Witcher (5e Class)
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Witcher
A Witcher is someone who has undergone extensive training, ruthless mental and physical conditioning, and mysterious rituals in preparation for becoming an expert monster slayer for hire.
Taken in as children, Witchers-to-be are subjected to intense alchemical processes, consumption of mutagenic compounds, and relentless physical and magical training to make them dangerous and highly versatile against their vast array of opponents, many of which possess superhuman speed, strength, and/or other deadly powers. These procedures ultimately mean that each fully-trained witcher is a mutant built specifically to hunt and kill inhuman prey. The key permanent results of mutations shared by all Witchers include:
•Sterility (which partially explains selection from the outsiders, as they cannot breed to pass on their traits).
•Cat-like eyes that grant very acute night vision.
•Tremendous resistance to disease and poison and a boosted immune system, allowing them to consume large quantities of potions that could prove easily deadly if consumed even in small amounts by a normal man.
•Exceptionally increased strength, speed, reflexes, and endurance, far beyond any normal or well-trained human, that allows them to swiftly end fights with minimal effort, and perform physical feats non-witchers couldn't hope to match. A witcher's physical skills alone are sufficient to defeat most monsters single-handedly if combined with extensive training and proper weaponry, whereas regular men could only hope to accomplish this in large groups.
•Having the ability to perform simple yet incredibly versatile combat magic in the form of Signs. They also develop a sixth sense that allows them to "feel" things around them, be it items of importance or people's immediate intentions. This explains their uncanny ability to track and hunt people and monsters.
•Accelerated healing granting quick recovery from injuries.
•Incredibly long lifespan and prolonged youth.
Creating a Witcher
When creating your Witcher, think about how your character views the world as a result of your training. Do they view them as an ultimate evil, that they are on a crusade against? Or do they view them as feral creatures, unable of understanding the evil they perform, simply following their nature? Also, consider your Witcher's emotions. As a result of your trials, your emotions have been stunted, but they are still there. Finally, consider the circumstances surrounding your induction to the Witcher caste. More often than not, most children don't get a choice when they are chosen. Orphans are often taken, and there are rumors that some children are abducted. Your parents might have given you away because they didn't have enough food, or you might have run to them seeking adventure. Think about this and how it impacts your view of humanity.
The Witcher's Code
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 that 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. If the Witcher fails, the payment received should be returned to their Contractor. 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
- If a contractor does not possess coin to pay for a service a Witcher has completed, they instead can invoke the law of surprise and let fate decide their payment with the following phrase: "Bring me what you find, but do not expect" Be warned, fate is as fickle as it is absolute.
- Neutrality
- Witchers try not to get too involved in politics; it usually ends badly and complicates their monster-hunting.
- No Dragons
- Witchers don’t normally hunt dragons out of respect for - and perhaps healthy fear of - this sentient Elder Race. In ages past, dragons were hunted to near extinction.
- 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 a sword or spell.
Quick Build
You can make a Witcher quickly by following these suggestions. First, make Dexterity your highest score, followed by Wisdom. Though depending on your Witcher school of choice, you may want to make different scores higher, as seen in the schools' description. Finally, take the Outlander background.
Various Witchers, standing side by side. |
Class Features
As a Witcher you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Witcher level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Witcher level after 1st
- Proficiencies
Armor: Light and Medium Armor
Weapons: Simple Weapons, Martial Weapons
Tools: Alchemist's Supplies
Saving Throws: Constitution and Wisdom
Skills: Choose three from Perception, Investigation, Survival, Acrobatics, Athletics, Insight, or Intimidation.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Studded leather or (b) Scale Mail
- (a) a Longsword or (b) Greatsword or (c) a Battleaxe or (d) Greataxe
- (a) 20 darts or (b) Hand Crossbow and 20 Crossbow bolts
- (a) Poisoner's Kit or (b) Alchemist's Supplies
- Witchers Medallion, Notebook, and Bestiary
Level | Proficiency Bonus |
Features | Vigor Points |
---|---|---|---|
1st | +2 | Trial of the Grasses, Witchers Tools | 3 |
2nd | +2 | Witcher Alchemy | 4 |
3rd | +2 | Signs, Witcher School | 5 |
4th | +2 | Ability Score Improvement | 6 |
5th | +3 | Extra Attack | 8 |
6th | +3 | Monster Slayer | 9 |
7th | +3 | Witcher School Feature | 10 |
8th | +3 | Ability Score Improvement | 11 |
9th | +4 | Unnatural Steadiness | 12 |
10th | +4 | Witcher Alchemy (2) | 13 |
11th | +4 | Witcher School Feature | 14 |
12th | +4 | Ability Score Improvement, Monster Slayer (2) | 15 |
13th | +5 | Heightened Witcher Senses | 16 |
14th | +5 | Witcher School Feature | 17 |
15th | +5 | Witcher Alchemy (3) | 18 |
16th | +5 | Ability Score Improvement | 19 |
17th | +6 | Monster Slayer (3) | 20 |
18th | +6 | Witcher Alchemy (4) | 22 |
19th | +6 | Ability Score Improvement | 26 |
20th | +6 | Witcher School Feature | 30 |
Trial of the Grasses
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. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray
•Advantage against poison saving throws and resistance to Poison damage.
