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.

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:

Table: The Witcher

Level Proficiency
Bonus
Features Signs/Signs for the Griffon Vigor points/Vigor points for the Griffon
1st +2 Fighting Style, Witcher Way -/3 -/5
2nd +2 Witcher Alchemy(1), Heightened Senses -/3 -/6
3rd +2 Signs(0,1) 3/4 5/8
4th +2 Ability Score Improvement 4/5 6/10
5th +3 Extra Attack(1) 4/6 8/12
6th +3 Witcher Way 4/7 9/14
7th +3 Signs(2) 5/8 10/16
8th +3 Ability Score Improvement 6/8 11/18
9th +4 Hunter 6/9 12/19
10th +4 Witcher Way 7/10 13/20
11th +4 Witcher Alchemy(2) 8/11 14/22
12th +4 Ability Score Improvement 8/12 15/23
13th +5 Witcher Way 9/13 16/24
14th +5 Witcher Smithing 9/13 17/25
15th +5 Extra Attack(2) 10/14 18/27
16th +5 Ability Score Improvement 10/15 19/28
17th +6 Unnatural Steadiness 11/16 20/30
18th +6 Witcher Way 11/17 22/32
19th +6 Ability Score Improvement 11/17 23/33
20th +6 Foe Slayer 12/18 25/35

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, up to 60 ft. If you already have darkvision, this does nothing.
  • Advantage against poisoned saving throws and resistance to Poison damage received from a non-magical attack.
  • Immunity to common diseases (plague, fever, smallpox, etc.).
  • Your estimated lifespan increases by approximately 400 years.

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.

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, the Witcher should make a good faith effort to rid the land of the monster. Witchers don't take contracts for people. Also, the witcher should not be interested in the identity of the customer, his motives and should not take the entire payment for the order in advance. 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.
No long-range weapons
Witchers despise all long-range weapons and believe that only cowards can use them. Witchers prefer to fight opponents face to face.
If the witcher breaks the code, it will be on his conscience. Your DM may come up with some specifics or limitations if you violate the code.

Witcher Way[edit]

Starting at 1st level, the witcher chooses his own way. You can choose one of suggested below. Your Witcher Way grants abilities at 1st, 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.

Heightened Senses[edit]

At 2nd level, you gain mastery of Survival skills, if you already have it, then you double it. You also get advantages to the checks used to track down a creature if you were able to identify what kind of creature it is or recognize it from the description provided.

For DM: If the creature is not the one the player is tracking, then it gets disadvantage by skill checks. The player also rolls two dice, but you don't say which of these two numbers you use.

Witcher Alchemy[edit]

At 2nd level, you learn to create witcher potions toxic to others but empowering to you. Choose one of two options for creating potions at your discretion or according to the decision of your DM.

Creating Potions. Variant 1.

  • You learn three potions of your choice, which are detailed under “Potions. Variant 1” below.
  • You can create any number of these potions you know by using alchemist's supplies and spending 1-3 hours, depending on the area, to create them and collect ingredients. These potions remain potent until the end of your next long rest, after which time they become inert and have no effect.
  • You cannot create more potions than are available to you for quick consumption.

Creating Potions. Variant 2.

  • You learn three potions of your choice, which are detailed under “Potions. Variant 2” below.
  • You need to explore the area while traveling to find the right ingredients.
  • At 1st level, you will also receive the necessary ingredients to create the potions "Swallow" and "Petri's Philter".
  • You can store all created potions in your backpack and change the vials for quick access at any time, except for the battle.

You learn two additional potions of your choice at 6th, 11th, and 15th level. Each time you learn new potions, you can also replace one potion you know with another one.

All Superior potions can only be created by those who have chosen the Manticore subclass.

Consuming Potions. As a bonus action you can consume a single potion using this feature. You can safely consume a number of potions up to 1 + your Constitution modifier (minimum 1). Each potion you consume after that causes you to gain a level of exhaustion. When you finish a long rest, you regain the ability to safely consume potions. You can benefit from multiple potions at the same time, but taking the same potion more than once provides no additional effects.

For quick consumption, you will have 5 vials at level 2 and 8 at level 11.

At 11th level, the number of potions you can safely consume increases to 3 + your Constitution modifier (minimum 1).

The benefits associated with each potion apply only to you. Any other creature that consumes one of your potions must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier + your Wisdom modifier) or become poisoned for 10 minutes, will receive 2 points of exhaustion, and also the potion will not have any effects. If a creature has completed a saving throw, it receives only half of this effect.

Weak Potions. These potions are less toxic or not toxic at all. When using these potions, you do not add them to the safe use limit. Any other creature that consumes one of your potions must succeed on a Constitution saving throw (DC 10) or become poisoned for 1 hour.

Potions. Variant 1[edit]

Swallow

Swallow potions, if consumed by a Witcher, heal 1d4 + your Constitution modifier at the end of your turn for 3 turns.

