Witcher

Creating a Witcher

Level Proficiency bonus Features Signs knowns Vigor points Bestiary dice
1st +2 Witcher's Trial, Witcher's artifacts, Trained Monster slayers 0 0 d4
2nd +2 Fighting Style, Witcher Sense 0 0 d4
3rd +2 Witcher Alchemy, Sign, Witcher's School 2 3 d4
4th +2 Ability Score Improvement, Oil crafting 2 4 d4
5th +3 Steel for Humans, Silver for Monsters 2 5 d4
6th +3 Mutant's Tongue 2 6 d6
7th +3 Once Many but Few Left, School Ability 3 7 d6
8th +3 Ability Score Improvement 3 8 d6
9th +4 Bomb crafting 3 9 d6
10th +4 Stronger Signs 3 10 d6
11th +4 School Ability 4 11 d8
12th +4 Ability Score Improvement 4 12 d8
13th +5 Mutagen crafting 4 13 d8
14th +5 Precise Strikes 4 14 d8
15th +5 School Ability, Improved Bombs 5 15 d8
16th +5 Ability Score Improvement 5 16 d10
17th +6 Empowered Signs 5 17 d10
18th +6 Perfect Witcher Sense 5 18 d10
19th +6 Ability Score Improvement, School Ability 5 19 d10
20th +6 Master Witcher, Mythical Signs 5 20 d10

Class Features

 

Hit Points

Hit Dice: 1d10 per Witcher level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 + Constitution modifier per witcher level after 1st level  

Proficiencies

Armor: Light and Medium Armor
Weapons: Simple Melee Weapons, Longsword, Greatsword
Tools: Herbalism kit, Poisoner’s Kit
Saving Throws: Constitution, Wisdom
Skills: Choose two from Perception, Persuasion, Investigation, Survival, Acrobatics, Athletics, Intimidation  

Equipment

After you leave your school, you are given following equipment.
  • Studded leather or Chain Shirt
  • Longswords or Greatsword
  • Poisoner's kit or Herbalism Kit
 

Witcher's Trial

During your trial which was incredibly painful, character-breaking and memory-lossing process, you have subdued your body to your exact own will. You can controll your body way better then any other being can even imagine. You know how to reduce your bloodflow, how to slow heartbeat to prevent poison from spreading etc. This trial also provided you with following benefits:
  • Advantage against poison saving throws as well as resistance to poison damage.
  • Immunity to disease.
  • Your estimated lifespan is increased ~300 years.
  • You gain 5ft of movement speed.
  • You need weapons of way better quality than any other warrior, this is also the reason why you must pay for weapons additional 100gp per piece.
 

Witcher's artifacts

After witchers finish their training, they receive a gift from their schools - pendant and bestiary - their most precious items that will guide them through their life of witcher.  

Pendant

All witchers need pendant with a symbol of their school. While wearing the pendant, you can sense magic in 15ft radius around you even through total cover. This effect does not work on magical items and you won't be able to identify the source of magic neither its school.

Bestiary

All witchers have their own bestiary where they collect all knowledges about monsters they have slain. After you finish combat with a creature, you can spent half a hour studying it.
The next time you will face the same creature, you can spent one Bestiary die to gain knowledge about that creature. Providing you with following information:
  • Lore
  • Statistics
  • Abilities
  • Damage Immunities
  • Damage resistances
  • Damage vunerabilities


When you are facing creature, you have already studied, you can also add your bestiary die to any saving throw or attack roll you make against the creature.

You have amount of bestiary die equal to your wisdom modifier and you gain them back whenever you finish a short rest.  

Trained Monster slayers

Any weapon in your hand is deadly.
You can swap between one-handed and two-handed weapon fighting as part of your attack action, requiring no bonus action. Any weapon with Versatile property is also Finesse in your hands.    

Fighting Style

  At 2nd level, you adopt a 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. The weapon must have the two-handed or versatile property for you to gain this benefit.    

Witcher Senses

  Starting at 2nd level, your Witcher's Trial has increased your senses to near superhuman level. You have increased hearing and smell.
You can detect opponent within 30ft by sense of smell. If it's against a wind, this feature can't be used. If it's upwind, this range is increased to 60ft.
Some creatures, for example skunk can be sensed even after this range, however creatures with no smell at all - for example ghosts, can't be detected.
After you detect a creature by this sense, you can use your bonus action to attempt to locate direction. If you succeed, you can then follow by tracking it, with Wisdom check. When you succeed with detection of the direction, you can no longer be suprised from this creature.

You can also use this feature to track old trails. You must roll Wisdom check against DC of the trail, which easy against fresh trails and nearly impossible against trails older then a few days.

