WITCHER CLAss
athe witcher. Some changes may be
made after playing it iT sec balance
problems, Some features might be
deleted completly if they are overpowered
W2 orovershadow thor lasses abilities
Cass FEATURES
Asa witcher, you gain the following features
ALCHEMICAL FORMULAE
Just as they served as the basis for what created them,
all witchers learn to prepare complex alchemical
mixtures to aid them on the Path. Your witcher level
determines the number of alchemical items you can
carry with you at a time, as shown in the Alchemy
Pouch column of the Witcher table
Crafting an alchemy item requires 10 minutes of
work with either Alchemist’s supplies or an
Herbalism kit.
Every formula requires herbs, alcohol, and monster
‘organs to craft them. These can be purchased from
merchants in cities or harvested from nature and
monster corpses, in the latter case requiring a
Wisdom (Survival) check to scavenge for ther
wild, When you gain access to Enhanced and
‘Superior versions of alchemical formulae at higher
levels and you have an unused alchemy item in your
inventory, you ean use that item as the foundation for
crafting its Enhanced or Superior version, When you
do so, you can deduct the gold cost of the original item
from the cost of the new version.
‘You know alchemical formulas for any alchemical,
item you meet the prerequisites for.
inthe
Bomas
Bombs are a useful weapon for witchers when facing,
large hoards of monsters, as well as when clearing out
their nests. At Ist level you know the formulae for
Devil's Puffball, Dragon's Dream, Grapeshot, and
‘Samum bombs.
Bombs are considered martial ranged weapons,
have a range of 20/60 feet, and detonate on impact.
‘Standard bombs have an impact radius of a 5-foot
sphere,
Ous
Weapon oils are essential for exploiting a monster's
weakness. They provide additional damage when
used against the corresponding creature type and
either play to a monster's vulnerability or bypass their
resistances. At Ist level you know the formulae for
Fey, Giant, Plant, and Undead oils
One batch of oils enough to coat a single slashing
‘or piercing weapon or five pieces of slashing or
piercing ammunition. Applying these oils requires 1
minute of application to take full effect, and can lasts,
for 1 hour, or until you make ten attacks with it
Potions
Potions are indispensable tools that help witchers
achieve further feats of inhuman ability. Brewed with
highly toxic materials, they provide various boons and,
prove fatal when ingested by non-witehers. AC Ist level
you know the formulae for Black Blood, Cat, Full
Moon, White Honey, and White Raffard’s Decoction
potions.
Ingesting a potion takes a bonus action, and doing
so gives you 1 Toxicity point unless stated otherwise.
You can tolerate Toxicity up to a maximum of 10
points. When your Toxicity reaches 6 you begin to
suffer negative effects from ingesting too many
witcher potions. As your Toxicity level rises you take
damage equal to what is dictated by the next level in
the Toxicity table below, but any side effects from the
previous level carry over. Damage taken from the
effects of high Toxicity cannot be reduced in any way.
Toxicity
Level Negative Effect
6 1410 poison damage
7 2d10 poison damage & disadvantage on ability
checks
3 3410 poison damage & movement speed is.
halved
‘9. 4410 poison damage & disadvantage on attack
rolls and saving throws
10 ‘You drop to O health and are unconscious
Toxicity can be reduced through periods of rest and
‘meditation, During a short rest your Toxicity reduces
by | for every hour spent without engaging in
strenuous activity, and it reduces by 3 after you finish
along rest.
‘When you ingest potions of the same type the
bonuses you gain do not stack, but the duration will
reset if they were ingested at different times. Ingesting
an Enhanced or Superior version of the same potion
type will overwrite the original effect, however.
When a witcher potion is ingested by someone who
is not a witcher the creature gain the regular effects
but increases toxicity level to 6, or increases by 2 if
the creature already has toxicity level. Giving the
target a White Honey potion immediately cancels this
effect.
WiTcHER’s MEDALLATION
Even beggars and illiterate farmhands recognize a
witcher by the medallion hanging from thei neck.
