Witcher (3.5e Class)

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Witcher[edit]

Witchers are elite monster hunters that travel the world destroying creatures that pose a threat to civilized society. They are mutated from birth to be capable of combating monsters.

Making a Witcher[edit]

The Witcher travels alone in most cases, because they prefer to travel alone they keep themselves balanced in most types of fighting. The Witcher has access to low-level magical abilities called signs. The Witcher focuses on the four elements, faster movement, rapid healing, quicker reflexes, and the ability to drink toxic potions that would harm normal people. The only downside is that Witchers become infertile when they pass the trials. Witchers make their own silver blades which are similar to the Bastard sword however are made entirely of meteorite silver. These blades are made to fight monsters thus monsters(any non-humanoid), except those weak to silver such as a werewolf, would treat it as if a bane weapon.

Pros: Witchers excel at close combat and augment their fighting with their potions. Their medallions are capable of sensing magical forces,this allows them to see some magical threats before they begin.

Cons: Witchers are challenged against creatures that fight from a distance.

Abilities: Str and Int are their primary attributes with Dex being a close second.

Races: Any Humanoid

Level Adjustment: +3

Starting Gold: starting gold; 6d4×10 gp (<-150 gp).

Starting Age: As fighter or Rogue

Table: The Witcher

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +0 Witcher Physiology, Lesser Witcher Signs, Witcher alchemy
2nd +2 +3 +3 +0 Combat Prowess, School Selection
3rd +3 +3 +3 +1 -
4th +4 +4 +4 +1 -
5th +5 +4 +4 +1 Standard Witcher Signs
6th +6/+1 +5 +5 +2 -
7th +7/+2 +5 +5 +2 -
8th +8/+3 +6 +6 +2 -
9th +9/+4 +6 +6 +3 Intermediate Witcher Signs
10th +10/+5 +7 +7 +3 -
11th +11/+6/+1 +7 +7 +3 Swift Tracker, charge sign
12th +12/+7/+2 +8 +8 +4 -
13th +13/+8/+3 +8 +8 +4 Superior Witcher Signs
14th +14/+9/+4 +9 +9 +4 -
15th +15/+10/+5 +9 +9 +5 -
16th +16/+11/+6/+1 +10 +10 +5 -
17th +17/+12/+7/+2 +10 +10 +5 Master Witcher Signs
18th +18/+13/+8/+3 +11 +11 +6 -
19th +19/+14/+9/+4 +11 +11 +6 -
20th +20/+15/+10/+5 +12 +12 +6 -

Class Skills 6 + Int modifier per level, ×4 at 1st level)
Climb(Str), Concentration(Con), Gather Information(Cha), Hide(Dex), Intimidate(Cha), Jump(Str), Knowledge (Anatomy, History, Local, Nature, Royalty)(Int), Listen(Wis), Move Silently(Dex), Ride(Dex), Search(Int), Sense Motive(Wis), Spot(Wis), Survival(Wis), Swim(Str), Tumble(Dex).

Class Features[edit]

All of the following are class features of the Witcher.

Mutations roll d100 1d4 times to determine base mutations. Than roll d100 to determine major mutations.


Lesser mutations;

1-10 : +2 str, -2 int

11-21: +2 dex, -2 wis

22-32: +2 con, -2 cha

33-43: +2 int, -2 str

44-55: +2 wis, -2 dex

56-60: +2 natural armour

60-64: fast healing 1

65-70: 10ft dark/low-light vision

70-75: +2 str

76-81: +2 dex

82-87: +2 con

88-93: +2 int

94-99: +2 wis

100: choice of +5 natural armour, fast healing 5, 30ft dark/low-light vision or major mutations roll.


Major Mutations;

01-15: +3 fort against disease

16-21: +3 fort against poison

22-35: +10ft movement

36-41: 3d4 rnd cooldown on signs

42-47: base consume 3 toxic potions

48-55: +5 to track attempts

56-66: +5 to listen and spot

67-77: +5 to hide and move silently

78-80: +10 to search

81-83: disease immunity

84-87: poison immunity

88-90: +30ft movement

91-93: 2d4 rnd cooldown on signs

94-96: base consume 5 toxic potions,

97-99: +10 to track attempts

100: +15 to listen, hide, spot, move silently and search. Roll again(you can not get this more than once)


Weapon and Armour Proficiency: A Witcher is proficient with all simple and martial weapons and with light armour. Due to their style of fighting witcher's can not wear much heavier armour then basic leather and chain.