Witcher's Alchemy

  Starting at level 3, you can now use your alchemist knowledge to craft specialized Witcher potions. These potions are incredibly toxic, even lethal to non-witchers. However your codex forbids you to use it against anyone.
You can create any potion as part of your long-rest.
Toxicity
Whenever you drink a potion with Toxicity, you lose that amount of hit dices. If you have no hit dices left, you lose the maximum amount rollable on the hit die of your maximum hit points until you finish long rest.  

Swallow

Potion

Varies

Benefit: When you consume this potion, you restore 1d6 + Constitution modifier at the end of your turn for 4 turns.   Toxicity: 2

Cost: 15 gp

Cat

Potion

Varies

Benefit: When you consume this potion, you gain dark vision up to 120 feet, you can see colors in the dark as if it was daylight.   Toxicity: 1

Cost: 10 gp

Black Blood

Potion

Varies

Benefit: When you consume this potion, your blood turns into black, vile liquid. Any attacker that bites you or an yundead that attacks without weapon or spell, takes 1d8 posion damage upon dealing damage to you.   Toxicity: 3

Cost: 20 gp

White Honey

Potion

Varies

When you drink this potion, you flush all the toxins out of your body, restoring all hit dices you have lost due to toxicity as well as ending all effects of other witcher potions. You can't also drink any witcher potion for next 8 hours.

Cost: 100 gp

 
Collecting another potions
There are dozens of witcher potions, that are not passed to you the time you leave your school.

You can however find herbs or monsters which are used as a material to craft these potions.
Once you obtain such a material, you create an essence and no longer need more. You just need the gold price for the herbs which you can buy in any herbalism shop or collect yourself.  

Signs

  Starting at level 3, you now gain access to signs - lesser form of magic, only usable by Witchers.
All signs have a somatic component and consume 1 Vigor point for using them. Casting signs is hard task for Witchers as they are not naturally born spell-casters. This allows you to cast only one sign per round by using bonus action.
You can however use signs in bonus action and in action in one turn, however you will receive one exhaustion point.

Your Sign Save DC is 8 + Proficiency bonus + Wisdom Modifier  

Aard

0-level (Cantrip) Transmutation

Casting Time: 1 bonus action
Range/Area: 15 ft cone
Components: Somatic
Duration: Instantaneous
As a bonus action, you blast a 15ft cone of telekinetic force. 

First creature 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, or is knocked prone and dealt 1d4 force damage.
On a save, the creature takes half damage and is pushed 5ft away. 
At higher levels: At 7th level and 14th level, the damage is increased by 1d4
Available for: Witcher

Yrden

0-level (Cantrip) Transmutation

Casting Time: 1 bonus action
Range/Area: 5ft
Components: Somatic
As a bonus action, you place a magical trap on the ground, lasting 1d4 + Wisdom modifier turns.
For all non-allies is this location considered difficult terrain. You can have multiple instances of this spell equal to your Wisdom modifier.
Available for: Witcher

Igni

0-level (Cantrip) Conjuration

Casting Time: 1 bonus action
Range/Area: 10 ft cone
Components: Somatic
Duration: Instantaneous
As a bonus action, you send out a burst of flames in 10ft cone, all creatures within the area must succeed Dexterity saving throw or take 1d10 fire damage, half on save.
Out of combat: You can create small flames that light candles, torches or bonfire. 
At higher levels: This damage is increased by 1d10 at 6th, 10th and 18th level.
Available for: Witcher

Quen

0-level (Cantrip) Abjuration

Casting Time: 1 bonus action
Range/Area: Self
Components: Somatic
Duration: Instantaneous
As a bonus action you an cast Quen on yourself, creating protective barrier around yourself, gaining resistance against the first damage you receive until the end of your next turn.
At higher levels: At 7th level this effect can protect you against additional hit.
At 13th level this effects can protect you from 3 instances of damage.
Available for: Witcher

Axii

0-level (Cantrip) Transmutation

Casting Time: 1 bonus action
Range/Area: 30 ft
Components: Somatic
Duration: Instantaneous
As a bonus action, you blast a target's mind with psychic energy. The target must be in line of sight and must succeed Wisdom saving throw against your Sign save DC.
On fail, the target is stunned until the start of your next turn or until taken damage. 
On save, the target is unaffected and can't be targeted by Axii for next 24 hours.   Out of combat:  You attempt to suggest simple idea to a creature. The taget must succeed against your Sign save DC.
On fail, you gain advantage on any charisma check made against the creature.
On save, the creature knows you attempted to use magic on it.
Available for: Witcher
  Starting at level 10, you gain Stronger Signs, allowing you to use stronger signs for more Vigor.
To cast Stronger Sign, you must know the Sign.
Using Stronger Sign consumes 3 Vigor points.  

