Witcher, 7th Variant (5e Class)
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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) 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).
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 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[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. 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 (or person), 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.
- Neutrality
- Witchers try not to get too involved in politics; it usually ends badly and complicates their monster-hunting.
- 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.
Quick Build[edit]
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 |
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 and Medium Armor
Weapons: Simple weapons, Martial weapons
Tools: Alchemist's Supplies, Land vehicles
Saving Throws: Strength and Wisdom
Skills: Choose three from: Perception, Persuasion, Investigation, Survival, Acrobatics, Athletics, Insight, Nature, Medicine, Religion, or Intimidation.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Studded Leather or (b) Scale Mail
- (a) One martial weapon or (b) Two simple weapons
- (a) 20 Throwing Knives (daggers) or (b) Hand Crossbow and 20 Crossbow bolts
- (a) Poisoner's kit or (b) Alchemist kit
- Witchers Medallion, Notebook and Bestiary, and an explorer's pack
Level | Proficiency Bonus |
Features | Signs Known | Empower | Greater | Mythic | Toxicity Limit |
---|---|---|---|---|---|---|---|
1st | +2 | Specialized Killers, Witcher Gear | - | - | - | - | - |
2nd | +2 | Witcher Senses, Witcher Alchemy | - | - | - | - | 2 |
3rd | +2 | Signs, Witcher School | 2 | 2 | - | - | 2 |
4th | +2 | Ability Score Improvement, Swift of Arm | 2 | 3 | - | - | 3 |
5th | +3 | Extra Attack | 3 | 3 | - | - | 3 |
6th | +3 | Of Men & Monsters | 3 | 3 | - | - | 4 |
7th | +3 | Witcher School Feature, Greater Signs | 3 | 4 | 2 | - | 4 |
8th | +3 | Ability Score Improvement | 3 | 4 | 2 | - | 5 |
9th | +4 | Quickened Analysis | 3 | 4 | 2 | - | 5 |
10th | +4 | Bomb Crafting | 4 | 4 | 3 | - | 6 |
11th | +4 | Witcher School Feature | 4 | 4 | 3 | - | 6 |
12th | +4 | Ability Score Improvement | 4 | 4 | 3 | - | 7 |
13th | +5 | Clear of Mind | 4 | 4 | 3 | - | 7 |
14th | +5 | Witcher School Feature | 4 | 4 | 3 | - | 8 |
15th | +5 | Heightened Witcher Senses, Mythic Signs | 4 | 4 | 3 | 1 | 8 |
16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 1 | 9 |
17th | +6 | Witcher School Feature | 5 | 4 | 3 | 1 | 9 |
18th | +6 | Tempered | 5 | 4 | 3 | 1 | 10 |
19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 1 | 10 |
20th | +6 | Master Witcher | 5 | - | 4 | 2 | 11 |
Witcher Trials[edit]
During the Trial of the Grasses, your body underwent amazing and horrifying mutations leaving you sterile, but granting you the following benefits:
- 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 color in darkness, only shades of gray.
- You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
- You are immune to disease.
- Your estimated lifespan increases by approximately 400 years
- Your walking speed is increased by 10 feet.
Witcher Gear[edit]
- Pendant
- All Witchers have a pendant reminiscent of their respective school. While wearing said pendant, it will glow, vibrate, and move towards the general direction of spells and magical effects within 30 feet of it, as if it was being tugged in the direction of the source. The pendant won't react to a spell beyond it being cast if it has a duration of instantaneous, however.
- Notebook
- Across your studies, you've studied a variety of languages and manerisms to better aid in your hunts. You learn an additional number of languages equal to your proficiency bonus, and learn additional languages when your proficiency bonus increases.
- Bestiary
- The Witcher's Bestiary is where a Witcher records the strengths and weaknesses of all enemies faced. When facing a creature recorded in the bestiary, you can recall basic lore about it, in addition to its abilities, resistances, and vulnerabilities.
In order to record a creature into your bestiary, you must spend at least ten minutes examining an area the creature has fought in within 24 hours, have the corpse of the creature on hand, or have the creature explain to you its capabilities. Afterwards, you can finalize your notes over the course of a long rest, adding all creatures you've examined into your bestiary. When recording a humanoid, you record the race instead of the creature in particular, and can count all creatures of that race as being in your bestiary.
