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Witcher (race)

“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

Fighting Style Dueling


When you are wielding a melee weapon in one hand and no
You adopt a particular style of fighting as your specialty. other weapons, you gain a +2 bonus to damage rolls with that
Choose one of the following options. You can’t pick a Fighting weapon.
Style option more than once, even if you later get to choose
again. Great Weapon Fighting
When you roll a 1 or 2 on a. damage die for an attack roll you
Steel and Silver make with a melee weapon you are wielding with two hands,
The preferred fighting style of Witchers, you can use your you can reroll the die and must use the new roll, even if the
Dexterity score when making attacks with longswords. You new roll is a 1 or 2. The weapon must have the two-handed or
also gain a +1 bonus to your attack rolls with weapons with versatile property for you to gain this benefit.
the versatile property, as well as a +1 bonus to your AC if you
are using two hands. Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your
Defense ability modifier to the damage of the second attack.
While you are wearing armor, you gain a +1 bonus to AC
Medallion At 2nd level, you know two 1st-level spells of your choice from
the witcher spell list (which is shown after the crafting
Witchers wear silver medallions shaped like the heads of the section of this document).
animals their school is named after. At 1st level, you are able The Spells Known column of the Witcher table shows
to utilize the medallion to pick up on nearby magical when you learn more witcher spells of your choice from this
energies. As an action, you can check the status of your feature. Each of these spells must be of a level for which you
medallion. When you do so, your medallion lets out a soft have spell slots on the Witcher table. For instance, when you
hum if you are within 30 feet of an aberration, celestial, reach 6th level in this class, you can learn one new spell of
construct, dragon, elemental, fey, fiend, giant, monstrosity, 1st or 2nd level.
ooze, or undead. The medallion also responds if you are Additionally, when you gain a level in this class, you can
within 30 feet of a magical effect. Neither the location, type, choose one of your witcher spells you know and replace it
nor any other information is had about the presence. You can with another spell from the witcher spell list, which also must
use this feature up to 5 times before finishing a short or long be of a level for which you have spell slots.
rest.
If you lose your medallion, you can create a new one after Spellcasting Ability
three days’ work, spending 8 hours each day on creating the Wisdom is your spellcasting ability for your witcher spells;
medallion. The creation also requires 100 gp worth of silver your enhanced awareness allows you to wield these spells
material. with superior skill. You use your Wisdom whenever a witcher
spell refers to your spellcasting ability. In addition, you use
your Wisdom modifier when setting the saving throw DC for
a witcher spell you cast and when making an attack roll with
one.
Spell save DC = 8 + your proficiency bonus + your Wisdom
modifier
Spell attack modifier = your proficiency bonus + your
Wisdom modifier
Crafting
When you reach 2nd level, you also learn to apply your
knowledge of alchemy to the creation of potions and bombs.
The Witcher table shows how many alchemical formulae you
know (under “crafts known”).
All crafts are created using the herbalism kit. Unless
otherwise mentioned, a component pouch can also be used to
satisfy all ingredient requirements. However, each item
crafted requires regular attention to maintain. You can only
carry a limited number of crafts, as is also indicated in the
Witcher table. You can carry up to 2 of each specific craft. For
example, you can carry up to 2 Swallow potions.
All your expended crafts are replenished upon completing
a long rest. Completing a short rest will also replenish a
Witcher School single craft.
Choose one school whose teachings you embody as you grow Crafts are divided into three categories: potions, bombs,
more powerful: Griffon, Bear, or Cat, all detailed after the and decoctions. Each category of craft is described in their
base class features. Your choice grants you bonus own section of this document. Additionally, each time your
proficiencies at 1st level, as well as special features at 3rd number of known formulae increases, you can choose one of
level, and again at 7th, 11th, and 15th level. Additionally, each known crafts and replace it with another craft from the
school has bonus spells for you to choose from. witcher craft list.