Earned through rigorous training, you were given your
‘medallion upon finishing the first part of the Trials
that made you into a keen hunter. Your medallion is a
‘magical artifact of metal shaped into the head of your
witcher school's bestial namesake. Refer to the
Witcher Schoo! list when deciding what your
‘medallion will look like.While you wear this medallion you are aware of the
presence of monstrous creatures nearby. You can use
an action to know if there is an aberration, dragon,
clemental, fey, fiend, giant, monstrosity, ooze, plant,
undead within 30 feet of you due to your medallion’s
subtle vibrations, but you do not know the creature's
‘exact location or its creature type.
Your medallion’s magic is blocked by 1 foot of
stone, 1 inch of common metal, a thin sheet of lead, or
3 feet of wood or dirt. While in antimagic field or
similar effect, the medallion doesn't work.
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
SicNs
By 2nd level you have learned the art of simple magic,
Long ago witchers developed their own form of magie
derived from that ofthe sorcerers who helped ereate
them, and these have been passed from generation to
generation. See Chapter 10 of the Player's Handbook
for the general rules of spellcasting, and see the end
of this document for the witcher spel list.
SPELL SLors
‘The Witcher table shows how many spell slots you
have to cast signs. To cast one of your witcher signs of
Ist level or higher, you must expend a spell slot of the
spell’s level of higher. You regain all expended spell
slots when you finish a long rest.
For example, you know the Istlevel igni sign. If you
have a Istlevel and 2ndevel spell slot available, you
‘can cast igni using either slot.
SPELLS KNOWN
At first level you know 2.witcher signs, and you learn
additional one every two levels
Witcher signs are a crucial part of a witeher's ability
to stay alive when fighting monsters. As such, even
novice witchers begin training to cast every witcher
sign as soon as possible. Witchers rarely learn other
styles of magic, but seasoned witchers have learned t0
innovate and still thrive with the basics.
SPELLCASTING ABILITY
Intelligence is your spellcasting ability for your
witcher signs, since your magic is founded on years of
studying magical tradition. You use your Intelligence
whenever a spell refers to your spelicasting ability. In
addition, you use your Intelligence when setting the
saving throw DC for a witcher sign you cast and when
making an attack roll with one.
Spell Save DC=
your Intelligence modifier
+ your proficiency bonus +
Spell attack modifier = your proficieney bonus +
‘your Intelligence modifier
Class | Witcher
Sign ENHANCEMENTS
‘You begin to experiment with your technique when
casting signs. Your witcher level determines the
number of enhancements you discover, as shown in
the Sign Enhancements column of the Witcher table.
You uncover more enhancements as you gain levels in
this class.
‘At 3rd level you choose any two enhancements
from the Sign Enhancements section of the Witcher
Spell List. Certain enhancements require conditions,
to be met before you can access them, such as a
specific witcher level or previously acquiring a
different enhancement. You can't take a sign
enhancement more than once.
ABILITY SCORE IMPROVEMENT
‘When you reach 4th level, and again at 8th, 12th,
16th, and 19th, you can increase one ability score of
your choice by 2, or you can increase two ability
scores of your choice by 1. As normal, you can't
increase an ability score above 20 using this feature.
Extra ATTACK
Beginning at 5th level, you can attack twice, instead of
once, whenever you take the Attack action on your
turn,
PROFESSIONAL HUNTER
‘Starting at 6th level, your experience in the field has
attuned your senses to the subtle trail of your mark.
You have advantage on skill checks to identify the
presence of, track down, and recall information
aberrations, dragons, elementals, fey, fiends, giants,
‘monstrosities, oozes, plants, and undead.
INHUMAN BIOLocy
‘Starting at 10th level, the mutations you underwent
during your Trials strengthen your body, granting you
preternatural abilities. You are immune to disease,
and you can use a bonus action co roll attacks against
enemies you can’t see without disadvantage.
ALCHEMY BLITZ
‘Starting at 14th level, utilizing your alchemical tools
has become second nature, In times of great need you
an use two potions in the same bonus action. Once
you do so this feature cannot be used again until you
finish a short or long rest.