Enchanced: At 11th level, you can craft Enhanced Swallow, which heals for 2d4 + your Constitution modifier for 3 turns.

Superior: At 18th level, you can craft Superior Swallow, which heals for 3d4 + your Constitution modifier for 4 Turns.


Cat

Duration: 1 hour.

You can create a potion that doubles the Witcher's natural dark vision range to 120 feet.

Side effects: After the end of the potion, your dark vision decreases by 20ft for 30 minutes.

Enchanced: At 11th level, duration of the action increases to 3 hours.

Superior: At 18th level, duration of the action increases to 4 hours and you can distinguish colors in the dark within 30 ft.


Lapwing

Duration: 1 hour.

Your witcher senses are heightened when you drink this potion. As long as you can hear and smell, you gain 20ft of blindsight. The distance is halved to 10ft if you can only do one and not the other. Also, you get advantage for sense of smell and hearing checks.

Side effects: After the end of the potion, you pass checks for sense of smell and hearing with disadvantage for 30 minutes.

Enchanced: At 11th level, duration of the action increases to 3 hours.

Superior: At 18th level, duration of the action increases to 4 hours and distance of blindsight increases by 10ft.


Black Blood

Duration: 30 minutes.

Any creature attacking a witcher with a bite takes 1d6 + your Constitution modifier poison damage.

Creatures that feed on blood receive double periodic damage and a state of poisoned for 1 + your Intelligence modifier turns. Each turn, the creature throws a Constitution saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) to get out of this state. During the action of the poison, the creature will not be able to restore Hit Points with its abilities.

If an ordinary person drinks this potion, he will die painfully. His blood will become like fire tearing flesh from the inside.

Side effects: After the end of the potion, the witcher will be poisoned for 1 hour. Also, if you consume another "Black Blood" potion within two hours, you will receive one point of exhaustion.

Enchanced: At 11th level, damage increases to 2d6 + your Constitution modifier.

Superior: At 18th level, damage increases to 3d6 + your Constitution modifier and the duration of the elixir is up to 1 hour.


Killer Whale

Duration: 30 minutes.

You can make a Killer Whale potion that reduces the oxygen consumption in your body. When consumed, you can hold your breath for up to 20 minutes.

This potion doesn't have to be used just to hold your breath underwater for longer. You can control your breathing and thereby increase your heart cycle. You have stealth advantages against creatures with blindsight.

Enchanced: At 11th level, duration of the action increases to 1 hour.

Superior: At 18th level, duration of the action increases to 2 hours and you can hold your breath for up to 30 minutes.


Petri's Philter

Quite an important potion for witchers, which helps them maintain their concentration and the power of signs.

Enchanced: At 11th level, when you drink a potion, you can restore 1d4 vigor points.

Superior: At 18th level, when you drink a potion, you can restore 1d6 vigor points.


Maribor Forest

You can create a potion that speeds you up like the haste spell for 3 turns.

Enchanced: At 11th level, duration of the action increases to 6 turns.

Superior: At 18th level, duration of the action increases to 10 turns.


Tawny Owl

Duration: 30 minutes.

When using the potion, you sharpen your senses and increase your reaction. Now you have 1 additional reaction.

Side effects: After the end of the potion, you get a disadvantage for Perception and Acrobatics checks for 10 minutes.

Enchanced: At 11th level, duration of the action increases to 1 hour.

Superior: At 18th level, you get advantage for Perception and Acrobatics checks and now have 2 additional reactions.


Oriole

Potions neutralizes the effects of poisons already in bloodstream of the Witcher. Also, within an hour, you make a saving throw from the poison with an advantage.


Witcher's elixir

This potion is poured onto the wound to avoid infection or large blood loss. When poured into the wound, a reaction is formed in the form of foam and smoke.


Weak Potions[edit]

White Seagull

Duration: 10 minutes - 1 hours.

Drunk as recreational alcoholic beverage. Mild hallucinogen and sedative. Can trigger a trance if drunk by a mage with a talent for premonitions. It can also be used as an analgesic.

If more than 10 drops out during the saving throw, then for every value exceeding 2 units, the time before the start of the action increases by 10 minutes.


True-love and celandine

Duration: 10 minutes - 1 hours.

A sleeping potion. It can also act as a sedative. As a sedative, it begins to act immediately. For witchers, it only acts as a sedative, but thay will sleep better under this potion.

If more than 10 drops out during the saving throw, then for every value exceeding 2 units, the time before the start of the action increases by 10 minutes.


Sewant mushrooms and burdock

It can stabilize any creature by stopping the bleeding. It is also safe for humans, therefore, there is no need to pass a saving throw.


Special Potions and Baits[edit]

Pheromones

Duration: 30 minutes.

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.

Enchanced: At 11th level, the duration of the Pheromones impregnated in the Witcher increase. Now the Pheromones lasts for 1 hour.

Superior: At 18th level, the duration of the Pheromones impregnated in the Witcher increase. Now the Pheromones lasts for 3 hours.