Stronger Aard

0-level (Cantrip) Transmutation

Casting Time: 1 bonus action
Range/Area: 30 ft cone
Components: Somatic
Duration: Instantaneous
All creatures hit within the area must make a Strength saving throw against your Sign save DC. On a failed save the creatures are knocked back 10ft, are knocked prone and dealt 1d6 force damage. On a save, the creature takes half damage and is pushed 5ft away.  
At higher levels: At 14th level, the damage is increased by 1d6
Available for: Witcher

Stronger Yrden

0-level (Cantrip) Transmutation

Casting Time: 1 bonus action
Range/Area: 25 ft radius centered on self
Components: Somatic
Duration: 1 minute
You create in 25ft radius centered on yourself a magical trap. Every other creature except you must succeed Wisdom saving throw against your Sign DC. 
On fail, they suffer following effects:
  • Decrease their AC by half of your proficiency bonus.
  • They can't use their reactions.
  • Their movement is halved.
  • They have disadvantage on Dexterity saving throw.
Available for: Witcher

Stronger Igni

0-level (Cantrip) Conjuration

Casting Time: 1 bonus action
Range/Area: 30ft
Duration: Instantaneous
You choose one creature in range that must succeed Dexterity saving throw against your Sign DC or be set aflame. 
This creature takes 2d10 fire damage at the start and at the end of their turn for 1d4 turns.
Available for: Witcher

Stronger Quen

0-level (Cantrip) Abjuration

Casting Time: 1 bonus action
Range/Area: Self
Components: Somatic
Duration: Instantaneous
You create way more powerful shield around yourself. 
You can add your Wisdom modifier to your AC. 


This effect lasts until you get hit or 3 rounds.
Available for: Witcher

Stronger Axii

0-level (Cantrip) Transmutation

Casting Time: 1 bonus action
Range/Area: 30 ft
Duration: Instantaneous
When you target a creature it must succeed Wisdom saving throw against your Sign DC or become stunned.
The creature can repeat its saving throw at the end of each of its turn. 
This effect also ends when the creature takes damage.

If the target fails its saving throw, it takes 3d4 psychic damage that doesn't break the stun.
  Starting at level 17, you gain Empowered Signs.
Starting at level 20, you gain Master's Signs - the strongest version of Signs.    

Witcher's School

  At 3rd level, you gain all benefits from the school you have been trained at.  
School of Raven
Generic article | Feb 14, 2022
School of Serpent
Profession | Feb 14, 2022
   

Ability Score Improvement

  When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your 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. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.      

Oil crafting

  Starting at level 4, you can use oils to improve your battle potential.
It takes one minute to apply oil onto your weapon. Beneficial effects can't be used by other classes other than Witcher because of the special handling the weapon requires for the oil to take effect.

Beast oil

Potion

Varies

When you apply this oil onto your weapon, it deals additional 1d6 to all monsters with beast type.

Crafting Recipe:


  • 1x Wolf's Liver

  • 1x Bear's fur

  • 1x Snake's eye



  Not all oils are known to you neither their best forms. You must travel the world to discover new oils and new components that can be added to already existing oils to improve their effectivness.      

Steel for Humans, Silver for Monsters

 
Humans
At level 5, when you attack a humanoid with your steel sword, you gain +1 to your attack and damage roll.  
Monsters
At level 5, when you attack a creature ( all creatures that is not in humanoid category ) with your silvered sword, you gain +1 to your attack and damage roll. This can also overcome magical resistances.   This bonus increases by 1 when you reach level 10, 14 or 18.    

Mutant's Tongue

When you reach level 6, you can try to study creature's psychology during conversation. This allows you to use your knowledge of that specie for your benefits.

If you speak with a creature for at least 1 minute, you can spent 1 Vigor point to gain advantage on any Persuasion, Deception, or Intimidation check you make agains that creature.

You can also use this ability to spent 1 to 3 Vigor points to determine if creature is lying to you with Insight check you do with advantage. The number of Vigor points is determined by DM as it depends on how good that creature is lier.  

Once Many but Few Left

When you reach level 7, you gain the ability to learn from fallen Witchers. There was once many Witchers but few left as new Order of Blood hunters is taking over as new generation. You are one of the few that decided to follow the old way.

  Whenever you find body of other Witcher you have the ability to study its body. After 1 minute of studying you gain the following information:
  • You know how old the Witcher was.
  • You know from which school he comes from.
  • You know what Potion he knew and you learn them.
You can in addition choose one of the following:
  • Increase one ability score by one the dead Witcher had higher than you.
  • Learn information about one specific creature the Witcher knew.
  • Learn one mutagen the dead Witcher new.
  • Learn one bomb recipe the dead Witcher new.
 

