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Race

Witcher
"Indeed, there is nothing more repulsive than these monsters that defy nature and
are known by the name of witcher, as they are the offspring of foul sorcery and
witchcraft. They are unscrupulous scoundrels without conscience and virtue,
veritable creatures from hell capable only of taking lives. They have no place
amongst decent and honest folk.
And this Kaer Morhen where these villains nest and practice foul rituals must be
wiped off the face of the earth, and all evil traces of it need be treated with salt and
saltpeter to complete the deed."
-Anonymous, The Monstrum

Mutagenics

No witcher has ever had a child, they are infact chosen in childhood among from the
human race. With a goal of a honed killing machine in mind only the genetically strongest
are chosen typically leading a Witcher to be on the taller end of the human height
spectrum. Witchers undergo the trail of the grasses that as a result of they become
albino with paled skin, odd animalistic golden irises, and white hair. Due to this as well
they show little to no signs of aging. It is unknown how long a Witcher’s lifespan may
endures, it is said that only of the elders in Kaer Morhen is almost two centuries old
however most meet death in battle long before such an age.

Vagabond
Many stories are told of the lustful and distant Witcher and these stem from their
destined lifestyle. Trained from childhood with a singular purpose, to hunt down and kill
powerful monsters. Working as a slayer of this nature entails constant traveling and
searching rarely offering a chance to settle down and begin long term relationships or
establishing a home. For many Witcher’s their only friends are the horses who carry
them the countless miles and whatever companions may join them in their adventures for
whatever reason.

Abomination
The very creation of a Witcher sounds like something out of a fairy tale. A child is taken
and put through countless trails until they become a mindless killer and are
unrecognizable; or at least this is what most believe. The Vagabond lifestyle and
mysterious secret origins of the Witcher leave many distrustful to them. Some may even
idolise them for either their deeds or just out of intrigue.
Kaer Morhen

The origins of all Witcher’s little is known of Kaer Morhen other than it’s name and
existence to those outside the fold. It is all but impossible to find it, the location
somewhere deep in the mountains reachable only by a series of winding and dangerous
goat paths. It is here all Witcher’s are trained and raised and where they undergo the
Trail of the Grasses.

Witcher Traits

Ability Score Increase. Your ability scores each increase by 1.


Age. Witchers show little signs of aging and have no known expiration date.
Alignment. A Witcher has no particular lean toward any alignment however many
attempt to remain neutral.
Size. Witchers are taken from the human race and share a average size between
5 and 6 feet tall. Regardless of height, your size is Medium.
Speed. Your base walking speed is 30 feet.
Poison Resistance. After undergoing the trail of the grasses you've trained to
benefit from the effects of potions that to all other beings would be fatal poisons
bolstering your immunity to all other poisons.
Heightened Senses. Trained to be ever vigilant and on guard you are better able
to spot even the subtle and are proficient in Perception.
Trance. You've trained to need less rest than a regular human and can instead
meditate for four hours as a long rest. You may only rest like so for three days before you
would need an actual long rest of sleep, if you continue to instead use your Trance
instead of sleep after three continuous days you will still gain the benefit of a long rest
but will suffer from exhaustion.
The Trail of the Grasses. Carrying many traits from the deadly trail that now aid
you in combat and survival Witcher’s also suffer from infertility as a result of there
mutatious genes.
A Single Purpose. You must take the Witcher Background as your origin, you can have
an additional background for flavor from your later life if the DM approves.

Background

Witcher
You don’t remember life before Kaer Morhen, being a Witcher is all you’ve ever known
and ever will know as far as you care. You’ve seen many die to come to where you are
falling ill during the Trials of the Grasses or meeting misfortune in training. After you left
it’s likely the world outside the walls was no better, many looking down upon your
mutations and openly despising you.
Some grow bitter or resentful, other indulge in flesh or alcohol, some just try to
ignore the differences and others relish in it.
Skill Proficiencies: Animal Handling, and Survival.
Tool Proficiencies: Alchemy
Equipment: The Witcher’s Pendant, a Silver Greatsword(or Longsword), a Steel
Greatsword(or Longsword), and an Alchemist’s Supplies.

Feature: Witcher’s Presence


Most people know just what you are without need for a second glance. Some idolise your
trade and others demonise your very existence and nature. However because of the
renown of your traits if there is a beast to be slain or a bloody job to be done, you can be
assured you just rose to the top of the list of people for the job.

