Witcher, balanced version for dnd (5e Class)
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Witcher[edit]
There will always, always be darkness. And in that darkness there will always be Evil, in that darkness there will always be fangs and claws, murder and blood. There will always be things that go bump in the night. And we, Witchers, are the ones who will bump back. --- Vesemir of Kaer Morhen
Witchers, the perfect creature for killing monsters. Mutated as a result of the Herb Trial, trained in swordsmanship and well versed in almost all types of monsters, they are more than equipped to handle any attack at night. Described by some as a brutal experiment to create something more than a human, Witchers were created as a result of intense training, ruthless mental and physical conditioning, and brutal alchemy in opposition to nature. They fill a necessary niche in the homeland of their craft by killing monsters for those they annoy. Little is known about the life of a witcher. Legendary monster hunters, trained by the best warriors, are the first line of defense between society and destruction. The path leads the Witchers to search for contracts and kill any monster. This lifestyle does not offer the amenities that many would like in life. Thus, these men and women often find themselves isolated and lonely. The life of a hunter requires the Witcher to move constantly. Emotional attachments can sometimes distract some Witchers.
Creating a Witcher[edit]
When creating your Witcher, think about how your character sees the world as a result of your training. Do they consider him to be an absolute evil that they are crusading against? Or do they view them as savage creatures, unable to understand the evil they commit simply by following their nature? Also consider your Witcher emotions. As a result of your trials, your emotions have weakened, but they are still present. Finally, consider the circumstances surrounding your entry into the Witcher caste. More often than not, most children have no choice when they are chosen. Orphans are often taken away, and there are rumors that some children are being abducted. Your parents could have given you up because they didn't have enough food, or you could have run away to them in search of adventure. Think about it and how it affects your idea of humanity.
Also, if you are considering a witcher class for playing D&D not in Sapkovsky's world, then you can come up with something else so that the biography (character's past) logically fits into the future game!
You can quickly create a Witcher by following these tips. First, put the highest score of dexterity, and then wisdom. Although, depending on the witcher school you choose, you may want to increase various points, as shown in the description of the schools. Finally, let's take the story of the Stranger.
Once a Man, now a Monster[edit]
A witcher is someone who has undergone extensive training, ruthless mental and physical training, and mysterious rituals (which are conducted in "witcher schools" such as Kaer Morhen) in preparation to become an itinerant hired monster killer. Future witchers taken in childhood are subjected to intense alchemical processes, the consumption of mutagenic compounds, and relentless physical and magical training to make them dangerous and highly effective in dealing with a huge number of opponents, many of whom possess superhuman speed, strength, and/or other deadly abilities. These procedures ultimately mean that every fully trained witcher is a mutant created specifically to hunt and kill non-human prey.
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.
Features, Table and Equipment[edit]
Class Features
As a Witcher you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Witcher level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Witcher level after 1st
- Proficiencies
Armor: -(Take from the chosen Witcher Way)-
Weapons: -(Take from the chosen Witcher Way)-
Tools: -(Take from the chosen Witcher Way)-
Saving Throws: -(Take from the chosen Witcher Way)-
Skills: -(Take from the chosen Witcher Way)-
- 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
- Witchers Medallion, Notebook and Bestiary
Level | Proficiency Bonus |
Features | Signs/Sings for the Griffon | Vigor points/Vigor points for the Griffon | Toxicity Limit |