In addition, you have four Bestiary dice, which are d8s. A Bestiary die is expended when you use it, and 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 you make against a creature you have recorded in the bestiary, or you can reduce the result of a saving throw a creature recorded in the bestiary makes against your own abilities. You gain an additional bestiary die at 7th level and another at 15th level.
The Bestiary's Appearance. Your bestiary is a unique compilation of notes and diagrams on recorded creatures. It can look like any old leather journal, a barely held together bunch of notes, or a unique tome gifted to you by your teacher.
Replacing the Bestiary. In the event that you want a backup of your bestiary, you can spend a half hour for each creature you've recorded in your bestiary to transcribe it into a new one. If you don't have your original bestiary during this process, you can only scribe from memory a number of creatures equal to 5 x your Wisdom modifier.
Specialized Killers[edit]
Also at 1st level and again at 9th level, you adopt a particular 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.
- Great Weapon Fighting
When you roll a 1 or 2 on the damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the damage, though you must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the heavy, versatile, or two-handed property to gain this benefit.
- Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with it.
- Close Quarters Shooter
When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you.
- Marauder
You can use your Strength score in place of your Dexterity score for the attack and damage rolls you make with ranged weapons.
- Mariner
When you are not wearing medium or heavy armor, or using a shield, you have a swimming speed equal to your movement speed, and you gain a +1 bonus to your Armor Class.
- Brawler
You can roll a d6 in place of the normal damage for your unarmed strikes. When you only make unarmed strikes as a part of the Attack action, you can grapple or shove a creature as a bonus action.
- Magus
You learn two cantrips of your choice from the wizard spell list. They count as witcher spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the wizard spell list.
Witcher Senses[edit]
At 2nd level, your body continues adapting to the changes brought by the Trial of Grasses, tempering your senses further.
You have blindsight out to a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. Your blindsight doesn't work while deafened however.
In addition, you can sense creatures within 30 feet by sense of smell. This doesn't tell you the exact location of a creature, only that they are somewhere within that range.
Witcher Alchemy[edit]
Starting at 2nd level, while you have your alchemist's supplies on hand you can now use it to craft specialized Witcher potions and concoctions. You know the formula for Swallow, and the formula for 2 other potions. At the end of a long rest, you can produce two types of potion you know the formula for. Any unused potions you have by the start of your next long rest spoil and become unusable.
You learn an additional formula of your choice at 7th, 10th, and 15th level. When you finish a long rest, you can swap out a formula you know for another.
Starting at 7th level, you can produce three potions at the end of a long rest, and four at 15th level.
Despite your superior fortitude, witcher potions still remain incredibly toxic. You gain a number of toxicity points listed in a potion's description when you drink it, and for each toxicity point you have above your limit, your hit points are reduced by 1d8 at the start of your turns. This damage cannot be recovered until your toxicity is at or below your limit. When you finish a short rest, your current amount of toxicity points, if any, is reduced by an amount equal to your proficiency bonus. You lose all toxicity points upon finishing a long rest.
In addition, you can consume potions as a bonus action.
The saving throws of any potion is equal to 8 + your Proficiency bonus + your Wisdom modifier.
Certain potions increased effects at higher levels, gaining additional effects in addition to previous ones, or having a higher potency.
- Swallow
- You can create 2 doses of Swallow, a fiery orange tincture. When consumed, a creature regains a number of hit points equal to your Proficiency bonus at the end of each of its turns for 2 rounds. Swallow has a toxicity of 1.
At 10th level, you can craft Enhanced Swallow, which instead heals for 3 rounds, but has a toxicity of 2. At 15th level, you can craft 3 doses of Superior Swallow, which heals for for 4 rounds, but has a toxicity of 3.
- Cat
- You can create 1 dose of Cat, a sickly green mixture. Consuming the potion doubles the range of the creature's darkvision and allows them to perceive color in the dark for 24 hours. It has a toxicity of 1.
At 10th level, you can produce Enhanced Cat, which additionally increases the range of a creature's blindsight to 30 feet and allows them to see through magical darkness. It has a toxicity of 2. At 15th level, you can craft Superior Cat, which additionally increases the range of a creature's blindsight to 120 feet. The creature can't be surprised, has advantage on initiative rolls, other creatures don't again advantage against the creature as a result of being unseen or invisible, and they can determine the basic mood of creatures within range of their blindsight, but has a toxicity of 3.
