Witcher, Variant (3.5e Class)

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Witcher[edit]

This class is not finished and is being reworked, it was being created for a witchers campaign base on lore and fact about the witchers and I am currently working on it with the DM. I will remove this disclaimer when the class is finished


whirlwind of fangs and claws lash out at a human male as he effortlessly parries away each attack with his silvered longsword in hand. In a flash, the man lunges forward, bringing his blade across the belly of the werewolf. The creature buckles and howls as it falls to the ground. The witcher swings back, bringing the point of his sword down upon the beast, ending the howls in an instant.

Reciting aloud the memorized formulas she had learned since she was a child, a female half-elf begins preparing a noxious brew. If done correctly, it could give her the edge she needs to fill her query. But one mishap and could end her in a moment.

Yellow eyes like that of a cat, a halfling peers through the darkness of night. The scent of a troll is fresh. Broken limbs of trees point him in the direction he needs to track. It is just a matter of time now before he collects the sizable bounty on its head.

Mutated Hunters on the Path The life of a witcher is seldom one of little report. Fabled and legendary monster hunters, trained by the best warriors, they are the first line of defense between society and destruction.

The Path leads witchers to the pursuit of seeking out contracts and killing any monster. This lifestyle doesn't offer the comforts many would want in life. As such, these men and women often find themselves isolated and alone. The life of a hunter is one that requires a witcher to be constantly on the move. Emotional attachments can at times be seen as distractions for some witchers.

Once Man, Now Monster Many have heard tales of witchers as mutants with no soul, and are seen by some as no better than the monsters they hunt. The commoner's perceptions of witchers vary from town to town. Those who have been saved by a witcher might sing their praises until they have to pay up for their services.

Undergoing a barbaric procedure known as the Trial of Glasses, few survived such an ordeal. The process of mutating children into what would become witchers is a horrific scene with long-lasting side effects: such as sterility, and to some degree, a loss of emotions. Other mutations may be less apparent. Some schools, like that of the cat, are known for their hyper aggression from their mutagens instead of emotionlessness.

Knights to No King As a witcher, you are an independent, contract-based monster hunter. Often, children of no real lineage worth mentioning are seen as common rabble. Witchers often take the name of the land to give the appearance of knighthood.

While on your journey, you may take the pseudonym of a surname to establish some renown for yourself. This surname, be it 'of Irena' for instance, needn't be that you were born in the land of Irena nor have been knighted by royalty from that land.

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

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

Campaign Information[edit]

Playing a Witcher[edit]

Creating a Witcher When you create a witcher, you will have to keep in mind two elements: how they gained their witcher abilities, and how society views them. Most witchers choose to follow the Path alone, although, some do seek out companionship from those they deem worthy. To be a witcher you must ask yourself, how did I gain these abilities? Were you raised since childbirth at a witcher keep, such as the School of the Wolf's Kaer Morhen? Were you abandoned, or even bartered for goods to be taken in as a ward for a witcher? Were you displaced due to the wanton destruction of your homeland and found refuge among the witchers? Whatever your story is, it leads you to the Path, a way that all witchers must follow. Seeking the Path is the purpose of a witcher: to hunt down and slay monsters wherever they may be.

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

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

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

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

Witchers in the World[edit]

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

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

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

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

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

Witcher Lore[edit]

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

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

This grants witchers supernatural abilities to gain the upper hand against their targets. Also, Witchers have been growing short in numbers since Adventures and Knights started to take all of their capable jobs.

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

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

Making a Witcher[edit]

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

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

Races: Any

Alignment: Any Non-Evil

Starting Gold: 6d4x10 gp

Starting Age: 10 or Young ( depend on characters species )

Table: Witcher

Hit Die: d12

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

Class Skills 10 + (Int Modifier Per Level, ×4 at 1st level)

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


Class Features[edit]

All of the following are class features of a Witcher.

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


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


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

Witcher Physiology Witchers gain 2 of the following: (+2 to each stats Str, Dex, Int, Con), (+10 to their movement speed), (the feat quick draw), (the feat lightning reflexes).

They have the ability to consume extremely toxic mutagens.

All witchers live 2d4+2 times as long as their base species and gain age penalties at 1/2 rounded down.


Mutations Witchers get 1d4 lesser mutations and 1 major mutations. Roll 1d4 to determine how many lesser mutations witchers get, then roll the d100 to determine the base lesser mutations. Then roll d100 to determine major mutations. (you can get any mutation more than once)

Lesser mutations;
Roll Result
1-10 +2 str, -2 int
11-21 +2 dex, -2 wis
22-32 +2 con, -2 cha
33-43 +2 int, -2 str
44-55 +2 wis, -2 dex
56-60 +2 natural armor
61-64 fast healing 1 (if already have fast healing, this cumulates with any other fast healing)
65-70 +10ft dark vision and low-light vision (if already have a dark vision and low-light vision, this cumulate with any previous dark vision and low-light vision)
71-75 +2 str
76-81 +2 dex
82-87 +2 con
88-90 +2 int
91-93 +2 cha
94-99 +2 wis
100 chose one of the following lesser mutations: (+5 natural armor that cumulates with any other natural armor), (fast healing 5 that cumulates with any other fast healing), (+30ft dark vision and low-light vision (if already as dark vision and low-light vision, this cumulate with any previous dark vision and low-light vision) and then (Roll for 1 bonus major mutation)


Major mutations;
Roll Result
1-7 +10 to all fortitude save
8-14 +10 to all will save
16-21 +10 to all reflex save
22-35 +10ft movement
36-41 +5 vigor
42-47 +10 vigor
48-55 +15 vigor
56-66 +20 vigor
67-77 +15 to hide and move silently
78-80 +15 to search and survival
81-83 +15 to listen and spot
84-87 poison immunity
88-90 disease immunity
91-93 +30ft movement
94-96 Regeneration 5 (if already have Regeneration, this cumulates with any Regeneration)
97-99 +20 to track attempts
100 +25 to listen, hide, spot, survival, move silently and search. you also Roll again (+1 major mutations)

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


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



Enhanced Speed At 1st level, Witchers are able to move faster than most men, a necessary mutation when fighting monsters. A Witcher can move 10ft more in battle.