---|---|---|---|---|---|
1st | +2 | Fighting Style, Witcher Way | - | - | - |
2nd | +2 | Witcher Alchemy. | - | - | 2 |
3rd | +2 | Signs(0,1) | 3/4 | 5/8 | 2 |
4th | +2 | Ability Score Improvement | 4/5 | 6/10 | 3 |
5th | +3 | Extra Attack(1) | 4/6 | 8/12 | 3 |
6th | +3 | Witcher Way | 4/7 | 9/14 | 4 |
7th | +3 | Signs(2) | 5/8 | 10/16 | 4 |
8th | +3 | Ability Score Improvement | 6/8 | 11/18 | 5 |
9th | +4 | — | 6/9 | 12/19 | 5 |
10th | +4 | Witcher Way | 7/10 | 13/20 | 6 |
11th | +4 | Extra Attack(2) | 8/11 | 14/22 | 6 |
12th | +4 | Ability Score Improvement | 8/12 | 15/24 | 7 |
13th | +5 | Witcher Way | 9/13 | 16/26 | 7 |
14th | +5 | Quickened Analysis | 9/13 | 17/28 | 8 |
15th | +5 | Accelerated reflexes | 10/14 | 18/30 | 8 |
16th | +5 | Ability Score Improvement | 10/15 | 19/32 | 9 |
17th | +6 | — | 11/16 | 20/34 | 9 |
18th | +6 | Witcher Way | 11/17 | 22/36 | 10 |
19th | +6 | Ability Score Improvement | 11/17 | 23/38 | 10 |
20th | +6 | Master Witcher | 12/18 | 25/40 | 11 |
Trial of the Grasses[edit]
During the Trial of the Grasses, your body underwent amazing and horrifying mutations. Starting at 1st level, Unarmed strikes and weapons with the Versatile property are considered finesse weapons. Additionally, you can draw and stow two weapons with the same item interaction. Your mutations also grant you the following benefits:
- You gain Darkvision if your race did not already possess Darkvision.
- Advantage against poison saving throws and resistance to Poison damage.
- Immunity to most diseases.
- Your estimated lifespan increases by approximately 400 years
- Witcher Senses
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.
- 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.
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.
Witcher Way[edit]
Starting at 1rd 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 6th, 10th, 13th and 18th level.
Fighting Style[edit]
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.
- 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.
- Two-Weapon Fighting
- When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Witcher Alchemy. Variant 1[edit]
Witcher Alchemy. Variant 2[edit]
Starting at level 2, you can now use your alchemist's kit to craft specialized Witcher potions and concoctions. These potions are incredibly toxic for non-Witchers. You need to finish a long rest before you can use this feature again. If you pass the toxicity limit, you gain 1 point of exhaustion per potion taken after that, you need a bonus action to use one potion. You can carry a maximum of 8 potions, restocking every long rest
Potion Save DC= 8 + Proficiency bonus + Wisdom Modifier.
Swallow[edit]
The process takes 1 hour to craft 1d6 vials of a potion called Swallow. You need to finish a long rest before you can use this feature again. Swallow potions, if consumed by a Witcher, heal 1d6 + your Constitution modifier at the end of your turn for 4 turns. Toxicity: 2
Enchanced: At level 8 you can craft Enhanced Swallow, which heals for 2d6 + your Constitution modifier for 5 turns.
Superior: At level 15 you can craft Superior Swallow, which heals for 3d6 + your Constitution modifier for 5 Turns.
Ingredients .1x Dwarven spirit .5x Celandine Flower .1x Monster Brain Piece
Enchanced Swallow .1x Alcohest .6x Celandine Flower .5x Monster Brain Piece .4x White Myrtle Petal
Superior Swallow .1x White gull .4x Celandine Flower .5x Monster Brain Piece .6x White Myrtle Petal .4x Crow's Eye .2x Vitriol Dust
Elixir of the Cat[edit]
The Witcher can produce 4 vials which double the Witcher's natural dark vision range to 120 feet, and allow the sight of color in the dark for one day. The process takes 1 hour to craft. You need to finish a long rest before you can use this feature again. Toxicity:1
Enchanced: At level 8, You can produce Enchanced Elixir of the Cat, potions that heighten his Witcher senses to the point that he is able to hear a rat's heartbeat at a distance of 60 feet with perfection. Determined if you are alert or off guard, walking or running, even knowing if you got a good hunt by the smell of Flesh Meat and blood between your teeth or sick by the unmistakable smell of your feces and of course determining their exact location: Beyond the effects of the potion now the Witcher gains Blindsight up to 60 ft, 24 hours duration.
