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Witcher

A Witcher is someone who has undergone extensive training, ruthless mental and physical
conditioning, and mysterious rituals (which take place at "witcher schools" such as Kaer Morhen) in
preparation for becoming an itinerant monster slayer for hire. Geralt, the central character in Andrzej
Sapkowski's Witcher series and the subsequent games
inspired by them, is said in the stories to be one of the
greatest Hexers; he is certainly legendary, but whether
famous or infamous is more open to interpretation (and/or
subject to gameplay, as the case may be).

Taken in as children, Witchers-to-be are subjected to


intense alchemical processes, consumption of mutagenic
compounds, and relentless physical and magical training to
make them dangerous and highly versatile against their vast
array of opponents, many of which possess superhuman
speed, strength and/or other deadly powers. These
procedures ultimately mean that each fully-trained witcher is
a mutant built specifically to hunt and kill inhuman prey. The
key permanent results of mutations shared by all Witchers
include:

•Sterility (which partially explains selection from the


outsiders, as they cannot breed to pass on their traits).
•Cat-like eyes that grant very acute nightvision - Hexers can
constrict their pupils to see in blinding light or open them to
see in near pitch darkness. This nightvision can be further
enhanced with the cat potion, but in general, it is good
enough by itself to not require further enhancement.

•Tremendous resistance to disease and poison (which


functions in most cases as complete immunity) and a
boosted immune system, allowing them to consume large quantities of potions that could prove easily
deadly if consumed even in small amounts by a normal man.

•Exceptionally increased strength, speed, reflexes, and endurance, far beyond any normal or well-
trained human, that allows them to swiftly end fights with minimal effort, and perform physical feats
non-witchers couldn't hope to match. A witcher's physical skills alone are sufficient to defeat most
monsters single-handedly if combined with extensive training and proper weaponry, whereas regular
men could only hope to accomplish this in large groups. Hexers have also been shown to shrug off
hits that would normally render normal men unconscious. Additionally, they have been known to
survive the strikes of powerful monsters such as giants, or other beings possessing herculean strength,
that would otherwise kill others with a single blow.

•Having the ability to perform simple yet incredibly versatile combat magic in the form of Signs. They
also develop a sixth sense that allows them to "feel" things around them, be it items of importance or
people's immediate intentions. This explains their uncanny ability to track and hunt people and
monsters.

•Accelerated healing granting quick recovery from injuries.

•Incredibly long lifespan and prolonged youth (Vesemir is said to be at least a few centuries old but
has the appearance of a middle-aged man).

Creating a Witcher
When creating your Witcher, think about how your character views the world as a result of your training.
Do they view them as an ultimate evil, that they are on a crusade against? Or do they view them as
feral creatures, unable of understanding the evil they perform, simply following their nature? Also,
consider your Witchers emotions. As a result of your trials, your emotions have been stunted, but they
are still there. Finally, consider the circumstances surrounding your induction to the Witcher caste.
More often than not, most children don't get a choice when they are chosen. Orphans are often taken,
and there are rumors that some children are abducted. Your parents might have given you away
because they didn't have enough food, or you might have run to them seeking adventure. Think about
this and how it impacts your view of humanity.

The Witcher's Code


While peasants often claim a Witcher’s only code is gold, some mages and monarchs believe all
Witchers obey an ancient code of honor, obligating them to take any monster contract that comes their
way. Fact is, there is no single code which unites all Witchers, and often there is tension between their
schools over the philosophical tenets of being a Witcher. Whether an individual Witcher strives to follow
a code of personal honor and professional conduct is up to the player. Precepts of a Witcher’s personal
code might include:

The Contract

Witchers do not work for free. Upon taking a contract to hunt a monster, the Witcher should make a
good faith effort to rid the land of the monster. If the Witcher fails, payment received should be returned
to their patron. Likewise, the Witcher should observe professional courtesy and never poach a fellow
Witcher’s contract.

Free of Emotion

The Witcher should strive to remain free of


emotion and to keep an open mind; often
the most obvious answer is the least true.

Knowing Man from Monster

The line between monsters and men can be


thin indeed, and the Witcher must discern
what separates the two.

Law of Surprise

Witchers reserve the right to ask for a child to train as a Witcher in payment for a life debt.
Neutrality

Witchers try not to get too involved in politics; it usually ends badly and complicates their monster-
hunting.

No Dragons

Witchers don’t normally hunt dragons out of respect for - and perhaps healthy fear of - this sentient
Elder Race. In ages past, dragons were hunted to near extinction.

Sanctity of Life

Humans, elves, dwarves, and sometimes even trolls are not the enemy, and the Witcher should avoid
taking a sentient life in all but extreme situations. Likewise, the best way to deal with a monster may
not lie in sword or spell.

Quick Build
You can make a Witcher quickly by following these suggestions. First, make Dexterity your highest
score, followed by Wisdom. Though depending on your Witcher school of choice, you may want to
make different scores higher, as seen in the school’s description. Finally, take the Outlander
background.

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 + Constitution modifier

Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Witcher level after 1st

Proficiencies
Armor: Light and Medium Armor.