Heightened Awareness At 1st level, A Witcher's eyes are a slightly lighter shade of its original color, and glowing slightly. Their pupils are thin vertical slits, allowing them to adjust the amount of light entering their eyes. Witchers are immune to the effects of Dazzle, gain a +4 to Spot and Search rolls, and gain the ability to add half of their levels in Witcher to Survival rolls made specifically for tracking.

Evasion

At 1st level, A witcher can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Witcher is wearing light armor or no armor. A helpless Witcher does not gain the benefit of evasion.


Weapon Focus:

At 1st level, Witchers are considered fighters to become eligible for the feats; Weapon Focus, Weapon Specialization, and greater versions of the two into his bastard sword only. This helps Witchers hone their skill and prepare for Witcher Styles.


Witcher Signs:

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

As a being of unnatural abilities, you have been taught how to harness simple magical abilities that you can cast without the need for spell components. These spells are referred to as Signs and when cast at their lowest level, they act as cantrips for you.

Cantrips At 1st level, you know the cantrips (which are referred to as signs) from the Witcher spell list.

Casting a sign as a cantrip, such as using the igni cantrip, does not require you to expend a vigor point in order to cast.

Vigor Score A witcher Vigor score is equal to it (class level + constitution modifier + Wisdom modifier). A Witcher's Vigor will regenerate over time. Vigor will regenerate 1 point per hour (or all regenerate after long rest).

Signs will get better over time as a Witcher becomes stronger and more experienced, witcher will get access to higher level spells a 2nd (1rt level Signs ), 4th (2nd level Signs), 6th (3rd level Signs), 8th (4th level Signs) and 10th (5th level Signs, only available for griffin school).

Sign DCs: 10 + Witcher level + Wisdom bonus + signs level.

Casting Signs Some signs allow you to cast spells. To cast one of these spells, you use its casting time and other rules, but you don’t need to provide material components for it.

A witcher uses its vigor score to cast Signs other than a cantrip.

The cost of casting signs is the spell level +1 (for example casting Fireball (Igni), as a level 3 sign, will cost 4 vigor points).



Witcher Spells-list by Level Cantrips (0 Level) Aard, Axii, Igni, Quen, Yrden


1st Level Absorb Elements (Quen), Animal Friendship (Axii), Burning Hands (Igni), Catapult (Aard), Charm Person (Axii), Earth Tremor (Yrden), Entangle (Yrden), Hellish Rebuke (Igni), Shield (Quen), Thunderwave (Aard)


2nd Level Aid (Quen), Calm Emotions (Axii), Gust of Wind (Aard), Magic Aura (Yrden), Scorching Ray (Igni)


3rd Level Fireball (Igni), Hypnotic Pattern (Axii), Protection from Energy (Quen), Slow (Yrden), Wall of Wind (Aard)


4th Level Confusion (Axii), Fire Shield (Igni), Private Sanctum (Yrden), Resilient Sphere (Quen), Storm Sphere (Aard)


5th Level (Griffin Only) Antilife Shell (Quen), Dominate Person (Axii), Hallow (Yrden), Immolation (Igni), Telekinesis (Aard)



Sign Descriptions (cantrips)


Aard Evocation cantrip

Casting Time: 1 action / Range: Self / Components: V, S / Duration: Instantaneous /

You focus a powerful telekinetic blast to push back enemies, or even break weakened structures. You can create one of the following effects: One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you and knocked prone. You can push a number of objects within a 10-foot cone of you that is neither held nor carried and that weighs no more than 5 pounds. An object is pushed up to 10 feet away from you. Weaken structures or walls that are no greater than six inches thick can be broken. Walls and structures take 1d6 force damage upon impact. (Creatures are immune to this damage.) This sign's damage to structures increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).


Axii Enchantment cantrip

Casting Time: 1 action / Range: 30 feet / Components: V, S / Duration: Concentration, up to 1 minute /

You attempt to charm the mind of a creature, be it a friend or foe. A nonhostile creature must make a Charisma saving throw against your Sign save DC or become charmed by you. A creature is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you. While charmed, you have advantage on all Charisma checks directed at one creature of your choice. A hostile creature targeted by this spell must make a Charisma saving throw with advantage against your Sign save DC or is charmed by you for the duration. At the start of each of its turns, an affected target can make a Charisma saving throw. If it succeeds, this effect ends for that target.


Igni Evocation cantrip

Casting Time: 1 action / Range: 10-foot cone / Components: V, S / Duration: Instantaneous /

You produce a burst of flames from your fingertips. Each creature in a 10-foot cone must make a Dexterity saving throw. A target must succeed on a Dexterity saving throw or take 1d6 fire damage.

You can also harmlessly extinguish or ignite a flame, such as a candle, a torch or a campfire.

This sign’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).


Quen Abjuration cantrip

Casting Time: 1 action / Range: Self / Components: V, S / Duration: Concentration, 1 minute /

You invoke the power of your sign to shield you from harm. The next time you take damage before the spell ends, roll a 1d4 and subtract that from the total. Quen sends back to the enemy the damage it has subtracted, dealing force damage equal to the damage it has absorbed that turn.

The damage reduced by this sign increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).


Yrden Conjuration cantrip

Casting Time: 1 action / Range: Self (10-foot radius) / Components: V, S / Duration: Concentration, 1 minute /

You strike the ground beneath your feet and leave a glowing purple sigil, slowing your enemies within. You create a 10-foot radius circle beneath you along the ground. For the duration, this area is considered difficult terrain for all hostile creatures to you. intangible creatures within the sign radius became tangible as long as they remain inside the sigil.

Hostile creatures that start their turns in this area must make a Dexterity saving throw or take 1d4 force damage.

This sign's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).