Witcher Physiology Witcher's gain 2 of the following: +2 to their Str, Dex, Int, Con, +10 to their movement speed, the feat quick draw, or lightning reflexes.

They have the ability to consume extremely toxic mutagens.

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

Mutagens When a Witcher consumes a mutagen they gain a boost to their stats that wears off over time. A Witcher may only have the effect of 1+con(min. 1) mutagens in their system at once. Mutagens can be harvested from fallen creatures with a DC 15 search check on the corpse and take 1 min to harvest. Mutagens come in four colors and 3 levels. The levels depend on the fallen creature with 5-10HD (Lesser Mutagen), 11-34HD(Standard Mutagen) and 35HD+(Greater Mutagens). Lesser mutagens wear off in 1day, standard. mutagens in 1 week and greater mutagens in 1 year, however you keep 1/2 the greater mutagens bonuses as a permanent bonus when it wears off(this dose not stack). You may have more than 1 mutagen of the same type active at once. you can not harvest more than one mutagen per monster.

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

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

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

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

Combat Prowess When a Witcher lands a Critical attack he may choose whether to attack again in the same turn with a -5 mod to damage, or to allow the attack to do damage as a default Critical. They also have the ability to deflect one arrow per round as a free action when they have a sword drawn.

Witcher Signs:

A Witcher can channel powers manifested and granted to him from nature. A Witcher learns these signs at a young age during their training. Using a sign takes a standard action. After using a sign a Witcher becomes subject to a cooldown 4d4-1/2 Witcher level. Until cooldown finishes they may not cast any signs regardless of it's type. Sign DCs are 10+half Witcher level+ Witcher Int. Signs are not considered spells for counter spell or magic resistances they are bending of natural order.

