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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, known as the Trial of Dreams, the
- Andrzej Sapkowski, Krew elfów young witchers are subjected to more alchemical mutations
which mutate their eyes to improve their vision and allow for
hormonal enhancements. As a result of this trial, the young
Childhoods Deprived witcher’s eyes take on a cat- like visage with yellowish irises.
Certain children, typically unwanted or orphans, are adopted It is during this trial that a witcher becomes infertile.
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
person’s firstborn. Upon being chosen to become a witcher, Dispassionate Killers
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
First comes the Choice, the young one must live off a diet
is indeed true that witchers are both conditioned and mutated
of certain mushrooms, mosses, and herbs, and endure
in such a way that lowers their emotional responses to
intense physical training. Those children that do not
stimuli, those few who become close friends or associates
complete this trial and don’t die as a result, typically depart
with witchers will eventually see a full range of emotions
with some kind 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 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 paler.
mutations. Some witchers have even been known to fall in
However, when danger arises, the cool-headed predator
emerges. They do not panic, but rather react with a sense of
Witcher Traits
calculated purpose, making sure to recall and apply their Your witcher character has a variety of natural abilities, the
relevant training where others might flee or fight with almost result of your mutations and conditioning.
entirely animal instinct. Ability Score Increase. Either your Dexterity or Strength
score increases by 2. In addition, your Wisdom score is
Mutants increased by 1.
The Trial of Grasses affects a candidate’s nervous system, Age. Witchers have an abnormally long lifespan. They mature
making their adrenal responses sharper in just the right at the same rate as humans, but can live up to 400 years old.
instances, whilst also enhancing their resilience of toxins to Alignment. Witchers have a wide variety of experiences and
rival that of dwarves. The Trial of Dreams enhances a witchers predispositions, but they are conditioned to have a somewhat
senses, heightening them to a supernatural level but also dispassionate outlook on life. They lean toward neutral
makes them infertile. alignments.
Darkvision. Your cat eyes grant superior vision in dark and
dim conditions. You can see in dim light within 60 feet as if
Solitary Lifestyles you were in bright light, and in darkness as if it were dim
During the Trial of Grasses, witchers lose most of their light. You can’t discern color in darkness, only shades of
friends, and are conditioned to not rely on the company of gray.
others. They are expected to carry out their trade as loners, Keen Senses. You are proficient in the Perception skill.
never finding a home or settling with others. Witchers usually Languages. Witchers can read and write in common and
pay for their necessities with coin earned from contracts for one extra language of your choice.
killing monsters, though the coin is hardly ever spent on Regeneration. Witchers have incredibly fast and strong
luxuries, even if a witcher desired such things. Witchers rarely metabolisms. Each hit die you spend during a short rest
work with other witchers, but it has been known to happen restores an additional 2 hit points.
every once in a while. What’s more, one of the reasons Size. Witchers are about the same size as other humans,
witchers live solitary lifestyles is because of the very visible ranging from 5 to 6 feet tall. Your size is Medium.
marks their mutations have left on their bodies and Speed. You have a walking speed of 30 feet.
personalities. Witchers are regularly treated with suspicion, Witcher Fortitude. You have resistance to poison damage.
fear, and contempt, making them outcasts in many places they Additionally, you have advantage on saving throws against
go. being poisoned or diseased.
Sterile. The process that creates a witcher also leaves the
Witcher Names person sterile.
Witchers typically keep the first name (but not their surname)
given to them.

