, radius is 10ft. Damage becomes 6d6 Silvered-piercing damage.
•Perfected Grapeshot Bomb:At level 15, radius is 10ft. Damage becomes 6d6 + Wisdom, Magical-Silvered-piercing damage.
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•Dancing Star Bomb
Detonating this bomb produces a fiery blast within a 10 foot sphere. Creatures within this radius must make a Constitution Saving throw. They take 2d4 Non-Magical Radiant damage on a failed save, or half as much on a successful one. Can light aflame objects.

•Enhanced Dancing Star Bomb:At level 7, radius becomes 15ft. Damage becomes 4d4, Non-Magical Radiant damage.
•Superior Dancing Star Bomb:At level 10, radius is 15ft. Damage becomes 6d4, Non-Magical Radiant damage & Can't become Invisible..
•Perfected Dancing Star Bomb:At level 16, radius is 15ft. Damage becomes 7d4 + Wisdom, Non-Magical Radiant damage & Can't become Invisible or Permeate through objects.
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•Dimeritium Bomb
Detonating this bomb produces a shimmering green electric cloud within a 10 foot sphere. Any creature that attempts to cast a spell from inside this radius must make a Intelligence Saving throw. On a Failed save, the spell fails.
Spells that are Signs or Self may work through unhindered. Any spellcasting or Magical creature that enters the radius must make a Intelligence Saving throw or lose concentration, can't use it's racial magical abilities, and Blinded condition while inside and until the end of their next turn outside. The cloud is filled with Dimeritium slivers and could choke a breathing non-Witcher creature to death within a minute.
This does 2 lightning damage that bypass magical resistance and immunity. The AOE Cloud lasts for 2 turns.

•Enhanced Dimeritium Bomb:At level 7, radius becomes 15ft. Damage becomes 3, lightning damage that bypass magical resistance and immunity. The AOE Cloud lasts for 3 turns.
•Superior Dimeritium Bomb:At level 11, radius is 15ft. Damage becomes 5, lightning damage that bypass magical resistance and immunity. The AOE Cloud lasts for 4 turns.
•Perfected Dimeritium Bomb:At level 16, radius is 20ft. Damage becomes 7 lightning damage that bypass magical/Non-Magical resistance and immunity. The AOE Cloud lasts for 6 turns.
-Witchers have been mutated to withstand the near Anti-magic abilities of the Dimeritium Bomb, but still take 1/2 of the damage rounded down.
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•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 2 rounds.

•Enhanced Samum Bomb:At level 7, radius becomes 20ft. Now Does 2 Force Damage, last 3 turns & Can't become Invisible.
On successful save, They take 1 damage, & Can't become Invisible for 2 turns.
•Superior Samum Bomb:At level 10, radius is 20ft. Damage becomes 6 Force Damage, last 4 turns & Can't become Invisible, nor Permeate through objects, and become Deafened for duration.
On successful save, They take 3 damage, & Can't become Invisible, nor Permeate through objects, and become deafened for 2 turns.
•Perfected Samum Bomb:At level 14, radius is 25ft. Damage becomes 12 Force Damage, last 4 turns, 1 turn of being stunned & Can't become Invisible, Permeate through objects, nor use any form of teleportation/gateway magic or spells, and becomes Deafened for duration.
On successful save, They take 6 damage, & Can't become Invisible, Permeate through objects, nor use any form of teleportation/gateway magic or spells, and become deafened for 2 turns.
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•Moon Dust
Detonating this bomb produces a blast of tiny crystalline shards within a 10 foot sphere. Any creature that can shapechange, polymorph, transform, mutate, or Adapt/Evolve,
must Succeed on a Constitution saving throw or be unable to change shape, appearance, transform, mutate, nor Adapt/Evolve for 1/2 minute (5 rounds).

•Enhanced Grapeshot Bomb:At level 7, radius is 15ft. Duration becomes 3 minutes
•Superior Grapeshot Bomb:At level 10, radius becomes 25ft. Duration becomes 2 hour
•Perfected Grapeshot Bomb:At level 16, radius is 25ft. Duration becomes near permanent. Only can be undone by a Witcher, Via potion Wolven Hour used in conjunction with the Yrden Sign.
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•Pheromone bomb
40ft radius causes any creature with 6 and under intelligence, to be charmed [Similar to the Friends & Animal Friendship] or given the frightened Condition of the scented area and Witcher, for 2 turns.

•Acts as a fast acting & near noiseless release.


•Must make a Intelligence Saving throw.