Spellcasting Bestiary
By the time you reach 2nd level, you have learned to use the At 3rd level, you learn how to apply the knowledge from your
magical essence of the multiverse to cast spells. bestiary in practical situations. If you spend at least one
minute observing or interacting with an aberration, celestial,
Spell Slots construct, dragon, elemental, fey, fiend, giant, monstrosity,
The Witcher table shows how many spell slots you have to ooze, or undead, the DM tells you the creature's damage
cast your spells of 1st-level and higher. To cast one of these resistances, if it has any. Starting at 10th level, using the
spells, you must expend a slot of the spell’s level or higher. bestiary also reveals the creature’s damage vulnerabilities.
You regain all expended spell slots when you finish a long
rest
Spells Known at 1st Level and Higher
If you lose your bestiary, you can rewrite the material by Level Spells
spending 35 gp on a large, empty book, and 8 hours each day 1st -
for five days in a meditative state used to recall all the
information from memory, and recording it in your new 2nd Locate object, melt armor*
bestiary. 3rd Dispel magic, magic circle
4th Locate Nature
Extra Attack
5th Warp time*
Beginning at 5th level, you can attack twice, instead of once,
when you take the Attack action on your turn. *Indicates a spell that is described in this document rather
Unnatural Awareness than the Player’s Handbook.
At 6th level, your Witcher Senses have been sharpened to an
astonishing degree. You can no longer be surprised while you Bonus Proficiencies
are awake. Additionally, if you are not already proficient in the Coming from the School of the Griffon, at 1st level, you have
Perception skill, you gain proficiency in it. If you are already proficiency in medium armor and alchemist's supplies.
proficient, your proficiency bonus in that skill is doubled.
Spellstrike
Iron Will
Starting at 3rd level, you learn to better exploit the effects of
At 10th level, you are so conditioned with withstand mental your spells in combat. You do an additional 1d8 damage
assaults that any attempts to breach the mental barriers you bonus against creatures that are:
have erected for such occasions are met with almost certain
failure. You have advantage on saving throws against being Knocked prone by Aard
frightened or charmed. Under the effects of Axii
Set aflame by Igni
Enhanced Witcher Senses Within the area affected by Yrden
Or, put asleep by Somne
Starting at 14th level, you gain the ability to use your witcher
senses to compensate for when one of your basic senses is The Damage bonus increases by 1d8 at 15th level.
impeded. When you attack a creature you can’t see, your
inability to see it doesn’t impose disadvantage on your attack
rolls against it.
You are also aware of the location of any invisible creature
within 30 feet of you, provided that the creature isn’t hidden
from you and you aren’t blinded or deafened.
Superior Regeneration
At 18th level, your body regenerates at preternatural rates in
battle. At the start of each of your turns, you regain hit points
equal to 5+ your Constitution modifier, if you have less than
half of your hit points left. You don’t gain this benefit if you
have 0 hit points.
Adrenaline Burst
Starting at 20th level, if you attack twice on your turn and
both attacks hit, you may cast a 1st level spell as a bonus
action without consuming a spell slot.

School of the Griffon


The School of the Griffon teaches well-rounded techniques,
with an emphasis on using spells to augment the witcher’s
combat abilities. These witchers are known for their
discipline and knowledge of the arcane.
Griffon School Spells
Arcane Armor You must finish a long rest before you are able to use this
feature again. At 15th level, you can also use this feature
At 7th level, you gain a greater aptitude with your armor and again after completing a short rest.
learn to inscribe it with glyphs which help ward off certain
magical effects. When you are wearing medium armor, you Winter's Endurance
gain a +1 bonus to your AC. Additionally, while you are You have a limited well of inner endurance from which you
wearing armor, you gain a +1 bonus to saving throws against can draw. Starting at 11th level, you can use your bonus
spells, provided you have spent a short or long rest in that set action to restore a number of hit points equal to 1d6 x half
of armor. your witcher level, rounded down. You must complete a short
Minor Spell Recovery rest or long before using this feature again.