SavacE RETALIATION
‘At 18th level, when you take damage twice from the
same creature in a single round, you can use your
reaction to make a weapon attack or cast a sign at
that creature once. You can use this feature a number
of times equal to your Intelligence modifier (minimum,
of 1), and regain uses after finishing a long restSEASONED PREDATOR
At 20th level, you reach the pinnacle of what witchers
were created to be: a magical, alchemical, and
supernatural force that even monsters fear. You can't
be surprised, and if you miss with a weapon attack
you can add your Intelligence modifier to your next
‘weapon attack roll against the same ereature
ScHOOL OF THE WOLF
‘Witchers from the School of the Wolf believe in
versatility, relying equally on every tool at their
disposal. They are the most likely of any witcher
‘school to accept help from others they meet on the
Path, even if they rarely journey with other witehers.
Wolf School witchers maneuver like an animal in
battle, always guarded and ready to improvise.
Ficut LiKe A Pack,
Starting at 3rd level, you sprint across the battlefield
to avoid harm and aid your allies in the fight. You ean
take the Dash or Help action as a bonus action on
your turn.
STEADFAST
‘Starting at 7th level, you've learned to steel your mind
‘and body so that nothing impedes you. You have
advantage on saving throws against being charmed.
and frightened, and nonmagical difficult terrain costs
you no extra movement,
‘Sup Past DEFENSES
AULIth level, you're able to slip out of an enemy's
grasp and maneuver yourself into a better position,
‘When an enemy misses with a weapon attack against
you, you can use your reaction to move up to half of
your movement speed. When you move in this way,
‘other creatures have disadvantage on opportunity
attacks against you.
TEAMWORK
AUL5th level, when you make a weapon attack against
an enemy that an ally is within 5 feet of, you have
advantage on the attack roll.
ALCHEMICAL FORMULAE LIST
you can learn. In each one there is price,
effect, and enhanced versions, you know
all formulas you meet the prerequisites
for. For crafting alchemichal items from
monster parts, ask your DM for what you
need,
BomsBs
Bombs are useful against large number of enemies
‘and can be thrown to a range of 20/60.
DANCING STAR
Prerequisite: 5th level
Cost: 30¢p
This bomb produces a fiery explosion that causes
nearby opponents to start burning, All creatures in a
5-f00t sphere must succeed on a DC 12 Dexterity
saving throw. Targets take 3d6 fire damage and catch
fire on a failed save, or half as much damage without
burning on a successful one. Creatures on fire suffer
106 fire damage at the start of each of their turns. A
creature can repeat the Dexterity saving throw at the
fend of each ofits turns to put out the flames.
When the bomb detonates it ignites all flammable
objects in range of where it lands.
ENHANCED DANCING STAR
Prerequisite: 9th level
Cost: 150gp
This version of the Dancing Star bomb has an
increased DC of 14. The fire damage taken from the
initial blast increases to 546, and the lingering
burning damage increases to 1d6 fire damage.
‘SurzRior DaNcING STAR
Prerequisite: 13th level
Cost: 300gp
This version of the Dancing Star bomb's area of effect
increases from a Soot to a 10.foot sphere, and it has
an increased DC of 16. The fire damage taken from
the initial blast increases to 746, and the lingering
burning damage increases to 146 fire damage.
Devit's PUFFBALL
Cost: 10xp
This bomb releases a cloud of poison when detonated.
All ereatures in a 5-foot sphere must succeed on a DC
12 Constitution saving throw. A creature that fails this
save becomes poisoned, A creature poisoned in this
‘way can repeat the Constitution saving throw at the
end of each of its turns to stop the effects ofthe
poison, The cloud lingers up to 5 minutes, unless itis
blown away by a strong gust of wind. A creature that
first enters the area of effector starts its turn there
‘must repeat the saving throw unless they are already
poisoned.ENHANCED DEvIt's PUFFBALL
Prerequisite: 9th level
Cost: 100gp
‘This version of the Devil's Puffball bomb has an
increased DC of 14. When a creature fails their saving
throw they also take 148 poison damage at the start of
‘each of their turns while they remain poisoned.