Weapons: Simple weapons, Longswords, Greatswords, Battleaxes, Greataxes, Light and Hand
Crossbows
Tools: Alchemist kit

Saving Throws: Constitution and Wisdom

Skills: Choose three from: Perception, Persuasion, Investigation, Survival, Acrobatics, Athletics,
Insight, or Intimidation.

Equipment
You start with the following equipment, in addition to the equipment granted by your background:

▪ (a) Studded leather or (b) Scale Mail

▪ (a) a Longsword or (b) Greatsword or (c) a Battleaxe or (d) Greataxe

▪ (a) 20 Throwing Knives or (b) Hand Crossbow and 20 Crossbow bolts


▪ (a) Poisoner's kit or (b) Alchemist kit

▪ Witchers Medallion, Notebook and Bestiary

Table: The Witcher

Proficiency Signs Vigor


Level Features
Bonus known Points Toxicity

1st +2 Specialized Killers, Witcher Artifact 0 3 0


2nd +2 Witcher Senses, Witcher Alchemy, Fighting Style 0 4 2
3rd +2 Signs, Witcher School 2 5 2
Ability Score Improvement, Swift of Arm and
4th +2 2 6 3
Clear of Mind
5th +3 Extra Attack, Monster Slayer 3 8 3
6th +3 Ability Score Improvement 3 9 4
7th +3 3 10 4
8th +3 Bomb Crafting, Witcher School Feature 3 11 5
9th +4 Ability Score Improvement 3 12 5
10th +4 3 13 6
11th +4 Unnatural Persuasion 4 14 6
12th +4 Greater Empowered Signs 4 15 7
13th +5 Witcher School Feature 4 16 7
14th +5 Ability Score Improvement 4 17 8
15th +5 4 18 8
16th +5 Witcher Smithing 5 19 9
17th +6 Witcher School Feature 5 20 9
18th +6 Heightened Witcher Senses 5 22 10
19th +6 Ability Score Improvement 5 26 10
20th +6 Master Witcher 5 30 11

Witcher Trials
During the Trial of the Grasses, your body underwent amazing and horrifying mutations leaving you
sterile, but granting you the following starting:

•You gain Darkvision, if your race did not already possess Darkvision. You can see in dim light within
60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in
darkness, only shades of gray

•Advantage against poison saving throws, as well as resistance to Poison damage.

•Immunity to disease.

•Your estimated lifespan increases by approximately 400 years

•You gain 10ft of movement speed

•If you lose or break your weapons, buy others cost an additional 100gp at the original price of the
weapon. Your weapons are unique.
Witcher Artifacts
Pendant

All Witchers have a pendant (Wolf, Bear, Cat, Viper, Manticore or Griffin) in the shape of the symbol
of their Witcher school, as well as a Witcher's Bestiary. While
wearing said pendant, it vibrates if a Magical creature is
within 30 feet of its wearer.

Notebook

Across your studies with your enemies, you have always kept
track of their vocal and communication patterns. You can
learn up to a number of languages equal to your Intelligence
modifier + your Proficiency modifier. You cannot learn druidic
or thieves can’t in this way.

Bestiary

The Witcher's Bestiary is where a Witcher records the strengths and weaknesses of all enemies faced.
After you are in combat with a creature and kill/subdue it, it is added to your Witcher Bestiary. When
facing a beast or monster recorded in the bestiary, you know about its lore, stats, and abilities, in
addition to its damage immunities, resistances, and vulnerabilities. You have four Bestiary dice, which
are d8s. A Bestiary die is expended when you use it. You regain all of your expended bestiary dice
when you finish a short or long rest. You can expend one bestiary die and add the result to a saving
throw made against an ability of a creature listed on the bestiary or you can add as a penalty on a
creature saving throw against your abilities. You need to spend 5 minutes after the battle by
analyzing the body of a dead creature or the environment where the fight occurred to be able
to add it to your bestiary. You gain another Bestiary die at 7th level and one more at 15th level.

Specialized Killers
Starting at level 1, a Witcher moves like the wind and strikes swifter than a coursing river. Any unarmed
strike can have your dexterity modifier instead of strength. Also, any Versatile weapon a Witcher wields
that they have proficiency in is considered a Finesse weapon. Additionally, switching weapons or
switching from one-handed to two-handed on a Versatile weapon requires no action or bonus action.

Witcher Senses
Starting at level 2, The Trial of Grasses has improved your senses to near superhuman levels. Witchers
have increased hearing and smell. Witchers can detect opponents within 30 feet by sense of smell. If
the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents,
such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering
scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a
creature detects a scent, the exact location is not revealed—only its presence somewhere within range.
The creature can take a bonus action to note the direction of the scent. A creature with the scent ability
can follow tracks by smell, making a Wisdom check to find or follow a track.
The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases
or decreases depending on the strength of
the quarry's odor, the number of creatures,
and the age of the trail. For each hour that
the trail is cold, the DC increases by 2.
Creatures tracking by scent ignore the
effects of surface conditions and poor
visibility. You gain the Observant feat and
become proficient or double in perception.
You can no longer be surprised by any enemy, and any creature trying to frighten you is at
disadvantage.

