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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 rest SEASONED 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.

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