Suggested Characteristics

  d6   Personality Trait


1 The lone wolf. I've spent the better part of my life alone and have no need to
change that.

2 I delight in dark humor, adopting to the bitter life I live.

3 I find it hard to let people into my life as often the risk outweighs the benefit.

d6   Ideal
1 I try never to draw my blade unless necessary. All life is valuable, beast or man.
(Good)

2 I slay that which threatens the innocent and am the guardian of those weaker than
me. (lawful)

3 Slaying a foe means only to leave open it’s place for another to take. I am but the
change in the balance.(Chaotic)

4 Those who belittle my blood will find we are the superior race. (Evil)

5 I try always to see both sides of a conflict be it man or beast before I draw blood.
(Neutral)

6 Evil is Evil, the definition is arbitrary, the lines blurred. If I am to choose between
the lesser of two. I rather not choose at all.

  d6   Bond
1 My swords are sacred and I’d never let them taste the blood of the wrong foe.
Silver for supernatural and Steel/meteorite for the mundane.
2 I seek to continue the lineage of the Witcher’s and am looking for a child prodigy to
return to Kaer Morhen..

3 I am fascinated by alchemy and the Trails of the Grasses and want to discover new
potions to be used or even create my own Trail bettering all Witchers to come.

4 I have been framed for crimes I did not do.

5 I wish to make society safer by eradicating an evil at any cost.

6 My companions are the most important thing in the world to me, there well being
comes before any mission or pay.

  d6   Flaw
1 No, I won’t scorn imperial gold. I’ll take any job I can get from anyone who offers.

2 I am constantly drowning myself in alcohol(and/or lust) and I have no desire to stop.

3 I find it hard to see good in the world of monsters or men.

4 I've all but lost empathy.

6 I cannot stand injustice and will come down with wrathful vengeance upon those
who perform heinous crimes, for men too can be monsters.

Class Overview
Proficiency Bonus
Level Features  2class 6MF

1st +2 Fighting Style, Mutation

2nd +2 Runic Weapon

3rd +2 Mutation Feature

4th +2 Ability Score Improvement, Sharpened Knowledge

5th +3 Extra Attack

6th +3 *-MF

7th +3 ---
8th +3 Ability Score Improvement

9th +4 -*MF

10t +4 Heliotrop
h

11t +4 Mutation Feature**


h

12t +4 Ability Score Improvement


h

13t +5 ---
h

14t +5 Boon Tracking


h

15t +5 *-MF
h

16t +5 Ability Score Improvement


h

17t +6 ---
h

18t +6 Monochromatic Hunch


h

19t +6 Ability Score Improvement


h

20t +6 Monster Hunter


h

Witcher
A tall grey man rides along an empty road and spots a set of brigands beating a peasant woman. Step
energy before a glimmering blade is drawn warning demise for their actions.
    A werewolf ravishes the countryside and people bicker on the streets whispering legends and rumor
make an end of the beast by a reigning lord.
    A crazed guard captain shouts before a crowd of townsfolk about the evil deeds of person but fails to
an unfished upside down triangle with their fingers in the air at their side hidden by the folds of their clo
    All these heroes are Witchers, one of the most controversial and rare of the classes. They weave ma
powerful poisons to alter their physical limitations. They are not born, but created with a single purpose

A Honed Weapon
A Witcher does not choose to be so, they are chosen. To be a Witcher is a lifelong dedication and sing
Witcher can use just about any weapon they come in contact with carefully trained for versatility but sig
worn on their back. The sword each has a specific purpose and foe, Silver for the supernatural and ste
choose to train further to master heavy armor. All Witchers also grasp the basics of magic that they can

The Trails of the Grasses

Lastly and foremost what sets a Witcher apart from a spellsword, rune caster, or eldritch knight is a ge
dangerous and not all come out alive but those who do are permanently marked with albino features, s
they may face by swallowing powerful potions that to any other creature would be a fatal poison. These
its usual limits.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability sco
ability score above 20 using this feature.