‘SupeRioR DEvIL's PUFFBALL
Prerequisite: 13th level
Cost: 200gp
This version of the Devil's Puffball bomb's area of
effect increases from a 5-foot to a 10-foot sphere, and.
it has an inereased DC of 16. When a creature fails
their saving throw they also take 2d8 poison damage
‘atthe start of each of their turns while they remain
poisoned.
DIMERITIUM
Prerequisite: 5h level
Cost: 30gp
This bomb releases a cloud of dimeritium slivers that
block magic and monsters’ magical abilities. All
creatures in a 5foot sphere must sueceed on a DC 12
Dexterity saving throw. On a failed save they are
tunable to cast spells up to 3rd-level. A ereature under
the effeets ofthe dimeritium dust ean repeat the
Dexterity saving throw at the end of each ofits turns
to end this effec.
ENHANCED DIMERITIUM
Prerequisite: 9th level
Cost: 150gp
This version of the Dimeritium bomb has an
increased DC of 14, When a creature fails its saving
throw it is unable to cast spells up to Sth-level.
‘Superior DimeriT1uM
Prerequisite: 13th level
Cost: 300gp
This version of the Dimeritium bomb's area of effect
increases from a S-foot to a 10-foot sphere, and it has
aan increased DC of 16. When a creature fails its
saving throw itis unable to cast spells up to 7th-level.
Dracon’s DREAM
Cost: 10gp
This bomb releases a 5-foot sphere cloud of gas that is,
highly flammable. The cloud lingers up to 5 minutes,
unless it is blown away by a strong gust of wind.
‘When the cloud is ignited all targets in its radius must
succeed on DC 12 Dexterity saving throw or sulfer
208 fire damage, or half damage on a successful save.
The gas has a distinct smell of phosphorus and
appears similar to dust or mushroom spores.
ENHANCED Dracon’s DREAM
Prerequisite: 9th level
Cost: 100gp
‘This version of the Dragon's Dream bomb has an
increased DC of 14. The fire damage taken when the
gas ignites increases to 4d8.
‘SurzRior Dracon’s DREAM
Prerequisite: 13th level
Cost: 200gp
This version of the Dragon's Dream bomb’s area of
effect increases from a 5-foot to a 10-foot sphere, and
it has an increased DC of 16. The fire damage taken
when the gas ignites increases to 648.
GRaPESHOT
Cost: 10gp
This bomb inflicts shrapnel damage to foes in its
radius, All creatures in a 5-foot sphere must succeed,
on a DC 12 Dexterity saving throw. Targets take 246
piercing damage and 146 fire damage on a failed save.
ENHANCED GRAPESHOT
Prerequisite: 9th level
Cost: 100gp
‘This version of the Grapeshot bomb has an increased
DC of 14. The damage taken on detonation increases
to 3d6 piercing and damage and 2d6 fire damage.
‘SurERIOR GRAPESHOT
Prerequisite: 13th level
Cost: 200gp
This version of the Grapeshot bomb's area of effect
increases from a Soot to a 10-foot sphere, and it has
‘an increased DC of 16. The damage taken on
detonation increases to 4d6 piercing damage and 346
fire damage.
Moon Dust
Prerequisite: 5th level
Cost: 3059
This bomb contains silver splinters that pierce even
the coughest hide and temporarily prevents monsters
from transforming. All creatures in a 5foot sphere
‘must succeed on a DC 12 Dexterity saving throw.
Targets take 146 piercing damage on a failed save.
Piercing damage taken from this bomb is considered
‘magical. A shapechanger that fails the saving throw
instantly reverts (ots original form. It can repeat the
Dexterity saving throw at the end of each ofits turns
to shake off the silver shards, otherwise it cannot
assume a new form
ENHANCED Moon Dust
Prerequisite: 9th level
Cost: 150gp
This version of the Moon Dust bomb has an increased
DC of 14. The piercing damage taken increases to
246.‘SurERIoR Moon Dust
Prerequisite: 13th level
Cost: 300gp
‘This version of the Moon Dust bomb’s area of effect
increases from a Sfoot to a 10-foot sphere, and it has
aan increased DC of 16. The piercing damage taken
increases to 46,
NorTHERN WIND
Prerequisite: 5th level
Cost: 304p
This bomb releases a burst of ice that freezes foes
solid. All creatures in a Sfoat sphere must succeed on
a DC 12 Dexterity saving throw. Targets take 248
cold damage and are considered frozen on a failed
save, or half damage without being frozen on a
‘successful save. A frozen creature's speed is reduced
by 10 fect and attacks made against it have advantage.
