Professional Documents
Culture Documents
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).
•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.
•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 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
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 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
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:
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
•Immunity to disease.
•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
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.
Two-Weapon Fighting
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.
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
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
▪ 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.
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.
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
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.
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 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.
Blade of Sickness
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.
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.
Bears Might
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.
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.