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“Y
ou can't stop a soldier from being .
frightened but you can give him
motivation to help him overcome that
fear. I have no such motivation. I can't
have. I'm a witcher: an artificially
created mutant. I kill monsters for
money. I defend children when their
parents pay me to. If Nilfgaardian parents pay me, I'll defend
Nilfgaardian children. And even if the world lies in ruin -
which does not seem likely to me - I'll carry on killing
monsters in the ruins of this world until some monster kills
me. That is my fate, my reason, my life and my attitude to the
world. And it is not what I chose. It was chosen for me.” During the third trial, the young witchers are subjected to
—Andrzej Sapkowski, Krew elfów more alchemical mutations which mutate their eyes to
improve their vision and allow for hormonal enhancements.
Childhoods Deprived As a result of this trial, the young witcher’s eyes take on a cat-
Certain children, typically unwanted or orphans, are adopted like visage with yellowish irises.
and taken to become witchers. Sometimes, they are chosen After these trials, young witchers are typically taken to one
through what is known as the “Law of Surprise,” wherein a of the witcher schools to undergo training in hunting
person saved by a witcher is expected to offer the witcher a monsters.
boon that is unknown to both parties, but is typically the Dispassionate Killers
person’s firstborn. Upon being chosen to become a witcher,
the child undergoes years of study, training, physical Witchers are said to completely lack emotion, instead letting
conditioning, and genetic mutations. The child faces three their decisions be guided by logic and the Witcher Code —a
trials to shape them into a monster fighter. set of principles drilled into them during their trials. While it
During the first trial, the young one must live off a diet of is indeed true that witchers are both conditioned and
certain mushrooms, mosses, and herbs, and endure intense mutated in such a way that lowers their emotional responses
physical training. Those children that do not complete this to stimuli, those few who become close friends or associates
trial and don’t die as a result, typically depart with some kind with witchers will eventually see a full range of emotions
of madness. from them when they are not putting on appearances for
During the second trial, the young one must undergo what those they deal with more formally.
is known as the Trial of Grasses. A mixture of alchemical When a witchers are betrayed, they will sometimes show
formulae are administered to the young one. The process is anger and contempt. When they are satisfied with a situation,
extremely painful and has a 70% mortality rate. Those who they will sometimes be happy. Witchers do a good job of
survive are granted a boost to their reflexes and nervous concealing ‘weaker’ emotions such as sadness and fear,
system, but also lose many memories of their childhood. though witchers have usually seen enough hardship in their
Additionally, the young witcher’s skin becomes a couple lives to be quite numb to these emotions, even without their
shades more pale. mutations. Some witchers have even been known to fall in
love.
However, when danger arises, the cool-headed predator Witcher Fortitude. You have resistance to poison damage.
emerges. They do not panic, but rather react with a sense of Additionally, you have advantage on saving throws against
calculated purpose, making sure to recall and apply their being poisoned or diseased.
relevant training where others might flee or fight with almost
entirely animal instinct. Subrace
Witchers retain some of the deep-seated racial features of the
Mutants race they were before undergoing their mutations and
The trials of Grasses and Dreams enhance a witcher’s conditioning. Though this is your original race, for the
abilities. Their adrenal responses are sharper in just the right purposes of your character creation, it is classified as a
instances, and their nervous systems are more in tune with subrace. You should consult their respective sections in the
what is going on around them. Witcher senses are Player’s Handbook for information on them. The following
supernaturally heightened, and their metabolisms far faster races can become witchers and are granted the features
and even more hardy than those of dwarves. described:
Dragonborn
Solitary Lifestyles Draconic Ancestry. You have draconic ancestry. Choose one
During the Trial of Grasses, witchers lose most of their type of dragon from the Draconic Ancestry table in the
friends, and are conditioned to not rely on the company of Player’s Handbook. Your breath weapon is determined by
others. They are expected to carry out their trade as loners, the dragon types, as shown in the table.
never finding a home or settling with others. Witchers usually Breath Weapon. You can use your action to exhale
pay for their necessities with coin earned from contracts for destructive energy. Your draconic ancestry determines the
killing monsters, though the coin is hardly ever spent on size, shape, and damage of the exhalation When you use
luxuries, even if a Witcher desired such things. Witchers your breath weapon, each creature in the area of
rarely work with other witchers, but it has been known to exhalation must make a saving throw, the type of which is
happen every once in a while. What’s more, one of the determined by your draconic ancestry. The DC for this
reasons witchers live solitary lifestyles is because of the very saving throw equals 8 + your Constitution modifier + your
visible marks their mutations have left on their bodies and proficiency bonus. A creature takes 2d6 damage on a failed
personalities. Witchers are regularly treated with suspicion, save, and half as much damage on a successful one. The
fear, and contempt, making them outcasts in many places damage increases to 3d6 at 6th level, 4d6 at 11th level, and
they go. 5d6 at 16th level.