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.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your


ability modifier to the damage of the second attack.

Witcher Alchemy
Starting at level 2, you can now use your alchemist's kit to craft
specialized Witcher potions and concoctions. These potions are
incredibly toxic for non-Witchers. You need to finish a long rest before you can use this feature again.
If you pass the toxicity limit, you gain 1 point of exhaustion per potion taken after that.

Swallow

The process takes 1 hour to gather materials and craft 1d6 vials of a potion called Swallow. You need
to finish a long rest before you can use this feature again. Swallow potions, if consumed by a Hexer,
heal 1d6 + your Constitution modifier at the end of your turn for 4 turns. Toxicity: 2
Enhanced: At level 8 you can craft Enhanced Swallow, which heals for 2d6 + your Constitution
modifier.

Elixir of the Cat

The Witcher can produce 1d4 potions which double the Witcher's natural dark vision range to 120 feet,
and allow the sight of color in the dark for one day. The process takes 1 hour to gather materials and
craft 2 vials. You need to finish a long rest before you can
use this feature again. Toxicity:1

Enhanced: At level 15, You can produce enhanced "Elixir


of the Cat" potions which heighten your Hexer senses to the
point that even magical darkness doesn't hinder you: gain
True sight up to 60 ft. This allows you to see invisible
creatures and objects, automatically detect visual illusions
and automatically succeed on saving throws against them.
The material costs include 250 gold pieces and one hour of
gathering materials to produce d6 potions which last for 24
hours duration each.

Black Blood

Duration: 30 minutes

Any creature that attacks with claws, Bite or Beak, or any undead that attacks without a spell or
weapon, takes 1d8 poison damage upon dealing damage to the witcher, this increases by 1d8 at 10th
and 15th level. The process takes 1 hour to gather materials and craft 2 vials. You need to finish a long
rest before you can use this feature again. Toxicity: 2

Enhanced: At level 8, any creature afflicted by your normal Black Blood potion must make a
constitution saving throw versus your Constitution modifier + Proficiency Bonus + 8. On a failed saving
throw, they are subjected to the poisoned condition and take 1d4 damage at the end of their turn for a
number of turns equal to your Constitution modifier.

Killer Whale

Duration: 15 minutes.

You can breathe underwater. The process takes 1 hour to gather materials and craft 2 vials. You need
to finish a long rest before you can use this feature again. Toxicity: 1

Enhanced: At level 8, your fingers and toes become webbed, giving you a swimming speed double
your walking speed. The duration is doubled.

White Honey

Regain all of your toxicity points, cancels active potion effects. Only one dose per brew made. You
may not take any potions for 1 hour after you drink this. The process takes 1 hour to gather materials
that costs 100gp and craft 2 vials.

▪ If any Witcher potion is consumed by a non-Witcher, they must pass a DC 18 Constitution saving
throw. Or it will damage them 3d6 + 5 per hour for 4 hours, Enhanced damages for 3d10 + 5 per hour
for 8 hours. This can be removed through lesser restoration. If they succeed the constitution saving
throw, they gain the benefits of the potion for half the duration.

Signs
Starting at third level, you gain access to signs, a form of magic only usable by Witchers. All signs
require the use of one hand for somatic components (no other components are required). All signs can
be empowered consuming 1 Vigor point causing various enhanced effects. The amount of Vigor points
you have is based on the Witcher table. You replenish your used Vigor points when you take a long
rest. At level 3 you may choose two signs to be able to cast at will, at higher levels you gain the ability
to know more signs as listed in the table above. Then starting at level 10, you gain the ability to
empower your signs with greater potency. To use a Greater Empowered sign, you must spend 3 Vigor
points. Then starting at level 17, you gain access to higher level effects for each sign. When you
Empower your signs, you can now choose a Mythic Empowered sign effect to cast. These cost 5 vigor
points to use. You may also change out signs you currently know at the end of a long rest. You can
recover all spent vigor points during a long rest.

Using signs is a strenuous activity. As such, there is a limited number of times you can cast a sign in
a turn. You are only able to use a sign as a bonus action. Sign casting beyond that is possible, but you
take a level of exhaustion for each sign cast and it consumes an action, unless the sign is being used
as a feature or ability.

Sign Save DC= 8 + Proficiency bonus + Wisdom Modifier

Aard
Prestidigitation: Out of combat, the Witcher can create disturbances in the air that extinguish small
flames like torch and bonfires.

Basic: As a bonus action, you blast a 15ft cone with telekinetic force. The first two creatures 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 an 1d4 force damage. On a save the
they take half damage and are pushed 5ft away. This damage
increases by 1d4 at 7th, and 13th. This works against creatures
up to 1 size above your own. Creatures 2 sizes or larger only
take the damage, and half movement on a failed save.

