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here will always, always be darkness. And in The Witcher
that darkness there will always be Evil, in that
darkness there will always be fangs and claws, Bomb Potion/Oil
murder and blood. There will always be things Proficiency Formulae Formulae Sign
Level Bonus Features Known Known Toxicity Points
that go bump in the night. And we, witchers,
are the ones who bump back at them. 1st +2 Witcher — — — —
School,
A human stalks through the night, cat eyes shining in the Bestiary,
darkened forest. All is silent save for the gentle tapping of his Medallion
medallion against his chest. At the sound of an otherworldly
2nd +2 Signs — — — 2
howl, he dodges out of the way, narrowly avoiding the
cavernous maw of a werewolf. 3rd +2 Witcher 1 — — 2
A tiefling whirls his gleaming sword about his head before School
bringing it down before him, hacking a griffin's wing from its Feature,
Bombs
body. Blood and feathers fly as he nimbly carves his way up
the side of the beast before finally splitting its head in two. 4th +2 Ability Score 2 — — 2
A half-orc thrusts his hand toward the pack of undead Improvement
shambling towards him. With a short sign, a wave of fire 5th +3 Alchemy 2 3 2 2
explodes forth, followed by him cleaving a path through them
with his gleaming sword. The last thing they see is his face, 6th +3 Extra Attack 3 3 3 3
veined from the potions he took, a branching mass of death. 7th +3 Witcher 3 4 3 3
All of these fighters are Witchers, the ideal being for killing School
monsters. Mutated by the Trial of the Grasses, trained in Feature,
swordplay, and well versed in nearly every type of monster, Witcher
Senses
they are more than equipped to handle being pitted against
whatever goes bump in the night. They fill a necessary niche 8th +3 Ability Score 4 4 3 3
in the homeland of their craft, killing monsters for those Improvement,
plagued by them, and have taken their services to the new 9th +4 — 4 5 4 3
land, only to find a continent with bounties ripe for the taking.
10th +4 Witcher 5 6 4 3
School
Specialized Killers Feature
Witchers are trained in small batches, usually consisting of 11th +4 Witcher 5 5 4 4
ten to fifteen boys, the vast majority of which don't survive the Senses
training. They usually die to monsters, but even fewer survive Upgrade
the infamous Trial of the Grasses, the final part of the 12th +4 Ability Score 6 7 5 4
process, in which the subject is injected to toxic chemicals Improvement
which, in addition to making them infertile, mutate them into
13th +5 Decoctions 6 8 6 4
something more than human, something that is both the evil
they face and the silver they banish it with. 14th +5 — 6 9 6 4
The majority of witchers carry two swords with them. 15th +5 — 7 10 7 4
Silver for monsters, and steel for humans.
16th +5 Ability Score 7 11 7 5
Improvement
Witcher Code
17th +6 Witcher 8 12 8 5
Despite the many differences between individual witchers, School
such as school, personal differences, and general worldview, Feature
one thing that unites all of them is the witcher’s code; the
18th +6 — 8 13 8 5
idea that a witcher doesn’t work for free. They’re not selfless
heroes, they’re businessmen who provide an invaluable 19th +6 Ability Score 8 14 9 5
service to the community, and if there’s not gold to be had, Improvement
there’s no witcher to be found. Although they hunt the 20th +6 Vatt'ghern 8 15 9 6
demons that plague the people, they are hated and feared for
their inhuman appearance, a constant reminder of the evils
that lurk in the world. You will never find a witcher working a
guard post for a fort, they are restless creatures, migrating
across great distances, taking contracts as they go, and
moving on.
The Witcher
Creating a Witcher Proficiencies
Armor: none
When creating a witcher, you’ll have to make distinctions Weapons: Longswords, simple weapons, Hand Crossbow
about how your character views the world as a result of their Tools: none
training. Do they view monsters as the ultimate evil, in which Saving Throws: Constitution, Intelligence
they are in an eternal crusade against? Or do they see them Skills: Choose two from Insight, Animal Handling, Athletics,
as feral creatures, incapable of understanding the evil which Intimidation, Nature, Perception, Persuasion and Survival.
they represent? Also consider how you view humanity after
being isolated and trained at a witcher school for decades. Equipment
Think about what circumstances surrounded your youth for (a) two longswords, or (b) a greataxe (if proficient) or (c)
you be sent to one of the schools. Maybe your parents two shortswords (if proficient).
couldn’t afford to feed you, maybe you escaped seeking (a) Leather armor (if proficient) or (b) scale mail (if
adventure, or maybe it was tradition, all and more are proficient) or (c) chain mail (if proficient)
perfectly valid options. However, the most important decision (a) a hand crossbow and 20 bolts or (b) two daggers
you will make is which school you are from. Look further into An explorer's pack
the class description to see what each school values and A blank bestiary and a metal witcher's medallion.
teaches, and pick the one that appeals to you the most.