Monster lure

Duration: 8 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. You can make bait from other ingredients if you can explain how it will attract the creature.


Potions. Variant 2[edit]

Swallow

The process takes 1 hour to craft 1d4 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.

Enchanced: At 11th level, you can craft Enhanced Swallow, which heals for 2d4 + your Constitution modifier for 4 turns.

Superior: At 18th level, you can craft Superior Swallow, which heals for 3d4 + your Constitution modifier for 5 Turns.


Cat

Duration: 2 hour.

The Witcher can produce 4 vials which double the Witcher's natural dark vision range to 120 feet. The process takes 1 hour to craft. You need to finish a long rest before you can use this feature again.

Enchanced: At 11th level, duration of the action increases to 6 hours.

Superior: At 18th level, duration of the action increases to 8 hours and you can distinguish colors in the dark within 60 ft.


Black Blood

Duration: 1 hour.

Any creature attacking a witcher with a bite takes 1d6 + your Constitution modifier poison damage. 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.

Creatures that feed on blood receive double periodic damage and a state of poisoned for 1 + your Intelligence modifier turns. Each turn, the creature throws a Constitution saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) to get out of this state. During the action of the poison, the creature will not be able to restore Hit Points with its abilities.

If an ordinary person drinks this potion, he will die painfully. His blood will become like fire tearing flesh from the inside.

Side effects: After the end of the potion, the witcher will be poisoned for 1 hour. Also, if you consume another "Black Blood" potion within two hours, you will receive one point of exhaustion.

Enchanced: At 11th level, damage increases to 2d6 + your Constitution modifier.

Superior: At 18th level, damage increases to 3d6 + your Constitution modifier and the duration of the elixir is up to 2 hour.


Killer Whale

Duration: 1 hour.

You can make a Killer Whale potion that reduces the oxygen consumption in your body. When consumed, you can hold your breath for up to 20 minutes. The process takes 1 hour to craft 2 vials. You need to finish a long rest before you can use this feature again.

This potion doesn't have to be used just to hold your breath underwater for longer. You can control your breathing and thereby increase your heart cycle. You have stealth advantages against creatures with blindsight.

Enchanced: At 11th level, duration of the action increases to 2 hours.

Superior: At 18th level, duration of the action increases to 4 hours and you can hold your breath for up to 30 minutes.


Maribor Forest

You may now use your Alchemists kit to craft 2 vials of the Witcher Potion Maribor Forest. When ingested, it speeds you up like the haste spell for 5 turns.

Enchanced: At 11th level, duration of the action increases to 10 turns.

Superior: At 18th level, duration of the action increases to 15 turns.


Oriole

Potions neutralizes the effects of poisons already in bloodstream of the Witcher. Also, within an hour, you make a saving throw from the poison with an advantage. 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.


Witcher's elixir

This potion is poured onto the wound to avoid infection or large blood loss. When poured into the wound, a reaction is formed in the form of foam and smoke.


Weak Potions[edit]

White Seagull

Duration: 10 minutes - 1 hours.

Drunk as recreational alcoholic beverage. Mild hallucinogen and sedative. Can trigger a trance if drunk by a mage with a talent for premonitions. It can also be used as an analgesic.

If more than 10 drops out during the saving throw, then for every value exceeding 2 units, the time before the start of the action increases by 10 minutes.


True-love and celandine

Duration: 10 minutes - 1 hours.

A sleeping potion. It can also act as a sedative. As a sedative, it begins to act immediately. For witchers, it only acts as a sedative, but thay will sleep better under this potion.

If more than 10 drops out during the saving throw, then for every value exceeding 2 units, the time before the start of the action increases by 10 minutes.


Sewant mushrooms and burdock

It can stabilize any creature by stopping the bleeding. It is also safe for humans, therefore, there is no need to pass a saving throw.


Special Potions and Baits[edit]

Pheromones

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.

Enchanced: At 11th level, the duration of the Pheromones impregnated in the Witcher increase. Now the Pheromones lasts for 2 hour.

Superior: At 18th level, the duration of the Pheromones impregnated in the Witcher increase. Now the Pheromones lasts for 6 hours.


Monster lure

Duration: 8 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. You can make bait from other ingredients if you can explain how it will attract the creature.

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.

Strengthening of signs. Upon reaching a certain level, witchers can strengthen their signs for additional vigor points. Each enhance adds its cost to the original one. For example, if you cast the Aard: Blast sign at level 13, then you can add additional effects to the basic effects, such as "Explosion range increased by 5ft", "The repulsion range has been increased by 5ft, but no more than one category bigger than you" and "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", and add to the cost of 4 vigor points.

Keeping vigor. To use the signs to their full potential, you not only have to train hard and learn how to use them, but also have to maintain the magical vigor within yourself. Once every 5 days you must use Petri's Philter, otherwise every day you will lose 1d4 of the maximum amount of vigor points. The maximum number cannot fall below 5 units before reaching level 12 and not below 10 units before reaching level 20. You can get your maximum vigor points back if you use Petri's Philter during a short or long rest.