•Immunity to disease.
•Your estimated lifespan increases by approximately 400 years
•You gain access to vigor points, a pool of strength that allows you to do things normal beings cannot. A witcher can use hit dice during a short rest to restore vigor points but at half the return. (if you roll a 4, you regain 2 vigor points). All vigor points are restored after a long rest.
Witchers Tools
These tools are given to those who survive the trials, to signify the beginning of their path:
- Pendant
- All Witchers have a pendant (Wolf, Bear, Cat, or Griffin) in the shape of the symbol of their Witcher school. While worn, the witcher can sense the presence of magical items, magical creatures, and spells within a 15ft radius.
- Notebook
- Across your studies with your enemies you have always kept track of their vocal and communication patterns. You can learn the number of languages equal to your Intelligence modifier. You can not learn druidic or thieves cant in this way.
- Bestiary
- The Witcher's Bestiary is where a Witcher records the strengths and weaknesses of all enemies faced. After you are in combat with a creature and kill/subdue it, it is added to your Witcher Bestiary. When facing a beast or monster recorded in the bestiary, you know about its lore, abilities, damage immunities, resistances, and vulnerabilities. You need to spend 5 minutes after the battle analyzing the body of a dead creature or the environment where the fight occurred to be able to add it to your bestiary.
- Witchers' Weapons
- Witchers' weapons are created using steel and spells in equal measure. As such, weapons cost 100gp above the normal price.
Witcher Alchemy
You can now use your alchemist's kit to craft specialized Witcher potions and concoctions. Starting at 2nd level, you can create one of the potions below during a long rest so long as you have a vial in your inventory. Creating another potion will destroy the previous one. These potions are incredibly toxic for non-Witchers. Unless specified in the potions description, any creature that does not have 1 level in the witcher class must make a DC14 Constitution saving throw or be poisoned for 1 hour.
- Swallow
- A symbol of spring and new beginnings. This potion has 3 charges. As a bonus action, the witcher can consume a charge to heal 1d4 + proficiency modifier.
- At 10th level, the healing increases to 2d4 + proficiency modifier.
- at 15th level, The amount of charges increases to 4.
- at 18th level, the healing increases to 3d4 + proficiency modifier.
- Black Blood
- This potion has 2 charges. As a bonus action, the witcher can consume the contents to make their blood lethal to undead for 1 minute. If an undead creature lands a melee attack against a creature under the effect of Black Blood, they take 1d8 acid damage, regardless of their resistance or immunities.
- At 10th level, the damage increases to 2d8 acid damage.
- At 15th level, the damage increases to 3d8 acid damage.
- At 18th level, The undead creature suffers -2 to their AC until the beginning of their next turn (does not stack with multiple strikes).
- Killer Whale
- An unparalleled aquatic hunter. As a bonus action, the witcher can consume the contents to breathe underwater for 10 minutes.
- At 10th level, The creature retains full movement underwater.
- At 15th level, The duration increases to 15 minutes.
- At 18th level, Being underwater no longer opposes disadvantage on melee attacks.
- White Honey
- One of the few witcher potions not poisonous to humans. As a bonus action, A creature can consume the contents to be cured of all non-magical forms of poison and paralysis.
- At 10th level, The creature is cured of magical forms of poison and paralysis.
- At 15th level, The creature gains advantage on Constitution saves against poison and paralysis for 1 minute
- At 18th level, The creature gains advantage on Constitution saves against poison and paralysis for 5 minutes
Administering a potion to another creature takes an action.
Signs
Starting at 3rd level, you gain access to signs, a form of magic only usable by Witchers. All signs require the use of one hand for somatic components (no other components are required). All signs cost vigor points, the specified amount is set in the class description.
