Witcher Conclave (5e Subclass)

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Witcher[edit]


Ranger Subclass

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Notice to ALL DM's; This class is experimental. You might think it is an example of power creep, feel free to decrease this rangers subclasses powers by increasing stamina cost or modifying abilities in game. I just wanted to make a character that gives the Witcher class a hardy fluent mix of game mechanics that harmonizes with the Lore. Future Players please ask to use this Ranger Subclass in a DM's games.

Notice to the Player, if you choose this conclave, you must therefore remove all spell mechanics specific to the Ranger in order to balance with the abilities obtained here

The Witcher is a specialist Hunter of monsters who dabbles in hedge magick (known as Signs) and some Alchemy (he can craft potions, grenades, poisons and elixirs). Ultimately they are very similar to Rangers from around the various material worlds but they have a few key differences. The Witcher combat splits into three different schools that they can alternate between, but this requires consuming a potion of Remembermancy and a meditation of one day. The Ursine school focuses on dealing one massive Strike in melee, donning heavy armor and using it with mastery and brewing potent potions to heal, Poison or to act as destructive grenades. The Griffin School dons medium armor, can attack while defending and has a mastery of sign magic because they can harness far more stamina than the other Witcher schools. Finally the infamous Feline school is made up of swift moving and deadly swordsmen who acrobatically spin about with their swords, cutting bloody swath through foes and escaping retaliation. They specialize in sword twirling and making multiple attacks and they can also recover stamina quickly because they don light armor.

Use of Wisdom: To cast Sign spells and craft potions the Witcher will use their Wisdom.

Spell/Grenade Save DC= 8 + Proficiency + Wisdom.

Spell Attack Modifier= Proficiency + Wisdom.

Potions crafted per day= Proficiency + Wisdom.

(Ursine School) Potions crafted per day= 2x(Proficiency + Wisdom).

Signs and Stamina

Witchers replace all magic with their abilities of using Runic Signs with Stamina; Their Stamina is equal to their class level and they recover all stamina after a short Rest. (Unless they are practicing the Griffin Style School then they actually have Stamina equal to Their Wisdom plus their Proficiency Modifier plus their level and they can recover 2 Stamina a round during combat as well as full recovery during short rests. The Feline Style School allows recover of 2 Stamina a round as well but that is all. Stamina can be used to harness special melee abilities as well.)

Alchemical Potions, Grenades and Oils: All Witchers utilize basic alchemy to brew potions, grenades and oils to give themselves beneficial abilities or to poison and damage their enemies. Potions all have a beneficial property like healing, dark vision, breathing underwater, More potent physical attacks and even acidic blood which damages vampires and blood drinking foes (Alternative Rule: Potions have a toxicity level and only so many can be used in an encounter before needing to purge all the toxicity with the White Honey potion which also dispels all long term potion effects. Grenades deal damage and cause negative penalties in an area to several foes, whether its exposing invisible foes, blinding them, burning them or releasing a cloud of poison gas. Finally Oils are applied to weapons to deal surprising amounts of damage to an enemy, weather the damage is poison, necrotic, acidic or even more exotic sources of energy. The Ursine School specializes in Alchemy at the cost of being the worst in Sign Magic and they can consume more potions and make more grenades than any other faction. (Alternative rule: If a witcher is in an emergency and needs to brew a potion during combat he can use two rounds with the right ingredients to craft a potion, but they cannot cast a spell or use a full attack action)

Witcher's Alchemical Potions
Potion's Name Potion's effects Enhanced Version (Level 7) Superior Version (Level 11) (Ingredients and Toxicity)
Black Blood Vampires or Undead that bite the Witcher will not heal but take 2d6 Acid damage last 1 minute Deals 4d6 Acid Damage Deals 6d6 Acid Damage Strong Spirit + Undead Blood + Mushroom (2 Toxicity Counter)
White Raffard's Decoction The Witcher consumes the potion and heals 2d10+Con health Heals 4d10+Con health Heals 6d10+Con Health Strong Spirit + Humanoid Heart + Healing Herb (1 Toxicity Counter)
Cat Dark vision +120 feet lasts for 30 Minute Dark vision +120 feet last for 2 Hours Dark vision +120 feet lasts for 1 day Strong Spirit + Water Essence + Forest Berry (2 Toxicity)
Swallow Regenerate 10 hp a round for 1 minute Regenerate 15 hp Regenerate 20 hp Wine + Fish liver oil + Prairie Flower (1 Toxicity)
Tawny Oil Regenerates +2 Stamina points a round for 1 minute Regenerates +4 Stamina Points Regenerates +6 Stamina Points Fruity Liquor + Venom + Fruit from a Bush (2 Toxicity)
Killer Whale Hold Breath for 30 minutes same but 1 Hour same but for 2 Hours Wine + Fish Organs + Sea Weed (3 Toxicity)
Thunderbolt Increase physical damage by +3 for 1 minute same but +5 Same but +8 Fruity Liquor + Insects + Fruit from a tree (2 toxicity)
White Honey Remove 1d4+2 Toxicity Counters and poisoned effect Same but 2d4+3 Toxicity Counters and Resistance to Poison Same but all toxicity counters and poison immunity Fruit Juice + Honey + Herbal Tea (None)