Level 0 signs = Cantrips.

Сharacter level Cantrips
3th 2
7th 3
13th 4
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

Igni: Fire

The sign is similar to the create bonfire spell.
Components: V, S

Quen: Absorption

The sign is similar to the blade ward spell.
Components: S

Axii: Friends

The sign is similar to the friends spell.
Components: S

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 one who chose the way of the griffon, 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 one who chose the way of the griffon, 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.
Components: S
Range: 10ft
Сost: 2 vigor points

Somne: Sleep

The sign is similar to the sleep spell.
Components: S
Сost: 2 vigor points

At the 7th and then at the 13th level: Add 2d8 to the roll
Сost: 1 vigor points

For the one who chose the way of the griffon, 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.
Components: V, S
Сost: 3 vigor points

At the 13th level: Damage increases by 1d8
Сost: 1 vigor points

For the one who chose the way of the griffon, also at the 18th level: Damage increases by 1d8
Сost: 1 vigor points

Axii: Suggestion

The sign is similar to the suggestion spell.
Components: V, S
Сost: 3 vigor points

Supirre: Sonar

As a bonus action, you can use the Supirre sign to detect invisible creatures or objects using echolocation. Every 6 seconds, a sound wave emanates from the sign in contact with all visible and invisible objects. If there was an immovable object or creature within the view that the witcher could notice, then he must pass a Wisdom (Perception) cheсk.

It is impossible to detect more than 3 items or other important objects for one wave. With a new wave, 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 60ft, then you get an advantage to check.

Components: V, S
Range: 60ft
Duration: Concentration, up to 10 minute
Сost: 3 vigor points

At the 13th level: Range increases by 60ft
Сost: 2 vigor points

For the one who chose the way of the griffon, also at the 18th level: duration of the sign increases to 1 hour while you are concentrating on it.
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. The snare is automatically triggered against creatures with a size of huge and gargantuan.

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 are making an attack against the enemy and deal 8d6 fire damage and the creature gets an ignition effect. In case of a miss, you do not deal damage and the enemy does not receive an 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: V, S
Range: Touch
Duration: up to 1 minute
Сost: 6 vigor points

Axii: Enemies Abound

The sign is similar to the enemies abound spell.
Components: V, S
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: V, 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.
Components: V, S
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 15th level.

Hunter[edit]

The most important goal of a hunter is prey.

At 9th level, while you are chasing a creature, following its fresh tracks (if the creature was here 24 hours ago), then you stay awake longer, that is, you get 2 times less exhaustion points. For each of these hunted days, you also get a chance to crush a creature with a single hit. Your critical hit for the first attack against this creature will be 20 - (1 * number of hunted days).

Witcher Smithing[edit]

At 14th level, you sharpen your skills in the maintenance of armor and weapons.

You can pay 100 gold coins to any blacksmith to silver any of your weapons or your friends, even if he does not have such skills.

For light armor:

If your armor is non-magical, then you can strengthen your armor by purchasing some leather, cloth, or metal plates for 100 gold coins, depending on the armor. You can upgrade your armor yourself by spending a total of 24 hours or pay a blacksmith. If you want to work on your armor yourself, then Smith's tools will be useful for this. After the improvement, you get Reinforced Protection.

Reinforced Protection: AC is increased by + 2. Also, the weight of the equipment increases by 15 pounds.

For medium armor:

If your armor is non-magical, then you can improve your armor by making it more mobile, but without changing its strength. To do this, you need to purchase materials for 200 gold coins. You can upgrade your armor yourself by spending a total of 48 hours or pay a blacksmith. If you want to work on your armor yourself, then Smith's tools will be useful for this. After the improvement, you get Ease of Movement.

Ease of Movement: While wearing it, you can apply your full Dexterity modifier (instead of a maximum of +2) when determining your Armor Class. In addition, this armor does not impose disadvantage on your Dexterity (Stealth) checks.

For hight armor:

You can strengthen your armor with expensive metal worth 500 gold coins. You can upgrade your armor yourself by spending a total of 72 hours or pay a blacksmith. If you want to work on your armor yourself, then Smith's tools will be useful for this. After the improvement, you get Strong Armor.

Strong Armor: While you're wearing it, any critical hit against you becomes a normal hit.

Unnatural Steadiness[edit]

At 17th level, your emotions have become further stunted, making it harder for people to manipulate you. You gain advantage on saves against being Charmed or Frightened.

Foe Slayer[edit]

At 20th level, you become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of the creatures listed in your bestiary. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

Witcher Way[edit]

Each witcher must go his own way based on the existing school. Each school specializes in something different, and has unique advantages in the way they kill monsters.