Empowered: You Empower your Aard Sign to blast a 30ft cone


with telekinetic force. All creatures caught in the blast must make
a strength saving throw against your Sign save DC. Upon a failed
save the creature is thrown back 15 ft, knocked prone, and dealt
1d6 force damage. On a successful save the target is pushed
back 10ft and takes half damage. This damage increases by 1d6
at 7th, and 13th. This works against creatures up to 2 sizes above your own. Creatures three sizes or
larger only take the damage, and half movement on a failed save.
Greater Empowered Aard You Empower your Aard Sign to blast out in a 20ft radius emanating from
you in all directions. All creatures caught in the blast must make a strength saving throw against your
Sign save DC. Upon a failed save the creature is thrown back 15 ft, knocked prone, and dealt 3d8
force damage. On a successful save the target is pushed back 10ft and takes half damage. The
additional damage increases at level 15 (4d8). This works against creatures up to 3 sizes above your
own. Creatures four sizes or larger only take the damage, and half movement on a failed save.

Mythic Empowered Aard In addition to the Empowered or Greater Empowered Aard Sign's, you gain
the following benefits. The range increases to 30ft, the damage dice increases to 5d8 force, and any
creature that fails the strength saving throw is knocked prone and stunned until the start of the next
Witcher turn. This works against all sized creatures.

Yrden
Basic: As a bonus action, you place a magical trap on the ground (5ft range) in a 10ft radius, lasting
1d4 turns. All non-allies within the area of the trap have half
movement speed. (Moving 1 foot inside the trap costs 2 feet
of speed). You may only have three instances of this sign active
at a time.

Empowered: You Empower either a preexisting Yrden trap or a


new one, to a 25ft radius. In addition to the original Yrden Sign's
effect, all non-allies within the area of the trap must make a
wisdom saving throw, If they fail, they gain a -1 to ac. And can
no longer use their reaction ability. If they succeed, they only
receive the half movement while in the trap.

Greater Empowered Yrden When you empower either your


preexisting Yrden trap or a new one a creature who failed its
wisdom saving throw experiences a sapping effect on its life
force. For every turn spent within the Yrden trap the creature will take 2d6 necrotic damage. Attacks
are made at advantage against these creatures. The duration of the trap becomes 1d6 turns. To walk
inside the trap costs 3x movement.

Mythic Empowered Yrden When you can empower your preexisting Yrden trap or cast a new Yrden
trap, the radius of your Yrden trap increases to a 60ft. In addition to the Greater Empowered Yrden
Sign's, while you are inside of the Yrden trap radius you are hasted. Your speed is doubled, gain a +2
bonus to AC, advantage on Dexterity saves, and gain an additional action on each of your turns. The
action can be used to attack (one weapon attack only), dash, disengage, hide, or use an object. To
walk inside the trap costs 4x movement.

Igni
Prestidigitation: Out of combat, the Witcher manages to create small flames that light candles,
torches and bonfires.
Basic: As a bonus action you send out a burst of flames in a 10ft cone, all creatures within the area
make a Dexterity saving throw. On a failed saving throw the target takes 1d10 fire damage or half
damage on a successful save. This damage increases by 1d10 at 7th, and 13th

Empowered: You empower your Igni Sign, to a 15ft cone and set a target ablaze. In addition to the
original Igni Sign's effect the Hexer chooses a target who is in
the area of the Igni Sign and sets their armor or skin ablaze. The
target burns for an extra 1d6 fire damage. This damage occurs
every round at the start of their turn for 1d4 rounds. The creature
can use an action to put out the flames ending the effect on itself.
This damage increases by 1d6 at 7th, and 13th

Greater Empowered Igni You gain the ability to focus the


energy of the Igni blast into a fire stream to hit a single target to
devastating effect. The range of the fire stream is 30ft. An enemy
hit by this stream takes 4d10 fire damage. Roll a percentile die,
on a 50 or above, the enemy is set ablaze. If set ablaze, the
enemy takes 2d8 fire damage per round for 1d4 rounds. The
enemy on their turn can use their action to put out the fire. They
will continue to take fire damage every round on their turn until the fire is put out or until the effects of
the Sign ends.

Mythic Empowered Igni When You Empower your Igni Sign, all creatures caught in a 30ft radius
around yourself must succeed on a dexterity saving throw, or receive 5d10 fire damage and are burning
for 2d8 fire damage. This burning damage occurs every round at the start of their turn for 1d6 rounds.
On a successful save the receive half damage, and 1d8 burning damage for 1d4 rounds.

Quen
Basic: With a bonus action, or if you hit a creature with a melee attack you can cast Quen. You cast a
protective ward around yourself, gaining resistance of any form
of damage as well until you are hit for the first time or until the
end of your next turn. This effect last for 2 hits at level 7 and 3
hits at level 13.