!!!Toxicity Counters!!!: When a Witcher Consumes a Witcher's Alchemical Potions (can be crafted by themself or other Witchers) he will acquire a toxicity counter (unless White Honey, which has none) and one toxicity counter deals 1d6 poison damage a round and lasts for 1 minute (poison resistance and immunity does work against this) but anyone else who consumes the Witcher's potions takes double the toxicity counters. The Toxicity counters and their poison damage do STACK!!! Ursine school Witchers can ignore a number of Toxicity Counters equal to their constitution modifier plus their proficiency. Any spells or abilities which removes poison or cures disease will get rid of 1d4+2 toxicity counters. So yes other players can consume said potion and get the benefits but they need to keep an eye on the toxicity counters. A Witcher or other Character can make saving throws (constitution) against Toxicity counters (DC. 11+ because each counter adds 1 to the save) but that doesn't remove the toxicity counter it simply reduces the cumulative damage by half for that round.

Witcher's Grenades
Name of Grenade Effects of Common Grenade Enhanced Version (7th level) Superior Version (11th level) Ingredients
Dancing Star thrown bomb deals 6d6 fire damage in 15 foot radius same but 8d6 fire damage same but 10d6 fire damage Salt Peter + Sulfur (Dexterity Save)
Devil's Puffball flammable poison smoke deals 2d6 poison damage (with poisoned) in 15 foot radius (+2d6 bonus to fire damage) 1 minute Same but 3d6 Poison damage (+4d6 to fire damage) Same but 4d6 (+6d6 to fire damage) Salt Peter + Poisonous leaves (Constitution Save)
Grapeshot Same as dancing Star but Magical Piercing damage (Silver) Same but 8d6 Magical Piercing (Silver) damage Same but 10d6 Magical Piercing (Silver) damage Silver Powder + Gunpowder (Dexterity Save)
Moondust Thrown bomb deals 3d6 Radiant damage in 15 foot radius (Same effect as Faerie Fire) Same but 4d6 Radiant damage Same but 6d6 Radiant damage Salt Peter + Quicksilver (Charisma save)
Northern Wind Thrown bomb deals 3d6 Cold damage and enemies are Grappled in 15 ft radius Same but 4d6 Cold Damage and Prone Same but 6d6 Cold Damage and Incapacitated Strong Alcohol + Quicksilver (Strength Save)
Demetritum Bomb 15 foot radius, 2d6 force damage and Antimagic Field (1 Round) Same but 3d6 Force Damage (2 Rounds) Same But 4d6 Force Damage (3 Rounds) Demetritum (Adamantium) + Gunpowder (No Save)

Saves versus grenades are the Same as the Witcher's Spell Saves.

Witcher's Monster Oils
Oil Name Common Oil Effect Enhanced Version (lvl 7) Superior Version (lvl 15) Ingredients
Beast Oil (Double Damage to Beasts, Monstrosities and Aberrations) Each time the Witcher's Melee weapon deal damage it deals an additional +1d6 (Witcher chooses Poison/Psychic or Necrotic Damage) this oil lasts 1 minute Same effects but damage is increased to +2d6 per hit Same but Damage is increased to +3d6 Hemlock/Deathcap + Blood of a Beast + Organ of an Aberration
Draconid Oil (Double damage to Dragons and anything Reptilian) Each time the Witcher's Melee weapon deals damage it deals an additional +1d6 Fire/Cold or Lightning this oil lasts 1 minute Same effect but +2d6 damage Same effect but +3d6 damage Dragon Blood + Quartz crystal powder + Metallic Rust
Elemental Oil (Double damage to elementals, Oozes and Constructs Each time the Witcher's Melee weapon deals damage it deals an additional +1d6 Thunder/Acid or Fire Damage this oil lasts 1 minute Same but +2d6 damage Same but +3d6 damage Elemental Essence + Construct Debris + Acid
Hangmans Oil (double damage to Humanoids and Giants) Each time the Witcher's Melee weapon deal damage it deals an additional +1d6 Poison/Acid or Necrotic this oil lasts 1 minute Same but +2d6 Same but +3d6 Humanoid Heart + Cadaver Flesh + Nightshade
Necrophage Oil (double damage to Undead and Fiends) Each time the Witcher's Melee weapon deals damage it deals an additional +1d6 Acid/Fire or Radiant damage and this oil lasts 1 minute Same but +2d6 Same but +3d6 Undead Flesh + Strong Acid + Ash
Relict Oil (Double damage to Celestials and Fey) Each time the Witcher's Melee weapon deals damage it deals an additional +1d6 Thunder/Force or Psychic damage this oil lasts 1 minute Same but +2d6 Same but +3d6 Fairy Wing + Golden Coin + Tentacle
Witcher's Magick Signs
Magick Sign Common ability Text Alternative ability Enhanced Ability Intensified Ability
Axii (Mind) (Wisdom Save) 2 Stamina Points Charm or Stun one opponent (Concentration required) Charm an opponent but set them into a wild rage +2 Stamina Points Charm or Stun two opponents +2 Stamina Points: Gain a free round of Charm/Stun without concentration.
Aard (Force) (Strength Save) 2 Stamina Points A Wave (a cone 30 feet long and 15 feet wide) of psychokinetic energy that knocks back opponents (moved 15 feet and prone) and physical projectiles (25% back at target) A circle that emanates from the Witcher and has a radius of 15 feet +2 Stamina Points: +2d6 force damage +2 Stamina Points: increases cone or radius by 10 feet.
Igni (Fire) (Reflex Save) 2 Stamina Points; Same effect as Burning Hands (3d6 fire damage in a cone) Stream that goes in 5 foot wide by 30 foot long line through enemies +2 Stamina Points: Igni also damages non magical armor (-1 AC each time cast) +2 Stamina Points: +1d6 fire damage
Yrden (Dimension) 6 Stamina Points: Same effect as Slow but in radius 15 feet radius on ground, Concentration for 1 minute Instead creatures cannot teleport inside circle and anything moving in the circle takes +1d6 radiant damage +4 Stamina Points: all projectiles stop at the border of the circle +3 Stamina : AC increase +2
Quen (Ward) 6 Stamina Points: magical shield around caster absorbs damage equal to double Witcher's total level plus Wisdom modifier, lasts 1 minute can place shield on ally instead +3 Stamina Points: heals witcher for 1d6 hp every time the shield is damaged. +6 Stamina Points: double the Shields HP again.