- Black Blood
- You can create 2 doses of Black Blood, a midnight-black potion. Consuming the potion turns the creature's blood into poison when attacked for 1 minute, causing creatures that hit them with a melee attack to take 1d8 poison damage. A creature that attacks the consumer with a bite attack or similar must make a Constitution saving throw, taking twice as much damage on a failure and becoming poisoned until the end of their next turn. It has a toxicity of 2.
At 10th level, you can crafted Enhanced Black Blood, increasing the damage to 2d8 and ignoring resistance to poison damage. A creature that is poisoned by this effect is instead poisoned for a number of turns equal to your proficiency bonus. It has a toxicity of 3. At 15th level, you can craft Superior Black Blood. In addition to the previous effects, a creature must make the save whether it bites you or not, and is poisoned for 1 minute. It also has a toxicity of 3.
- Killer Whale
- You can craft 1 dose of Killer Whale, an amber colored liquid. Consuming the potion allows the creatue to hold its breath indefinitely while underwater as long as it is not incapacitated, and it gains a swimming speed equal to its walking speed for 8 hours. It has a toxicity of 2.
- Ivoryskin
- You can craft 2 doses of Ivoryskin, a turqoise concotion. When crafted, choose one damage type from acid, cold, fire, lightning, poison, radiant, necrotic, force, or thunder. You can choose a seperate damage type for each dose. When consumed, the creature gains resistance to the chosen damage type for 1 hour. It has a toxicity of 2.
At 10th level, you can craft Enhanced Ivoryskin, causing the creature's weapon attacks to deal 1d6 extra damage of the same type the potion granted resistance to. At 15th level, you can craft Superior Ivoryskin, which grants advantage on Constitution saving throws. If a creature consumes two doses of Superior Ivoryskin of the same type, they instead gain immunity to the damage type for the same duration. It has a toxicity of 3.
- Pheromones
- You craft 1 dose of Pheromones, a swirly pink mixture. Choose one type of creature when you craft this potion. For 1 hour, creatures of that type who attempt to target the consumer with an attack or harmful effect must first succeed on a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or ability. This effect doesn't protect the consumer from area effects, such as the explosion of a fireball. If the consumer damages a creature or performs a hostile action, all creatures that witness the act become immune to this effect. It has a toxicity of 3.
At 10th level, you can craft Enhanced Pheromones, giving the creature advantage on charisma checks when interacting with creatures of the chosen type. At 15th level, you can craft Superior Pheromones, rendering the creature invisible to creatures of the chosen type until the consumer attacks or casts a spell.
- Steelmind
- You can craft 2 dose of Steelmind, a steel-colored potion. When consumed, the creature gains resistance to psychic damage, and has advantage on saving throws against being charmed or frightened for 1 hour. It has a toxicity of 2
At 10th level, you can craft Enhanced Steelmind, granting advantage on all Intelligence, Wisdom, and Charisma saving throws. It has a toxicity of 3. At 15th level, you can craft Superior Steelmind, granting immunity to the Charmed and Frightened condititions, any effect that would sense the creature's emotions or read its thoughts, and divination spells. It has a toxicity of 4
- White Honey
- You can craft 1 dose of White Honey, a thick white fluid. When consumed, the creature immediately loses all toxicity points, ends all witcher alchemy effects, and the poisoned condition.
At 10th level, you can craft 2 doses of white honey, and at 15th level you can cast 3.
When a non-Witcher consumes one of your potions, it must make a Constitution saving throw against your potion save DC. On a failure, it is poisoned for the same duration of the potion's effect. It takes 1d8 poison damage, increased by another 1d8 for each toxicity point the potion grants every 10 minutes and when the effect ends. If it is an Enhanced potion, the damage is increased to 3d8, increased by 2d8 for each toxicity point it would grant. If it is a superior potion, it is increased to 6d8, increased by 3d8 for each toxicity point it grants.
Signs[edit]
Starting at 3rd level, you gain access to signs, a basic form of magic used by Witchers and count as cantrips in reference to other game mechanics. You may choose two signs learn, learning more as showin in the Witcher table.
You can empower your signs a number of times as shown in the Witcher table, and can do so again after finishing a long rest.
Sign Save DC= 8 + Proficiency bonus + Wisdom Modifier
- Aard
Prestidigitation. As a bonus action, you can create a harmless sensory effect using air, such as using a gust of wind to extinguish a small fire.
As a bonus action, you can blast a 15ft cone with telekinetic force. Medium or smaller creatures within the area must succeed on a Strength saving throw or be pushed to the end of the cone and knocked prone. This sign can push large creatures at 7th level and huge creatures at 15th level.