Superior: At level 15, You can produce Enhanced Elixir of the Cat, potions which heighten your Witcher senses to the point that even magical darkness doesn't hinder you: beyond the effects of the potion now the Witcher gain Truesight and Blindsight up to 120 ft. This allows you to see invisible creatures and objects, automatically detect visual illusions and automatically succeed on saving throws against them, 24 hours duration.
Ingredients .1x Dwarven spirit .4x Berbercane fruit .2x Water essence
Enchanced Elixir of the Cat .1x Alcohest .5x Berbercane fruit .3x Water essence .2x Cortinarius Mushrooms
Superior Elixir of the Cat .1x White Gull .5x Berbercane fruit .1x Moleyarrow Flower .1x Allspice Root .1X Aether Dust .4x Cortinarius Mushrooms
Black Blood[edit]
Duration: 30 minutes
Any creature that attacks with claws, Bite or Beak, or any undead that attacks without a spell or weapon, takes 1d8 acid damage upon dealing damage to the witcher, this increases by 1d8 at 10th and 14th level, Creatures that feed on the witcher's blood take double damage in the form of poison and the poisoned condition for the duration of the potion. The process takes 1 hour to gather materials and craft 2 vials. You need to finish a long rest before you can use this feature again. Toxicity: 2
Enchanced: At level 8, any creature afflicted by your normal Black Blood potion must make a constitution saving throw. On a failed saving throw, they are subjected to the poisoned condition and take 1d6 damage at the end of their turn for a number of turns equal to the Witcher Constitution modifier, Creatures that feed on the witcher's blood suffer twice as much damage and time under the poisoned condition..
Superior: At level 15,The Black Blood becomes stronger and Viscous. From the Witcher's spilled blood, gases arise from it causing any creature within 5 feet of the Witchers to feel the real power of Black Blood , Beyond the normal abilities of the Black Blood, if a Creature starts its turn 5 feet from the Witcher which was injured, It will be subjected to the poisoned condition, This condition lasts for 3 turns or until the creature leaves the radius of effect.
Ingredients .1x Dwarven spirit .2x Sewant Mushroom .4x Ghoul's blood
Enchanced Black Blood .1x Alcohest .1x Hellebore petal .5x Sewant Mushroom .5x Ghoul's blood
Superior Black Blood .1x White Gull .1x Han fiber .1x Nostrix Flower .1x Rebis Dust .5x Hellebore petal .5x Sewant Mushroom .5x Ghoul's blood
Killer Whale[edit]
Duration: 15 minutes.
You can breathe underwater. The process takes 1 hour to craft 2 vials. You need to finish a long rest before you can use this feature again. Toxicity: 1
Enchanced: At level 8, your fingers and toes become webbed, giving you a swimming speed double your walking speed. The duration is doubled.
Superior: At level 15,the Killer Whale transforms the Witcher's Body into a level that has the ability to face the strongest currents in or out of the Sea. In addition to the previous mutations received from Killer Whale, you now don't get hard terrain under any circumstances while in the water, when you use the Dash action underwater, your movement does not provoke Opportunity Attacks and now Killer Whale lasts for 2 hours.
Ingredients .1x Dwarven spirit .2x Balisse fruit .1x Monster tongue
Enchanced Killer Whale .1x Alcohest .3x Balisse fruit .1x Monster tongue .1x Buckthorn
Superior Killer Whale .1x White Gull .3x Balisse fruit .1x Monster tongue .5x Buckthorn
Monster lure[edit]
Duration: 24 hours.
Monster Lure is perfect for attracting creatures that have a keen sense of smell, using a seaweed found at the bottom of rivers, streams, lakes and the sea that when well prepared exudes a strong odor of a week old carcass that can be smelled by a distance of several kilometers attracting any hungry creature. The process takes 1 hour to gather materials and craft 1 vial. You need to finish a long rest before you can use this feature again.
Ingredients .1x Buckthorn .2x Crow's eye
Golden Oriole[edit]
Duration: 5 minutes.