Witcher's Combate Progression:

Combat School Novice

The Witcher's specialize in Versatile and great swords but some also use versatile axes and or fight with two weapons in each hand. Witchers also utilize crossbows and grenades in combat. There have been instances of Witchers using longbows or shields but that is very rare.

Silver Swords: All Witchers carry at least one Silvered sword (though the rare silvered axe is seen sometimes) Even a nonmagical version of this weapon is still considered magical in the hands of a Witcher and can overcome damage resistance to non magical weapons.

At 3rd level, you gain one of the following features of your choice based on the Combat School the Witcher has chosen.

  • Ursine Slayer Strike

Spend 3 Stamina points and you can add an additional +2d6 damage with a standard melee attack against one target.

  • Feline Sword Flourish

Spend 4 Stamina points to make one melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target.

  • Griffin Half-Swording

Spend 2 Stamina; As a reaction You get +3 to AC in retaliation to an enemies attack and you can deliver a standard attack against them in retaliation.

Combat School Journeyman

At 7th level, you gain one of the following features of your choice.

  • Ursine's Fortitude

Ursine School users can now heal health (2d6+Con) every time they drink a potion and this adds onto the potions effect. Ursine School users can now subtract their constitution modifier from melee damage they take after an enemy attacks them. (basically they get damage reduction equal to their constitution modifier). Ursine Witcher's also recover stamina point per round equal to their toxicity counters.

  • Feline's Reflexes

Feline School users can add an extra ten feet for movement and spend 1 stamina as a Bonus action to move full movement speed away after delivering a melee attack. Feline School Witchers' Regain 4 Stamina a round when wearing light Armor.

  • Griffin's Cunning

Griffin school users can spend 2 Stamina to add their proficiency to any save they don't have proficiency in or they can give themselves advantage to a save they have proficiency in.

Combat School Adept

At 11th level the Witcher has gained some recognition of budding mastery in the school.

  • Ursine's Potence. Bear School users can combine the damage of their regular and extra attack into one singular attack which deals triple damage.
  • Feline's Ferocity

Feline Schools users gain another extra attack and can deal bleeding damage after their melee attacks has dealt damage to an opponents. The bleeding damage lasts for 1 minute (10 rounds) and deals 1d6+Strength or Dexterity modifier each round this ability is not cumulative.

  • Griffin's Frenzy

When a Griffin school user takes more than 10 damage due to a single attack they can regain Proficiency plus Wisdom modifier amount of Stamina Points but only once in one round. The Griffin Witcher can now also copy an Ursine or Feline Novice Combat ability.

Combat School Master

At 15th level, you have gained mastery of one school and you can use their ultimate ability.

  • Ursine Ultimate

When a Ursine school user falls below zero health, one time a day he can use his Adrenaline reserves to rise up at full health and Stamina as a bonus action. To recover this ability takes a long rest.

  • Feline Ultimate

Entering a Frenzied state the Feline School User can now deal another extra attack and his bleeding effects are now cumulative but this power can only be used once a day and requires a long rest.

  • Griffin Ultimate

Entering into a meditative trance that last for the entire encounter the Griffin school user only spends half of their Stamina points to cast spells at allotted power level. so instead of casting a enhanced burning hands spell dealing 6d6 fire damage in a cone that also inflicts fear at 8 stamina points they instead cast the spell using 4 Stamina Points.

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