Witcher Names Dwarf
Ability Score Increase. You Strength score is increased by 1.
Witchers typically keep the first name (but not their surname) Stonecunning. Whenever you make an Intelligence (History)
given to them, usually one known within their subrace. check related to the origin of stonework, you are
considered proficient in the History Skill and add double
Witcher Traits your proficiency bonus to the check, instead of your normal
Your witcher character has a variety of natural abilities, the proficiency bonus.
result of your mutations and conditioning. Ability score Elf
increase: Your Dexterity or Strength score increases by 1, so Fey Ancestry. You have advantage on saving throws against
does your Wisdom score. being charmed, and magic can’t put you to sleep.
Age. Witchers have an abnormally long lifespan. They mature Trance. Elves don’t need sleep. Instead, they medicate deeply,
at the same rate as their subrace, but can live up to 3 times remaining semiconscious, for 4 hours a day. (The Common
as long, unless their subrace is pure elven in nature. word for such medication is “trance.”) While medicating,
Alignment. Witchers have a wide variety of experiences and you can dream after a fashion; such dreams are actually
predispositions, but they are conditioned to have a mental exercises that have become reflexive through years
somewhat dispassionate outlook on life. They lean toward of practice. After resting in this way, you gain the same
neutral alignments. benefit that a human does from 8 hours of sleep.
Darkvision. Your cat eyes grant superior vision in dim and Gnome
dark areas. You can see in dim light within 60 feet as if you Gnome cunning. You have advantage on all Intelligence,
were in bright light, and in darkness as if it were dim light. Wisdom, and Charisma saving throws against magic.
You can’t discern color in darkness, only shades of gray.
Keen Hearing and Smell. You have advantage on Wisdom Half-Elf
(Perception) checks that rely on sound and smell. Fey Ancestry. You have advantage on saving throws against
Languages.: The languages you speak are determined by being charmed, and magic can’t put you to sleep
your subrace, as each are described in their respective Skill Versatility. You gain proficiency in two skills of your
language sections of the Player’s Handbook. choice.
Regeneration. Witchers have incredibly fast and strong
metabolisms. Each hit die you spend during a short rest
restores an additional 2 hit points.
Size. Your size is determined by your subrace.
Speed. Your speed is determined by your subrace.
Witcher Fortitude.
Half-Orc
Relentless Endurance. When you are reduced to 0 hit points
but not killed outright, you can drop to 1 hit point instead.
You can’t use this feature again until you finish a long rest.
Halfing
Lucky. When you roll a 1 on an attack roll, ability check, or
saving throw (but not weapon attack), you can reroll the die
and must choose the new roll
Halfling Nimbleness. You can move through the space of
any creature that is of a size larger than yours.
Human
Ability score increase: One ability score of your choice is
increased by 1.
Tiefling
Hellish resistance. You have resistance to fire damage.
Infernal legacy. You know the thaumaturgy cantrip.
Witcher (class)
“H
elp me! Help!” The merchant cries
from beside his ruined cart. He Practical Hunters and Spellcasters
hears the clop of hooves Though not wielding the raw power of a full sorcerer,
approaching, but also the sounds of witchers learn magic that is simple, yet effective with their
the griffon feasting on his horse. A fighting styles, designed to augment their weapon attacks
silver blade is unsheathed as the rather than substitute for them. Witchers also learn alchemy
pale-skinned hunter rushes forward with very simple ingredients. These formulae are such quick
with inhuman speed to slice the griffon across its underside and easy attempts at the real thing that they are essentially
as it tries to take off. unusable to almost anyone else, but witchers build up a
The griffon, still bleeding from the silver-inflicted wound, tolerance for their special potions, and make an art of their
rises up quickly makes a dive at the hunter. The hunter crafty bombs.
dodges out the way with the grace of a feline, the griffon
missing him and continuing its flight. It makes a second dive
for the hunter, but instead merely snatches up the dead horse
in its talons, sensing that further confrontation with this
Class Features
hunter would be its end. Hit Points
Hit Dice: 1d10 per Witcher level
Knowledgeable Hunters Hit Points at 1st level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
One of the key principles of being a witcher is knowing your modifier per witcher level after 1st
enemy. Witchers spend countless hours studying the works of
scholars and master witchers, as well as reflecting on their Proficiencies
personal experiences with their quarry. A witcher’s mind is a Armor: Light armor
vast archive of knowledge pertaining to monsters and Weapons: Simple weapons, martial weapons
fighting. Tools: Herbalism kit
Saving Throws: Dexterity, Strength
Skills: Choose two skills from: Arcana, Athletics, Insight,
Investigation, Nature, Perception, Survival
Equipment (a) silver longsword, (b) a silver shortsword, or (c) a silver
greatsword
You start with the following equipment, in addition to the A component pouch, an herbalism kit, and two empty
equipment granted by your background glass bottles
(a) leather armor, (b) scale mail, or (c) chain mail (if (a) dungeoneer’s pack, or (b) an explorer’s pack
proficient) If you opt for “starting wealth” instead of class equipment,
(a) a martial weapon and a shield, or (b) two martial you start with 5d4 x 10 gp.