Empowered: You empower your Quen sign to create a more


powerful shield around. In addition to the original Quen Sign's,
you add your Wisdom modifier bonus to AC. You also take no
damage from Magic Missile. Now Quen lasts for 3 turns or until
hit

Greater Empowered Quen In addition to the original Quen


Sign's, you which grants you 5 + your vigor point maximum
in temporary hit points. The temporary hit point last till a long
rest or until depleted. Temporary hit points from this version of
the sign do not stack. Additionally, if you take damage from any resistances granted by Quen, your
enemy takes half the damage dealt to you.
Mythic Empowered Quen You create a bubble of potent energy around yourself. You gain immunity
to all damage for one round. If you are hit by any melee attacks, ranged attacks, or spells, you gain
1d8 temporary hit points. These hit points last for 1d4 rounds and if they aren't lost then they are gained
as regular hit points. You are immobile for the duration of this effect, but can end the effects early with
an action and regain 2 Vigor points.

Axii
Basic: As a bonus action you blast a target's mind with psychic energy, a target in line of sight must
make a Wisdom saving throw against your Witcher save DC. Upon a failed save the target is stunned
until the start of your next turn, or until taken damage. If the target succeeds the save, they are
unaffected by the Sign and gain advantage against this Hex for
1d4 rounds.

Empowered: You empower your Axii Sign, to instead control the


target's actions. The target must make a Wisdom saving throw
against your Hexer save DC. Upon a failed save the target is
charmed and under your control. The creature attacks any
creature that is hostile to you, if there is no hostile creature
nearby, he is stunned by 2 turns. The target can remake the
saving throw at the end of each of its turns, a successful save
ends this effect on itself. If the target fails saving throw, on your
turn, you can use your bonus action to keep the control. When
the Sign ends the target is dealt 2d4 psychic damage. If the
target succeeds their saving throw, they are only dealt half the
psychic damage and have advantage on the save against this Sign for 1d4 turns.

Greater Empowered Axii When you empower your Axii Sign, it instead controls up to two targets.
The targets must make a wisdom saving throw. Upon a failed save the targets are charmed and under
your control. The creatures attack any creature that is hostile to you, if there is no hostile creature
nearby, they are stunned by 2 turns. They add your wisdom modifier to their damage rolls. The target
can remake the saving throw at the end of each of its turns, a successful save ends this effect on itself.
If the target fails saving throw, on your turn, you can use your bonus action to keep the control. When
the Sign ends the target is dealt 3d4 psychic damage. If the target succeeds their saving throw, they
are only dealt half the psychic damage and have advantage against the Sign for 1d4 turns.

Mythic Empowered Axii You assault a single targets mind with psychic energy. Targets must make
a Wisdom saving throw or take 6d6 psychic damage. If this damage would kill the target, they are
instead put to sleep for 1 hour. If they are put to sleep, they must make a Wisdom saving throw against
your Sign save DC. Upon a failed save the targets memory of the past 24 hours is erased. Additionally,
the Witcher can use an action to learn contents of the memories regardless of the results of the saving
throw.

Witcher Schools
Starting at level 3, Witchers decide what school they want to follow. Each school offers a variety of
different skills Witchers can use to enhance their monster tracking and slaying abilities. There are five
schools to choose from: The School of the Wolf, Cat, Viper, Bear, and Griffon. Your Witcher school
grants abilities at 7th, 11th, 14th and 18th level. You gain a silvered weapon.

Ability Score Increase


When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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. Due to your hard training physically and
mentally, your dexterity and wisdom can exceed a maximum of 20, and can reach a maximum of 22
using this feature and due to being a witcher and how dedicated you have to be with your craft your
intelligence and charisma cannot exceed 14 using this feature.

Swift of Arm and Clear of Mind


Starting at level 4, you are able to use your reaction to reduce the damage dealt by a ranged weapon
by 1d8 + your level + your Dexterity modifier. If the damage is reduced to 0 you can spend 1 Vigor for
each ranged shot in order to make a ranged weapon attack and return the projectile with Aard if you
possess that sign.

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

Monster Slayer
The line between monsters and men can be thin indeed, and the Witcher must discern what separates
the two.

Monsters

Starting at level 5, when you attack a creature (i.e., All other creatures that do not have
the Humanoid category.) with a silvered weapon, you gain +1 to your attack and damage roll. If you
attack a creature that is Humanoid, they in turn has no effect. You can pass the magical resistance
with this feature, even if your weapon is not magic. This increases at level 9 to a +2, at level 13 to +3,
at level 17 to +4. In low magic campaigns you only get the initial bonus.

Humans and Non-Humans

Starting at level 6, when you attack a humanoid (i.e., All creatures that have Humanoid category)
creature with a weapon, you gain +1 to your attack and damage roll. If you attack a creature that is
not Humanoid, they in turn has no effect. This increases at level 10 to a +2, at level 14 to +3, at level
18 to +4. In low magic campaigns you only get the initial bonus.

Bomb Crafting
Starting at level 7, you can craft bombs using your alchemist kit. The process takes 1 hour to gather
materials and to craft 2 bombs of your choice. As a bonus action you can light and throw the bomb
with a range of 30ft.
Grapeshot Bomb

Detonating this bomb produces a blast of shrapnel within a 5-foot sphere. Creatures within this radius
must make a Dexterity Saving throw. They take 1d8 piercing damage on a failed save, or half as much
on a successful one. This damage increases by 1d8 at 12th and 16th level.