Way of the Wolf[edit]

The witchers of the Wolf School have become famous all over the continent for their competence and professionalism: they kill monsters and do not meddle in other people's business — as much as possible. Wolves are loners by nature, but sometimes they work together. Wolves are taught fencing, alchemy, and the use of Signs equally, which allows them to improvise and adapt to any situation.

Proficiencies

level 1: Favored Foe

At 1st level, when you hit a creature with an attack roll, you can mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell), also works with the Foe Slayer feature.

The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4.

You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 13th level.

level 1: Master of the Longsword

At 1st level, all longswords become Finesse for you.

level 6: Supernatural Defense

At 6th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Favored Foe forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 to your roll.

level 10: Master of Fencing

Starting at 10th level, if you have a Finesse weapon in your hands, then you can use one of these abilities:

  • Using bonus action and 3 vigor points, make a feint to mislead the enemy. The enemy gets a disadvantage against you for all melee attack until the next turn. The opponent must pass the Intelligence saving throw (DC 8 + your Dexterity modifier + your proficiency bonus) or he will not get disadvantage.
  • Using 1 vigor points, to make a trick attack. Before you are going to hit the enemy, make a feint to mislead him and then attack with advantage. The opponent must pass the Intelligence saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). If he fails the save throw, then you will get an advantage against him for 1 melee attack.
  • Using reaction and 1 vigor points, you can shoot down an arrow or a crossbow bolt. The damage you take from the attack is reduced by 1d10 for every vigor point spent + your Dexterity modifier.

level 13: Slayer's Counter

At 13th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Favored Foe forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack’s normal effects.

level 18: The Killer's Free Mind

At 18th level, you can use the Favored Foe ability without concentration on it.

level 18: Artful Possession

Enemies cannot repel your elusive attacks. You can't get disadvantage by melee weapon attacks while you have a Finesse weapon in your hands.


Way of the Cat[edit]

"And to remind you of witchers who didn't shrink from robbery. Who didn't hesitate to work as hired assassins. Am I to remind you of the psychopaths who wore medallions with a cat's head, and who were also amused by the killing wrought around them?" - Harlan Tzara, pg. 129, Season of Storms

Proficiencies

level 1: Expertise

At 1st level, choose two of your skill proficiencies, or one 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.

level 1: Second-Story Work

When you choose this subclass at 1st level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.

In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

level 1: The code is more what you'd call guidelines than actual rules

You have your own motives, your own notions of honor and a thirst for profit that do not fit into the code.

You can choose any other Fighting Style that is not available in this class.

At 20th level, you can use the Foe Slayer ability on people if you place an order for them.

level 6: Cat's Trick

At 6th level, you gain one of the following features of your choice.

Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Paw Strike. With a bonus action, you can try to stun the enemy with an accurate blow to the head. The enemy must pass a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus) or be stunned before the end of his next turn. A target who fails a saving throw against this ability will take subsequent saving throws against stun with an advantage during the day. You can use this ability equal to the amount of your proficiency bonus, and you regain all expended uses when you finish a long rest.

Feline Grace. When falling, you can catch on any surface or object without checking the characteristics, and also you receive only half of the damage from the fall. This ability works if you are not wearing medium or heavy armor.

level 10: Lightning Attack

At 10th level, you get the Lightning Attack.

Lightning Attack: Once per turn, you can use the action to figure out the opponent's weak points and take him down with quick and accurate strikes. You can reroll the attack dice as many times as you decide to make attacks, and use the last result. The number of attacks depends on how many you could make in one action.

If you have the advantage to attack, then you use it to the last result.

If you have a disadvantage to attacks against an opponent or he has an advantage against you, then you cannot use this ability.

The damage from the ability will be equal to (number of attacks made * damage from your weapon) + your modifier.

level 13: Evasion

Beginning at 13th level, you can nimbly dodge out of the way of certain area effects, such as a 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.

level 18: Stroke of Luck

At 18th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.

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


Way of the Griffon[edit]

Witchers of this School wore medium armor, and also specialized in the use of signs, and their effect on Griffins was several times stronger than that of representatives of other schools. Their acuity for spells and steel lets them soar above a normal man.

Proficiencies

level 1: Improved signs

Thanks to your training in the study of signs, you can already use level 1 and 0 signs at the 1st level. In the subsequent study, you will also discover level 3 signs at the 13th hero level and level 4 signs at the 18th hero level.

level 6: The studied sign

Select the sign you want to study:

  • Aard:

At 6th level, you can use a bonus action to put a sign on your weapon. When you hit an enemy, you push it 5 ft away from you or make it fall flat on knocked prone. This ability can be used once before a short rest.

At 13th level, you can apply this ability 2 times before a short rest.

  • Yrden:

At 6th level, you can use a bonus action to put a sign on your weapon. When a weapon hits an opponent, its speed becomes 0 for 1 turn. This ability can be used once before a short rest.

At 13th level, you can apply this ability 2 times before a short rest.