Bomb Crafting

Starting at level 9, you learn to craft Basic bombs.
When you reach level 15, you learn how to craft Improved Bombs.

You must spend short-rest making the bomb. You can make number of bombs equal to your proficiency bonus per short-rest, but they must be of the same kind.
When you make a bomb, it lasts until used. Using a bomb costs action. All bombs have thrown property with range 30/60ft.

You know following bombs:

Dancing Star

Explosive

Varies

Material:
  • 200 grams of Sulfur
  • 100 grams of Firesalt

Effect: 
All creatures in 10ft area must succeed Dexterity saving throw against your Bomb DC or take 4d6 fire damage.


Devil's Puffball

Explosive

Varies

Material:
  • 200 grams of Sulfur 
  • 200 grams of Black swamp's blossom 


Effect: On the explosion area it creates 10ft radius thick green smoke, that creates heavily-obscured area and deals 3d6 poison damage to all creatures that starts it turn inside the smoke.
If this smoke is subjected to fire damage, it explodes. Destroying the smoke and dealing 4d6 fire damage to all creatures inside the smoke and 2d6 fire damage to all creatures standing next to the smoke within 5ft.


Samum

Explosive

Varies

Material:
  • 200 grams of Sulfur 
  • 5 grams of Pixie Dust 
    Effect: 
At 15ft of impact area, all creatures that can see must succeed Wisdom saving throw or be blinded until the end of their next turn.

Creatures with Sunlight sensitivity have disadvantage and if they fail, they take 3d6 fire damage.



You can learn more bombs by finding old Witcher books, visiting Witcher schools, talking with more experienced Witchers or by using feature Once Many but Few Left.

  Bomb DC = d20 + your proficiency bonus + Dexterity modifier

Mutagen crafting

When you reach level 13, you gain the ability to create potions from the strongest monsters that are wondering earth.
Each time, you slay a monster with CR 13 or above, you can spend 1 hour extracting organs from the creature.

You can use these organs to create very powerful and very toxic potion that helps you in hard battle.
However, this potion will be consumed and you will need to slay the creature again if you want to craft the same potion.
When you want to make mutagen from such a creature, you must spend 4 hours making such potion. Which you can drink as part of short-rest, where you come over great pain and physical modifications of your body. You can't regain any hit points during this short-rest.
After this mutagen's effect ends, you must succeed DC 25 Constitution saving throw or suffer 3 levels of exhaustion.
You can't use more than one mutagen as that would be deadly dose for anyone.

  You know these following mutagens and their effects.

Draconic Mutagen

Potion

Varies

Material: Any dragon

Effect:
Your upper body starts to grow small scales, from your spine comes two little bones that symbolizes wings, you grow small tail and your teeth grow sharper.   For 1 hour you gain following benefits:
  • You gain immunity to damage by dragon"s type.
  • You can use Breath Weapon as an action. This Breath Weapon deals 10d6 damage ( dragon's type ). After using Breath Weapon, roll 1d6. If you rolled 5 or above, you can use it again.
  • Your AC increases by 1.
  Improvement:
If this mutagen is made from Ancient dragon, increase Breath Weapon damage to 16d6 and AC is increased by 2.


Vampiric Mutagen

Potion

Varies

Material: Vampire

Effect:
Your skin changes its color to pale white, you grow two large fangs and tips of your fingers burst in blood as vampire's claws rush their way through.   For 1 hour you gain following benefits:
  • At the start of your turn, restore hit points equal to your Witcher level.
  • The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • You gain resistance to Slashing, Piercing and Bludgeoning damage.
  • You gain Passive Perception equal to your Witcher level + Proficiency bonus ( if its less then your current, keep the current score ).




You can learn more mutagens with successful DC ( 5 + creature's CR rating ) Medicine check or by Once Many but Few Left feature.    

Precise Strikes

When you reach level 14, you gain the ability to focus your strikes against one creature and exploit every advantage you gain by previous hit to deal incredible amount of cuts for a short period of time.

As an action you can use Precise Strikes to attack a creature.
If you hit, it deals damage as normal but you can attack again the same creature with -2 on your next attack roll.
This process repeats after you miss.
When you miss, you can spend number of Vigor points equal to the number of previous attacks to gain additional try.

You can use this feature once per long-rest.  

Perfect Witcher Sense

When you reach level 18, you gain proficiency in all Wisdom-based skills.
You also gain +5 to your Passive Perception.  

Master Witcher

You have mastered all what can be mastered in a life of Witcher. Now only what lefts is to pass on your experience and create new Witchers to help guard this world against monsters.
You gain the respect of all others Witchers and Master Witchers and gain their permission to create own School.