Through meditation, you can regain some of your magical Undying
energy. Starting at 11th level, once per day, when you finish a
short rest, you can recover up to one 2nd level spell slot, or Your body and spirit are not so easily undone. Starting at
two 1st level spell slots, if you have expended at least that 15th level, you can add your constitution modifier to death
many respective slots. saving throws.
When you reach 15th level, the number of slots you can
recover increases to one 3rd or 2nd level slot, or three 1st School of the Cat
level slots.
Though the School of the Cat has been regarded with some
Improved Combat Magic contempt amongst witchers from other schools for the
duplicitous behavior of some of its adherents, there is no
Starting at 15th level, when you use your action to cast a denying the efficacy of its teachings. Witchers from the
spell, you can attack with your weapon as a bonus action. School of the Cat are more agile and learn to strike with
greater precision. They also tend to employ ‘dirty’ fighting
School of the Bear techniques and surprise attacks.
Trained in frozen tundra, witchers from the School of the Cat School Spells
Bear favor defense and strong attacks over agility. They are Level Spells
particularly suited for dealing with larger monsters that 1st -
require more blows to fell.
2nd Silence, suggestion
Bear School Spells 3rd Fear, nondetection
Level Spells
4th Hallucinatory terrain
1st -
5th Dominate person
2nd Earthbind, Locate animals or plants
3rd Counterspell, protection from energy Bonus Proficiencies
4th Freedom of movement Coming from the School of the Cat, at 1st level, you have
5th Hold monster proficiency in Stealth and poisoner’s kits.

Bonus Proficiencies Improved Critical


Coming from the School of the Bear, at first level, you have At 3rd level, you make your strikes with improved precision.
proficiency in medium and heavy armor. You score a critical hit on a roll of a 19 or 20. At 15th level,
score a critical hit on a roll of an 18, 19, or 20.
Unrelenting Onslaught Evasion
At 3rd level, your attacks only become more deadly with each At 7th level, you learn to nimbly dodge out of the way of
strike. When you hit a creature that you have previously certain area effects such as a dragon’s fiery breath or a
damaged with a weapon attack, the creature takes an lightning bolt spell. When you are subject to an effect that
additional 1d8 damage. When you reach 15th level, the allows you to make a Dexterity saving throw to only take half
damage bonus increases by 1d8. damage, you instead only take no damage if you succeed on
Battle Trance the saving throw, and only half if you fail.
At 7th level, you’ve learned to enter a trance in combat that Craft Recovery
makes you more resilient. You can enter or end this trance as
a bonus action. While you are in the trance, you have Much practice has made your efficient with your bomb,
resistance to bludgeoning, piercing, and slashing damage. decoction, and potion recipes. At 11th level, when you finish a
The trance lasts for one minute, and ends if you are reduced short rest, you recover two instead of one of your crafts.
to 0 hit points, charmed, frightened, incapacitated, paralyzed,
or petrified.
Fast-Acting The amount of hit points healed each turn increases by 1 at
4th level (2), 6th level (3), 8th level (4), 10th level (5), 12th level
You’ve learned to exploit the weakness of slower enemies. At (6), 14th level (7), 16th level (8), 18th level (9), and 20th level
15th level, you have advantage on attacks against any (10).
creatures that have not taken their turn in combat yet.
Additionally, you gain a +2 to your initiative rolls. Thunderbolt
Components: Insect venom, sewant mushroom
Crafting Duration: 1 minute
Your attacks become charged with additional power.