  • Igni:

At 6th level, you can use a bonus action to put a sign on your weapon. When you hit an enemy, you deal 1d6 fire damage in addition to the main damage. This ability can be used once before a short rest.

At 13th level, the damage will increase to 2d6 and the number of uses will increase to 2.

  • Quen:

At 6th level, you can use a bonus action to put a sign on your weapon. You gain advantages to attack roll against all the unintelligent monsters. This ability can be used once before a short rest.

At 13th level, you can apply this ability 2 times before a short rest.

  • Axii:

At 6th level, you can use a bonus action to put a sign on your weapon. If you hit an enemy, you can use this ability to distract them from your ally. The target of your attack must pass the wisdom saving throw against your witcher sign save DC. In case of failure, the creature completely forgets about the presence of the friendly creature you have chosen and is looking for a new target. This ability can be used once before a short rest.

At 13th level, you can apply this ability 2 times before a short rest.

  • Wihr:

At 6th level, you can use a bonus action to put a sign on your weapon. When you hit an enemy, you deal 1d6 cold damage in addition to the main damage. This ability can be used once before a short rest.

At 13th level, the damage will increase to 2d6 and the number of uses will increase to 2.

level 10: Meditation

On a short rest, you can use 1 Petri's Philter to convert 1 Hit Dice into an Vigor Dice and restore vigor points. If you drink an Enchanced Petri's Philter, then you also add 1d4 to this number. You can use meditation once before a long rest.

At level 18, you can use this ability twice before taking a long rest.

level 13: A new discovery in the study

When studying the selected sign, you have achieved the following:

  • Aard:

At 13th level, you achieve mastery of the Aard sign. Once per turn, when using the sign, all creatures within its range receive 1d4 power damage for each spent vigor point to use or improve the sign, and you can also add more vigor points over these to increase damage, but it will increase by 1d4 for every 2 vigor points. If the saving throw fails, the creature takes half of the damage.

  • Yrden:

At 13th level, you can put a sign on your weapon outside of combat. Now your weapon cannot be knocked out of your hands until you become incapacitated or remove the sign from the weapon. You can also put a sign on the second weapon in your hand, if there is one.

Also, when using the "Yrden: Snares" sign, you can put 2 additional snares.

  • Igni:

Starting at 13th level, when using the Igni sign, you can increase the attack damage to the maximum once before a long rest.

When you use this ability again, you additionally spend 1d10 vigor points and receives 1d6 necrotic damage for each energy point spent. This damage ignores resistance and immunity.

  • Quen:

Starting at 13th level, when you cast an Quen sign, you create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your witcher level + your Wisdom modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.

While the ward has 0 hit points, it can't absorb damage, but its magic remains. Whenever you cast a Quen sign, the ward regains a number of hit points equal to the value of the vigor points used.

Once you create the ward, you can't create it again until you finish a long rest.

  • Axii:

Beginning at 13th level, when a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack’s range. The attacker must make a Wisdom saving throw against your witcher sign save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target.

On a successful save, you can’t use this feature on the attacker again until you finish a long rest.

You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can’t be charmed are immune to this effect.

  • Wihr:

At 13th level, by studying the sign, you have discovered a new opportunity. Now you know the Wihr: Frost sign, which is similar to Igni: Flame but deals 3d8 cold damage and speed is reduced by 10 feet until the start of your next turn, if the creatures did not pass the saving throw.

You can use this sign once before a long rest without spending vigor points, or you can spend 5 vigor points for 1 use.

level 18: Improved Combat Magic

Starting at 18th level, if you cast a signs with an Action, you can make one weapon attack with a bonus action.


Way of the Viper[edit]

Witchers of this School behaved covertly and aloof, gathering information to fight the ghost riders. Snakes believed that in such a case, the end justifies the means, so they were not too picky in choosing contracts — they did not disdain even those that required the destruction of humans or inhumans. Snakes are famous for their coldness and ruthlessness. They are well organized, disciplined and remain neutral, not taking sides, but they can kill anyone in cold blood if necessary. Snakes are taught to shower the enemy with a hail of lightning strikes and prepare such battle oils so that any cut could be fatal.

Proficiencies

level 1: Additional skills

When you select an archetype at level 1, you gain possession of the Thieves' tools, disguise kit and poisoner's kit.

level 1: The code is more what you'd call guidelines than actual rules

You have your own motives, your own notions of honor and a thirst for profit that do not fit into the code.

You can choose any other Fighting Style that is not available in this class.

At 20th level, you can use the Foe Slayer ability on people if you place an order for them.

level 6: 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.

level 10: 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.

level 13: 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.

level 18: 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 Constitution saving throw (DC = 8 + your Dexterity modifier + your proficiency bonus). A failed saving throw means doubling the damage from your attack on that creature.