Witcher Schools:

All schools of the witchers come from a single origin, but due to conflict and disagreement, several philosophies branched out as a result. Some schools focus on specific alchemical benefits, others on martial prowess, and others lean toward brutality as a means to an end. Whatever school you belong to, you will be recognized as a witcher.


School of the Bear The school of the bear is known widely in the north and along the Skellige isles. Taken to the harsh conditions of the mountains, bears are often known for their isolation, and unlikely attitude towards traveling with companions. Hardy and furious like that of their namesake, witchers of the bear are without a doubt, formidable warriors. Though, some who are aware of the school know they have fallen from grace due to a failure to complete a contract to eliminate a cabal of vampires. Many bears, also known as ursine, still carry this shame.


Table: School of the bear
Witcher Level Features
1 Bonus Proficiencies, Hardy
6 Hibernationalist
9 Unwavering
14 Greater Resilience
17 Thick Hide


Bonus Proficiencies When you choose this school at 1st level, you gain proficiency with medium and heavy armor.

Hardy Starting at 1st level, whenever you finish a long rest, you can choose to gain resistance to one of the following non-magical damage types: slashing, bludgeoning, or piercing.

You also gain resistance to cold damage due to your upbringing in the harsh mountains of the north, and a climbing speed of 30 feet.

Finally, your hit point maximum increases by 1, and it increases by 1 every time you gain a level in the witcher class.

At the 14th level, you gain resistance to magical damage from your choice of slashing, bludgeoning, or piercing after finishing a long rest.

Hibernationalist When you reach the 6th level, whenever you expend one of your witcher hit dice to regain health during a short rest, you can add your Wisdom modifier to the total (minimum of + 1).

Unwavering When you reach the 9th level, you gain immunity to the frightened condition.

Additionally, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.

Greater Resilience When you reach the 14th level, as a bonus action, you can expend one vigor point to roll a d12 dice. Add your Constitution modifier to the number rolled. You gain temporary hit points equal to this number.

You can use this feature a number of times equal to your Wisdom modifier (minimum of 1). You regain all expended uses once you complete a long rest.

Thick Hide When you reach the 17th level, when you take damage, you can use your reaction to expend one vigor point to roll a d10. Add the number rolled to your AC for that attack, potentially causing the attack to miss you.


School of the Cat The school of the cat origins are mixed, and not well accounted for. Often more active in politics and even hired as assassins, felines have evolved over the centuries in numerous ways that separate themselves apart from other schools. Known to be the first to train women, the felines have even altered their own alchemical formula in the creation process of new witchers. This formula, rather than stripping them of emotions, has caused them to become intensified. Feared among nobility, witchers belonging to the school of the cat are considered to be among the most dangerous, and unstable, of their breed.


Table: School of the Cat
Witcher Level Features
1 Bonus Proficiencies, Graceful
6 Expertise
9 Evasion
14 Flick of the Blade
17 Cat's Claw


Bonus Proficiencies When you choose this school at 1st level, you gain proficiency with the disguise kit and the thieves' tools.

Graceful Starting at 1st level, your actions in the shadows are without compare. While in darkness or dim light, you make any Dexterity checks with advantage.

In addition, your walking speed increases by 10 feet.

You do not gain either of these benefits if you wear medium or heavy armor.

Expertise At 6th level, choose two more of your skill proficiencies, or one more of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Evasion Beginning at the 9th level, you can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Flick of the Blade Relying on speed and precision strikes, felines are known for targeting at their prey's weak points. When you reach the 14th level, your weapon attacks score a critical hit on a roll of one higher critical range (if critical at 20 become critical at 19-20). When you consume Wolf your weapon attacks score a critical hit on a roll of two higher critical ranges than your normal weapon (if critical at 20 become critical at 18-20).

Cat's Claw You have become a master of striking your opponents when their backs are turned. When you reach 17th level, while flanking an opponent that's engaged with another ally of yours that's within 5 ft of that target and is opposite to you, after hitting a target with a weapon attack, whenever you expend a vigor point, you can roll your damage dice twice and add them together.


School of the Griffin Known as the most studious of the schools, griffins are accounted as the most well-versed in social etiquette, knowledge, and of magic. Remaining true to the original knightly values of the witcher order, griffins are considered palpably more pleasant than some of their counterparts. With a focus on studying their prey, as well as their reliance on signs, this leaves a school of the griffin witcher as a foe not to be trifled with on the battlefield or in open debate.


Table: School of the Griffin
Witcher Level Features
1 Bonus Proficiencies, Studious Hunter
6 Improved Signs
9 Knightly Eloquence
14 Greater Signs
17 Superior Signs


Bonus Proficiency When you choose this school at 1st level, you gain proficiency in one of the following skills of your choice: History, Persuasion, or Religion. Alternatively, you learn one language of your choice. You also gain proficiency with medium armor.

Studious Hunter Having spent much time within the halls of the great library of Kaer Seren, you've gained greater knowledge on dealing with creatures you will hunt.

Starting at 1st level, when you take a long rest, you can spend a portion of your time relearning what you've been taught about dealing with certain creatures. At the end of a long rest, choose one creature type: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. You must make an Intelligence (History) check of a DC of 15 minus your Wisdom modifier. Upon success, until your next long rest, weapon attacks against your chosen enemy type deal an additional 1d4 damage.

Improved Signs Years of training to master the art of casting spells as signs have given you an impressive array of abilities. When you reach the 6th level, when you cast a sign that requires an expenditure of at least two vigor points and deals damage, you can expend an additional vigor point and roll d6 dice and add that to the total damage roll of that spell against one of its targets. (Does not count against your Maximum Vigor Points for a Sign limit.)

Knightly Eloquence Your recognition as a member of the school of the Griffin is often immediate. Being known as one offers certain benefits. When you reach the 9th level, whenever you make a Charisma check, you can expend a vigor point in order to roll your martial die and add that to your total.

Additionally, determine a preferred gender, that being male or female. Whenever you make a Charisma (Persuasion) check with any members of this gender, you do so with advantage.