Dancing Star Bomb

Detonating this bomb produces a fiery blast within a 10-foot


sphere. Creatures within this radius must make a Dexterity
Saving throw. They take 1d6 fire damage on a failed save, or
half as much on a successful one. This damage increases by
1d6 at 10th, 14th and 18th level.

Dimeritium Bomb

You can light and throw the bomb as a bonus action with a
range of 30 ft. Detonating this bomb produces a shimmering
cloud within a 10-foot sphere. Any creature that attempts to cast a spell or sign from inside this radius
must make a Wisdom Saving throw. On a Failed save, the spell fails. Spells like Firebolt or Ray of
Frost may pass through unhindered. Any spellcasting creature that enters the radius must make a
Wisdom Saving throw or lose concentration.

Samum Bomb

Detonating this bomb produces a flash of blinding light within a 15-foot sphere. All creatures within this
radius must make a Wisdom Saving throw or be blinded for 1d4 (minimum of 1) rounds.

Moon Dust

Detonating this bomb produces a blast of tiny crystalline shards within a 10-foot sphere. Any creature
with the type shapechanger must Succeed on a Constitution saving throw or be unable to change
shape for 1 minute. At 15th level, the duration becomes 15 minutes.

Unnatural Persuasion
Starting at level 9, whenever you attempt a Persuasion, Deception, or Intimidation check, you use the
mind-altering powers of Axii to influence the conversation. If you spend 1 vigor point when you roll, you
gain advantage on said checks. This feature cannot be used if you don't have the Axii sign currently
selected as one your signs.

Witcher Smithing
Starting at level 13, you can use Witcher blacksmithing secrets to add a +1 AC to any armor of your
choice. Requires 12 hours of preparation, once complete the armor retains this bonus permanently.
This ability can only be used once per set of armor.

Heightened Witcher Senses


At level 15, you become proficient with all Wisdom-related skills. Or you can choose 2 Wisdom
proficiencies and 1 expertise in a wisdom-based skill.
Witchers Cunning
At level 19 increase your Charisma or Wisdom scores by 2 points each to a maximum of 20. (Wisdom
can be increased to a max of 22)

Master Witcher
At level 20 your training is finally "complete", you have achieved the rank of Master. Due to the vastness
of everything you've seen on your journey, nothing phases you anymore. You gain immunity to the
frightened condition. Additionally, you can use Empowered forms of any Sign without a Vigor cost.
Greater empowered and Mythic signs still incur a cost to Vigor however, but only 1 and 3 points as
opposed to the original 3 and 5. Throughout your journey you have near perfected the art of combat in
your given school and may use their special combat form as listed below.

(Bear) The Temerian Devil


This is known as the strong style. This style emphasizes hard and heavy hits that often leave an
opponent stunned. While wielding a weapon that has the reach and two-handed properties, you can
make two attacks against one target, spinning your weapon before jumping in the air to bring down
another attack. You make two attack rolls, and if both hit, the target is stunned for 1d4 turns. If only
one hit, then the target is knocked prone and takes 1d4 extra bludgeoning damage. This attack costs
2 vigor points and your entire attack action. If used two turns in a row, take one level of exhaustion.

(Wolf) Addan Anye


This is known as the fast style, or the Fiery Dancer. This style emphasizes fast and agile strikes that
would quickly wear your opponent’s down. You may now use your attack to make a melee attack
against up to 3 enemies in your movement range. You do not provoke opportunity attacks against
yourself when moving in between targets. You make separate attack rolls for each attack, and should
they hit, each attack induces 1d6 bleeding damage at the end of their turns. The bleeding effect lasts
for 3 turns. This attack costs 2 vigor points and your entire attack action. If used two turns in a row,
take one level of exhaustion.

▪ Note that you can attack one enemy 3 times and induce 3d6 bleeding damage at the end of their turn
for 3 turns. If done again when they have counters, they will stack to as much as 6d6 bleeding damage.
It can be easier to think of them as applying tokens that last for three turns and deal 1d6 bleeding
damage each to an enemy.

Viroledan Naev’de Feaine Glaeddyv


This is known as the group style, or the Nine Sun Swords. It is designed to fight a multitude of foes.
You can now use your attack to make a melee weapon attack against all hostile creatures within your
weapon's reach. If you do so, you make a single attack roll and compare the result to each target's AC,
and you make a single damage roll for all creatures you hit with the attack. This attack costs 2 vigor
points and your entire attack action.
Witcher Schools
As a Witcher, you are literally defined by your school. It's where you received all of your training, and
spent almost all of your life. It's the closest thing you have to a home, filled with the closest thing you
have to a family. Each school specializes in something different, and has unique advantages in the
way they kill monsters.

School of The Wolf


Witchers of the School of the Wolf excel at adaptability. They are resourceful warriors, always preparing
before they engage in combat, allowing them to defeat monsters much stronger than them. When you
choose this School at the second level, you gain proficiency on Insight and Investigation, or double
proficiency if you already have it.