Empowered. Creatures takes 3d6 force damage on a failed save or half as much on a success. This damage increases to 4d6 at 7th level and to 5d6 at 15th level.
Greater. You can affect all other creatures in a 20-foot sphere centered on you with the sign, and until the end of your turn, creatures in the area are deafened, unprotected flames in the area are extinguished, vapor, gas, and fog are dispersed by strong wind, the area is difficult terrain for creatures other than you, and ranged weapon attacks have advantage if they pass in or out of the wind. This effect ends if the hand used to cast this sign is no longer is free at any point.
Mythic. The end of the cone becomes a wall of strong wind 15 feet high, 15 feet long, and 1 foot thick. When the wall appears, each creature in the area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much on a successful one. The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it. This effect lasts for up to 1 minute, and you must keep concentration on the effect. It also ends if the hand used to cast this sign is no longer free at any point.
If the Empowered effect is used, the initial damage is increased by the same amount. If the Greater effect is used, the wall forms at the edges of the sphere, and creatures other than you in the sphere must make the save, being tossed 30 feet directly away from you on a failure in addition to the damage.
- Yrden
As a bonus action, you can place a magical trap on the ground within 5 feet of you, spanning a 10-foot radius. For 1 minute, the area counts as difficult terrain for hostile creatures, and creatures affected by the sign must make a Charisma saving throw when using a spell or ability to teleport or travel to a different plane of existence in the circle, failing to do so on a failure. A creature isn't prevented a creature from passing through an already existing portal however. The radius becomes 15 feet at 7th level, and 20th feet at 15th level. When you cast Yrden while you already have an instance of it active, the previous instance immediately ends.
Empowered. You empower either your preexisting Yrden trap, or a new one, increasing the radius by 15 feet for the duration. Creatures when they enter the area for the first time on a turn or start their turn there must succeed on a Strength saving throw. On a failure, they can't use their reaction until the start of their next turn.
Greater. You empower either your preexisting Yrden trap or a new one. Hostile creatures in the area must make a Strength saving throw when they enter the area for the first time on a turn or start their turn there, becoming restrained on a failure.
Mythic. You empower either your preexisting Yrden trap or a new one. Hostile creatures in the area when you empower it must succeed on a Wisdom saving throw or become sluggish until they leave the area. An affected creature must choose whether it gets an action or a bonus action on its turn, not both. Regardless of the creature's abilities or magic items, it can't make more than one attack during its turn.
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.
- Igni
Prestidigitation: As a bonus action, you can create a flickering flame within 10 feet of you or in your hand. It burns harmlessly in your hand, and sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
As a bonus action you can unleash a fan of flame in a 10-foot cone, forcing creatures in the area to make a Dexterity saving throw. On a failure, creatures take 1d6 fire damage. This damage increases to 2d6 at 7th level, and 3d6 at 15th level.
Empowered. The range of the sign increases to 15 feet, and deals half as much damage on a success. Creatures who fail are also set ablaze, taking 2d4 fire damage at the end of each of their turns until they use an action to put it out. The damage taken increases to 3d4 at 7th level, and 4d4 at 15th level.
Greater. You can focus the sign into a single blast of fire, hurling it at a target. You can make a ranged weapon attack against a creature within 60 feet of you instead of projecting a cone. On a hit, the target takes 3d10 fire damage, increased to 4d10 at 15th level.
If the Empowered effect is used, you roll d6s for the damage each turn instead.
Mythic. You can unleash the sign as a 20-foot radius explosion centered on a point you can see instead. If centered on yourself, you are unaffected. The area is set ablaze for 1 minute, causing creatures to take 3d6 fire damage at the start of their turns in the area.
If the Empowered effect is used, creatures have disadvantage on attack rolls and can't regain hit points while on fire, and must succeed on a Medicine check in order to extinguish themselves. The DC of the check equals your sign save DC.
If the Greater effect is used, the creature explodes at the start of their turn, repeating the Igni sign centered on themselves as if the Greater effect was never used.
- Quen
As a bonus action, you can trace a sigil towards one creature of your choice. Until the start of your next turn, you can add 1d4 to your AC against attacks made by that creature and on saving throws the creature forces you to make.
Empowered. You can expend a use to use Quen as a reaction when you are targeted with an attack or the Magic Missile spell, granting you the benefit of Quen against the target and immunity to the Magic Missile spell. If you empower Quen normally as a bonus action, you gain a number of temporary hit points equal to 5 x your Wisdom modifier until the start of your next turn.