Greater Signs You've developed your talents in magic into refined skills. When you reach the 14th level, you can cast one spell of 3rd-level or lower without expending the required number of vigor points (maximum of 4).

Once you use this feature, you can't use it again until you finish a long rest.

Superior Signs Your ability to cast magical signs is unrivaled by other witchers. When you reach the 17th level, you gain the ability to cast 5th-level spells that require you to expend 6 vigor points in order to produce.

You can cast one sign up to 5th-level, once you use this feature, you can't use it again until you finish a long rest.


School of the Manticore Considered perhaps the most obscure branch of the Order of the Witcher, the school of the manticore seeks a greater understanding of the mutations within themselves. Their study has often led them to both great advances and terrible tragedies. Members of this school seek the rarest ingredients for their alchemical concoctions; be it from flora or fauna.


Table: School of the Manticore
Witcher Level Features
1 Bonus Proficiencies, Fortitude
6 Harvester
9 Expert Alchemist
14 Dangerous Alchemy
17 Iron Gut


Bonus Proficiencies At 1st level, you gain proficiency with medium armor, as well as you gain proficiency with the Herbalism kit.

Fortitude At 1st level, your mutagens grant you immunity to disease.

Harvester When you reach the 6th level, your training in dissection and the collection of organic materials from your prey can be used as additives to your alchemical formulas. Stronger and more exotic creatures yield a greater likelihood for ingredients, but all things come at a price. You can exhume and dissect a number of corpses in the size chart below per your Wisdom modifier (minimum of 1). Dissection requires an hour of uninterrupted work in order to harvest usable materials from your subjects. Larger creatures may require a greater number of hours to complete the task.


Table: Harvester
Creature Size Number of Creatures
Tiny, Small 2 x WIS Modifier
Medium 1 x WIS Modifier
Large 0.5 x WIS Modifier
Huge, Gargantuan 0.2 x WIS Modifier


The challenge rating (CR) of the subjects yields a percentage of the possibility of extracting usable material. Roll for the percentage for each creature that you are harvesting. Any successful organic materials that you harvest last for 24 hours. After that, they are no longer usable for this feature.


Table: challenge rating
CR Percentage
0-5 85-00
6-10 50-00
11-15 25-00
16-19 15-00
20-22 10-00
23+ 01-00


Upon a successful harvest, roll a d4. The number on the die yields the result listed below. You can choose to then apply this result the next time you consume one of your formulas. Refer to the DMG pg. 219-221 for the tables. Substitute 'When attuned to the artifact' with 'After consumption of the formula'. When consumed, roll on the listed tables as from the listed outcome of the d4 and apply it with the other effects of your chosen formula. The results of this feature last for the duration of the formula. Your GM can choose to reroll any of the properties should they not be logical in how they would manifest, or they can roll on the Sorcerer's Wild Magic Surge table.


Table: harvest yields
d4 Outcome
1 Minor Beneficial Property, Minor Detrimental Property
2 Major Beneficial Property, Minor Detrimental Property
3 Minor Beneficial Property, Major Detrimental Property
4 Major Beneficial Property, Major Detrimental Property


Expert Alchemist When you reach the 9th level, you can craft an additional formula potion during a long rest.

Dangerous Alchemy Your specific mutations as a member of the school of the manticore allow you the ability to gain the benefits of multiple formulas at once. When you reach the 14th level, you can consume any number of formula potions that you can craft during a long rest and receive both the benefits and side effects of those formulas. You cannot gain the benefits of the same formula twice, but you can worsen a side effect, such as if an ability score is decreased. Consuming the same formula portion doubles that side effect penalty, if applicable.

Iron Gut When you reach the 17th level, your ability to endure the toxicity of your alchemical formulas has increased. After consuming three formula potions, you can expend 3 vigor points in order to make a Constitution saving throw of DC 17. Upon success, choose one side effect to ignore for the formula's duration (1 hour).

Once you use this feature, you can't use it again until you finish a long rest.


School of the Wolf Counted as the most recognizable, as well as renowned of the schools, the wolves have taken their place in history as some of the greatest witchers to have ever been created. Reliable, professional, and always for a price, these witchers are often the ones townsfolk think of when they heard the name. Either working in pairs, small teams, or even alone, the witchers of the school of the wolf are always capable of felling whatever evil besets them.


Table: School of the Wolf
Witcher Level Features
1 Bonus Proficiencies, Silver for Monsters
6 Increased Vitality
9 Additional Fighting Style
14 Uncommon Resolve
17 Wolven Storm


Bonus Proficiencies When you choose this school at 1st level, you gain proficiency with medium armor, additionally, you can use either your Dexterity or Constitution modifier to determine the bonus to your AC while wearing medium armor.

Silver for Monsters Starting at 1st level, whenever you strike a non-humanoid, non-bestial, or non-construct creature type with a silvered weapon, the target takes an additional 1d4 damage.

Increased Vitality Your mutagenic advances grant you superior healing when your meditate or rest. When you reach the 6th level, you can expend a vigor point when you expend one of your witchers hit dice during a short rest in order to regain additional hit points. Roll your witcher hit die twice and add them together as well as your Constitution modifier. You regain hit points equal to that total.

You can use this feature a number of times equal to your Wisdom modifier (minimum of 1). You regain all expended uses once you complete a long rest.

Additional Fighting Style At the 9th level, you can choose a second option from the Fighting Style class feature.

Uncommon Resolve When you reach the 14th level, any time you are subjected to a saving throw that requires a roll, you can expend one vigor point and roll d10 dice. Add the number rolled to your total for that save.

Additionally, you can spend one vigor point to grant your next weapon attack advantage.

You can use this feature a number of times equal to your Wisdom modifier (minimum of 1). You regain all expended uses once you finish a long rest.

Wolven Storm When you reach the 17th level, you have mastered the way of the Path. As a bonus action, you can spend 5 vigor points to gain resistance to all damage types for the next minute, or until you fall unconscious.