Grants immunity to poisons and neutralizes the effects of poisons already in bloodstream of the Witcher. The process takes 1 hour to gather materials and craft 2 vials. You need to finish a long rest before you can use this feature again. Toxicity: 1
Enchanced: At level 8, duration is increased from Golden Oriole effects. now Golden Oriole's lasts for 15 minutes.
Superior: At level 15, duration is increased from Golden Oriole effects. now Golden Oriole's lasts for 30 minutes.
Ingredients .1x Dwarven spirit .1x Light essence .4x Blowball Flower
Enchanced Golden Oriole .1x Alcohest .1x Celandine Flower .4x Blowball Flower .2x Light essence
Superior Golden Oriole .1x White gull .4x Celandine Flower .4x Blowball Flower .1x Han fiber .1x Ranogrin .1x Quebrith Dust
Pheromones[edit]
Duration: 1 hour.
after studying and collecting samples of a Creature the Witcher is able to create a perfume of Pheromones that masks him to those certain creatures, having three types of functions at the witcher 's choice, to attract those creatures of the same type, to ward off creatures of that type or to keep creatures friendly towards the Witcher. The process takes 1 hour to brew the fragrance and craft 2 vials. You need to finish a long rest before you can use this feature again. Toxicity: 1
Enchanced: At level 8, the duration of the Pheromones impregnated in the Witcher increase. now the Pheromones lasts for 4 hours.
Superior: At level 15, the duration of the Pheromones impregnated in the Witcher increase. now the Pheromones lasts for 12 hours.
Ingredients .1x Dwarven spirit .1x Creature Brain Piece .1x Sewant mushrooms .1x Puffball
Enchanced Pheromones .1x Alcohest .1x Creature Brain Piece .3x Sewant mushrooms .1x Puffball
Superior Pheromones .1x White gull .2x Creature Brain Piece .6x Sewant mushrooms .3x Puffball
White Honey[edit]
Regain all of your toxicity points, cancels active potion effects. Only one vial per brew made. You may not take any potions for 1 hour after you drink this. The process takes 1 hour to craft 1 vial.{You can only take one White Honey per Long Rest}
Enchanced: At level 8,Now the White Honey Regain all of your toxicity points, cancels active potion effects. Only one dose per brew made. You may not take any potions for 30 minutes after you drink this.
Superior: At level 15,Now the White Honey Regain all of your toxicity points, cancels active potion effects. Only one dose per brew made. You may not take any potions for 10 minutes after you drink this.
Ingredients .1x Dwarven spirit .1x Honeysuckle Flower
Enchanced White Honey .1x Alcohest .2x Honeysuckle Flower .1x White Myrtle Petal
Superior White Honey .1x White gull .4x Honeysuckle Flower .4x White Myrtle Petal .1x Balisse fruit .1x Hellebore petals .1x Vitriol Dust
- If any Witcher potion is consumed by a non-Witcher, they must pass a DC 18 Constitution saving throw.Or die in painful death by having your insides consumed by the potion's chemicals. If they succeed the constitution saving throw, they gain the benefits of the potion for half the duration.
Signs[edit]
Starting at 3rd level, you gain access to signs, a form of magic only usable by Witchers. All signs cost vigor points, the specified amount is set in the class description. Signs from the 0th to the 2nd level can be used by all witchers, and from the 3rd to the 4th - only those who have chosen the way of the griffon. The signs use the same rules as the spells from the PHB book.
Level 0 signs = Cantrips.
Сharacter level | Cantrips |
---|---|
3th | 2 |
7th | 3 |
Upon reaching a certain level, witchers can improve (enhance) their signs. Each enhance adds its cost to the original one.
- Sign Save DC= 8 + Proficiency bonus + Wisdom Modifier
- Sign attack modifier = Wisdom modifier + Proficency bonus
0 Level[edit]
Aard: Shove
As a bonus action, you can push away any object or creature that is no more than 10ft away. The target of your push should be no more than one category bigger than you.
