Witcher Alchemy
You can craft potions unique to Witchers using an herbalism kit. These potions act as potions of poison to non-Witchers who consume them. Your Witcher potions use the following guidelines:
•The maximum number of potions you can have prepared at any time is equal to your
proficiency bonus.
• In order to craft a Witcher potion you must spend 1 hour crafting, and use ingredients
harvested worth the listed amount of gp or XP. For example, after killing a troll (worth 1,800 XP) you’d have sufficient components to craft 3 swallow potions.
• You begin knowing the uncommon potion recipes listed for level 1+, and you learn rare
recipes at 5th level and very rare recipes at 11th level.
• You may consume up to your Constitution modifier (minimum 1) worth of Witcher potions safely before needing to take a short rest; if you consume more than this you become poisoned for 10 minutes and the additional potions have no effect. The number of Witcher potions you’ve consumed is referred to as your Toxicity. After a short rest your Toxicity reduces to 0.
Level 1-4 Witcher potions (Uncommon 101 gp)
Bindweed.
You gain resistance to acid damage for 1 hour.
Cat.
You gain the ability to see heat signatures, even thru walls, allowing you to detect warmblooded creatures within 60 feet for 1 hour.
Golden Oriole.
This potion acts as anti-venom and you gain resistance to poison damage for 1 hour.
Kiss.
Negate any ongoing untyped damage from bleeding and you are immune to ongoing
untyped damage from bleeding for 1 hour.
Thunderbolt.
This is identical to a potion of hill giant strength (DMG).
White Honey.
Negate the effects of any potions currently in your system (including negating inebriation), and reset your Toxicity to 0.
White Rafford’s Decoction I.
This is identical to a potion of healing (DMG).
Level 5-10 Witcher Poitons (Rare; 501 GP)
Black Blood.
Your blood becomes poisonous for 1 hour. A creature biting you must make a DC
15 Constitution saving throw or be poisoned for 1 minute. If that creature sucks blood (e.g.vampire or stirge), on a failed save it also takes 7 (2d6) poison damage that bypasses its resistances and immunities.
Full Moon.
This is identical to a potion of heroism (DMG).
Swallow.
You gain regeneration for 1 hour. At the start of your turn, you regain 1 hit point. If you are reduced to 0 hit points, the regeneration ceases to function.
Tawny Owl.
For 1 hour you have advantage on Concentration checks involving Signs and when you concentrate for a round you may recharge two expended Signs instead of one.
White Rafford’s Decoction II.
This is identical to a potion of greater healing (DMG).
Willow.
For 1 hour you have advantage on saving throws to resist effects that would stun or knock you prone.
Wolf.
For 1 hour your critical hits become more dangerous. On a critical hit with a weapon you deal an additional damage die. On a critical hit with Igni you light the target on fire; they suffer 1d6 fire damage at the start of their turn until someone takes an action to extinguish them. On a critical hit with Aard you knock the target prone.
Levels 11+ Witcher Potions (Very Rare; 5,001 GP)
Blizzard.
This is identical to a potion of speed (DMG).
DeVries’ Extract.
For 1 hour you can see invisible and ethereal creatures.
Maribor Forest.
This is identical to a potion of vitality (DMG).
Petri’s Philter.
For 1 hour, saving throws against your Signs are disadvantaged.
White Rafford’s Decoction III.
This is identical to a potion of superior healing (DMG).
Wolverine.
For 1 hour, when you are at half or less of your maximum hit points, your weapon attacks deal +5 damage.