Variant Non-Human Witchers Gnome. Gnome witchers could be a subset of gnomes that dabbled
If your campaign is set in a place where the more traditional D&D too much with alchemy, creating mutants both reviled and relied
races exist, you may want to include the option for witchers created upon to keep their settlements safe. Gnome witchers are small size
from races other than humans, on the continent the only known instead of medium, and their speed is reduced to 25 feet, they also
witchers have been humans although at least a few rumours suggest gain the Gnome Cunning racial feature as per the Players Handbook.
that there may have been at least some half-elves in the Cat School Half-Elf. Of all the racial varients, half-elves are the most likely to
at one point. The gold dragon Villentretenmerth once told Geralt of exist on the continent, they likely would be witchers for similar
Rivia he was akin to a witcher for dragon kind. reasons to elves or humans in your setting. They gain the Fey Ancestry
If you wish to represent a witcher that was not human, replace and Skill Versatility racial features as per the Players Handbook.
their ability bonuses with: Half-Orc. Half-orcs are likely to have become witchers for the same
Ability Score Increase. Your Dexterity or Strength score increases reason as humans would, perhaps they were abandoned at a witcher
by 1, your Wisdom score is also increased by 1. school due to being a crossbreed. They gain the Relentless Endurance
racial feature as per the Players Handbook.
Each race instead provides the following: Halfling. A halfling may not seem the obvious choice to become a
Dragonborn. The dragonborn witcher gains the Draconic Ancestry witcher, but many settings have halflings as unlikely heroes. Perhaps
and Breath Weapon rules as per the dragonborn race from the one such halfling created a process that would make him better able
Players Handbook. to fight and slay monsters? Halfling witchers are small size instead of
Dwarf. Perhaps dwarven witchers use even stronger alcohol in the medium, and their speed is reduced to 25 feet, they also gain the
creation of potions than even traditional witchers do. They are Lucky and Halfling Nimbleness racial features as per the Players
sturdy and tough, increase their constitution by 1, they also retain Handbook.
the natural understanding of rocks, gaining Stonecunning, however Tiefling. As with half-orcs, its likely a tiefling has been made into a
their speed is only 25 feet. witcher due to being abandoned at a witcher school. They gain the
Elf. Elven witchers might be part of an ancient tradition of Hellish Resistance racial feature as per the Players Handbook and also
monster hunters serving the same purpose as human witchers do know the Thaumaturgy cantrip.
on the continent. They gain the Fey Ancestry racial feature and
either Fleet of Foot or Cantrip racial feature from the Players Female Witchers
Handbook. On the continent, all witchers are male, although the School of the
Drow. might be trained more to hunt humanoids than monsters, Wolf had at least considered creating a female witcher with Ciri, but
they gain the Drow Magic, Fey Ancestry and Sunlight Sensitivity were told it would not be possible. However, that does not mean a
racial features as per the Players Handbook. female witcher couldn’t exist if it fits the campaign you are involved
in.
Witcher (class)

“H
   
Though not wielding the raw power of a full sorcerer,
elp me! Help!” The merchant cries
witchers learn magic that is simple, yet effective with their
from beside his ruined cart. He
hears the clop of hooves fighting styles, designed to augment their weapon attacks
approaching, but also the sounds of rather than substitute for them. Witchers also learn alchemy
the griffon feasting on his horse. A with very simple ingredients. These formulae, passed down
silver blade is unsheathed as the as secrets to new witchers, are such quick and easy attempts
pale-skinned hunter rushes forward at the real thing that they are essentially unusable to almost
with inhuman speed to slice the griffin across its underside anyone else, but witchers build up a tolerance for their
as it tries to take off. special potions, and make an art of their crafty bombs.
The griffin, still bleeding from the silver-inflicted wound,
rises up quickly makes a dive at the hunter. The hunter
dodges out the way with the grace of a feline, the griffin Class Features
missing him and continuing its flight. It makes a second dive Hit Points
for the hunter, but instead merely snatches up the dead horse
Hit Dice: 1d10 per witcher level
in its talons, sensing that further confrontation with this
Hit Points at 1st level: 10 + your Constitution modifier
hunter would be its end.
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
modifier per witcher level after 1st
Knowledgeable Hunters
One of the key principles of being a witcher is knowing your Proficiencies
enemy. Witchers spend countless hours studying the works of Armor: Light armor
scholars and master witchers, as well as reflecting on their Weapons: Simple weapons, martial weapons
personal experiences with their quarry. A witcher’s mind is a Tools: Herbalism kit
vast archive of knowledge pertaining to monsters and Saving Throws: Constitution, Strength
fighting. 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 witcher medallion, herbalism kit, component pouch
equipment granted by your background;
and bestiary
• (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 martial weapon
you start with 5d4 x 10 gp.

The Witcher
Proficiency Signs Sign Max Sign Formulae Crafts
Level Bonus Features Known Points Level Known Carried
1st +2 Alchemy, Medallion, Witcher 2
School
2nd +2 Signs, Fighting Style 2
3rd +2 School Feature, Bestiary 2
4th +2 Ability Score Improvement 2
5th +3 Extra Attack 3
6th +3 Witcher Senses 3
7th +3 School Feature 3
8th +3 Ability Score Improvement 3
9th +4 Hurried Alchemy (one use) 4
10th +4 Iron Will 4
11th +4 School Feature 4
12th +4 Ability Score Improvement 4
13th +5 Hurried Alchemy (two uses) 5
14th +5 Bestiary Understanding 5
15th +5 School Feature 5
16th +5 Ability Score Improvement 5
17th +6 ─ 6
18th +6 Enhanced Witcher Senses 6
19th +6 Ability Score Improvement 6
20th +6 Adrenaline Burst 6