Greater. You instead gain the maximum possible result when rolling the die, and the effect applies against all creatures until the start of your next turn.
Mythic. When the effect ends, you are imbued with a surge of power for 1 minute, with which you must maintain concentration on. For the duration, your speed is doubled, you gain a +2 bonus to AC, advantage on Dexterity saving throws, and you gain an additional actiion on each of your turns. That action can only be used to take the Attack (one weapon attack only), Dash, Disengage, Hide, Cast a Sign, or Use an Object actions.
- Axii
Prestidigitation. You can send telepathic messages to any creature you can see within 30 feet of you. You can't send words specifically, but you can send certain feelings and emotions such as you being in agreement, or feelings of hostility or betrayal.
As a bonus action, you can blast the mind of a target you can see within 60 feet with psychic energy. The creature must make a Wisdom saving throw or take 1d8 psychic damage. If it fails, it has disadvantage on attacks against you until the start of your next turn. You can decide to deal no damage when it fails its saving throw.
Empowered. You push and pull on the target's emotions. If the target fails, it is charmed or frightened (your choice) for the same duration.
Optionally, you can choose to end the charmed or frightened condition on a creature when empowering Axii in this way. When you do so, it can choose it fail its saving throw.
Greater. You can instead force the creature to make an Intelligence saving throw. A creature automatically succeeds of it is immune to being frightened. On a failed save, the creature regards all creatures it can see, even its own allies, as enemies for 1 minute, during which you must hold concentration and keep your hand free, otherwise the effect ends. When the creature takes damage, it can repeat the saving throw, ending the effect on a success.
Mythic.. You assault the creature with a mental barrage, causing it to take 5d10 psychic damage on a failure, or half as much on a success. On a failure, the creature is stunned until the end of its next turn.
Witcher School[edit]
Starting at 3rd level, 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 17th level.
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.
Swift of Arm[edit]
Starting at 4th level, you are able to use your reaction to reduce the damage dealt by an attack by 1d8 + your Witcher level + your Strength or Dexterity modifier. You must be wielding a melee weapon or be able to cast Aard in order to use 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. The number of attacks increases to three at 13th level.
Of Men & Monsters[edit]
The line between monsters and men can be thin indeed, and the Witcher must discern what separates the two.
At 6th level, you gain a +1 to attack and damage rolls made with weapon attacks, unless a weapon you wield already grants a bonus to attack and damage rolls. In addition, all of your weapon attacks count as magical for the purposes of overcoming resistance and immunity.
Quickened Analysis[edit]
Starting at 9th level, you can analyze a creature mid combat, and waste much less time adding them to your bestiary. You only need to spend 1 minute examining a creature to add it to your bestiary, and can finalize your notes over the course of a short rest.
When you hit a creature with a weapon attack or it fails a saving throw against one of your signs, you can count that creature as being added to your Bestiary until the end of combat. You can do so a number of times equal to your proficiency bonus, and regain all expended uses when you finish a short or long rest.
In addition, you gain the following features with which you can use your Bestiary dice on:
- When you make a skill check against a creature in your bestiary, you can roll one bestiary dice and add it to the result, such as when making a stealth check to hide against the creature, a persuasion check to convince them, or an athletics check to grapple them.
- When you make a weapon attack roll against a creature in your bestiary, you can expend one bestiary die to add it to the roll. You can use this before or after making the attack roll, but before any effects of the attack are applied.
- When a creature in your bestiary makes an attack roll against a creature other than you within 30 feet of you, you can use your reaction to expend one bestiary die and reduce the attack roll by the result. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll hits or misses. The attacked creature must be able to hear you for this feature to take effect.
Bomb Crafting[edit]
Beginning at 10th level, you can craft an explosive instead of a potion when you do so at the end of a long rest. Bombs are simple ranged weapons with the thrown (30/60) properties and deal 1d4 bludgeoning damage on a hit, invoke their effect once they hit a target or impact a surface. Your explosives use your Potion Save DC for their effects.
- Grapeshot
- You create 3 Grapeshot. Each creature within 15 feet of the impact must succeed on a Dexterity saving throw, taking 1d8 fire and 1d8 piercing damage on a failure or half as much on a success. The grenade leaves shrapnel in the same area, creating difficult terrain until a creature spends its action to remove a 5-foot square of shrapnel. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.