Immediately upon consuming this potion, your weapon
Potions attacks do an additional 1d6 damage. The effect lasts for 1
Witchers can brew special potions which enhance their minute.
abilities. You have built up a tolerance to these otherwise The additional damage increases by 1d6 when you reach
toxic potions. Any other creature that drinks a witcher potion 5th level (2d6), 9th level (3d6), 13th level (4d6), 17th level
must make a Constitution saving throw. A creature that fails (5d6), and 20th level (6d6).
takes poison damage equal to a number of d6s equal to half
your witcher level, or half as much on a success. Creatures Black Blood
that fail the save also become poisoned. The DC of the save is Components: Undead blood, prickly weed
equal to 8 + your proficiency bonus + your Wisdom modifier. Duration: 1 minute
You can only be under the effects of one potion at a time, or Your blood turns caustic. Creatures who hit you with a
else you too are subject to this toxicity effect. melee attack take 1d6 acid damage. The effect lasts for 1
Drinking a potion takes an action. You require a glass minute. Creatures making a bite attack take double damage.
bottle or similar container to store a witcher potion for The damage done increases by 1d6 at 8th level (2d6), 11th
drinking. The container can be reused and does not take level (3d6), 14th level (4d6), 17th level (5d6), and 20th level
extra time to put your glass bottle back into your inventory (6d6).
after drinking.
Cat
Components: Spring water, red berry
Duration: 1 hour
Drinking this potion sharpens your vision. While under its
effects, you have advantage on Wisdom (perception) checks
which rely on sight, and your darkvision increases by 60 feet.
Golden Oriole
Components: Monster feather, blowball
Duration: 1 hour
Drinking this potion bolsters your already hardy immune
system. While under its effects, you have immunity to poison
damage and the poisoned condition.
Killer Whale
Components: Sea creature oil, kelp
Duration: 1 hour
This draught magically imbues you with the essence of a
waterborne mammal. While under the effects of this potion,
you can hold your breath for up to 10 minutes, and have a
Swallow swimming speed of 30 feet. If you already have a swimming
Components: Water monster scale (such as Kuo-Toa), yellow speed, it increases by 10 feet.
wildflower
Duration: 1d6+1 turns Tawny Owl
This draught speeds up your regenerative abilities. Components: Spring water, white wildflower
Immediately upon consuming the potion, you regain 1 hit Duration: 1 hour
point. At the start of your next 1d6 turns, you heal an This invigorating cocktail increases your stamina. While
additional 1 hit point each turn. If you reduced to 0 hit points, under its effects, your movement speed increases by 10 feet,
Swallow does not heal you at the start of your next turn, but you remove one level of exhaustion, and have advantage on
you automatically succeed on any death saving throws you Constitution saving throws against effects which incur
have to make while the potion’s effects are still active. exhaustion as a consequence of failure.
Bombs The bomb ignites in a flash of brilliant, searing light.
Creatures within the 10-foot radius must make a Constitution
Witchers learn to make bombs-- simple, hand-held explosives saving throw, taking 2d6 radiant damage on a failed save, or
with effects that vary depending on the recipe. As an action, half as much on a successful one.
you can light and throw a bomb up to 40 feet, exploding less A shapershifter makes its saving throw with disadvantage.
than a second after impact. Due to their short fuse and If it fails, it also instantly reverts to its original form. At the
unwieldy handling, others cannot use the bombs properly. end of each of its turns, it may attempt to make the saving
When any creature that isn’t a witcher attempts to use a throw again, without disadvantage. On a success, it can
bomb, creatures within the affected area have advantage on transform again on its following turn.
their saving throw. The radiant damage increases by 1d6 when you reach 9th
Your bomb save DC is equal to your spell save DC. level (3d6), 17th level (4d6), and 20th level (5d6).
Dancing Star Northern Wind
Components: Sulfur, phosphorus Prerequisite: 5th level
Produces a fiery explosion. Each creature within a 10-foot Components: Spring water, iron dust
radius must make a Dexterity saving throw, taking 1d10 fire Upon detonation, a blast bone-chillingly cold air engulfs the
damage on a failed save, or half as much on a successful one. area. Creatures with a 10-foot radius must make a
The fire damage increases by 1d10 when you reach 5th Constitution saving throw, taking 2d6 cold damage, or half as
level (2d10), 9th level (3d10), 17th level (4d10), and 20th level much on a successful one. Creatures who fail the save also
(5d10). have their movement speed reduced by half and have
disadvantage on Dexterity saving throws.