weapons
The Witcher
Proficiency Spells Crafts Crafts
Level Bonus Features Known 1st 2nd 3rd 4th 5th Known Carried
1st +2 Medallion, Witcher School, Fighting 3 — — — — — — —
Style
2nd +2 Spellcasting, Crafting 2 2 — — — — 1 1
3rd +2 School Feature, Bestiary 2 2 — — — — 2 2
4th +2 Ability Score Improvement 3 3 — — — — 2 2
5th +3 Extra Attack 3 3 1 — — — 2 2
6th +3 Unnatural Awareness 4 4 2 — — — 3 3
7th +3 School Feature 4 4 2 — — — 3 3
8th +3 Ability Score Improvement 5 4 2 — — — 3 3
9th +4 ─ 5 4 2 1 — — 3 3
10th +4 Iron Will 5 4 2 1 — — 3 3
11th +4 School Feature 6 4 2 2 — — 4 4
12th +4 Ability Score Improvement 6 4 3 2 — — 4 4
13th +5 — 6 4 3 2 1 — 4 4
14th +5 Enhanced Witcher Senses 7 4 3 2 1 — 5 5
15th +5 School Feature 7 4 3 2 2 — 5 5
16th +5 Ability Score Improvement 7 4 3 2 2 — 5 5
17th +6 — 8 4 3 2 2 1 5 5
18th +6 Superior Regeneration 8 4 3 2 2 1 5 5
19th +6 Ability Score Improvement 8 4 3 2 2 2 6 6
20th +6 Adrenaline Burst 9 4 3 2 2 2 6 6
Multiclassing
To multiclass as a witcher, you must have both a Dexterity
and a Wisdom score of 13 or higher.
You attempt to charm a humanoid you can see within
Witcher Spell List range. It must make a Wisdom saving throw, and does so
1st level with advantage if you or your companions are fighting it. If it
fails the saving throw, it is charmed by you until the spells
Aard* ends or until you or your companions do anything harmful to
Axii* it. The charmed creature regards you as a friendly
Igni* acquaintance. When the spell ends, the creature knows it was
Quen* charmed by you.
Somne* At Higher Levels. When you cast this spell using a spell
Yrden* slot of 2nd level or higher, you can target one additional
2nd Level creature for each slot level above 1st. The creatures must be
Heliotrope* within 30 feet of each other when you touch them.
Gust of wind Igni
Yrden Grounding* 1st-level Evocation
3rd Level Casting Time: 1 action
Remove curse Range: Self (15-foot cone)
Slow Components: V, S
4th Level Duration: Instantaneous
Confusion A wave of fire rushes from you, sweeping over all before it.
Dominate beast Each creature in a 15-foot cone must make a Dexterity saving
throw. A creature takes 1d6 fire damage on a failed save, or
5th Level half as much on a successful one. A creature that fails itself is
Circle of power also set aflame, taking 1d6 additional fire damage at the start
Legend lore of each of its turns. A creature can end this damage by using
*Indicates a spell that is described in this document rather its action to extinguish the flames. If the creature does not
than the Player’s Handbook. extinguish the flames, they die out on their own after 3 of the
creature’s turns.
Spells At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, the initial damage as well as the
Aard ensuing burning damage increases by 1d6 for each slot level
1st-level Evocation above 1st.
Casting Time: 1 action Heliotrope
Range: Self (15-foot cube) 2nd-level Evocation
Components: V, S
Duration: Instantaneous Casting Time: 1 reaction, which you can take when
A burst of magical force sweeps out in front of you. The subjected to a spell’s effects
area of effect is a cube that extends 5 feet directly to your left Range: Self
and right, and 15 feet in front of you. Each creature within Components: S
this area must make a Constitution saving throw or be Duration: Instantaneous
pushed 10 feet away from you and be knocked prone. You are able to bring up a fast ward against spells. As a
In addition, unsecured objects that are completely within reaction, when you are targeted by a spell, you can choose to
the area of effect are automatically pushed 10 feet away from immediately give yourself advantage on the saving throw
you by the spell’s effect, and the spell emits a thunderous against the spell, or if the spell makes an attack role, impose
boom audible for 200 feet. disadvantage on the attack.