Reflexes of the Wolf

Starting at level 3, you gain the agility of a wolf. When an attacker you can see makes an attack that
would hit you, you can instead spend 2 points of Vigor and add half your dexterity modifier, rounding
up, to your AC. If it then misses, you may then use your reaction to make a single attack or cast a Sign
at any target within range. This can only be used once per round of combat.

Thunderbolt Potion Crafting

Starting at level 7, you can now use your alchemist's kit to craft specialized Witcher potions and
concoctions. These potions are incredibly toxic for non-Witchers. The process takes 1 hour to gather
materials and craft 1d4 vials of a potion called Thunderbolt. You may only use this feature once per
day. Thunderbolt potions, if consumed by a Witcher, allow you to roll an additional damage die with all
attacks for the next 3 rounds. At level 14 you can create enhanced Thunderbolt, which, for the next 5
rounds, allow you to roll an additional damage die with all attacks, at level 19, you can create Superior
Thunderbolt, which, for the next 10 rounds, allow you to roll an additional 2 damage die with all attacks.
These effects do not stack. Toxicity: 2

Burning Heart of The Wolf

Starting at level 11, as a bonus action, you can overclock your Igni sign at the cost of 4 vigor points to
take the form of a wolf. The wolf lunges into one target within 30 ft of you, and continues on to attack
3 more targets, each within 30 ft of the last target hit. All targets must make a Dexterity saving throw.
Upon a failed save, the target takes 8d8 Fire damage, or half damage if the target saves. Due to the
extremely taxing nature of this ability, you cannot use the Igni sign again until you take a short rest.

Dire Wolf's Hide

Starting at level 14, you gain Dire Wolf's Hide. Permanently increase your AC by 1. In addition, you
become immune to freezing temperatures and gain resistance to cold damage.

Heliotrop Sign

Starting at level 18, the Witcher learns the Heliotrop Sign. When you are forced to make a save as part
of a spell or breath attack, you can use your reaction as well as 3 Vigor points to cast the Heliotrop
Sign. When you do so, you automatically save and gain resistance to the damage the spell or breath
attack would inflict until the beginning of your next turn.
School of The Cat
The teachings of the School of the Cat focus on two things. Precision and speed. As a result, they
produce fast and fierce fighters capable of whirling through
masses of enemies in seconds. When you take this class at
level 2 you gain proficiency in Stealth and Thieves tools.

Cat's Grace

Starting at level 3 Light and Medium armor do not impose


disadvantage on your stealth checks if they would do so. In
addition, as a result of your training, you've become more
dexterous than most Witchers, giving you proficiency in
Acrobatics.

Blizzard Potion Crafting

Starting at level 7, you can now use your alchemist's kit to


craft specialized Witcher potions and concoctions. These
potions are incredibly toxic for non-Witchers. The process
takes 1 hour to gather materials and craft 1d4 vials of a
potion called Blizzard. You may only use this feature once per day. Blizzard potions, if consumed by a
Witcher, grants an extra action upon a kill once for the remainder of the fight. At level 14 you can craft
Enhanced Blizzard, which grants one additional action for every kill for the remainder of the fight. At
level 19 you can craft Superior Blizzard, which grants one additional action for every kill for the
remainder of the fight, and you may immediately cast a sign upon a kill at no action cost. (Note: To
clarify, the blizzard potion does not grant a permanent additional action for the rest of the fight. If you
have 2 actions on a particular turn, and kill an enemy, you may take an additional action on that turn
only.)

Trickery of The Cat

Starting at level 11 you can overclock your Axii sign at a cost of 4 vigor points with Trickery of the Cat.
You channel and cast a pure white explosion with a radius of 30ft. All non-allies caught in the blast
must make a Wisdom saving throw versus your Sign save DC. Upon a failed save the creature believes
they are being mauled by lions and suffer 5d8 psychic damage every turn at the start of their turn. This
effect lasts 1d4 turns. A creature can repeat the saving throw at the end of their turn. A successful save
ends the effect. If the target saves from the initial effect, they are only dealt half of the psychic damage.
Due to the extremely taxing nature of this ability, you cannot use the Axii sign again until you take a
short rest.

Lion's Pounce

Starting at level 14 you gain the ability to dash as a bonus action. If you dash at least 20 feet in a
straight line you can leap at a target and attempt to do a pouncing strike. Make a melee attack against
the target, if the attack hits the target must succeed a Strength saving throw against your Sign save
DC or be knocked prone. The attack deals an extra 2d8 damage even if the target isn't knocked prone.
In addition, if the target is knocked prone, you may take an extra attack against that creature. This
attack has advantage to hit.
Go For the Throat

Starting at level 18, you can spend one vigor point to have a strike to an enemy causes bleeding,
dealing 2d6 bleeding damage at the beginning of the creatures turn until the creature expends an
action to staunch the bleeding. This does not stack with the Adden Anye fighting style. (i.e., the throat
of a Human). This does not stack with the Adden Anye fighting style.

School of The Viper


The School of the Viper focuses on poisoning, and debilitating your opponents. The Viper School
possesses a wealth of valuable information, including an
extensive collection of books about the Wild Hunt. The Viper
school grants proficiency in shortswords. Its students
display a predilection for shortswords as opposed to their
longer counterparts.