Mutation
A Witcher can follow one of two genetic paths as their genes develop either as a Mystic or Martial. The
able to combine two basic signs for powerful combination spells and even gain additional benefits from
blows augmented by Signs their senses hone further and they can gain permanent physical benefits a

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+ your Constitution modifier
Hit points at Higher Levels: 1D10 (or 6) + your Constitution modifier per Witcher level
after 1st
Proficiency
Armor: Light and medium armor.
Weapons: Simple Weapons, Martial Weapons.
Tools: None
Saving Throws: Strength, Wisdom
Skills: Choose two skills from Athletics, Sleight of Hand, History, Investigation,
Deception, or Intimidation.
Equipment
You start with the following equipment, in addition to the equipment granted by your
background:
 (a) Scale mail or (b) Chain mail (if proficient)
Fighting Style

You adopt a particular fighting style as your specialty. Choose one of the following
options. You can’t take a fighting style more than once even if you later get to choose
again.
Defence
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 a 2 on a damage die for an attack you make with a melee weapon
that you are wielding with two hand, 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.

Spellcasting

You have studied use of signs and special tonics during your time in Kaer Morhen and
can now implement them in battle as your masters taught you to. See chapter 10 for the
general rules of spellcasting in the Player Handbook.
Signs
You can trace signs in the air to focus useful magic tricks aiding you in battle. The spells
and spell chart for Signs are located in the [Sign] tab.
Tonics
You can swallow powerful tonics that would be deadly to anyone else that increase your
abilities when they interact with your mutated genes.
   At any given time you can have one tonic active with no repercussions, you can
however choose to take additional tonics as you might like at the cost of a point of
exhaustion for every ten minutes you spend under the effect of one additional, or five
minutes if two additional, one minute if three additional.
    After suffering from exhaustion your immune system needs time to recover and you
cannot benefit from a tonic until you have finished a long (8-hour) rest.
Spellcasting Ability
Your spell casting ability for Signs is based on your Wisdom modifier as it relies on your
ability to implement training into combat-utility tricks.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Class Improvements

Runic Weapon

When you reach 2nd level you have bonded long enough with your weapons to imbue them with the
mystical Witcher signs, whether you wish you physically inscribed or engrave runes on the weapon is
optional.

When you successfully hit with a melee strike you can expend a spell slot to send the sign of Igni
down your weapon and add additional fire damage. The damage is 1D8 fire damage when cast with a
first level spell slot, 3D8 for 2nd level, and 5D8 with a 3rd level spellslot.
Sharpened Knowledge

As you progress into your adventures the use of your blades becomes a second nature dance of
balancing weight and trickery to efficiently bring down foes. With your silver blade you learn to strike
with the same ferocity as the monsters you slay. You also learn to use the steel blades’ balance and
weight to strike against human foes with heightened agility and accuracy paying closer attention to
every detail of their motion.

When you reach 4th level your Witcher blades become +1 when used against their proper target.
This score increases to +2 at 8th level, +3 at 12th, +4 at 16th, and +5 at 19th.

Extra Attack

Beginning at 5th level, you can attack twice instead of once, whenever you take an Attack action on
your turn.

Boon Tracking

At 14th level, you gain the ability to cast Scrying without expending a spell slot or material
components by going into a deep meditation for half an hour. The time spend in meditation does not
count towards a rest.

Monochromatic Hunch

At 18th level, you gain the preternatural senses that help you fight creatures you can’t see. When
you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your
attack rolls against it.

You are also aware f the location of any invisible creature within 30 feet of you, provided it is not
hidden from you and you aren't blinded or deafened. Invisible creatures you see with this sense will
appear monochromatically in orange.

Monster Hunter

At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you
can add your Wisdom modifier to the attack roll or damage roll of an attack you make against a
creature when you are using the proper sword. You can choose to use this feature before or after the
roll, but before any effects of the roll are applied.