Once you use this feature, you can't use it again until you finish a long rest.


School of the Viper Far-flung to the distant south, this sect of witchers is considered the most secretive and least understood, even by other witchers. Though today, they are scattered and exiled from most kingdoms. Used as assassins, and then set upon by their employer, the emperor of Nilfgaard, these witchers have known the scorn of the world. Unpredictable and stealthy, vipers are only ever seen in the last moments before they strike.


Table: School of the Viper
Witcher Level Features
1 Bonus Proficiencies, Twin Fangs
6 Slithering Escape
9 Dodge
14 Venomous
17 Swift Strike


Bonus Proficiencies At 1st level, you gain proficiency in the Deception skill, as well as you gain proficiency with the Poisoner's kit.

Twin Fangs Your school's training with lighter and smaller weapons grants you greater talents, even that of dual wielding. Starting at 1st level, when you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack if you are only holding light weapons that have the finesse property.

Slithering Escape When you reach the 6th level, you can expend one vigor point to allow yourself to take the disengage or dodge action as a bonus action on your turn.

Dodge Starting at the 9th level, when an attacker that you can see hits you with an attack, you can expend one vigor point to use your reaction to halve the attack’s damage against you. You do not gain the benefit of this feature if you are wearing medium or heavy armor.

Venomous Poisons are a part of the trade-in which you employ. When you reach the 14th level, during short or long rests, you can coat one or more of your weapons with a poison (maximum of 2). When you strike a creature with one of your coated weapons, you can expend one vigor point to force the target to make a Constitution saving throw against your Sign save DC. Upon failure, roll d10 dice. The target takes poison damage equal to the number rolled and is poisoned for the next minute. At the end of each of the target's turns, it can remake this save to end its effects early.

Once you use this feature, you can't use it again until you complete a long rest.

Swift Strike When you reach the 17th level, once on each of your turns when you take the attack action on your turn, you can expend one vigor point to make an additional weapon attack with a light weapon that has the finesse property.

You can use this feature a number of times equal to your Wisdom modifier (minimum of 1). You regain all expended uses once you complete a long rest.


Witcher Alchemy: At 1st Level, Witcher is able to create Witcher Potions. These potions may augment Witchers by granting them special abilities, bonuses, immunities, and cures. In addition, these potions may be used by Witchers only. Witchers must gather Ingredients and Alcohol to create their potions, they also gain a bonus to Craft(Alchemy) equal to half their level.

witcher potions are poison for non-witcher characters and they must make a fortitude save equal to thrice the crafting dc of the potion or get continued poison damage of 1d6 per round for as long as the poison is not removed. if succeed on the save or after surviving for 10 rounds, they will get half the normal effect of the potion. (taking some Antitoxin will stop the poison damage for 1 hour and remove any of the potion effects)

Witchers who are not immune to poison gain toxicity levels. Witchers who reach the max "Toxicity" take 1d6 continued poison damage for as long as the toxicity is not cleared or the witcher did not lose a toxicity level. This effect may be counteracted by a Remove Poison spell (This also removes the potion effects) or taking some Antitoxin (this stops the damage for 1 hour and removes the potion effects). This limits how many effects may be active at a time upon a Witcher.

The max Toxicity that a Witcher may be under before taking damage is 1 + Constitution Modifier per day. Witchers may meditate for 8 or more hours and cleanse their Toxicity. Another way in which a Witcher may cleanse their Toxicity is to use the Witcher potion, White Honey. Although, White Honey clears toxicity at the cost of clearing all potion effects.

Creation:

To create potions Witcher must get a hold of an alcohol base and ingredients. To obtain ingredients, Witchers may either research plants and/or monsters to find substances to create their potions. The 6 substances that ingredients are comprised of are:

Name Price per piece
Vitriol 5 sp
Rebis 1 gp
Caelum 15 sp
Aether 2 gp
Fulgur 3 gp
Quebrith 4 gp
Sol 5 gp
Hydragenum 6 gp
Vermilion 12 gp

(Example: White Myrtle Petals are comprised of Vitriol and can be used to create potions that require Vitriol)


To discover potions Witcher may find premade formulae or experiment on their own. witchers from the Griffin School are counted as knowing all the formulas below. Each potion is created with a strong alcohol base to merge the ingredients and create the wanted effect. Witchers may use any strong alcohol (Vodka, Whiskey, Bourbon, etc.) and create White Gull (Alchemical Base). Once a Witcher possesses White Gull he may create any potion in which he desires. If a Witcher fails in creating a new potion the ingredients are spent. The following list shows all potions which a Witcher may create:

(Side Note: The potions table is not completed, I will add ingredients for potions later. just need to do some more research to add a good list of ingredient and a price for each potions)