Bestiary
Quick Build Your training in the ways of hunting monsters has made you
You can make a witcher quickly by referring to the following an expert in recording and extrapolating data about the
table and choosing a school. It is also recommended that you habits and lifestyle of many monsters, as well as the
look at the school descriptions to see what you're proficient in knowledge regarding how to fight them. After you kill a
before moving on to Class Features. Finally, take the Monster, you may take 5 minutes and record it in your
Outlander Background. bestiary within the next 6 hours, and for all future encounters
School Description Important Stats against that species of enemy (e.g. Griffon, not Monstrosity)
in which you possess the bestiary, you may see into its
Bear Strong, brave warriors hardened Strength, weaknesses. You learn its damage immunities, resistances, as
by the cold, harsh islands of Constitution well as damage vulnerabilities.
Skellige.
Cat Agile, precise fighters who excel
at dealing death.
Dexterity,
Constitution
Witcher Medallion
During each witcher's training, they receive a medallion
Griffin Mystic spellswords with an Intelligence, which represents the beast of their school, which trembles
unparalleled mastery of signs. Constitution or
Dexterity when Monsters are around you. While you have your
medallion with you and there are Monsters within 100 feet of
Viper Mysterious killers and powerful Intelligence, you that you cannot see, make a DC 10 perception check. On
alchemists. Dexterity a sucess, you notice the medallion is shaking, alerting you to
Wolf Versatile hunters with the tools Dexterity, their presence, but not number, type, size or exact location.
to adapt to any fight. Intelligence Or
Constitution Witcher School
Graduating from one of the five Witcher schools has taught
For the purpose of witchers, a Monster is defined as you to fight in their particular style. Pick one from the list
such: Any creature that is not a beast, Human, Dwarf, later in the class description, you gain bonuses from it at 1st,
Elf, Half-Orc, Tiefling, Dragonborn or any race that your 3rd, 7th, 10th, and 17th level.
campaign doesn't consider advanced enough to build
complex societies. For example, goblins are generally
considered uncivilized to the point of being Monsters, Signs
while Gnomes are capable of building civilizations, and When you reach 2nd level you learn five spells specific to the
therefore not Monsters. For the most part, ask your DM witcher class, which use sign points rather than spell slots to
if something qualifies as a Monster. cast. All only use somatic components. You may only cast the
enhanced version of a sign if it is specifically outlined in your
school description. Casting an enhanced version costs 2 sign
Class Features points.
Sign Points You have two sign points at second level,
As a witcher, you gain the following class features which increase as you level up. You regain all spent sign
points upon finishing a long rest.
Hit Points Saving Throws Some of your signs require saving throws
Hit Dice: 1d10 per Witcher level to be made by the targets
Hit Points at 1st Level: 10 + your Constitution modifier Sign Save DC 8 + your Proficiency Bonus + Intelligence
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier
modifier per Witcher level after 1st
Aard Yrden
Casting Time: 1 bonus action Casting Time: 1 bonus action
Duration: Instantaneous Duration: Instantaneous
A blast of telekinetic force shoots forth from your hand. All Glowing runes outline a 10 foot circle around you that lasts
creatures within a 15 foot cone of you must make a Strength for 1d4 + your Intelligence modifier rounds. All creatures
saving throw, on a failed save, targets are pushed back 10 feet within 10 feet of you, or any that move within this radius,
and knocked prone. must make a Wisdom saving throw. On a failed save, they
Enhanced - The range of Aard is now a 15 foot sphere with have their speed halved and can’t take bonus actions while
you at the center, and deals 1d4 + your Intelligence modifier within this radius.
force damage. You may cast this sign as a bonus action. If you Enhanced - All creatures in the radius have disadvantage
are under the influence of a Petri's Philter when you cast this, on Dexterity saving throws, and take 1d4+your Intelligence
the range increases to 20 feet. modifier of psychic damage if they end their turn within the
radius. This damage increases by 1d4 at 10th and 15th level.