Signs
Lvl 1st 2nd 3rd Axii
1 1 - -

2 2 - -

3 2 - -

4 2 - -

5 3 - -

6 3 - -
1st-level Sign
7 3 - - Casting Time: 1 action
Range: 30 feet
8 4 1 - Components: S
9 4 1 -
Duration: Variable
You hold out the symbol of Axii and attem
10 4 1 - your will over a creature. It must make a Wisdom
combat is aware you are attempting to control it
11 4 1 - dialogue you must make a slight of hand check o
have attempted to sway it’s will and may react a
12 4 2 -
The spell has three different possible effects dep
13 4 2 - used to cast it.
1st You attempt to charm the creature, if succes
14 4 2 - your allies as friendly and is willing to speak in yo
if it is attacked by you or one of your companion
15 4 2 -
has been charmed once the spell ends. The Char
16 4 3 1 succeeds the save and you passed a slight of han
does not know you attempted to charm it.
17 4 3 1 2nd You attempt to impose a single word comm
fails the save it must follow the command on it’s
18 4 3 1
command does not have an effect if the creature
19 4 3 2 doesn’t understand your language, it also canno
it. The DM determines how the creature behave
20 4 4 2 3rd You attempt to dominate a creature. If the c
under your control for an hour during which you
commands to it while you are conscious (no acti
Aard does its best to obey. If it does not currently hav
will defend it self to the best of it’s ability.
Each time the creature takes damage it makes a
charm. If it succeeds the spell effect ends.

Igni
1st-level Sign
1st-level Sign
Casting Time: 1 action
Casting Time: 1 action
Range: 30 feet
Range: 10 feet
Components: S
Components: S
Duration: Instantaneous
Duration: Instantaneous
You send a burst of flames from your hand targe
You lift your hand and a thrust of force pushes back a
range. Make a Dex save or take 1D8 fire damage
foe, companion, or even crumbles an object. When
Con save or be lit on fire and take 1D6 each turn
Aard is cast you may make a Strength check to move
The creature may make a Con sav at the start of
or break an object with Reach and a +1.
flame.
At Higher Levels. When cast with a second level spell
At Higher Levels. When cast with a 2nd level sp
slot the bonus becomes 3, or when cast with a third
becomes 3D8 and 3D6 ongoing. When cast with
level spell slot it becomes a 5. damage becomes 5D8 and 5D6 ongoing.

Quen

1st-level Sign
Casting Time: 1 action
Range: Self
Components: S
Duration: 30 seconds
You place the mark of Quen upon your self and a invisible magical barrier that sparks golden
when struck envelops your body. You gain a +2 to AC for the duration.
At Higher Levels. When cast with a 2nd level spell slot the duration increases to 60 seconds.
When cast with a 3rd level spell slot the magical force of protection reflects back half
(rounded down) of all damage blocked.
Yrden

1st-level Sign
Casting Time: 1 action
Range: 30 feet.
Components: S
Duration: 30 seconds
You place a magical trap upon the ground within range that only you can see. When a
creature steps on it you may activate it and violet tendrils and arcs of energy will bind them
to the spot. The target must make a Dex save or become trapped for the duration or until
they succeed a Wisdom save at the cost of an action.
At Higher Levels. When cast with a spell slot above 1rst the number of traps you may place
increase by 1 for every spell slot after 1rst.

Helitrop
5th-level Sign
Casting Time: 1 reaction
Range: 5 feet
Components: S
Duration: Instantaneous
If you or a companion are damaged in combat by a spell or ranged attack with your
heightened senses you react to the inevitable danger with a powerful magical barrier by
crossing your arms. You block up to twice your Witcher level in damage. This does not block
area of effect or aura.
At Higher Levels. When cast with a 2nd level spell slot you can block physical melee damage
as well. When cast with a 3rd level spell slot you may block up to five times your Witcher
level of melee physical, ranged, or spell.

Tonics

Brew Tonic
You may spend a ten minutes and make a Survival check (DM sets the DC) searching your surroundings for
Tonic spending an hour as you meditate and magically remove the essence of the ingredients to fill a tiny e
You may only brew one tonic at a time and the time spend in meditation does not count towards a rest. Yo
volatile and have no resale value. Tonics expire after three days if not used. The tonic you brew can be sele

Blackblood
1st-level Tonic
Casting Time: 1 action
Components: B, B, B, G, P
Duration: 8 hours
A sticky opaque black and crimson liquid that smells strongly of iron. When consumed by a Witcher it cause
it for the duration.

Cat
1st-level Tonic
Casting Time: 1 action
Components: G, Y, Y
Duration: 8 hours
A dark blue semi-luminescent liquid that glows very faintly if observed closely and is scentless. When consu
nonmagical, to a distance of 120 feet as well as changing the appearance of their eyes to be more cat-like f

Dragon Sap
3rd-level Tonic
Casting Time: 1 Action
Components: Bl, G, O, P, a drop of dragon blood
Duration: 8 hours
A pungent opaque red liquid that if consumed by a witcher increases their strength for the duration. Increa

Fullmoon
1st-level Tonic
Casting Time: 1 action
Components: Bl, Bl, O, O, Y
Duration: 8 hours
A thick foul smelling opaque brown liquid with flecks of silver. When consumed by a Witcher it causes them
darken a shade increasing their total health value by 2 times Witcher level.