Witcher Alchemy
Name Craft DC Duration Effect.
Bindweed 16 8 Hours Immune to Acid.
Black Blood 30 8 Hours Blood Becomes Poisonous (2d6 damage to monsters who bite The Witcher).
Blizzard 26 20 Mins +3 Dodge Bonus to AC and +4 to Reflex.
Brock 25 8 Hours Grants +4 to Strength with a -4 to Dexterity (Stacks with other potions benefits).
Cat 15 8 Hours Grants Darkvision 60ft.
De Vries' Extract 24 1 Hour Sees the Blood of Living Creatures. This may see through walls.
Full Moon 19 8 Hours Increases Temporary Constitution +6.
Gadwall 29 2 Hours An improved version of Swallow. Grants Fast Healing 10 but leaves the body in an Exhausted state (Does not stack with Swallow). Also grants twice the toxicity upon drinking.
Golden Oriole 17 8 Hours Cures Poisons. Becomes Immune to Poison.
Kiss 18 8 Hours Cures Bleeding. Becomes Immune to Bleeding.
Lapwing 30 2 Hours An improved version of Petri's Philter. Grants Sign Intensity +100% (Does not stack with Petri's Philter). Also grants twice the toxicity upon drinking.
Maribor Forest 21 8 Hours Grants +4 to Dexterity and Constitution (Does not stack with Full Moon but does stack with Wolverine).
Perfume 13 Consistent Gift Item.
Petri's Philter 23 8 Hours Sign Intensity +50% (as of empowered spell).
Rook 22 8 Hours Grants +1d6 additional damage.
Shrike 21 8 Hours Grants +3d6 additional damage to critical strikes.
Stammelford's philtre 27 8 Hours Sign DCs increase by 5. Also grants twice the toxicity upon drinking.
Swallow 24 2 Hours Grants Fast Healing 5.
Tawny Owl 22 8 Hours Cures Fatigue and Witcher may cast a sign each round (only 1 Sign may be active at a time).
Thunderbolt 27 8 Hours Grants +10% physical damage. However, cancels Blizzard and removes Dexterity Bonus from Armor Class.
Tiara 28 8 Hours Grants Damage Reduction 5/silver. However, takes a -4 to Strength and Constitution. Also grants twice the toxicity upon drinking.
Virga 23 8 Hours Grants a +5 to saves and +2 to Armor Class. However, takes a -4 to Strength.
White Honey 20 Instant Cures Toxicity and removes all potion effects.
White Gull 12 Consistent Alchemical base for creating Witcher potions.
White Raffard's Decoction 25 Instant Cures 3d8 +3/Witcher level to HP.
Willow 20 8 Hours Grants immunity to Trip or Disarm.
Wives Tears 14 Instant Cures drunkenness becoming completely sober.
Wolf 26 8 Hours Grants Keen Effect to all Weapons (Does not stack with Keen/Keen Edge/Imp. Crit).
Wolverine 28 8 Hours Grants rage when below 1/2 HP. This effect does not hinder the Fiery Dancer (or Cat) fighting style of a Witcher.

Mutagens at 1st level, When a Witcher consumes a mutagen they gain a boost to their stats that wears off over time. A Witcher may only have the effect of 1+con mutagens in their system at once. Mutagens can be harvested from fallen creatures with a DC 15 search check on the corpse and take 1 min to harvest.

Mutagens come in four colors and 3 levels. The levels depend on the fallen creature witcher harvest from.

5-10HD (Lesser Mutagen)

11-34HD (Standard Mutagen)

35HD+ (Greater Mutagens)

Lesser mutagens wear off in 1day and give 1 toxicity level to the witcher

standard mutagens in 1 week and give 5 toxicity levels to the witcher

greater mutagens in 1 year and give 15 toxicity levels to the witcher, however, you keep half of the greater mutagens bonuses as a permanent bonus when it wears off.

you can have more than 1 mutagen active at once.

witcher can harvest 1d4 mutagen per monster.

(mutagen are also ingredients for crafting witcher potions)

Red Mutagens Give a bonus to attack/damage. Dropped by celestials, dragons, magical beasts, and monstrous humanoids. Gives boosts of +2/4/8 based on the level of mutagen.

Blue Mutagens Give a bonus to Sign's Effects. Dropped by elementals, fey, plants, and aberrations. Damaging Signs receive +1d4/+3d6/+5d8 dice based on the level of mutagen. Duration Signs receive +1/+5/+10 rounds/mins based on the level of mutagen.

Green Mutagens Gives a bonus to Fast healing and natural ac. Dropped by Constructs, outsiders, undead, and fiends. Gives boosts of +3/6/10 based on the level of mutagen.

Yellow Mutagens Gives a boost to an attribute. Dropped by ooze, giants, humanoids, vermin, and animals. Gives a boost of +2/+4/+6 based on the level of mutagen.


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

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

Favored Enemies for normal D&D campaign

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

Optional Favored Enemies for Witcher lore-based D&D campaign

Table: Witcher Favored Enemies
Beasts
Cursed Ones
Draconids
Elementa
Hybrids
Insectoids
Necrophages
Ogroids
Relicts
Specters
Vampires

Witcher Criticals At 2nd level, If a Witcher gets a Confirmed Critical Strike, they may opt to attack again, at a -3 to their BAB, even if they wouldn't normally have another attack. The Witcher cannot have made a Movement action during any round of combat that they would choose this option. Additional attacks from Witcher Criticals and Cat Style do not stack

Witcher Deflections At 2nd level, Similar to the Deflect Arrows feat, a Witcher is able to deflect an arrow or bolt in mid-flight. Witchers however have been known to deflect two arrows. To use this feat, a Witcher must roll a Reflex Save to succeed.


Fighting Style At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options.

You can’t take the same Fighting Style option more than once, even if you later get a new one.

Table: Fighting Style
Styles Features
Archery You gain a +2 bonus to attack rolls you make with ranged weapons.
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, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection Two-Handed Weapon. When a creature you can see attacks a target other than you that is within reach of you, you can use your reaction to impose a disadvantage on the attack roll. You must be wielding a melee weapon that has the two-handed or versatile property, and you are wielding that weapon with two hands.


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

Enhanced Dodge at 3rd level, A Witcher's fighting style is unique to normal fighting techniques because requires much more movement. In combat, a Witcher can tumble 5 feet and attack in the same turn, however, a Witcher cannot tumble directly away from an enemy that threatens the Witcher's square. They can choose to make an Escape maneuver however to strafe left or right. To do this a Witcher must roll 1d4 to determine how many feet the Witcher moved to escape. In the case of a roll of 1, the Witcher cannot make any more actions until the next round.


Track:

Upon reaching the 3rd level, Witchers gain SRD:Track to help them hunt and find their targets.


Ability Score Improvement When you reach the 4th level, and again at the 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1.

Instead of taking this feature, you can take a feat of your choice.


Oil Use:

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

Creating oils is similar to potions in most aspects. However, the effects of an oil remain in effect until removed. Oils are applied in the same manner as the Poison Use class ability except it does not affect the person applying it if they are not of the creature type. Witchers may apply any of these oils as if they had the Poison Use ability. If a creature is attacked with the wrong type of oil they do not take any damage from the oil effects.