Way of the Manticore[edit]

Most northerners had never heard of the witcher School of Manticore, which is located beyond the distant Korat desert. Its representatives rarely appear in the northern part of the continent, where they are treated with extreme distrust. Manticores are adapted to the customs, flora and fauna of distant lands, so their behavior and fighting style are unpredictable and extremely dangerous for northerners. Manticores are used to dealing with venomous creatures in the strongest shells, so they are able to find and hit vulnerable points. They have also developed a high resistance to toxins, both naturally occurring and alchemical.

Proficiencies

level 1: Blade Oils

level 6: Bomb Crafting

level 10: Most Important

At 10th level, you can make a choice:

  • Learn two additional potions. You can replace one potion you know with another one.
  • Gain resistance to acid damage.

level 13: Blast Coating

Starting at 13th level, you automatically succeed on saving throws against your own bombs and never take damage from them.

level 18: Improved Witcher's Alchemy

At 18th level, you know how to make superior potions and you also learn 2 additional potions. You can replace one potion you know with another one. You also have an increased number of vials up to 12.

The number of potions you can safely consume increases to 5 + your Constitution modifier (minimum 1).


Way of the Bear[edit]

Focused solely on the task at hand, many witchers of this school tend to be loners, not that they need any assistance anyway. The witchers of this school wore heavy armor, and it is assumed that in battle they relied on the strength of their armor, preferring to miss a blow and withstand damage rather than dodge it and thereby lose energy, but get adrenaline, which is already directed in a crushing blow that will split the enemy in two.

Proficiencies

level 1: Matter At Hand

At 1st level, you gain proficiency with improvised weapons and unarmed strikes. The damage for these attacks is 1d4 + your Strength modifier. If your improvised weapon is similar in shape and function to another weapon, you can use that weapon’s statistics instead.

level 1: Raging Heart

At 1st level, you can't cool your ardor, which is rushing to the battlefield. You make all performance checks with disadvantaged when you participate in a dialogue, explore a place, read books or other actions that bore you while your consciousness is transferred to the battlefield. This effect works until you go on a journey for the head of a monster or fight in some tavern.

When you join the battle after a long break, your Strength increases by 2 for 10 minutes and you complete all the Strength and Constitution checks with an advantage. After a battle, your urgent need for a fight becomes inert for 24 hours. The advantages of Strength and Constitution checks are valid only during combat at this time.

Starting at the 13th level, your need for a full-fledged battle after the battle becomes inert for 48 hours, and a regular fight satisfies your need for 24 hours as well.

level 6: Bonus Proficiencies

When you choose this archetype at 6th level, you can perform the somatic components of signs and spells even when you have weapons in one or both hands.

level 10: Bear's Blow

At 10th level, you gain one of the following features of your choice.

Give in to the flow. When you miss an opponent or kill him, you can succumb to the weight of your sword going the flow. If there is an enemy within 5 feet of the target, then you can make an additional attack on him at the expense of one.

Powerful Blow. By action, you can use all your might to crush the enemy. If you hit an enemy, then double damage to it and the enemy is knocked prone, if it doesn't pass the Constitution check (DC 8 + your Strength modifier + your proficiency bonus). The creature must be no taller than you.

level 13: Сharacter of the Bear

At 13th level, you increase Strength or Constitution by 2 of your choice. Also, the maximum value of the selected characteristic will increase to 22.

level 18: Bearish Strength

At 18th level, your resistance to death becomes amazing. If your hits drop to 0, then you do not become unconscious and become immune to all damage for 1 turn. You can extend this effect for 10 vigor points or 1 point of exhaustion. During the duration of this effect, you cannot restore your hit points.

When this effect ends, you fall unconscious and get 1 point of exhaustion.


Way of the Bear: A Path of Rage[edit]

Proficiencies

level 1: The Rage of Svalblod

For each damage you receive, you get 1 adrenaline point. At level 6, it will increase to 2 and at level 13 to 3.

With a bonus action, you can go into a The Rage of Svalblod if you have 2 or more adrenaline points. Your primary target is the enemy who inflicted most of the damage on you, after his death, any nearby creature becomes your target, even if it is an ally.

The Rage of Svalblod:

  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack using force, you receive a 1d4 damage bonus at level 2, 1d6 at level 6, 1d8 at level 13, and 1d12 at level 18.

If you are able to cast spells or sign, you can't concentrate on them while raging.

Every turn, you spend 1 adrenaline point until you reach 0, after which the rage ends. Rage stops if you run out of adrenaline points or you fall unconscious. When you reach 50% health, you automatically go into a rage.

While you are in a rage, adrenaline points do not accumulate.

level 6: Bonus Proficiencies

When you choose this archetype at 6th level, you can perform the somatic components of signs and spells even when you have weapons in one or both hands.

level 10: Aura of Threat

At 10th level, you get an Aura of Threat.

Aura of Threat. While you are in a rage, all enemy creatures within 30 feet that fail the Wisdom saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) take you as the main target.

level 13: Wandering Rage

Starting at 13th level, your rage can absorb your magic power. You can use a bonus action to convert 3 vigor points into 1 adrenaline point or 5 vigor points into 2 adrenaline point.

level 13: A desperate choice

At 13th level, you have to make a choice! You can choose to either curb your rage or give in to it.