At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, for each slot above 1st, the length Quen
of the area effect increases by 5 feet to your left and right, and 1st-level abjuration
10 feet in front of you. Casting Time: 1 action
Range: Self
Axii Components: V, S
1st-level Enchantment Duration: 1 minute
Casting Time: 1 action A protective magical force surrounds you, manifesting as a
Range: 30 feet few tiny, swirling streaks of light. You gain 6 temporary hit
Components: V, S points for the duration. If a creature hits you with a melee
Duration: 1 hour attack while you have these hit points, the creature takes 1d8
force damage.
At Higher Levels: When you cast this spell using a spell slot For a moment, you alter time to only flow a fraction as
of 2nd level or higher, the temporary hit points gained quickly as it normally does. During this time, you may take a
increases by 6 and the damage increases by 1d8 for each slot second turn as part of your bonus action. All creatures,
level above 1st objects, and other background events move at a near stand-
still. Creatures cannot make reactions and all of your attacks
Melt Armor have advantage. You also don’t trigger any environmental
2nd-level Evocation hazards such as traps. When your meta-turn ends, time
Casting Time: 1 action returns to its normal speed and you resume your place in the
Range: 30 feet order of combat.
Components: V, S
Duration: Instantaneous Yrden
1st-level transmutation
You unleash a flash of ultra-hot magical energy that melts Casting Time: 1 action
the outer-most parts of the armor of a creature you can see Range: Self (10-foot radius)
that is within range and wearing nonmagical armor Components: V, S
comprised mostly of metal. The target must succeed on a Duration: Concentration, up to 1 minute
Dexterity saving throw or take 1d10 fire damage, or half as
much on a successful one. Additionally, if the target fails its You create a magical trap in the form of a circle on the
save, its AC is reduced by 2. If the spell reduces the base AC ground which makes enemies sluggish in their movements.
of the armor to 10, the armor is destroyed. For the duration, hostile creatures suffer a -1 penalty to their
At higher levels. When you cast this spell using a spell slot AC and Dexterity saving throws while they are in the 10-foot
of 3rd level or higher, the spell’s damage increases by 1d10 radius circle. Additionally, the area within the circle counts as
for each slot level above 1st. difficult terrain for hostile creatures.
At higher levels. When you cast this spell using a spell slot
Somne of 2nd level or higher, the penalty to the hostile creatures’ AC
1st-level Enchantment and Dexterity saving throws increases by 1 for each slot level
Casting Time: 1 action above 1st.
Range: 90 feet
Components: V, S, M (a pinch of fine sand, rose petals, or a Yrden Grounding
cricket) 2nd-level transmutation
Duration: 1 minute Casting Time: 1 action
This spell sends creatures into a magical slumber. Roll Range: Self (10-foot radius)
5d8; the total is how many hit points of creatures this spell Components: V, S
can affect. Creatures within 20 feet of a point you choose Duration: Concentration, up to 1 minute
within range are affected in ascending order of their current You create a magical trap on the ground around you, which
hit points (ignoring unconscious creatures). grounds the magical resistances of enemy creatures,
Starting with the creature that has the lowest current hit exposing them to conventional attacks. For the duration,
points, each creature affected by this spell falls unconscious hostile creatures that have resistance to bludgeoning,
until the spell ends, the sleeper takes damage, or someone piercing, and slashing from nonmagical weapons lose those
uses an action to shake or slap the sleeper awake. Subtract resistances while they are within the 10-foot radius circle.
each creatures’ hit points from the total before moving on to
the creature with the next lowest hit points. A creature’s hit
points must be equal to or less than the remaining total for
that creature to be affected.
Undead and creatures immune to being charmed aren’t
affected by this spell.
At higher levels. When you cast this spell using a spell slot
of 2nd level or higher, roll an additional 2d8 for each slot level
above 1st.
Warp Time
5th-level transmutation
Casting Time: 1 bonus action
Range: Self
Components: V, M (a crystal hourglass worth 75 gp)
Duration: Instantaneous
Acknowledgements
The Witcher is a concept created by Andrzej Sapkowski, and
portrayed in CD Projekt Red’s The Witcher 3: The Wild Hunt.
That is the inspiration behind this project.
Thanks also to my friend who was my editor for this
project, and also to the D&D online community for providing
feedback.
Art
Race background image - Jakub Rozalski
Witcher, Geralt (race) -Dave Rapoza
Witcher, Ciri Meditating (Class) -Wojtek Fus
Medallion -Flipped Wish
Geralt (hooded) -Brent Mineham
Potion -Grishin Alexey
Special thanks to other D&D homebrew content creators
who have made other iterations of the witcher class, from
which I have drawn ideas. These people include:
Aaron Infante-Levy
John Dees
/u/Mazzetti_ and /u/SeeShark (reddit.com)
This document is made by Darrin Scott (/u/dgscott
[reddit.com])(@DarrinScott11 [Twitter.com])