Applying or removing an oil requires 5 minutes.

Witchers attempting to make any kind of oil must have a base substance of tallow (Aka Animal Fat). Tallow takes the place of an alcoholic base when trying to create oils. However, tallow may be used without first preparing it like with the White Gull substance. Tallow is rather cheap (1-4 Copper pieces) and can be found in large amounts in any restaurant that serves meat or by skinning an animal or beast yourself.

When referring to "Additional Attack Power" from oils, damage only the base damage from the weapon is increased. any damage from enchantments or other magical means is added only after calculating the oil bonus.

Oil Use
Name DC Effect.
Magical Beast Oil 12 10% Additional attack power against animals and Magical Beasts.
Enhanced Magical Beast Oil 18 25% Additional attack power against animals and Magical Beasts.
Superior Beast Oil 26 50% Additional attack power against animals and Magical Beasts.
Cursed Oil 14 10% Additional attack power against Cursed Ones (Lycanthrope).
Enhanced Cursed Oil 20 25% Additional attack damage against Cursed Ones (Lycanthrope).
Superior Cursed Oil 28 50% Additional attack power against Cursed Ones (Lycanthrope).
Draconid Oil 13 10% Additional attack power against Draconids (Dragon).
Enhanced Draconid Oil 19 25% Additional attack power against Draconids (Dragon).
Superior Draconid Oil 27 50% Additional attack power against Draconids (Dragon).
Elementa Oil 13 10% Additional attack power against Elementa (Elementals and Constructs).
Enhanced Elementa Oil 19 25% Additional attack power against Elementa (Elementals and Constructs).
Superior Elementa Oil 27 50% Additonal attack power against Elementa (Elementals and Constructs).
Hanged Man's Venom 12 10% Additional damage against humans and non humans (Humanoids).
Enhanced Hanged Man's Venom 18 25% Additional attack power against humans and nonhumans (Humanoids).
Superior Hanged Man's Venom 26 50% Additional attack power against humans and nonhumans (Humanoids).
Hybrid Oil 13 10% Additional attack power against Hybrids (Anything that is part of 2 or more creatures [Chimera, Centaurs, Griffins]).
Enhanced Hybrid Oil 19 25% Additional attack power against Hybrids (Anything that is part of 2 or more creatures [Chimera, Centaurs, Griffins]).
Superior Hyrbid Oli 27 50% Additional attack power against Hybrids (Anything that is part of 2 or more creatures [Chimera, Centaurs, Griffins]).
Insectoid Oil 11 10% Additional attack power against Insectoids (Vermin).
Enhanced Insectoid Oil 17 25% Additional attack power against Insectoids (Vermin).
Superior Insectoid Oil 25 50% Additional attack power against Insectoids (Vermin).
Necrophage Oil 14 10% Additional attack power against Necrophages (Undead).
Enhanced Necrophage Oil 20 25% Additional attack power against Necrophages (Undead).
Superior Necrophage Oil 28 50% Additional attack power against Necrophages (Undead).
Ogroid Oil 13 10% Additional attack power aganist Ogroids (Giant).
Enhanced Ogroid Oil 19 25% Additional attack power against Oroids (Giant).
Superior Ogroid Oil 27 50% Additional attack power against Ogroids (Giant).
Relict Oil 14 10% Additional attack power against Relicts (Fey, Devils, Demons).
Enhanced Relict Oil 20 25% Additional attack power against Relicts (Fey, Devils, Demons).
Superior Relict Oil 28 50% Additional attack power against Relicts (Fey, Devils, Demons).
Specter Oil 13 10% Additional attack power against Specters (Spectral Undead).
Enhanced Specter Oil 19 25% Additional attack power against Specters (Spectral Undead).
Superior Specter Oil 27 50% Additional attack power against Specters (Spectral Undead).
Vampire Oil 12 10% Additional attack power against Vampires.
Enhanced Vampire Oil 18 25% Additional attack power against Vampires.
Superior Vampire Oil 26 50% Additional attack power against Vampires.

Tactical Fighter:

Upon reaching the 5th level, Witchers are intelligent and intuitive fighters and only suffer half the penalty from using Power Attack and Combat Expertise feats.

Tough As Nails:

Upon reaching the 6th level, Gain Diehard as a bonus feat at level 10 even if you do not meet the prerequisites.

Blind Fighting:

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


Witchers Resistance:

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

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

Weapon Versatility:

Upon reaching the 7th level, By changing the grip on their weapon, Witchers can change the damage type they deal to Slashing or Piercing as a Swift Action.

Swift Tracker:

Upon reaching the 8th level, a Witcher can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice the normal speed while tracking.


Veteran Witcher:

Upon reaching the 10th Level, Having wised up from past experiences and conflicts, a Witcher now adds half of their INT modifier to their attack rolls, damage rolls, initiative, and Reflex saves.


Combat Signs Beginning at the 11th level, when you use your action to cast a cantrip (limit of 1 vigor point expended), you can make one weapon attack as a bonus action.


Charge Up:

Upon reaching the 11th Level, a Witcher can charge his Signs to increase intensity and effect. Witchers charging their signs may take a full action rather than a standard and gain the effects granted by using the meta-magic feat Empower Spell (The Witcher must have previously taken the feat Empower Spell to use this). This grants all variable, numeric effects of an empowered spell to increase by one-half. Saving throws and opposed rolls are not affected, nor are spells without random variables.

Improved Evasion:

obtained At the 12th level, This works like evasion, except that while the Witcher still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless Witcher does not gain the benefit of improved evasion.

Lift Curse:

Witchers have been known to take alternative means to deal with cursed beasts and madmen. Witcher obtains Lift Curse at level 13, normally curses cannot be lifted like Vampirism or an Ancient Evil Curse. This feat grants the Witcher the ability to even remove the most deadly curses. Must spend between 1 and 8 hours making proper preparations, depending on the difficulty (at DM's Discretion), to lift an afflicted curse. Witcher must then make a Concentration Check (DC at DM's Discretion) not to disrupt the ritual. There have been accounts of curses not working naturally...one must be careful at all times.