Frozen creatures thaw upon taking fire damage or
after spending 5 minutes near a source of heat.
ENHANCED NORTHERN WIND
Prerequisite: 9th level
Cost: 150gp
This version of the Northern Wind bomb has an
increased DC of 14. The cold damage taken increases
to 4a8.
‘SupERIOR NORTHERN WIND
Prerequisite: 13th level
Cost: 300gp
This version of the Northern Wind bomb's area of,
effect increases from a 5-foot to a 10-foot sphere, and
it has an increased DC of 16. The cold damage taken
increases to 68.
SamMuM
Cost: 10gp
This bomb blinds opponents in its explosion radius,
All ereatures in a 5-foot sphere must succeed on a DC
12 Dexterity saving throw. Targets that fail this saving
throw are blinded for 1 round
ENHANCED SAMUM
Prerequisite: 9th level
Cost: 100gp
This version of the Samum bomb has an increased
DC of 14 and the blinding lasts for 2 rounds.
‘SuPERIoR SAMUM
Prerequisite: 13th level
Cost: 200gp
This version of the Samum bomb’s area of effect
increases from a 5-foot to a 10-foot sphere, and it has
‘an increased DC of 16 and the blinding lasts for 4
rounds.
OILs
Oils can be used on weapons to act against certain
creatures
ABBERATION OIL
Prerequisite: 5th level
Cost: 30p
Duration: 1 hour
This oil grants an additional 1d8 acid damage to
weapon attacks mace against abberations.
ENHANCED ABBERATION OIL
Prerequisite: 9th level
Cost: 150gp
Duration: 5 hours
This version of the Abberation Oil grants an additional
2d8 acid damage to weapon attacks made against
abberations,
‘SUPERIOR ABBERATION OIL
Prerequisite: 13th level
Cost: 300gp
This version of the Abberation Oil grants an additional
3d8 acid damage to weapon attacks made against
abberations.
Dracon O1L
Prerequisite: Sth level
Cost: 30gp_
Duration: | hour
‘This oil grants an additional 1d8 radiant damage to
weapon attacks made against dragons.
ENHANCED Dracon Or
Prerequisite: 9th level
Cost: 150gp
Duration: 5 hours
‘This version of the Dragon Oil grants an additional
2d8 radiant damage to weapon attacks made against
dragons.
‘SureR1oR DRacon Ox.
Prerequisite: 13th level
Cost: 300gp
This version of the Dragon Oil grants an additional
3d8 radiant damage to weapon attacks made against
dragons.
ELEMENTAL OIL
Prerequisite: 3rd level
Cost: 20)
Duration: I hour
This oil grants an additional 1d8 lightning damage to
weapon attacks made against elementals.ENHANCED ELEMENTAL OTL.
Prerequisite: 9th level
Cost: 125¢p
Duration: 5 hours
This version of the Elemental Oil grants an additional
2d8 lightning damage to weapon attacks made
against elementals.
‘Superior ELEMENTAL OIL
Prerequisite: 13th level
Cost: 250gp
This version of the Elemental Oil grants an additional
3d8 lightning damage to weapon attacks made
against clementals.
Fry OIL
Cost: 10gp
Duration: | hour
‘This ol grants an additional 18 poison damage to
‘weapon attacks made against fey.
ENHANCED Fry OL
Prerequisite: 9th level
Cost: 100gp
Duration: 5 hours
This version of the Fey Oil grants an additional 248)
poison damage to weapon attacks made against fey.
‘Superior Fey O1
Prerequisite: 13th level
Cost: 200gp
This version of the Fey Oil grants an additional 348)
poison damage to weapon attacks made against fey.
FIEND OIL
Prerequisite: 5th level
Cost: 30gp
Duration: | hour
This oil grants an additional 1d8 radiant damage to
weapon attacks made against fiends.