If the target of your sign is a creature, then it must pass a Strength (Athletics) or Dexterity (Acrobatics) saving throw against your Sign save DC. If a creature fails a saving throw, it either knocked prone or pushes 5 feet away from you.
Components: S
Range: 10ft
Duration: Instantaneous
Quen: Absorption
The sign is similar to the blade ward spell.
Components: S
Axii: Friends
The sign is similar to the friends spell.
1 Level[edit]
Aard: Blast
As an action, you can spend 2 vigor points to blast a 15ft cone of telekinetic force. The target of your push should be no more than one category bigger than you.
All creatures hit within the area must make a Strength (Athletics) or Dexterity (Acrobatics) saving throw against your Sign save DC. On a failed save the creature is knocked back 5ft, is knocked prone. In addition, unsecured objects that are completely within the area of effect are automatically pushed 5ft away from you by the spell’s effect.
Components: S
Range: 15-foot cone
Duration: Instantaneous
Сost: 2 vigor points
At the 7th level: Explosion range increased by 5ft.
Сost: 1 vigor points
At the 7th level: The repulsion range has been increased by 5ft, but no more than one category bigger than you.
Сost: 1 vigor points
At the 13th level: The target of your push may be two categories bigger than you, but you can either push her away by 5ft or make her fall flat on knocked prone.
Сost: 2 vigor points
For the witchers of the griffon school, also at the 18th level: Use telekinetic force to push away everyone around you with a 10ft radius. Сost: 2 vigor points
Yrden: Trap
As an action, you can place a trap directly below you for 10 minute. The trap is 15ft in diameter, signified by a ring of dimly glowing purple runes. When a creature enters the space, their speed is halved. The effect ends upon exiting the space. Additionally, creatures cannot use the Etherealness action as long as they remain within the space.
Components: S
Range: Touch
Duration: Concentration, up to 10 minute
Сost: 2 vigor points
At the 7th level: The sign only works on hostile creatures
Сost: 2 vigor points
At the 13th level: The sign becomes like a slow spell. When entering the sign, all creatures must pass the Wisdom saving throw to avoid getting a slowdown effect that works while they are there. When you exit the space, the effect ends on the next turn.
Сost: 3 vigor points
Igni: Flame
The sign is similar to the burning hands spell.
Component: S
Сost: 2 vigor points
At the 7th and then at the 13th level: Damage increases by 1d6
Сost: 1 vigor points
For the witchers of the griffon school, also at the 18th level: Damage increases by 1d6 Сost: 1 vigor points
Quen: Reaction
The sign is similar to the shield spell.
Components: S
Сost: 2 vigor points
Quen: Shield
The sign is similar to the shield of faith spell.
Components: S
Сost: 2 vigor points
Axii: Charm
The sign is similar to the charm person spell.
Range: 10ft
Сost: 2 vigor points
Somne: Sleep
The sign is similar to the sleep spell.
Сost: 2 vigor points
At the 7th and then at the 13th level: Add 2d8 to the roll
Сost: 1 vigor points
For the witchers of the griffon school, also at the 18th level: Add 2d8 to the roll Сost: 1 vigor points
2 Level[edit]
Aard: Gust of Wind
The sign is similar to the gust of wind spell.
Components: V, S
Сost: 5 vigor points
Yrden: Lock
As an action, you can apply the Yrden sign on a door, stone, or any other material to hold the object in place. The item cannot be moved by force or magic until the spell is dispelled or cast, or until the item is broken. To use this sign, you need to go to the object and draw a sign on it. In order to remove the sign, you will also need a verbal component.
Components: S (V, S)
Range: Touch
Duration: Instantaneous
Сost: 3 vigor points
Igni: Jet of fire
The sign is similar to the aganazzar's scorcher spell.
Сost: 3 vigor points
At the 13th level: Damage increases by 1d8
Сost: 1 vigor points
For the witchers of the griffon school, also at the 18th level: Damage increases by 1d8 Сost: 1 vigor points
Axii: Suggestion
The sign is similar to the suggestion spell.