At 15th level, you can craft 4 Enhanced Grapeshot, causing creatures that take damage from the grenade or its shrapnel to be unable to regain hit points until the start of their next turn.
- Dancing Star
- You create 2 Dancing Star grenades. Creatures within 20 feet of the impact must succeed on a Dexterity or be coated in a reflective powder, preventing said creatures from benefiting from the invisible condition until they or another creature within 5 feet of them take an action to wipe it off.
At 15th level, you can craft Enhanced Dancing Star. Attacks against said creatures have advantage until the glitter is removed.
- Anathema
- You create 1 Anathema grenade. The grenade explodes upon impact, creating a shimmering cloud with a 20-foot radius. Creatures in the area have disadvantage on maintaining concentration, and must make a Wisdom saving throw each time they attempt to cast a spell. On a failure, the spell fails and is wasted.
- Northern Wind
- You create 2 Northern Wind grenades. Creatures within 10 feet of the impact must succeed on a Dexterity saving throw, taking 3d8 cold damage and becoming hindered by ice formations for 1 minute, or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn't hindered by ice.
At 15th level, you can craft Enhanced Northern Wind, causing creatures to be restrained instead for the same duration.
- Moon Dust
- You create 2 Moon Dust grenades. Creatures within 10 feet of the impact must succeed on a Constitution saving throw or be Blinded for 1 minute. At the end of each of its turns, a creature can make the saving throw again, ending the effect on a success. Shapechangers that fail the save immediately revert to their original forms.
Unnatural Inspiration[edit]
Starting at 9th level, whenever you attempt a Charisma, Intelligence, or Wisdom-based ability check, you can expend a bestiary die and add it to the total.
Clear of Mind[edit]
At 13th level, you can use your action to expend one bestiary die and one effect on yourself that is causing you to be charmed or frightened. If the original effect would normally grant you immunity upon passing the saving throw, such as a dragon's Frightful Presence, you become immune to it as normal.
Heightened Witcher Senses[edit]
Beginning at 15th level, you can add double your proficiency bonus in three skills you are proficient with.
Tempered[edit]
At 18th level, your Constitution, Wisdom, and your choice of Strength or Dexterity scores are increased by 2, and their maximums are increased by the same amount. Additionally, you gain immunity to the Charmed and Frightened conditions.
Master Witcher[edit]
As of 20th level, your training is finally "complete", you have achieved the rank of Master in your witcher circle or school, along with mastery over both blade and sign. You gain the following benefits:
- Once per turn, when you make a weapon attack against a creature, you can also make an attack against each creature within 5 feet of you.
- You can empower your signs effortlessly, gaining the ability to do so at will and at no cost. Additionally, you can cast a sign in place of a weapon attack on your turn.
Witcher Schools[edit]
As a Witcher, you are defined by your school. It's where you received all of your training and spent most 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.
- Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency in the Insight, Perception and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
- Reflexes of the Wolf
Starting at 3rd level, when an attacker you can see misses you with an attack, you can use your reaction to cast a sign. When a hostile creature provokes an attack of opportunity from you, you can use your reaction to cast a sign at the creature, rather than making an opportunity attack. The sign must target the creature or contain it in its area of effect.
- Thunderbolt Potion Crafting
Starting at 7th level, you learn the formula for Thunderbolt, and it does not count against your maximum formulae known.
- Thunderbolt
- You can create 2 doses of Thunderbolt, a lime green beverage. It causes a creature to deal an additional 1d8 damage on its weapon attacks for 1 minute. It has a toxicity of 2.
At 15th level, you can craft Enhanced Thunderbolt. For the duration, the consumer's weapon attacks score a critical hit on a roll of 18 through 20. It has a toxicity of 4.
- Predator
Beginning at 7th level, opportunity attacks made against you have disadvantage. Once per turn, you can gain advantage on an attack you make versus a creature at or below half of its maximum hit points.
- Cut and Dry
At 11th level, when you deal damage to a creature with a weapon attack you can cause them to bleed profusely once per turn. At the start of each of their turns, their hit points are reduced by 1d4 for each time they've been wounded, and they can make a Constitution saving throw against your Sign Save DC. On a success, the bleeding stops. The creature or a creature within 5 feet of them can make a Wisdom (Medicine) check against your DC to stop the bleeding on a success. For each wound the creature has, its speed is reduced by 5 feet.