- Sign Save DC= 8 + Proficiency bonus + Wisdom Modifier
- Sign attack modifier = Wisdom modifier + Proficency bonus
Aard
Prestidigitation: Out of combat, the Witcher can create disturbances in the air that extinguish small flames like candles, torches, and bonfires.
Basic: As a bonus action, you can spend 2 vigor points to blast a 15ft cone of telekinetic force. All creatures hit within the area must make a Strength saving throw against your Sign save DC. On a failed save the creature is knocked back 10ft, is knocked prone, and takes 2d10 force damage. On a successful save, the creature takes half as much damage and isn’t pushed or knocked prone. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect. If a creature or object collides with another creature or object, they suffer an additional 1d6 bludgeoning damage.
Yrden
Basic: As an action, you can spend 4 vigor points to place a trap directly below you for 1 minute. The trap is 15ft in diameter, signified by a ring of dimly glowing purple runes. When a hostile creature enters the space, their speed is halved, suffers a -2 to dexterity saving throws, and can only use an action or bonus action, not both. The effect ends upon exiting the space. Additionally, creatures cannot use the Etherealness action as long as they remain within the space. Creating another trap ends any previous Yrden instances.
Igni
Prestidigitation: Out of combat, the Witcher can create small flames that light candles, torches, and bonfires.
Basic: As a bonus action, you can spend 2 vigor points to send out a burst of flames in a 10ft cone. All creatures within the area make a Dexterity saving throw. On a failed saving throw the target takes 3d6 fire damage or half damage on a successful save.
Quen
Basic: As a bonus action, you can spend 2 vigor points to create a barrier around yourself for 1 minute, gaining temporary hit points = witcher level + sign attack modifier. You cannot cast this version of Quen again until all temporary hit points are expended or until it wears off. Each time this version of Quen is cast within the same Encounter, the vigor cost doubles.
Axii
Basic: As a bonus action, you can spend 3 vigor points to blast a target's mind with psychic energy. A creature within 60ft that you can see must make a Wisdom saving throw against your sign save DC or be stunned until the end of their next turn. Afterward, they gain advantage on saves against this form of Axii for 1 minute.
Witcher School
Starting at 3rd level, Witchers decide what school they want to follow. Each school offers various skills Witchers can use to enhance their monster tracking and slaying abilities. There are four schools to choose from: The School of the Wolf, Cat, Bear, and Griffon. Your Witcher school grants abilities at 7th, 11th, 14th, and 20th level. You also gain a silvered weapon, to signify your 'graduation'.
Ability Score Increase
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.
Extra Attack
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 10th level
Monster Slayer
The line between monsters and men can be thin indeed, and the Witcher must discern what separates the two. Starting at 6th level, when you strike an Aberration, Celestial, Construct, Elemental, Fey, Fiend, Giant, Monstrosity, Ooze, or Undead with a silvered weapon, you gain a +1 bonus to hit and damage rolls. Additionally, when you strike a Humanoid or Beast with a weapon that is not silvered, you gain a +1 to hit and damage rolls. These bonuses increase to +2 at 12th level and +3 at 17th level. These bonuses will not stack with bonuses from magic weapons, you can instead choose the higher bonus.
Unnatural Steadiness
At 9th 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.
Heightened Witcher Senses
At 13th level, your senses further divert from their original path. 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.
Witcher Schools
A witcher's skills are defined by their school. It's where they receive their training. It's the only home most know, with the only family they've ever had. Each school specializes in something different and has unique advantages in the way they kill monsters.
School of The Wolf
Witchers of the School of the Wolf excel at adaptability and teamwork, with a tool for almost any situation. While plenty deadly on their own, their true strength is when they are within a coordinated team, much like the animal the school is based on.
- Opportunistic Hunter
Starting at 3rd level, you've learned to capitalize on the strikes made by allies. Whenever an allied creature succeeds in a melee attack against a creature, you can use your reaction to make a single attack against that creature as well.
- Surround Prey
Starting at 7th level, you've learned to take advantage of the openings your allies can create. Whenever you and an allied creature are within 5ft of the same creature, you both benefit from flanking, regardless of if you both are on opposite sides of the creature.
- Whirl
Starting at 11th level, You have learned how to strike multiple foes in a dance of steel. When you take the attack action, you can choose to expend 4 vigor points to make your melee attacks strike all hostile creatures in a 5ft radius around you. You do not have to roll to hit for every creature you attempt to hit, you only roll once per strike.