Devil's Puffball The affected creature may repeat the saving throw at the
Components: Sulfur, sewant mushrooms end of each of its turns, ending the effect on a success.
When the bomb ignites, it emits a cloud of toxic gas. When The cold damage increases by 1d6 when you reach 9th
a creature enters the 10-foot radius of the cloud for the first level (3d6), 17th (4d6), and 20th level (5d6).
time, it must make a Constitution saving throw, taking 1d6
poison damage on a failed save, or half as much on a
successful one. Any creature that ends its turn in the gas
cloud takes 1d8 poison damage.
A moderate wind (at least 10 miles per hour) disperses the
cloud in 4 rounds; a strong wind (20 or more miles per hour)
disperses it in 1 round. If there is no wind, the cloud lingers
for 1 minute.
The poison damage increases by 1d8 when you reach 5th
level (2d8), 9th level (3d8), 17th level (4d8), and 20th level
(5d8).
Dimeterium Bomb
Prerequisite: 9th level
Components: Sulfur, phosphorus
The detonation of this bomb produces a shimmering cloud
of antimagic elements. Creatures attempting to cast spells
within the 10-foot radius cloud suffer disadvantage on spell
attack rolls. If the spell calls for a saving throw instead, the
target has advantage. Creatures within the cloud who are the
affected by the spell impose disadvantage on spell attack rolls
against them and have advantage on spell saving throws. If
the spell calls for neither an attack roll nor a saving throw,
creatures attempting to cast a spell within the cloud must
make a Wisdom saving throw, or the spell fails.
A moderate wind (at least 10 miles per hour) disperses the Samum
smoke in 4 rounds; a strong wind (20 or more miles per hour) Prerequisite: 5th level
disperses it in 1 round. If there is no wind, the smoke lingers Components: Phosphorous, saltpeter
for 1 minute.
When this bomb detonates, it emits a blinding flash of light.
Moon Dust Creatures within a 15-foot radius must make a Wisdom
Prerequisite: 5th level saving throw or be blinded for 1 round.
Components: Silver dust, saltpeter
The amount of time creatures are blinded by the bomb Ettercrap Decoction
increases 1 round when you reach 9th level (2), 13th level (3), Prerequisite: 9th level
17th level (4), and 20th level (5). The affected creature may Components: Essence of a ettergrap, dryder, or phase spider
repeat the saving throw at the end of each of its turns, ending Duration: 1 hour
the effect on a success.
You can climb difficult surfaces, except for upside down on
Decoctions ceilings, without needing to make an ability check.
Decoctions are potent draughts distilled from the essence of Giant Decoction
stronger monsters. This category of craft is an optional Prerequisite: 5th level
mechanic for DMs as it requires a bit of foresight to establish Components: Essence of a giant (any variety)
the proper monsters required for different draughts. DMs Duration: 1 hour
who wish to allow decoctions may wish to consider
increasing the maximum number of your “crafts known.” If For the duration, your Strength score increases by a
DMs would like to keep the theme of their game more number equal to half of your witcher level (rounded up) + 1.
specific, they can allow you to make the same draughts from
different monsters of similar challenge ratings, but should Hag Decoction
make you aware of which monsters can be used for which Prerequisite: 5th level
formulae prior to their essence expiring. Components: Essence of a hag (any variety)
Decoctions work exactly like potions except they require an Duration: 1 hour
additional component: monster essence, which cannot be While under the effects of this potion, each time you reduce
substituted with a component pouch. Monster essence is a an enemy to 0 hit points, you gain a number of temporary hit
liquid substance secreted from slain monsters. Using the points equal to 1d6 x the creature’s challenge rating, to a
herbalism kit and 10 minutes, you can harvest one sample of minimum of 1, and a maximum of half of your maximum hit
monster essence from a monster that has been dead for less points.
than 1 hour, and store it in a glass vial or similar container, to
be used in your decoctions later. The essence does not expire Hellhound Decoction
once you have stored it. Once you have created a draught Prerequisite: 5th level
using a monster essence, you don’t need to use monster Components: Essence of a hellhound or nightmare
essence in replenishing your decoctions of that type. Duration: 1 minute
Basilisk Decoction As a reaction to taking damage from a creature you can see
Prerequisite: 9th level within 60 feet, you can send forth fire to engulf the creature.