Restrained Rage.If you have chosen to curb rage, then starting at 13th level, you can use 2 adrenaline points while in a rage to select a target.

Svalblod's Gift. If you decide to succumb to rage, you will receive the gift of Svalblod. Now, starting at 13th level, you also get adrenaline points for any melee attack on you.

level 18: Restrained Rage. Сontrol

Now, starting at 18th level, you can distinguish your allies from your enemies and can get out of the rage at any time with a bonus action, if there are no enemies left in the battle. Because of your anger, you have also learned to accumulate your rage. Anytime you go into a rage, your first attack always hits the target.

If an ally deals damage to you while you are furious, they become an enemy to you until they finish their rage.

level 18: Svalblod's Gift. The appearance of Svalblod

At 18th level, you feel the presence of Svalblod inside you. You can turn into a Svalblod Bear with a bonus action for 20 adrenaline points. You now have an unquenchable thirst and are driven by an indomitable rage. To transform back, you must die or lift the curse or until 8 hours have passed since the transformation. This ability can be used once during a long rest.

Also, if your hp dropped to 0, you did not use this ability and you had 20 or more adrenaline points left, then you automatically turn into a Svalblod Bear.

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
  • When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
  • You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.


Way of the Bear: A Path of Blood[edit]

Proficiencies

level 1: Bloody Art

For each wounded or bleeding enemy, you get 1 adrenaline point, if a creature comes out of this state, then you lose it. If the wounded creature is undead, no points are awarded.

Now you have a special punch, Incision. You can hit the creature and bleed it. You add 1d4 to the damage roll and the creature gets a bleeding state. Each turn, the creature takes 1d4 you weapon damage and makes a Constitution saving throw (DC = 8 + your proficiency bonus + your Strength modifier). If the creature has passed the saving throw, then it comes out of this state. You can use this punch once in a short rest.

When you gain adrenaline points, gradually you will have access to abilities or passive improvements:

  • If there are 2 or more adrenaline points:

You do all the Wisdom checks with an advantage.

  • If there are 4 or more adrenaline points:

You can additionally use the "Incision" ability, regardless of whether you have used it or not, and if you use it additionally, it does not affect it in any way.

Also, with each subsequent set of 4 adrenaline points above these, you get 1 additional usage.

If you lose points in the same fight and gain them again, you do not get additional use. Everything is reset when the fight ends.

At 18th level, it is replaced by the "Blood Curse" ability.

  • If there are 6 or more adrenaline points:

The damage to the target increases by 1d4 if there is bleeding on it. Also 1d6 at 10th level, and 1d8 at 18th level.

  • If there are 8 or more adrenaline points:

The chance of a critical hit becomes higher and now you need to roll 19 or 20 on the attack dice.

Also, with each subsequent set of 8 adrenaline points above these, the difficulty of the critical hit roll is reduced by 1.

If you have additional abilities, skills, or items that give the same effect, then only the first received effect is added, obtained with 8 points of adrenaline. You can use the sum of these effects either obtained with third-party items or obtained from adrenaline points.

  • If there are 10 or more adrenaline points:

With a total roll above 20, if it is not less than his AC, you can chop off his leg or arm, and if the sum falls above 25, if it is not less than his AC, or a critical success, then you can chop off his head. To chop off any limb, you must pass a Strength saving throw against his Constitution saving throw. You can use this ability only once per turn.

level 6: Bonus Proficiencies

When you choose this archetype at 6th level, you can perform the somatic components of signs and spells even when you have weapons in one or both hands.

level 10: Aura of Drain

At 10th level, you get an Aura of Drain.

Aura of Drain. all creatures within 15ft of you perform all Constitution saving throws with disadvantage against the bleeding applied to them.

level 13: Blood for Blood

At 13th level, your bloodlust increases along with your thirst for revenge when you see your allies fall one by one. For each killed or incapacitated friendly creature, the necessary adrenaline points for the "Bloody Art" abilities are reduced by 1, but not more than twice, that is, if there were 2, it can decrease to 1, and if there were 10, it can decrease to 5.

level 18: Blood Curse

Starting at 18th level, replace your "Incision" ability with the "Blood Curse" ability.

Blood Curse. You add 1d8 to the damage roll and the creature gets a bleeding state. Each turn, the creature takes 1d8 you weapon damage and makes a Constitution saving throw (DC = 8 + your proficiency bonus + your Strength modifier). If the creature has passed the saving throw, then it comes out of this state. You can use this punch once in a short rest.

The creature also takes 1d4 necrotic damage for every action and bonus action taken on its turn, as well as for every 5 ft passed. As long as the target is under this curse, she cannot recover hit points.

If the curse is removed from the target, then the effect of this ability will end there.

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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