- Heart of The Wolf
At 14th level, you can invoke the fear a wolf's howl instills in creatures. As a bonus action, you can emit a loud howl, forcing creatures of your choice within 300 feet of you to make a Wisdom saving throw. On a failure, creatures drop whatever they're holding and become Frightened for 1 minute.
While frightened in this way, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere left to move. IF the creature ends its turn in a location where it doesn't have sight of you, the creature can make a Wisdom saving throw. On a success, the effect ends for the creature.
You can use this ability once, and can do so again when you finish a short or long rest.
- Heliotrop
Starting at 17th level, you learn the Heliotrop Sign. When you fail a saving throw, you can invoke the sign instead, causing you to succeed instead. If you would take half as much damage from the effect on a success, you instead take no damage. Once you do so, you cannot do so again until you finish a long rest.
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. Like the School of the Viper, they accept contracts on both men and monsters. Though they would kill for gold, they would never join sides in a conflict.
- Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency in the Acrobatics skill if you weren't already. You can add double your proficiency bonus to checks you make with these skills.
- Cat's Grace
Beginning at 3rd level, light and medium armor do not impose disadvantage on your Stealth checks you make. Additionally, climbing no longer costs you extra movement, and the distance you cover when making a running jump increases by a number of feet equal to your Dexterity modifier.
- Blizzard Potion Crafting
Starting at 7th level, you learn the formula of a potion called Blizzard, which does not count against your maximum.
- Blizzard
- You can craft 1 dose of Blizzard, which grants the consumer an additional action on each of its turns for 1 minute, which can only be used to take the Attack (one weapon attack only), Dash, Disengage, Hide, Use an Object, or Cast a Sign actions. It has a toxicity of 4
- Lunge
Also at 7th level, when you jump, you can make a Dexterity (Acrobatics) check and extend your jump by a number of feet equal to the check's total. You can make this special check once, and can do so again once you've moved 0 feet on one of your turns.
- Trickery of The Cat
At 11th level, you strike quickly, and better when your enemies are disorganized. You have advantage on melee attack rolls against any creature that has one or more of its allies within 5 feet of it. Additionally, if a creature within 5 feet of you misses you with a melee attack, you can use your reaction to force the attacker to reroll that attack against another creature of your choice within 5 feet of you.
- Pounce
At 14th level, if you move at least 20 feet straight towards a creature and then hit it with a melee weapon attack on the same turn, that creature must succeed on a Strength saving throw or be knocked prone, and you can immediately make an additional weapon attack against it as a part of the same action action. The DC for this ability is equal to 8 + your Proficiency bonus + your Strength or Dexterity modifier. Once you use this ability, you cannot use it again until you move 0 feet on one of your turns.
- Go For The Throat
Beginning at 17th level, when you use Pounce you can grant the attack advantage, and on a hit the creature must succeed on a Constitution saving throw or drop to 0 hit points. A creature is immune to this effect if it is immune to the base damage of your attack, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its throat to be slit. Such a creature instead takes 8d8 additional damage on a failure, or half as much on a success. The DC for this ability is equal to 8 + your Proficiency bonus + your Strength or Dexterity modifier. You can use this ability once, and regain the ability to do so upon finishing a long rest.
School of The Viper[edit]
The School of the Viper focuses on poisoning, and debilitating your opponents. Unlike other schools, they gladly accept contracts on both men and monsters, using their preferred fighting style of fighting with two short blades and moving unpredictably- like a viper.
- Poison Crafting
Beginning at 3rd level, you gain the formula for the following poison, which does not count against your maximum. You can apply poison to a weapon or piece of ammunition as a bonus action, instead of an action. When you make potions at the end of a long rest, you can choose an additional poison to produce.
- Deathbell
- You can craft a number of Deathbell doses equal to your proficiency bonus, an injury based poison. When applied, a creature must make a Constitution saving throw, taking 4d4 damage and becoming poisoned until the end of its next turn on a failure, or only taking half as much damage on a success.
This damage increases to 6d4 at 10th level, and 8d4 at 15th level.
- Unpredictable
Also at 3rd level, you can take the Disengage, Hide, or Dash actions as a bonus action on your turn.
- Archgriffin Decoction
At 7th level, you learn an additional formula which does not count against your maximum.
- Archgriffin
- You can craft 1 dose of Archgriffin, a purple colored extract. The first time the consumer rolls damage for a weapon attack within 1 minute of drinking the potion, instead of rolling dice to determine the damage dealt, they can instead use the highest possible number for each die. It has a toxicity of 3.