Components: Essence of a basilisk, medusa, or umber hulk, The creature must make a Dexterity saving throw, taking 1d8
or gorgon fire damage on a failed save, or half as much on a successful
Duration: 1 hour one.
The damage done increases by 1d8 at 8th level (2d8), 11th
You gain immunity to being paralyzed or petrified. level (3d8), 14th level (4d8), 17th level (5d8), and 20th level
(6d8).
Chimera Decoction
Prerequisite: 5th level Hydra Decoction
Components: Essence of a Chimera, Griffon, Hippogriff, Prerequisite: 5th level
Manticore, or Peryton Components: Essence of a hydra
Duration: 1 hour Duration: 1 minute
You have advantage on Dexterity saving throws and the For the duration, if a single hit deals damage to you greater
longest you can stunned is 1 round. than or equal to one quarter of your hit point maximum, you
can make an additional weapon attack on your next turn as a
Dragon Decoction bonus action.
Prerequisite: 5th level
Components: Essence of a dragon of any age or hue Minotaur Decoction
Duration: 1 hour Components: Essence of a minotaur
You gain resistance to one type of damage of damage which Duration: 1 hour
corresponds with the kind of dragon from which you You can perfectly recall any path you have travelled within
harvested the monster essence. For example, the essence of the past 24 hours.
a black dragon can brew a Dragon Decoction which grants
resistance to acid, a blue dragon to lightning, and so on. Revenant Decoction
Prerequisite: 5th level
Earth Elemental Decoction Components: Essence of a mummy, revenant, or wight
Components: Essence of an earth elemental, gargoyle, or Duration: 1 hour
galeb duhr
Duration: 1 hour
For the duration, you gain resistance to slashing damage.
You can use your action to direct your gaze at a creature
within 30 feet. If the creature can see your eyes, it must make
a Wisdom saving throw or be frightened until the end of your
next turn.
Salamander Decoction
Prerequisite: 5th level
Components: Essence of a salamander with a challenge
rating of 1 or higher
Duration: 1 minute
Creatures who hit you with a melee attack take 1d6 fire
damage. The effect lasts for 1 minute. Creatures grappling
you take 2d6 damage at the start of each of their turns.
The damage done increases by 1d6 at 5th level (3d6), 8th
level (4d6), 11th level (5d6), 14th level (6d6), 17th level (7d6),
and 20th level (8d6).
Succubus Decoction
Components: Essence of a succubus or incubus
Duration: 1 day
You gain advantage on any Charisma saves incurred upon
you by humanoids or incubi/succubi of the opposite sex.
Additionally, you have advantage on Charisma (persuasion)
checks against humanoids of the opposite sex.
Troll Decoction
Prerequisite: 5th level
Components: Essence of a troll
Duration: 1 minute
Each time you take bludgeoning, piercing, or slashing
damage, you gain 1d4 temporary hit points.
The number of temporary hit points gained increases by
1d4 at 4th level (2d4), 6th level (3d4), 8th level (4d4), 10th
level (5d4), 12th level (6d4), 14th (7d4), 16th level (8d4), 18th
(9d4), and 20th level (10d4).
Vampire Decoction
Components: Essence of a vampire or vampire spawn
Duration: 1 minute
Each time you hit a humanoid with a weapon attack, you
heal 1d4 hit points.
The number of hit points healed increases by 1d4 at 4th
level (2d4), 6th level (3d4), 8th level (4d4), 10th level (5d4),
12th level (6d4), 14th (7d4), 16th level (8d4), 18th (9d4), and
20th level (10d4).

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])

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