- Grievous Wounds
Starting at 14th level, your strikes wound in ways that others cannot. Once on each of your turns when you hit a creature with a weapon attack, you can spend up to 5 vigor points to apply Grievous Wounds to the creature. The creature will take 1d6 damage of the weapon's type for every vigor point spent at the start of its next turn (3 points spent, 3d6).
- Addan Anye
Starting at 20th level, you've mastered combat techniques to swarm and neutralize threats in tandem with others that would otherwise be insurmountable. Whenever a creature is flanked by you and an allied creature, the creature suffers disadvantage on all melee attacks until it is no longer flanked by you. Additionally, whenever a creature flanked by you and an ally makes a melee attack, allies flanking that creature with you may choose to use their reaction to make a melee attack against the creature. Creatures benefitting from a flanking bonus through Surround Prey may also benefit from Addan Anye.
School of The Cat
Witchers of the cat school specialize in speed, precision, and creating weaknesses to be exploited. They wait for the slightest lapse in concentration before they strike. Much like the solitary hunters that their school takes inspiration from.
- Cat's Grace
Starting at 3rd level, wearing Light and Medium armor no longer imposes disadvantage on stealth checks if they would do so, and you may now hide as a bonus action. Additionally, you gain proficiency in Acrobatics and Stealth if you did not already possess said proficiencies.
- Weapon Oil
Starting at 7th level, you can now use a Poisoner's Kit to make special oils that target the unique anatomy of different species. During a long rest, you can make an oil that will deal 2d4 poison damage to one creature type of your choice, regardless of if it is resistant or immune to poison damage. Additionally, it must succeed a DC13 Constitution save or be poisoned for 1 minute, regardless of its resistance or immunity.
- You must announce what creature type the oil is for when you make it. Each oil has 3 applications before it runs out and lasts for 1 minute upon application.
- Each strike will deal poison damage and will inflict the poisoned status effect. Once the creature is poisoned, they do not need to make another save until they are cured of the poisoned status effect.
- Applying the oil takes an action, plan ahead for maximum effect.
- You cannot make a witcher potion and oil in the same long rest without suffering a point of exhaustion.
- Whirl
Starting at 11th level, You have learned how to strike multiple foes in a dance of steel. When you take the attack action, you can choose to expend 4 vigor points to make your melee attacks strike all hostile creatures in a 5ft radius around you. You do not have to roll to hit for every creature you attempt to hit, you only roll once per strike.
- Ambush Prey
Starting at 14th level, You've learned to exploit those in a vulnerable state. When you have advantage on attack rolls or if a creature has a negative status effect, you can spend 1 vigor point on each strike to deal an additional 2d6 of the weapons damage type.
- Divide et Vince
Starting at 20th level, you know a monster is at its weakest alone. Whenever you are within 5ft of a creature and no other creature is within 5ft of you or the targeted creature, you gain advantage on melee attacks. Additionally, Ambush prey costs zero vigor points and increases to 2d8 of weapon damage while Divide et Vince is active.
School of The Griffon
Witchers of the Griffon school have mastered the signs to greater rights, Using them in newer and more dangerous ways. their acuity for spells and steel lets them soar above a normal man.
- Alternate Signs
Starting at 3rd level, You can alter the function of your signs for an altered cost.
- Aard: As an action, you can spend 3 vigor points to send a shockwave in a 10ft radius around you. All creatures hit within the area must make a Strength saving throw against your Sign save DC. On a failed save the creature is knocked back 10ft, is knocked prone, and takes 2d10 force damage. On a successful save, the creature takes half as much damage and isn’t pushed or knocked prone. In addition, unsecured objects that are completely the area of effect are automatically pushed 10 feet away from you by the spell’s effect. If a creature or object collides with another creature or object, they suffer an additional 1d6 bludgeoning damage.
- Axii: As an action, you can spend 5 vigor points to manipulate the mind of another. A creature must make a Wisdom saving throw against your sign save DC. On a failed save, you can say a single phrase that the creature must attempt to the best of its ability so long as it does not cause it direct harm until the end of its next turn. On a success, nothing happens. Afterward, the creature gains resistance to this form of Axii for 1 minute.
- Igni: As an action, you can spend 3 Vigor points to release a gout of fire in a 30ft line that is 5ft wide. All creatures within the area make a Dexterity saving throw. On a failed saving throw the target takes 5d6 fire damage or half damage on a successful save.