Impromptu Adaptation:

at level 14, Having fought countless battles at this point, a Witcher has gained the ability to adapt to the situation at hand on the fly, cutting down on their usual preparation time. Whenever a Witcher takes a move action, they may, as a free action, interact with their equipment and/or gear (such as pulling out / drinking a potion, preparing a bomb, or oiling their blade) as much as a move action would usually require.

Blindsense:

at the 17th level, The Witcher's senses have adapted to overcome any or all situations with total situational awareness. Witcher gain Blindsense enabling them to pinpoint the location of a creature within 60 feet even through walls and underneath the ground

Stalwart:

at level 18, A Witcher has reached the peaks of mental and physical fortitude; if the Witcher makes a Fortitude or Will save with a reduced effect on a successful save, they instead ignore the effect entirely.


Witcher Armor Wondrous (any) armor, rare - legendary

This exquisite armor was designed for the purpose of protecting a witcher from harm. It is crafted in a manner that allows the addition of a number of magical glyphs to be placed in it, which increases its strength for a worthy witcher.

Once a glyph is placed inside a set of witcher armor it gains a +1 to its AC per glyph, as well as it is considered magical.

add 500gp value to the chosen armor


Witcher Medallion Wondrous item, very rare (requires attunement)

This finely crafted silver necklace acts as both symbol and as a protective charm for witchers. The secret behind constructing these dark metal amulets is a tightly guarded secret by the Witchers. The appearance of this medallion takes the form of the head of the school of the witcher which this was crafted for. Their construction is known only to the old guard of the guild, and knowledge of their construction method is bestowed to a witcher by merit of their accomplishments. While useful for the detection of magic and for monsters, some creatures seem aloof from their abilities.

While attuned to this necklace, you can cast detect magic at will.

A witcher's medallion vibrates lightly when within 100ft of a creature of the Aberration, mutated Animal, Dragon, Fey, Magical Beast, Monstrous Humanoid, Undead or Vermin type or when within the same distance from a moderate or stronger magical aura, or when within 50ft of a faint magical aura.

It vibrates furiously when within 50ft of a creature with one of the above-listed types, or when within 50ft of a moderate or stronger magic aura, or when within 10ft of a faint magical aura.

However, after being exposed to the presence of a given creature of a relevant type or magic aura from a particular source for eight or more consecutive hours, the medallion becomes attuned to the presence of that creature or aura and ceases to vibrate in its presence if the witcher will it to.


A witcher that is attuned to this item can use an action to focus their attention on their surroundings. You can see the faint outline of any non-humanoid creature within 30 feet of it until the start of its next turn.


Witcher Silver Longsword Wondrous (longsword) weapon, rare - legendary

This masterfully crafted longsword was designed with the intention of magical runes to be placed on it. Tempered with the proper alloys, this blade can bear a number of magical runestones that will increase its strength for a worthy witcher. This weapon is silvered for the purpose of overcoming resistance or immunity to mundane weapons.

Once a runestone is placed inside of a witcher silver longsword, it gains a +1 to attack and damage rolls per runestone, as well as it is considered magical for the purpose of overcoming resistance. Should you have more than one runestone placed in this item, the additional damage that is dealt stacks.

Witcher Silver Longsword item value rare: 1015gp very rare: 1515gp legendary: 2015 Weight: 6 lbs. Damage: 1d6 (small), 1d8 (medium) Critical: 19-20/x2 Type: slashing Category: one-handed Proficiency: martial Weapon Group: heavy blades

This sword is about 3½ feet in length.


Witcher Steel Longsword Wondrous (longsword) weapon, rare - legendary

This masterfully crafted longsword was designed with the intention of magical runes to be placed on it. Tempered with the proper alloys, this blade can bear a number of magical runestones that will increase its strength for a worthy witcher.

Once a runestone is placed inside of a witcher steel longsword, it gains a +1 to attack and damage rolls per runestone, as well as it is considered magical for the purpose of overcoming resistance. Should you have more than one runestone placed in this item, the additional damage that is dealt stacks.

Witcher steel Longsword item value: rare: 1015gp very rare: 1515gp legendary: 2015 Weight: 6 lbs. Damage: 1d6 (small), 1d8 (medium) Critical: 19-20/x2 Type: slashing Category: one-handed Proficiency: martial Weapon Group: heavy blades

This sword is about 3½ feet in length.


Glyphs and Runestones Wondrous item, very rare.

Runestones are magical enchantments that can be placed in specially crafted weapons. Glyphs are only able to be placed on armor. Placing a glyph or runestone in a witcher item is permanent. An item that can have glyphs or runestones placed in it will allow for a number of glyphs or runestone slots, as listed in its description. No other items can use glyphs or runestones in this manner. Lesser runestones deal 1d4 damage, regular runestones deal 1d6 damage, and greater runestones deal 1d8 damage as well as elemental damage related to the specific runes.

Chernobog. Weapon: You deal extra +5 force damage each time you hit a target.

Dazhbog. Weapon: You deal extra +5 fire damage each time you hit a target.

Morana. Weapon: You deal extra +5 poison damage each time you hit a target.

Zoria. Weapon: You deal extra +5 cold damage each time you hit a target.


Glyph of Aard. Armor: Your aard cantrip push distance is increased to 10 feet against Medium or smaller creatures, or can push one Large creature 5 feet but not knocked prone.

Glyph of Axii. Armor: Your axii cantrip affects the minds of charmed creatures to defend you and will attack targets that are hostile to you, up to a CR of one-quarter of your witcher level.

Glyph of Igni. Armor: Your igni cantrip's damage die turns into a d8.

Glyph of Quen. Armor: Your quen cantrip damage reduction die turns into a d6.

Glyph of Yrden. Armor: Your yrden cantrip damage die turns into a d6.


Witcher Item Rarity Glyph or Runestone Slots
rare 1
Very Rare 2
Legendary 3



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