Witcher
Sign
Effect Lesser Standard Intermediate Superior Master
Aard A telekinetic wave that can throw back or knock down an opponent.
Aard Sign effects the world around it if the damage caused to an interposing barrier shatters or breaks through it.
The Sign may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other effect.
10 foot force ray.
2d6 damage.
Reflex for half.
15 foot force ray.
2d8 damage.
Reflex or be knocked down.
15 foot force cone.
2d12 damage.
Reflex or be knocked down.
If knocked down pushed 5 feet for every 10 damage dealt.
25 foot sphere.
4d6 damage.
Reflex or be knocked down.
If knocked down pushed 5 feet for every 10 damage dealt.
50 foot sphere.
6d8 damage.
Reflex or be knocked down.
If knocked down pushed 10 feet for every 5 damage dealt.
(50 feet max)
Igni A sign which gives the Witcher control of fire.
If used for mundane task (lighting campfire, cigarette, torch, candle, ect) dose not require cool down.
Igni Sign's effect the world around them to combustibles and damages objects in the area.
It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze.
If the damage caused to an interposing barrier shatters or breaks through it, the Sign may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other effect.
2d4 damage.
Reflex for half.
100 foot range.
20-ft.-radius spread.
3d6 damage.
Reflex for half.
100 foot line.
5d8 damage.
Or 75 foot cone.
6d6 damage.
Reflex for half. If failed creatures set on fire.
100 foot cone.
8d8 damage.
Or 75 foot sphere.
8d6 damage.
Reflex for half. If failed creatures set on fire.
Target within 200 foot.
Will save on a success take 15d12 fire damage.
On a fail instant incineration (killed).
Target can't be more than 2 sizes larger than you for instant death and will instead ref for half damage.
Yrden A magical trap placed on the ground, which will immobilize opponents.
A Witcher is Aware of any Yrden Triggering with in 100' per 1/2 Witcher level.
This sign Fades after 24hours.
Super natural senses may spot this sign without Triggering it (spot dc 30 or search dc 35).
1 round/ level. Will save negates.
The subject becomes paralyzed and freezes in place.
It is aware and breathes normally but cannot take any actions, even speech.
Each round on its turn, the subject may attempt a new saving throw to end the effect.
10 foot sphere.
Those trapped by this force are knocked prone and bound (escape artist check) by the earth itself (pass threw stone/earth).
Each round on its turn, the subject may attempt a new escape attempt.
20 foot dome.
An impassable barrier is formed around the subjects.
Lasts 10 min per 1/2 Witcher level + int or until the Witcher ends it.
This barrier only extends 20' under ground and can be tunneled out of.
30 foot sphere.
An impassable barrier is formed around the subjects.
Lasts 10 min per Witcher level + int or until the Witcher ends it.
A number of Signs can be placed equal to Witcher's int Modifier.
Triggered creature makes a will and fortitude save.
If the will save is made the creature remains in place if failed creature is teleported to Witcher's location.
If fortitude save is made creature is paralyzed and freezes in place for 1 round/ level. It is aware and breathes normally but cannot take any actions, even speech.
Each round on its turn, the subject may attempt a new saving throw to end the effect.
If failed the subject is rendered blind, deafened, immobile, and senseless for 1 hour per Witcher level or until Witcher ends it.
Quen A protective shield forms around the Witcher or target At later levels it has the chance to reflect damage.
Quen Signs can not be stacked.
+2 ac
1d4 + int. rounds.
+4 ac
2d4 + int rounds.
When a creature makes a successful physical attack on target roll a d100:
1-95 damage as normal, 96-100 take half damage and deal a quarter of the damage back to attacker.
+6 ac
3d4 + int rounds.
When a creature makes a successful physical attack on target roll a d100:
1-75 damage as normal, 76-100 take half damage and deal a quarter of the damage back to attacker.
+8 ac
4d4 + int rounds.
When a creature makes a successful attack on target roll a d100:
1-50 damage as normal, 51-100 take half damage and deal a quarter of the damage back to attacker.
+10 ac
for 15 + int rounds.
All damage dealt to target is halved the remaining damage is dealt back to the attacker.
Axii A charm placed on an opponent. 15 foot range the target must be able to look into your eyes. Will negates.
This effect last for 1 hour.
This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target’s attitude as friendly).
If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.
The effect does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way.
You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do.
(Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing.
Any act by you or your apparent allies that threatens the charmed person breaks the effect.
You must speak the person’s language to communicate your commands, or else be good at pantomiming.
20 foot range will negates.
This effect last for 1+int hours.
This charm makes a creature regard you as its trusted friend and ally (treat the target’s attitude as friendly).
If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.
The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way.
You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do.
An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing.
Any act by you or your apparent allies that threatens the charmed person breaks the effect.
You must speak the person’s language to communicate your commands, or else be good at pantomiming.
20 foot range will negates.
This effect last for 1 hour.
This charm makes a creature regard you as its trusted friend and ally (treat the target’s attitude as friendly).
The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way.
You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do.
An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing.
Any act by you or your apparent allies that threatens the charmed person breaks the effect.
You must speak the person’s language to communicate your commands, or else be good at pantomiming.
20 foot range will negates.
This effect last for 1+int hours.
This charm makes a creature regard you as its trusted friend and ally (treat the target’s attitude as friendly).
The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way.
You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do.
An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing.
30 foot ranged touch attack.
DC 30 will negates.
This effect last 1 hour (can not be augmented)
Target will follow any and all commands given to them including harmful and potentially suicidal commands.


Witcher Alchemy:

Upon Reaching 3rd level, Witcher may be able to create Witcher Potions. These potions may augment Witchers by granting them special abilities, bonuses, immunities, and cures. In addition these potions may be used by Witchers only. Anyone else trying to use Witcher Potions are affected by the effects of the spell poison this effect triggers an additional time for enhanced potions and an additional time for supreme the effected person gets no save but if they are immune to poison take 5d10/10d10/15d10 damage respectively. Witcher require alcohol, mutagens and standard alchemy ingredients to brew their potions. Enhanced versions of the potions require a DC 25 Craft Witcher Potion check to make and Supreme versions require a DC 45 Craft Witcher Potions to make.