ENHANCED Fiznp Or
Prerequisite: 9th level
Cost: 150gp
Duration: 5 hours
‘This version of the Fiend Oil grants an additional 248
radiant damage to weapon attacks made against
fiends.
‘Superior Frenp Ox.
Prerequisite: 13th level
Cost: 300gp
This version of the Fiend Oil grants an additional 348
radiant damage to weapon attacks made against
fiends.
Giant OIL
Cost: 10xp
Duration: 1 hour
This oil grants an additional 1d8 acid damage to
weapon attacks made against giants,
ENHANCED Grant OIL,
Prerequisite: 9th level
Cost: 100gp
Duration: 5 hours
‘This version of the Giant Oil grants an additional 248,
acid damage to weapon attacks made against giants,
‘SurzRror GIANT Or.
Prerequisite: 13th level
Cost: 200gp
‘This version of the Giant Oil grants an additional 348,
acid damage to weapon attacks made against giants,
Monstrosity OIL
Prerequisite: 3rd level
Cost: 2059
Duration: 1 hour
‘This oil grants an additional 1d8 lightning damage to
‘weapon attacks made against monstrosities.
ENHANCED Monstrosity Or.
Prerequisite: 9th level
Cost: 125gp
Duration: 5 hours
This version of the Monstrosity Oil grants an
additional 2d8 lightning damage to weapon attacks,
‘made against monstrosities.
‘SupERIoR Monstrosrry Or.
Prerequisite: 13th level
Cost: 250gp
Duration: 10 hours
This version of the Monstrosity Oil grants an
additional 3d8 lightning damage to weapon attacks
‘made against monstrosities.
Oozr OL
Prerequisite: 3rd level
Cost: 205
Duration: | hour
‘This ol grants an additional 1d8 poison damage to
‘weapon attacks made against oozes.
ENHANCED Oozz On.
Prerequisite: 9th level
Cost: 125¢p
Duration: 5 hours
This version of the Ooze Oil grants an additional 248,
poison damage to weapon attacks made against‘SureRtor Ooze Or.
Prerequisite: 13th level
Cost: 250gp
Duration: 10 hours
‘This version of the Ooze Oil grants an additional 348
poison damage to weapon attacks made against
PLanT OIL
Cost: 10gp
Duration: | hour
This oil grants an additional 1d fire damage to
‘weapon attacks made against plants
ENHANCED PLANT OIL
Prerequisite: 9th level
Cost: 100gp
Duration: 5 hours
This version of the Ooze Oil grants an additional 248
poison damage to weapon attacks made against
oozes.
‘SupeRior PLANT Or
Prerequisite: 13th level
Cost: 200gp
Duration: 10 hours
‘This version of the Plant Oil grants an additional 348,
fire damage to weapon attacks made against plants.
Unpeap OIL
Cost: 10gp
Duration: | hour
‘This oil grants an additional 1d8 radiant damage to
‘weapon attacks made against undead.
ENHANCED UNDEAD OIL
Prerequisite: 9th level
Cost: 100gp
Duration: 5 hours
‘This version of the Undead Oil grants an additional
2d8 radiant damage (o weapon attacks made against
undead.
‘Superior UNDEAD Or.
Prerequisite: 13th level
Cost: 200gp
Duration: 10 hours
This version of the Undead Oil grants an additional
3d8 radiant damage to weapon attacks made against
undead,
POTIONS
Potions are speciel brews ment to be ingested only by
you.
Biack BLoop
Cost: L0gp_
Duration: 30 seconds
‘This potion turns a witcher's blood toxic to repel
vampires and other undead. For the duration of the
potion's effects undead creatures that deal you
damage with unarmed and melee weapon attacks
suller 1d8 radiant damage.
ENHANCED BLACK BLOOD
Prerequisite: 9h level
Cost: 100gp
Duration: 30 seconds
‘This version of the Black Blood potion increases the
amount of radiant damage dealt o undead attackers
to 2d8.