Axii
Casting Time: 1 bonus action Moda (Bear School Only)
Duration: Instantaneous Casting Time: 1 bonus action
Duration: Instantaneous
Choose a target within 20 feet. That target must make a
Wisdom saving throw or glowing white light surrounds their A wall of frozen earth quickly rises straight up out of the
head, and they are stunned until the end of their next turn. ground in front of you. It is 10 feet tall by 15 feet long by 5
Enhanced - The target becomes an ally of yours, rather feet thick, and has hit points equal to twice your level +
than being stunned, until the end of its next turn, moving Strength modifier, and an AC equal to your Strength modifier.
towards its nearest comrade and attacking it. If there are no A creature may wear it down to rubble by attacking it. You
comrades available, apply the basic version of the sign can break the wall at will, but you must make contact with it.
instead. OR You cast the spell Command as a first level spell. At 5th level, any creature that ends its turn within 5 feet of the
wall must make a Constitution saving throw against your
Igni Sign Save DC or take 1d8 cold damage and have its speed
Casting Time: 1 bonus action halved. This damage increases to 2d8 at level 10, and 3d8 at
Duration: Instantaneous level 15.
A conflagration of flame surges forth from your hand. All Bombs
creatures within a 15 foot cone of you must make a Dexterity
saving throw. On a fail, they take 1d6 fire damage, on a save, Starting at 3rd level, you have learned how to make witcher’s
they take half damage (rounded down.) This damage bombs, small explosives that can affect your enemies in a
increases by 1d6 at 6th, 9th, 12th, 15th, and 18th level. multitude of ways. You may craft bombs during a short or
Enhanced - A conflagration of flame surges forth from your long rest. You may only possess a number of bombs equal to
hand. All creatures within a 15 foot cone of you must make a your proficiency bonus at one time, and may not have more
Dexterity saving throw. On a fail, they take 1d10 fire damage, than 3 of the same type at any time. Each crafting of a bomb
on a save, they take half damage (rounded down.) This provides up to 3 bombs.
damage increases by 1d10 at 6th, 9th, 12th, 15th, and 18th At second level, you know 1 bomb formula from the list at
level. If a creature fails its saving throw, it catches on fire, and the end of the class description, and each time you level up,
takes 1d4 fire damage at the end of its turn for 1d6 rounds, or you may select one of your known bomb formula and replace
until it uses its action to smother the flame. it with one you don’t know. Throwing a bomb takes an action,
and you may throw any bomb accurately towards a spot
Quen within 35 feet of you.
Casting Time: 1 bonus action Some bombs make use of saving throws, your Bomb Save
Duration: 1 minute DC is 8 + your Intelligence Modifier + your proficiency
bonus.
Streaks of light orbit your body. You gain temporary hitpoints
equal to your level + your Intelligence modifier. You may only
have one instance of this sign active at a time.
Ability Score Increase
Enhanced - Add your Intelligence Modifier to AC until the When you reach 4th level, and again at 8th, 12th, 16th and
end of your next turn. You may cast this spell as a reaction. 19th level, you can increase one ability score of your choice
You must complete a short or long rest before you can cast by 2 or you can increase two ability scores of your choice by
the enhanced version of this spell again. IF you are under the 1. As normal, you can't increase an ability score above 20
influence of a Petri's Philter when you cast this, the bonuses using this feature.
to AC do not stack.
Alchemy Vatt'ghern
Starting at 5th level, you gain proficiency with an alchemy kit Starting at 20th level, when you are fighting a Monster or
and have learned to concoct powerful potions and deadly oils beast recorded in your bestiary, and you hit it with a silvered
using it. You may brew potions and oils during a short rest, weapon, you may ignore its damage resistances for 5
but in order to brew enhanced potions or oils, it must be minutes. Its damage immunities become damage resistances
mentioned in your school description. You must have the for the duration as well. This condition refreshes each time
components necessary to craft the oils and potions for each you hit the monster with a weapon attack.
batch. If you craft a decoction or potion, it also consumes You may also add your Intelligence modifier to damage
some form of hard alcohol. If you craft an oil, it consumes rolls against creatures in your bestiary.
some form of oil. It is your DM's discretion where you find the
components of your concoctions.