Potion Normal Enhanced Superior
Black Blood 3 rounds:
Deal 2d8 damage to a creature that bites you.
Deal 1d8 additional damage to vampires.
5 rounds:
Deal 2d8+2 damage to a creature that bites you.
Deal 1d8+2 additional damage to vampires.
7 rounds:
Deal 4d8+4 damage to a creature that bites you.
Deal 2d8+4 additional damage to vampires.
Blindweed 3 rounds:
Acid resistance 10.
5 rounds:
Acid resistance 20.
7 rounds:
Acid resistance 40
Blizzard 2 rounds:
+2 dodge bonus to ac.
+2 to reflex saves.
3 rounds:
+5 dodge bonus to ac.
+5 to reflex saves.
5 rounds:
+5 dodge bonus to ac.
+5 to reflex saves. Can't be made flatfooted.
Cat 10 minutes:
100 feet dark vision.
Blindfight.
30 minutes:
150 feet dark vision.
Blindfight.
1 hour:
200 feet dark vision.
Blindfight, immune to mind altering affects.
Fullmoon 3 rounds:
+2 constitution modifier.
5 rounds:
+3 constitution modifier.
7 rounds:
+5 constitution modifier.
Golden
Oriole
3 rounds:
Poison immunity. End poison effects.
5 rounds:
Poison immunity. End poison effects.
7 rounds:
Poison immunity. End poison effects.
Any poison damage is healed.
Killer Whale Don't need to breath for 1 hour. Don't need to breath for 5 hours. Don't need to breath for 10 hours.
Maribor's
Forest
3 rounds:
+2 attack bonus.
5 rounds:
+5 attack bonus.
7 rounds:
+5 attack bonus.
Shrike 3 rounds:
+2d6 damage added to critical hits.
5 rounds:
+3d6 damage added to critical hits.
7 rounds:
+5d6 damage added to critical hits.
Swallow 3 rounds:
Fast healing 5.
5 rounds:
Fast healing 10.
7 rounds:
Fast healing 15
Tawney Owl
(once per day)
Reduce sign cool down by 1 round. Reduce sign cool down by 3 rounds. Reduce sign cool down by 5 rounds.
Thunderbolt 3 rounds:
+5 damage.
5 rounds:
+10 damage.
7 rounds:
+10 damage. Crits auto confirmed.
White Rafford's
Decoction
Heal 30 hp. Heal 75 hp. Heal 150 hp.
Willow 3 round:
Resist knock down/trip attempt +10.
5 rounds:
Resist knock down/trip attempt +15.
7 rounds:
Immune to knock down/trip.
White Honey Bring you back from death. Can't be used more than once a month. This is a superior.


Witcher Schools:

School of the Wolf School of the Cat School of the Viper School of the Bear
Level 2 Superiority Dice:
You have 2 superiority dice, which are d4s.
You regain all of your expended superiority dice when you finish a long rest.
You gain additional superiority die at level 8, 13,18, and 20
Cunning Action:
Your quick thinking and agility allow you to move and act quickly.
You can take a bonus action on each of your turns in combat.
This action can be used only to take the Dash, Disengage, or Hide action.
Cunning Action:
as a free action you can use Dash, Disengage, or Hide action.
Heavy Stance:
You cannot be knocked prone while you’re conscious.
Level 5 Counter Attack:
When a creature misses you with a melee attack,
you may use a free action to expend one superiority
die to make a melee weapon attack against the creature.
If you hit, you add the superiority die to the attack’s damage roll.
Sneak Attack:
You can attack to deal an extra 1d6 damage any time your target would be denied a
Dexterity bonus to AC, or when you rogue flanks the target.
The attack must use a finesse or a ranged weapon.
Gain an additional d6 at each odd level.
Vital Strike:
Once per turn, you can deal 1d4 Status damage to
a target that would be denied a Dexterity bonus to AC, or when flanking
The attack must use a finesse or a ranged weapon.
Gain a +1 to this ability at level 9, 13, 17, and 20
Grizzly Force:
Whenever you hit with a weapon that you’re proficient with and deal damage,
the weapon’s damage increases by 1d4 damage, 1d6 (11th level), 1d8 (15th),
and 1d10 damage (18th).
Level 8 Crippling Strikes:
When you hit a creature with a weapon attack, you can expend one superiority
die to cause that creature’s speed is reduced by 10 feet until the start of your next turn.
Deft Hands:
You can use the bonus action granted by your Cunning Action to make a DEX
(Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock,
or take the Use an Object action.
Slithering Skirmisher:
You can move up to half your speed as a free action when an enemy ends
its turn within 5 feet of you. During your turn, if you make a melee attack against a creature,
that creature can’t make opportunity attacks against you for the rest of your turn.
Ferocious Durability:
Whenever you make a fortitude or reflex save, add 1d6 to your saving throw.
At level 15 if the result would be 20 or more you automatically succeed.
Level 13 Disarming Attack:
When you hit a creature with a weapon attack, you can expend one superiority die to
attempt to disarm the target, forcing it to drop one item of your choice that it’s holding.
You add the superiority die to the attack’s damage roll, and the target must make a
Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Feline Mobility
Your walking speed increases by 10 feet.
If you have a climbing or swimming speed, this increase applies to that speed as
well, and you have advantage on Stealth checks if you move no more
than half your speed on the same turn.
Uncanny Dodge:
When an attacker that you can see hits you with an attack, you can use a free action
to halve the attack’s damage against you.
Retaliation:
When you take damage from a creature that is within 5 feet of you,
you can use a free action to make a melee weapon attack against that creature.
Level 15 Precision Attack:
When you make a weapon attack roll against a creature, you can expend one superiority
die to add it to the roll. You can use this maneuver before or after making the attack roll,
but before any effects of the attack are applied.
Evasion
When you are subjected to an effect that allows you to make
a DEX 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.
Evasion:
When you are subjected to an effect that allows you to make
a DEX 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.
Devastating Critical
You score a critical hit with a weapon attack;
you gain a bonus to that weapon’s damage roll equal to your level in this class.
Level 17 Menacing Attack:
When you hit a creature with a weapon attack, you can expend one superiority die to attempt
to frighten the target. You add the superiority die to the attack’s damage roll, and the target
must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Assassinate:
You have advantage on attack rolls against any creature
that hasn’t taken a turn in the combat yet. In addition,
any hit you score against a creature that is surprised is a critical hit.
Serpentine Ambush:
You have advantage on initiative rolls.
In addition, the first creature you hit during the first round of a combat becomes easier
for you and others to strike; attack rolls against that target have advantage until the start of your next turn.
Level 19 Fleet Footed:
When you move, you can expend one superiority die, rolling the die and adding
the number rolled to your AC when you’re being attacked or taking the
Dodge action until the start of your next turn.
Elusive:
You can not be considered flat footed or surrounded
Sudden Strike:
If you take the Attack action on your turn, you can make one additional attack as a bonus action.
This attack can benefit from your Sneak Attack even if you have already used it this turn,
but you can’t use your Sneak Attack against the same target more than once in a turn.
Brutal Critical
You can roll three additional weapon damage die when
determining the extra damage for a critical hit with a melee attack.
Level 20 Rend:
When you make a weapon attack, you can expend and roll one superiority
die to temporarily decrease the AC of the creature you’re attacking until the end of your next turn.
You can use this maneuver before or after you roll for an attack but before if you hit or not.
Cat-like Reflexes:
You can take two turns during the first round of any combat.
You take your first turn at your normal initiative and your
second turn at your initiative minus 10.
Viper Strike
When you attack and hit a creature that is denied their DEX bonus, it must make a fortitude save
(DC 8 + Dexterity modifier + 1/2 level) or dies instantly.
On a failed save, double the damage of your attack against the creature.
Primal Furry:
When your HP is below 25 you body becomes consumed with primal might.
You may no longer use weapons that are not natural.
For each attack you gain 5d10 damage. You may sacrifice up to 20 points
of your AC to add to your attack roll this resets at the beginning of your next turn.


Swift Tracker Upon reaching 11th level, a Witcher can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

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


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