- Quen: As a reaction, when you are targeted by an attack, or the magic missile spell, you can spend 4 vigor points to create a forcefield around you to absorb strikes to revitalize yourself, for the duration of the attack/spell. When cast, you add your Wisdom modifier to your AC and you take no damage from the magic missile spell. If an attack against you fails, the creature still rolls damage. You are healed for half of the damage that would have been dealt, rounding up. For every time this sign is cast in the same encounter, the vigor point cost doubles.
- Yrden: As an action, you can spend 5 vigor points to place a trap directly below you for 1 minute. The trap is 15ft in diameter, signified by a ring of dimly glowing purple runes. When a hostile creature enters while under the effect of Etherialness, They are forcefully ripped back into the Material plane. They cannot re-enter the Material plane with the spell or action while within the space Yrden affects. If they become material while occupying a space with another object, they are moved to the nearest empty space, taking 1d8 force damage for every 5ft traveled. Creating another trap ends any previous Yrden instances.
- Empowered signs
Starting at 7th level, You can expend an additional 3 vigor points to further the strength of Igni and Aard. for every additional 3 vigor points spent, the chosen sign will deal 1 additional damage die.
- Imbued Strike
Starting at 11th level, You can harness the element of the last sign cast into your weapon. If you have cast Igni or Aard before taking the attack action, you can spend an additional 4 vigor points to imbue your melee attacks with an additional weapon die until the end of your current turn, dealing the damage type of the sign cast before said attacks. (ex: Igni with a longsword = add 1d10 fire damage)
- Immolate
Starting at 14th level, Your flames cling to those caught in them. When casting either form of the Igni sign, a failed save will ignite the targeted creature. Until a creature submerges itself in water or takes an action to douse the fire, the target takes 1d10 fire damage at the start of each of its turns.
- Heliotrope
Starting at 20th level, you can combine your knowledge of the signs to disrupt the flow of time within a space. Once per long rest, you can create a bubble of warped time in a 30ft radius around you. Any hostile creatures that enter the space suffer the effects of the Slow spell. Adversely, any allied creature that enters the space are given the effects of the Haste spell. Any ranged attacks made outside the area of effect targeting a creature within the area of effect take an additional turn to hit the target and will miss if the creature moves from where they were standing when the attack was made.
School of the Bear
Witchers of the bear school are unstoppable forces and immovable objects, taking unholy amounts of punishment and dishing out just as much. As are the animals they take inspiration from.
- Bears Might
Starting at 3rd level, you gain proficiency in heavy armor. Additionally, While wearing Heavy armor and wielding a weapon with the Heavy property, you can add your Strength modifier to your AC (to a max of +2)
- Intimidating Physique
Starting at 7th level, Your large stature makes it easier to convince others to do what you tell them to. Whenever you make an Intimidation check against a creature that is your size or smaller, You can use your strength modifier instead of your Charisma modifier for that check.
- Rend
Starting at 11th level, You can use your action to spend 4 vigor points and focus all your might into one earth-shattering strike. Make a melee attack and add your Strength modifier. On a success, the creature takes 3d12 of your weapons damage type and is knocked prone if the creature is one size larger than yourself or smaller. (Ex: If you are size medium, large and below is knocked prone.)
- Relentless Assault
Starting at 14th Level, Your strikes are unending. Whenever you take the Rend or melee attack action with a weapon with the Heavy property, you can spend a bonus action to make an additional attack so long as one of your attacks succeeds in that same turn.
- Memento Mori
Starting at 20th level, You gain strength as the enemies' numbers dwindle... And they know it. For every creature you bring to zero hit points, you gain a stack of Memento Mori. These stacks remain until the end of the encounter. You lose a stack if you take damage from an attack, as they are reminded that you are mortal.
- At 3 stacks, your movement speed doubles.
- At 6 stacks, you gain advantage on melee attacks.
- At 10 stacks, whenever you bring a creature to zero hit points, all hostile creatures that see it must make a Wisdom saving throw or be Frightened of you until the end of their next turn. The DC being the number of Memento Mori stacks acquired + Strength modifier (Ex: 10 stacks = DC 10 + Str mod)
Multiclassing
Prerequisites. To qualify for multiclassing into the Witcher class, you must meet these prerequisites: Strength or Dexterity of 13 and a Wisdom of 13
Proficiencies. When you multiclass into the Witcher class, you gain the following proficiencies: Simple Weapons, Martial Weapons, Light Armor and Medium Armor
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