•Enhanced Pheromone Bomb:At level 8, is now 7 and under intelligence, 40ft radius, 4 turns, charm works like [Friends, Animal Friendship, & Calm Emotions],
•Superior Pheromone Bomb:At level 11, is now 8 and under intelligence, 50ft radius, 5 turns, charm works like [Fast Friends, Animal Friendship, Calm Emotions, sleep],
•Perfected Pheromone Bomb:At level 16, is now 9 and under intelligence, 60ft radius, 6 turns, You can now use either choose variants of the spells [Enemies abound, Antipathy/Sympathy, & Confusion] and [Power Scent Kill]
-Sleep: =Roll 20d8+15 as the total to how many hit points of creatures this spell can affect. For the duration of the Superior or Perfected bomb.
-Enemies abound: = Witcher is seen as a neutral entity/creature, rolling Saving throws after initial fail are still Intelligence. Can effect undead.
-Antipathy/Sympathy: = Within range of target, becomes 120ft, rolling Saving throws after initial fail are still Intelligence.
-Confusion: = Witcher can't be a target for rolls 7-10, rolling Saving throws after initial fail are still Intelligence.
-Power Scent Kill: = (Is basically Power word kill) Works on Intelligence 6 & lower. .
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Devil's Puffball
Dragon's Dream
Northern Wind

Improved Critical[edit]

At 7th level, your weapon attacks score a critical hit on a roll of 19 or 20.
Starting at 16th level, when you roll a natural 1 to attack, you may choose to allow the attack to hit, but it can't do extra crit damage. This can be used 1 times per Long rest.

Witcher's durability[edit]

•At 7th level, When you use Hit Dice to heal, All 1s and 2s rolled = 3. (This does not include when used for effects below)
•Up to 5 Hit dice spent (not including Constitution Mod) may also give you Temp HP = to the total rolled.
•If a long rest is taken, you may choose to not receive the Hit Dice regained and gain 1d4 x Missing Hit Dice + 1d10 x up to 3 spent Hit Dice + 10 (15 at lvl-10 | 20 at lvl-12 | 30 at lvl-15)- = Temp HP
[Spent Hit Dice for this don't count towards those missing]


Unnatural Persuasion[edit]

Starting at level 9, whenever you attempt a Persuasion, Deception, Intimidation, or Insight 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.
•By spending 1 vigor point, You get advantage against being persuaded, deceived, or Intimidated/Frightened.
This feature cannot be used if you don't have the Axii sign currently selected as one your signs.

Witcher's Resolve[edit]

At Level 11, You gain immunity to the frightened condition.


Witcher Smithing[edit]

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[edit]

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.


Witchers Cunning[edit]

At level 17,you get 2 points to increase your Charisma or Wisdom scores by 1-1 or 2, to a maximum of 20.(Wisdom can be increased to a max of 24)

High-Tier Witcher[edit]

At level 18, 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.

Master Witcher[edit]

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. Throughout your journey you have near perfected the art of combat as a Witcher and may use their special combat forms as listed below. You may change your chosen style at the dawn of each day.


The Temerian Devil[edit]

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 the reach and two-handed properties, you can make two attacks against one target, spinning your weapon before jumping in the air to bring down another attack. You make two attack rolls, and if both hit, the target is stunned for 1d4 turns. If only one hit, then the target is knocked prone and takes 1d4 extra bludgeoning damage. This attack costs 2 vigor points and your entire attack action.

Addan Anye[edit]

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 3 enemies in your movement range. You do not provoke opportunity attacks against yourself when moving in between targets. You make separate attack rolls against each enemy, and should they hit, they induce 1d6 bleeding damage at the start of their turns. This lasts for 1d4 turns, or until they take an action to staunch the wound. This attack costs 2 vigor points and your entire attack action.

Viroledan Naev’de Feaine Glaeddyv[edit]

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.

Witcher Schools[edit]

As a Witcher, you are literally defined by your school. It's where you recieved 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[edit]

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 Wolf's 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[edit]

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[edit]

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[edit]

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,
-While wielding a Greataxe (1d12), you roll 1 Additional Damage die.. This increases to 2 additional Damage-die at the eighth level, and to 3 at the fifteenth. [becoming 4d12
-While wielding a Greatsword (2d6), you roll 2 Additional Damage die. This increases to 4 additional Damage-die at the eighth level, and to 6 at the fifteenth. [becoming 8d6]

Thunderbolt Potion Crafting

Starting at level 6, 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 Tunderbolt. 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 13, 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.

Lycanthropic

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.

Multiclassing[edit]

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, and being Human to an extent.

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.





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Spell List[edit]

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1st Level

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2nd Level

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3rd Level

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4th Level

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Multiclassing[edit]

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