- Inoculated
Also at 7th level, your exposure to your own handmade poisons mixed with your unique biology has rendered you immune to the poisons of other creatures. You gain immunity to poison damage, the poisoned condition, and the effects of your own bombs.
- Acid Death
At 11th level, you can apply poison to two weapons or pieces of ammunition as a part of your object interaction on your turn instead of an action or bonus action. Additionally, you can ignore a creature's resistance or immunity to poison damage if it isn't also resistant or immune to acid damage.
Lastly, you learn the following bomb formula, which doesn't count against your maximum.:
- Sunder
- You can create 2 Sunder grenades. Creatures within 5 feet of the impact must succeed on a Dexterity saving throw, taking 2d4+10 acid damage on a failure or half as much on a success. Until the creatures' turns, their AC is reduced by the combined result of the d4s rolled.
- Long-lasting
Starting at 14th level, you can coat up to two weapons of your choice at the end of a long rest. These weapons deal an addition 1d8 poison damage on a hit. The poison wears off at the start of your next long rest, requiring you to apply it again.
Also at 14th level, you learn the potion formula for a particularly nerve agent.
- Nervedeath
- You can create 2 doses of Nervedeath, an injury based poison. When applied, the creature must succeed on a Constitution saving throw or be paralyzed for 1 minute, becoming as stiff as a statue. At the end of each of the creature's turns, they can repeat the saving throw, ending the effect on a success.
- Last Breath
Also at 17th level, you learn the bomb formula for an incredibly potent chemical weapon
- Gravedust
- You can create one Gravedust bomb. Upon impact, the grenade disperses a 20-foot-radius of purplish fog for 10 minutes, unless a strong wind disperses the fog. The area is heavily obscured. When a creature enters the fog for the first time on a turn or starts its turn there, the creature must make a Constitution saving throw. On a failure, the creature creature takes 5d10 poison damage even if it holds its breath or doesn't need to breathe, and begins choking. A choking creature, even one that has left the fog, can make the saving throw again at the end of each of their turns, ending the effect on a success.
School of the Bear[edit]
The School of the Bear focuses on Brute Strength, using powerful blows to debilitate and destroy your enemies. Focused solely on the task at hand, many witchers of this school tend to be loners, not that they need any assistance anyway. Despite their focus on strength, they are incredible users of the hand crossbow.
- Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency in heavy armor and shields, and you can perform the somatic components of signs and spells even when you have weapons or a shield in one or both hands.
- Brutal Swing
Starting at 3rd level, you maneuver your weapons with considerable force in each swing. You gain a rampage die, which starts as a d4. Once on each of your turns when you hit with a weapon attack, you can roll your rampage die and add it to the damage roll. When you do so, it increases by one step, from a d4 to a d6, from a d6 to a d8, and from a d10 to a d12. If you haven't dealt or taken damage since the beginning of your last turn when you start your turn, your rampage die becomes a d4 again.
- Full Moon Potion Crafting
At 7th level, you learn an additional potion formula which does not count against your maximum formulae known..
- Full Moon
- You can craft 1 dose of Full Moon, a silvery tonic that induces lycanthropic qualities. For 10 minutes, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, advantage on strength checks, and a number of temporary hit points equal to twice your Witcher level. It has a toxicity of 3.
- Strength of Body
Also at 7th level, you gain proficiency in Constitution saving throws. When you are subjected to an effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only take half damage if you fail. When you are moved against your will by any means other than being grappled, you can use your reaction to reduce the distance moved by an amount equal to 5 x your proficiency bonus.
- Like a Wounded Animal
Beginning at 11th level, your ferocity only grows with the damage you take. While at or below your maximum hit points, you can use a reaction to gain the following benefits for 1 minute:
- You can roll your rampage die twice and take the higher roll.
- Once per turn, you can roll your Rampage die and add it to the result of a saving throw. If applying this bonus to a death saving throw would bring the total to 20 or higher, you gain the benefits of rolling a 20.
- You can use your Rampage die instead of a Bestiary die when you would normally expend one. Your rampage die then drops by one step.
Once you do so, you cannot do so again until you finish a long rest.
- Lycanthropic
Just like the myths of the ancient School of the Bear, you have willingly accepted the curse of a Berserker. Starting at 17th level, you are always considered under the effects of the Full Moon tonic.
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.
Proficiencies. When you multiclass into the Witcher class, you gain the following proficiencies: Simple Weapons, Martial Weapons, Light Armor, 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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