Potions you create are specific to your biology, and unless
Witcher Schools
the description states otherwise, anyone except you that As a witcher, you are quite literally defined by your school. It
drinks one does not reap the benefits and risks serious injury, is where you received all of your training, spent most of your
even other witchers. Each potion has a specific number of life, and underwent the Trial of the Grasses. It's the closest
Toxicity Points. Drinking one takes a bonus action, and they thing you have to a home, filled with the people that are the
retain their potency for up to a month. Each potion brewed closest thing you have to family. Each school specializes in
has enough for two doses, but you may not have the effects of something different, and all have unique advantages in the
more than one dose of a specific potion active at once. You way they kill monsters.
may have as many different potions active as your poison
slots allow. School of the Wolf
Oils you create provide bonuses against specific types of Witchers of the school of the wolf excel at adaptability. They
monsters when applied to your weapon. They do not affect are resourceful warriors, always preparing before they
Toxicity, but you can only have one applied to your sword at a engage in combat, and this allows them to defeat enemies
time. Brewing a oil provides enough material for two much stronger than themselves.
applications, each application lasting for a number of attacks When you choose this school at first level, you gain
(successful or not) equal to your level. Applying or removing proficiency in Athletics, Medium Armor, and Longswords
an oil takes one action and others may not use oils you have now count as finesse weapons.
created. You may learn two oils using one Potions Known
slot.
Improvised Arcana
Starting at 3rd level, your versatility has expanded to include
Extra Attack signs. You learn one enhanced version of a sign, but it costs 2
Beginning at 6th level, you can attack twice, instead of once, sign points to use. Whenever you gain a level in this class, you
whenever you take the Attack action on your turn. may change your enhanced sign out with another one.
Vatt'ghern
School of the Cat Value of Freedom
When you learn signs at 2nd level, your respect for free will
The teachings of the School of the Cat focus on two things. prevents you from learning the signs Axii and Yrden. You
Precision and Speed. As a result, they produce swift and instead learn the sign Moda, which creates a wall of icy stone
deadly fighters capable of whirling through masses of to block your enemies.
enemies in seconds.
When you choose this school at first level, you gain Ursine Guard
proficiency in Acrobatics, light armor, rapiers, and While you are wearing heavy armor, bludgeoning, slashing
longswords count as finesse weapons. and piercing damage you take from nonmagical weapons is
reduced by half of your Strength Modifier (Rounded up). Also,
Feline Evasion while you are wearing heavy armor, your AC increases by 1.
Starting at 3rd level, you learn how to incorporate acrobatics
into your defense, and you gain advantage on acrobatics Warm-Blooded
checks while in combat. You also gain a +1 bonus to AC while At 7th level, your training in the harsh islands of Skellige has
you are wearing light armor and are not grappled, paralyzed, given you resistance to cold damage, and you no longer suffer
incapacitated or restrained. You may take the Disengage ill effects of altitudes under 20,000 feet above sea level. At
action as a bonus action. 17th level, you gain immunity to cold damage.
Chemist
Starting at 7th level, you have learned how to craft stronger
potions than other witchers. You learn 2 enhanced versions
of potions you already know from the list at the end of the
class description. Each time you gain a level in this class, you
may select an enhanced potion you do know and replace it
with one you don't. You also learn potion and oil formulae at a
faster rate than other witchers, refer to the Viper Potion
Table to see the increased rate at which you learn potions and
enhanced potions.
Viper's Strike
Starting at 10th level, you have learned how to use oils to
your advantage. When you hit an enemy with a weapon attack
with an oiled weapon, you may add 1d4 poison damage to the
attack if the enemy is of the same type as the oil. The target
must then make a Constitution saving throw or take 1d4
poison damage at the end of its turns for a number of rounds
equal to your Intelligence modifier. the target may repeat its
saving throw each turn, on a success, the effect ends. The
damage die increases to a d6 at 15th level and a d8 at 17th
level.
True Alchemist
Starting at 17th level, working around potions and oils for so
long has granted you immunity to the Poisoned condition.
While you are under the effects of any potion, you gain
resistance to Poison and Acid damage. You also can re-learn
your list of potions, oils, and enhanced potions with a week's
downtime and 100gp.
You gain Darkvision out to a range of 120 feet. However, the This potion redirects the leftover magic from the monster
potion makes you susceptible to sunlight, and you have used into your signs, on your next sign cast, consult the table
disadvantage on all attack rolls and ability checks that require to see the bonus effect.
sight while in bright light while under the duration of this Sign Bonus Effect
potion.
Aard Range is increased to a 20 foot cone
Enhanced- You have advantage on saving throws against
being charmed or blinded. Axii Target takes 1d4 + Your INT mod psychic damage
Igni The creature(s) takes an additional 1d4 fire damage
Full Moon at the end of its turn for 2 turns
Components: Wolfsbane, Ectoplasm
Quen +1 to your AC until the end of your next turn
Duration: 1 hour
Toxicity 2 Yrden Target's' speed is reduced to 5 feet
You gain 1d8 temporary hit points. This increases by 1d8 at Moda Double the wall's hit points
9th, 13th, 17th and 20th level.
Enhanced- The die being used increases to a d10. Enhanced- This potions Toxicity is reduced to 1.