Blade of Sickness

Starting at level 3 as an action you can coat your blade in a


debilitating toxin, causing your successful attacks to impose
disadvantage on all of your opponent’s attacks on their next
turn. The toxin lasts for 1d4 turns until its potency is gone. If
the target is immune to poison this toxin has no effect. You
can craft the toxin using your alchemist kit, the process
takes 1 hour to gather materials to craft 2 vials of toxin. Non
Witchers can use the toxin for their blades but they must
make a constitution saving throw against a DC 13 when applying it. If they fail the save, they are
poisoned for 1d4 turns and have disadvantage on all attacks for the duration.

Tawny Owl Potion Crafting

Starting at level 7, you can now use your alchemist's kit to craft specialized Witcher potions and
concoctions. These potions are incredibly toxic for non-Witchers. The process takes 1 hour to gather
materials and craft 1d4 vials of a potion called Tawny Owl. You may only use this feature once per
day. Tawny Owl potions, if consumed by a Witcher, will immediately grant them 2 vigor points. At level
14 you can craft Enhanced Tawny Owl, which will immediately grant them 2 vigor points, and an
additional 1 point at the start of their next 2 turns. At level 19 you can craft Superior Tawny Owl, which
will immediately grant them 2 vigor points, and an additional 2 points at the start of their next 3 turns.

Viper's Breath

Starting at level 11 as an action you can empower your Aard Sign with Viper's Breath. When
empowered this way it causes the Aard Sign to shoot out in a 30ft cone then expand to 40ft radius of
poisonous necrotic gas, the gas lasts for 1d4 turns. Creatures within the area must make a constitution
saving throw when they first enter the area or start their turn in the gas. Upon a failed save the creature
takes 6d6 necrotic damage as it burns the creature’s skin. If the target saves, they take half damage.
In addition, if the target fails their constitution saving throw, they are poisoned. While poisoned the
creature's movement speed is reduced to 15ft and they cannot dash. The poisoned effect lasts 2
rounds. (Does not stack with consecutive fails only resets.)
Short Sword Master

Starting at 14th level, you are well practiced with a short sword in your main and off-hand, and gain
the following benefits. If you are Two-Weapon Fighting with two short swords and use a bonus action
to attack with the short sword in your offhand, you can attack twice with it instead of once. While you
are Two-Weapon Fighting with short swords, you gain the Dual Wielder feat.

Improved Viper's breath

Starting at level 18 your viper’s breath gains the following effects. Range is increased to an 50ft cone
that expands to a 30ft radius, the damage is increased to 10d6 necrotic damage and if the target fails
the saving throw, they are instead paralyzed.

School of the Bear


The School of the Bear focuses on Brute Strength, and using powerful blows to debilitate and destroy
your enemies. The Bear School is low in number, and it is
rare to encounter a Bear School Witcher. Who knows what
secrets the School of the Bear holds?

Bears Might

Starting at level 3, you have mastered the art of Great-


Weapon fighting, and while wielding a Greatsword or
Greataxe, you roll 1 Additional Damage die. This increases
to two Additional Damage die at the eight level, and to three
at the fifteenth.

Thunderbolt Potion Crafting

Starting at level 7, you may now use your Alchemists kit to


craft the Witcher Potion Thunderbolt. It adds an additional
1d6 of damage to your attack. It takes one hour to gather
materials and craft 1d4 vials of Thunderbolt. At level 14 you
may craft enhanced Thunderbolt, which adds 2d4 to your attack, rather than 1d6. This effect lasts for
up to 20 minutes, or 3d10 turns.

Charging Bear

At level eleven, you may, as an action, expend two vigor points and use your movement speed to make
an attack. This is considered a melee attack, where you charge forward, dealing 2d8 damage to any
enemy in your path. If they are medium or smaller, they are knocked out of the way as well, allowing
you to continue until movement speed is gone.

Tooth and Claw

At level 14, when rolling unarmed damage, your damage die is d6+strength. Your hits, unless the
enemy makes a DC 11 Dex saving throw, stuns the enemy.

Lycanthropic

Just like the myths of the ancient School of the Bear, you have willingly accepted the curse of a
Berserker. When rolling initiative, if you roll 15-20, turn into a Werebear. Your health is increased by
3d8+Con, and your damage is 2d6+Str. Your Strength stat, while in Werebear form is increased by 2.
Intelligence by 1, and Dexterity decreased by 2.

Multiclassing
Prerequisites. To qualify for multiclassing into the Witcher class, you must meet these prerequisites:
Strength or Dexterity of 13 and a Wisdom of 13, 10 years free for Witcher training.

Proficiencies. When you multiclass into the Witcher class, you gain the following proficiencies: Simple
Weapons, Longswords, Greatswords, Battleaxes, Greataxes, Light Armor and Medium armor

Dangers. When multiclassing your character must go through the rigorous process known as the trial
of the grasses and may very well end up dead. Only 3 or 4 Witchers usually survive the process out of
their entire group. Roll a d100 when you multiclass into a Witcher. On a 64 or lower, you die.

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