Golden Oriole
1st-level Tonic
Casting Time: 1 action
Components: B, B, P, P
Duration: 8 hours
A warm opaque orange liquid that swirls with flecks of black. When consumed by a Witcher it causes immu

Golem’s Pith
3rd-level Tonic
Casting Time: 1 Action
Components: B, Bl, P, Y, a pinch of Golem dust
Duration: 8 hours
A pungent opaque blue liquid that if consumed by a witcher increases their intellect for the duration. Incre

kikmore’s Ire
3rd-level Tonic
Casting Time: 1 Action
Components: B, Bl, O, Y, a drop of immortal blood
Duration: 8 hours
A pungent opaque silver liquid that if consumed by a witcher increases their constitution for the duration.
becomes 24.

Kiss
1st-level Tonic
Casting Time: 1 bonus action
Components: B, B, O
Duration: Instantaneous
A warm opaque red liquid with the slightest smell of roses that if consumed by a Witcher acts as a healing

Perti’s Philter
1st-level Tonic
Casting Time: 1 Action
Components: Bl, G, G, O, Y
Duration: 2 hours
An orange liquid void of smell. If consumed by a Witcher it causes all Sign damage to be amplified at the co
Every sign that would cause damage does an additional 1D6, or 2D6 at 4th level, 3D6 at 8th, 4D6 at
is strained and you take 1 damage times half (rounded up) your level.

Ingredient: Extractable from:

Vitriol (B) Ungrounded Substances

Hydragenum (Bl) Earthen Substances

Rebis (G) Living Substances

Vermillion (O) Decaying Substances

Aether (P) Mystically touched

Quebrith (Y) Fertil Substances

Swallow
1st-level Tonic
Casting Time: 1 Action
Components: B, G, G, P
Duration: 2 hours
A thin red liquid that smells strongly of alcohol that if consumed by a Witcher causes them to
regenerate from injuries for the duration.
When your health is below half (rounded down) you recover health equal to your Strength
modifier at the end of every turn.

Thunderbolt
1st-level Tonic
Casting Time: 1 Action
Components: B, Bl, G, O
Duration: 8 hours
A fizzy blue liquid that smells of powerful carbonation that is consumed by a Witcher causes
them to go into a heightened state of aggression causing their AC to drop by 2 and hit
change to increase by 3 for the duration.

Werewolf’s Icor
3rd-level Tonic
Casting Time: 1 Action
Components: Bl, O, P, Y, a strand of werewolf fur
Duration: 8 hours
A pungent opaque brown liquid that if consumed by a witcher increases their dexterity for
the duration. Increases dexterity by 2, while under the effect of this potion your maximum
dexterity becomes 24.

White Honey
1st-level Tonic
Casting Time: 1 Action
Components: B, G, P
Duration: Instantaneous
A milky white opaque liquid that smells of honey that if consumed by a Witcher cancels all
current tonic effects.

Wife's Tear
1st-level Tonic
Casting Time: 1 Action
Components: G, P, Y
Duration: Instantaneous
A thin pale blue liquid that if consumed by a Witcher neutralizes drunkenness.

Wise
3rd-level Tonic
Casting Time: 1 Action
Components: B, B, Bl, P, a drop of a greatbird’s blood
Duration: 8 hours
A pungent opaque orange liquid that if consumed by a witcher increases their wisdom for
the duration. Increases wisdom by 2, while under the effect of this potion your maximum
wisdom becomes 24.

Wolf
1st-level Tonic
Casting Time: 1 Action
Components: B, B, Bl, Bl, O
Duration: 8 hours
A shimmery grey opaque liquid that if consumed by a Witcher causes them to throw caution
to the wind and deliver wild weapon strikes for the duration.
Increases crit chance by 1 and increases crit miss chance by 2 for melee attacks.

Wolverine
1st-level Tonic
Casting Time: 1 Action
Components: B, O, P, P, Y
Duration: 8 hours
A shimmery light brown opaque liquid that if consumed by a Witcher causes them to grow
fiercer when injured.
When your health drops below half (rounded down) you damage on hit increases by 1 time
half (rounded up) your Witcher level.

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