Сost: 3 vigor points
Supirre: Sonar
As a bonus action, you can use the Supirre sign to detect invisible creatures or objects in the dark using echolocation. Since this sign is used instantly, you only have time to see 120о in a certain direction. If there was an object or creature within the view that the witcher could notice, then he must pass a Wisdom (Perception) saving throw.
It is impossible to detect more than 3 items or other important objects. When reused, you automatically glance at an already found item (or other object), if there was one, and therefore you will only be able to find +2 other items besides those already found.
If you know or saw a creature or object disappear and the distance to the target does not exceed 40ft, then a saving throw is not required.
Components: V, S
Range: 80ft
Duration: Instantaneous
Сost: 3 vigor points
At the 13th level: Range increases by 40ft
Сost: 2 vigor points
3 Level[edit]
Yrden: Snares
As an action, you can set up to 3 snares on the field. You create a circle with a radius of 5 feet on the ground or on the floor. The trap is triggered when a Small, Medium, or Large creature moves across the ground or floor in the spell's area of effect. They also act on friendly creatures, but only activate when they step on the cell where they are installed.
You can choose one of the effects that the creatures will receive when they step on the snares:
- Slow. All targets must make a Wisdom saving throw, becoming slow by 1 minute.
- Pain. All targets must make a Constitution saving throw, becoming incapacitated from excruciating pain for 1 minute upon failure.
- Daze. All targets must make a Wisdom saving throw, becoming stunned for 1 minute upon failure.
- Stopped. All targets must make a Dexterity saving throw, becoming loses all actions and movement points for 1 round.
If the effect has not been selected, the creature takes 3d6 force damage. You can choose only one effect for all the snares. If the enemy steps on several traps, the effect will not add up, it can only be re-applied.
When creating 4 snare, you choose which of the installed ones to remove.
Components: S
Range: Touch
Duration: Instantaneous
Сost: 3 vigor points for 1 snare
Igni: Fiery Heart
As an action, you can use the Igni sign to touch the enemy and set it on fire. You deal 8d6 fire damage and the creature gets an ignition effect. If the target successfully passes the Dexterity saving throw, then it will receive half of the damage and will not receive the ignition effect.
If the target is ignited, then at the beginning of each turn it must make a Constitution saving throw. If it fails, it takes 1d6 fire damage. If successful, the spell ends.
If the target or a creature within 5ft of it spends an Action to extinguish the flame, or if some other effect extinguishes the flame (for example, immersion in water), the spell will also end.
Components: S
Range: Touch
Duration: up to 1 minute
Сost: 6 vigor points
Axii: Enemies Abound
The sign is similar to the enemies abound spell.
Сost: 5 vigor points
Heliotrope: Haste
By slowing down the time around you, you can speed up yourself. The sign is similar to the haste spell, but he only works for the witcher.
Components: S
Сost: 5 vigor points
4 Level[edit]
Yrden: Retention
As an action, you can draw the yrden sign under itself, which, when activated, forms a circle with a diameter of 15ft. The sign can work as a trap if any creature steps on it, or it can be activated on your turn. Activation requires a bonus action.
When the sign is activated, an annular impenetrable wall 15ft high is formed, from where no one can go out and harm creatures outside the sign, but also creatures outside will not be able to harm creatures inside.
Creatures that can fly can avoid this sign by flying over the wall.
If the creature does not fit into the area of this sign, then upon activation, all the energy of the sign, which is not able to restrain the creature, deals 4d10 + 20 force damage to it, if the Strength saving throw does not pass. If the check is successful, the creature does not take damage. After that, the sign disappears.
Components: V, S
Range: Touch
Duration: Concentration, up to 10 minute
Сost: 10 vigor points
Quen: Resilient Sphere
The sign is similar to the Otiluke's resilient sphere spell.
Сost: 10 vigor points
Ability Score Increase[edit]
When you reach 4th level, and again at 8th, 12th, 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.
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.