‘SurERIOR BLACK BLOOD
Prerequisite: 13th level
Cost: 200gp
Duration: 30 seconds
This version of the Black Blood potion increases the
amount of radiant damage dealt to undead attackers
to 3d8,
BLIZZARD
Prerequisite: 3rd level
Cost: 20gp_
Duration: 30 seconds
This potion brings clarity of the mind when you slay
your enemies. After ingesting this potion, when you
bring a creature to 0 health or use the Help action to
aid an ally to do so you gain advantage on your next
attack roll and can take one additional reaction each
round for the duration ofthe potion’s effects.
ENHANCED BLIZZARD
Prerequisite: 9th level
Cost: 125¢p
Duration: 30 seconds
This version of the Blizzard potion grants advantage
to your next two attack rolls when you meet its
‘SuPERIOR BLIZZARD
Prerequisite: 13th level
Cost: 250gp
Duration: 30 seconds
‘This version of the Blizzard potion grants advantage
to your next three attack rolls when you meet its
criteria,Car
Cost: 10xp
Duration: 10 minutes,
This potion strengthens a witcher's vision to allow
them to sce in the dark. For the duration of the
potion’s effects you gain the benefits of Darkvision out
10 30 feet.
ENHANCED Cat
Prerequisite: 9th level
Cost: 100gp
Duration: 30 minutes
This version of the Cat potion increases the range of,
Darkvision granted (0 60 feet.
‘Superior Cat
Prerequisite: 13th level
Cost: 200gp
Duration: 1 hour
‘This version of the Cat potion increases the range of|
Darkvision granted (0 90 feet.
FuLL Moon
Cost: 10gp
Duration: | minute
This potion grants @ minor health boost to increase
the amount of damage you can take. You gain
temporary hit points equal to 1d6+1 while under the
effect ofthis potion
ENHANCED FULL Moon
Prerequisite: 9th level
Cost: 100gp
Duration: 2 minutes
This version of the Full Moon potion increases the
‘number of temporary hit points you gain to 246+2.
‘SuPERIoR FULL Moon
Prerequisite: 13th level
Cost: 200gp
Duration: 10 minutes
This version of the Full Moon potion increases the
number of temporary hit points you gain to 346+3.,
GoLpEN ORIOLE
Prerequisite: 5th level
Cost: 30gp
Duration: 1 minute
This potion works to counteract the presence of
poison in your bloodstream. For the duration of the
potion’s effects you gain resistance to poison damage,
Additionally, if you are under the effects of the
poisoned condition ingesting this potion cancels it.
ENHANCED GOLDEN ORIOLE
Prerequisite: 9th level
Cost: 150gp
Duration: 2 minutes
This version of the Golden Oriole potion also grants.
immunity to the poisoned condition.
‘SupERIOR GOLDEN ORIOLE
Prerequisite: 13th level
version of the Golden Oriole potion grants
immunity to poison damage as well as the poisoned
condition,
KXLLER WHALE
Prerequisite: 3rd level
Cost: 205
Duration: 10 minutes
‘This potion improves a witcher’s lung capacity and
ability to see while underwater. For the duration of,
this potion’s effects you gain the ability to breathe
underwater, and you gain the benefits of Darkwision
out t0 30 feet.
ENHANCED KILLER WHALE
Prerequisite: 9th level
Cost: 125¢p
Duration: 30 minutes
This version of the Killer Whale potion increases the
range of Darkvision granted to 60 feet.
‘SurzRtor KILLER WHALE
Prerequisite: 13th level
Cost: 250gp
Duration: 1 hour
This version of the Killer Whale potion increases the
range of Darkvision granted to 90 feet.
Maripor ForEsT
Prerequisite: 3rd level
Cost: 2039
Duration: 30 seconds
This potion works with a witeher's momentum in
combat to strengthen their attacks. When you
successfully attack a target once with a weapon, you
gain an additional 1d6 damage of the weapon's
damage type for each successive hit against the same
target after the first attack for the duration of the
potion’s effects
ENHANCED MARIBOR FOREST
Prerequisite: 9th level
Cost: 125¢p
Duration: 30 seconds
This version of the Maribor Forest potion increases,
the additional damage to 148.