Accelerated reflexes[edit]
Your ability to perceive and react to your surroundings is almost supernatural. You get an initiative roll bonus equal to your Intelligence modifier and get a second reaction that you can use each round. One trigger can only trigger one reaction.
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.
Master Witcher[edit]
Witcher Way[edit]
As a Witcher, you are defined by your way (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.
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.
Proficiencies
- Armor: light armor and medium armor
- Weapons: Simple weapons, longswords, greatswords and shortsword
- Tools: Alchemist's supplies
- Saving Throws: Strength and Wisdom
- Skills: Choose two from: Perception, Persuasion, Investigation, Survival, Acrobatics, Insight, Nature, Arcana, Medicine or Intimidation.
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.
Proficiencies
- Armor: light armor
- Weapons:Simple weapons, longswords, shortsword and rapier
- Tools: Alchemist's supplies, thieves' tools
- Saving Throws: Dexterity and Wisdom
- Skills: Choose three from: Insight, Acrobatics, Investigation, Perception, Performance, Sleight of Hand, Deception, Stealth or Persuasion
Griffon[edit]
Witchers of the Griffon school have mastered the signs to greater rights, Using them in newer and more dangerous ways. their acuity for spells and steel lets them soar above a normal man.
Proficiencies
- Armor: light armor
- Weapons: Simple weapons, longsword and shortsword
- Tools: Alchemist's supplies
- Saving Throws: Dexterity and Wisdom
- Skills: Choose three from: Perception, Persuasion, Investigation, Survival, Acrobatics, Insight, Arcana or Intimidation.
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.
Proficiencies
- Armor: light armor, and medium armor
- Weapons: Simple weapons, Martial weapons
- Tools: Alchemist's supplies, thieves' tools, disguise kit and poisoner’s kit.
- Saving Throws: Dexterity and Wisdom
- Skills: Choose three from: Insight, Acrobatics, Investigation, Perception, Performance, Intimidation, Sleight of Hand, Deception, Stealth, Performance or Persuasion
Additional skills
When you select an archetype at level 1, you gain possession of the Thieves' tools, disguise kit and poisoner's kit.
Liquidation
Starting from level 6, you become deadly to enemies. You make attack rolls with advantage on all creatures that have not yet made a move in this battle. In addition, all hits on creatures taken by surprise are critical hits.
The Master of penetration
Starting from level 10, you can create a false biography for yourself. You have to spend seven days and 25 snakes to make it reliable and establish the necessary connections. You cannot take a biography belonging to another person.
For example, you can purchase appropriate clothes, letters of recommendation and official-looking certificates to identify yourself as a member of a trading house from a distant city, or to suggest that you are from a group of wealthy merchants.
After adopting a new identity as a disguise, other beings believe that you are that person until you give an obvious reason to decide otherwise.
The Impostor
At level 13, you gain the ability to accurately imitate someone else's speech, handwriting, and habits.
You should spend at least three hours studying these three components of a creature's behavior, listening to its speech, examining its handwriting, and observing its habits. Your tricks are not visible to the casual observer. If a cautious creature suspects something is wrong, you perform all Charisma checks (Deception) with advantage to avoid detection.
A fatal blow
Starting at level 18, you become a master of instant death.
If you attack and hit a creature taken by surprise, it must make a Physique saving throw (Sl 8 + your Dexterity modifier + your skill bonus). A failed saving throw means doubling the damage from your attack on that creature.
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.
Proficiencies
- Armor: All Armor
- Weapons: Simple weapons, Martial weapons
- Tools: Alchemist's supplies
- Saving Throws: Strength and Constitution
- Skills: Choose three two: Perception, Persuasion, Investigation, Survival, Acrobatics, Athletics, Insight, Nature, Medicine, Religion, or Intimidation.
Multiclassing[edit]
Multiclassing is not available when this class is selected.
Prerequisites. To qualify for multiclassing into the Witcher class, you must meet these prerequisites: Dexterity of 13 and a Wisdom of 13. 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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