Alchemy Crafts are divided into four categories: potions, bombs,


blade oils and decoctions. Each category of craft is described
At 1st level, you learn to apply your knowledge of alchemy to in their own section of this document. Additionally, each
the creation of potions and bombs. You know a number of time your number of known formulae increases, you can
alchemical formulae depending on your level as indicated on choose one of known crafts and replace it with another craft
the Witcher table. from the Witcher craft list.
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 Witcher School
crafted requires regular attention to maintain. You can only
Choose one school whose teachings you embody as you
carry a limited number of crafts, as is indicated in the Witcher
grow more powerful: Bear, Cat, Griffon, Manticore, Viper or
table.
Wolf, all detailed after the base class features. Your choice
All your expended crafts are replenished upon completing
grants you bonus proficiencies at 1st level, as well as special
a long rest. Completing a short rest will also replenish a
features at 3rd level, and again at 7th, 11th, and 15th level.
single craft.
Medallion Signs
By the time you reach 2nd level, you have learned enough of
Witchers wear silver medallions shaped like the heads of the
the basics of magic to perform the signature simple spells of
animals their school is named after. At 1st level, you are able
witchers known as signs.
to utilize the medallion to pick up on nearby magical
energies. As an action, you can check the status of your
medallion. When you do so, your medallion lets out a soft Casting a Sign
hum if you are within 30 feet of an aberration, celestial, At 2nd level you gain 4 sign points, you gain additional sign
construct, dragon, elemental, fey, fiend, giant, monstrosity, points as indicated in the Witcher table.
ooze, or undead. The medallion also responds if you are Casting a sign requires you have a hand free to make the
within 30 feet of a magical effect. Neither the location, type, associated gesture. Doing so is a standard action that costs a
nor any other information is had about the presence. You can number of points as indicated in the Sign table. Alternatively,
use this feature up to 5 times before finishing a long rest. you can cast a sign as a bonus action that costs an additional
two sign points.
If you lose your medallion, you can create a new one after
three days’ work, spending 8 hours each day on creating the If you know the amplification for a sign, you can cast that
medallion. The creation also requires 25 gp worth of silver version of the sign for an additional two points.
Your sign points are replenished at the end of a long rest.
material.

Sign Table
Sign Level Sign Cost
1st 2
2nd 3
3rd 5
4th 7

Signs Known
You know the base version of aard, axii, igni, quen and yrden
at 2nd level, you learn an additional sign or amplification
effect at 6th, 10th, 14th, 17th and 20th level.

Spellcasting Ability
Wisdom is your spellcasting ability for your witcher signs;
Fighting Style your enhanced awareness allows you to wield these spells
with superior skill. You use your Wisdom whenever a witcher
You adopt a particular style of fighting as your specialty. sign refers to your spellcasting ability. In addition, you use
Choose one of the following options. You can’t take a Fighting your Wisdom modifier when setting the saving throw DC for a
Style option more than once, even if you later get to choose witcher sign you cast and when making an attack roll with
again. one.
Spell save DC = 8 + your proficiency bonus + your Wisdom
Dueling modifier
When you are wielding a melee weapon in one hand and no Spell attack modifier = your proficiency bonus + your
other weapons, you gain a +2 bonus to damage rolls with that Wisdom modifier
weapon.

Great Weapon Fighting


Bestiary
When you roll a 1 or 2 on a damage die for an attack you At 3rd level, you learn how to apply the knowledge from your
make with a melee weapon you are wielding with two hands, bestiary in practical situations. If you spend at least one minute
you can reroll the die and must use the new roll. The weapon observing or interacting with an aberration, celestial,
must have the two-handed or versatile property for you to gain construct, dragon, elemental, fey, fiend, giant, monstrosity,
this benefit. ooze, or undead, the DM tells you the creature's damage
resistances and immunities, if it has any. Starting at 10th level,
using the bestiary also reveals the creature’s damage
Steel and Silver vulnerabilities.
The preferred fighting style of witchers, you can use your If you lose your bestiary, you can rewrite the material by
Dexterity instead of Strength for attack and damage rolls with spending 35 gp on a large, empty book, and 8 hours each day
longswords. In addition, whilst wielding a longsword in two for five days in a meditative state used to recall all the
hands you can use your reaction to assume a parrying stance, information from memory, and recording it in your new
doing so grants you a +2 bonus to your AC until the start of bestiary.
your next turn.

Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your
ability modifier to the damage of the second attack.
Ability Score Improvement Witcher Schools
When you reach 4th level, and again at 8th, 12th, 16th and 19th
level, you can increase one ability score of your choice by 2, or Once, there were many witcher schools, but both the need and
the practice has become less common as years have gone by,
you can increase two ability scores of your choice by 1. As
now there are six schools and each of those are still few in
normal, you can’t increase an ability score above 20 using this
number. The school a witcher comes from determines
feature.
fundamental things about their approach to witchers work.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once,
when you take the Attack action on your turn.

Witcher Senses
School of the Bear
At 6th level, your senses have been sharpened to an
astonishing degree. You can no longer be surprised while you Trained in frozen tundra, witchers from the School of the Bear
are awake. Additionally, if you are not already proficient in the favor defense and strong attacks over agility. They are
Perception skill, you gain proficiency in it. If you are already particularly suited for dealing with larger monsters that require
proficient, your proficiency bonus in that skill is doubled. more blows to fell.

Hurried Alchemy Bonus Proficiencies


At 9th level you can create any potion or bomb you know the Coming from the School of the Bear, at 1st level, you have
formula for as a standard action. Creating a potion in this proficiency in medium and heavy armor.
manner increases its toxicity by 1 and decreases the DC of a
bomb made by 1. You can use this ability again after completing
Unrelenting Onslaught
a long rest.
You gain an additional use of this feature at 13th level. At 3rd level, your attacks only become deadlier with each
strike. When you hit a creature with a weapon attack, the
creature takes an additional 1d8 damage if you have already hit
Iron Will it during the same combat. You can deal this extra damage
only once per turn.
At 10th level, you are so conditioned with withstand mental
assaults that any attempts to breach the mental barriers you
have erected for such occasions are met with almost certain Battle Trance
failure. You gain proficiency in Wisdom saving throws. At 7th level, you’ve learned to enter a trance in combat that
makes you more resilient. You can enter or end this trance as a
bonus action. While you are in the trance, you have resistance
Bestiary Understanding to bludgeoning, piercing, and slashing damage.
At 14th level, so long as you were able to study your bestiary The trance lasts for one minute, and requires concentration to
during your last long rest, you gain advantage on survival maintain.
checks and investigation checks to track or determine You must finish a long rest before you are able to use this
information about a creature in your bestiary. In addition, you feature again. At 15th level, you can also use this feature again
treat any damage immunities as resistances and count your after completing a short rest.
AC as being one higher due to the knowledge you have
acquired. If you did not have time to study your bestiary, you
gain no benefit from this feature. Winter's Endurance
You have a limited well of inner endurance from which you can
draw. Starting at 11th level, you can use your bonus action to
Enhanced Witcher Senses restore a number of hit points equal to 1d6 x half your witcher
Starting at 18th level, you gain the ability to use your witcher level, rounded down. You must complete a short or long rest
senses to compensate for when one of your basic senses is before using this feature again.
impeded. When you attack a creature you can’t see, your
inability to see it doesn’t impose disadvantage on your attack Undying
rolls against it.
Your body and spirit are not so easily undone. Starting at
You are also aware of the location of any invisible creature
15th level, you can add your Constitution modifier to death
within 30 feet of you, provided that the creature isn’t hidden
saving throws.
from you and you aren’t blinded or deafened.

Adrenaline Burst
Starting at 20th level, if you attack twice on your turn and
both attacks hit, you may cast a 1st level sign (that may be
amplified) as a bonus action without losing the sign points.
School of the Cat School of the Griffin
Though the School of the Cat has been regarded with some The School of the Griffin teaches well-rounded techniques,
contempt amongst witchers from other schools for the with an emphasis on using spells to augment the witcher’s
duplicitous behavior of some of its adherents, there is no combat abilities. These witchers are known for their
denying the efficacy of its teachings. discipline and knowledge of the arcane.
Witchers from the School of the Cat are more agile and
learn to strike with greater precision. They also tend to
employ ‘dirty’ fighting techniques and surprise attacks. Bonus Proficiencies
Coming from the School of the Griffin, at 1st level, you have
proficiency in medium armor and you know one
Bonus Proficiencies
amplification for a sign on gaining the Signs class feature.
Coming from the School of the Cat, at 1st level, you have
proficiency in acrobatics and thieves’ tools.
Group Style
Fast Style At 3rd level your practice of the style known as Viroledan
At 3rd level your practice with the style known as Addan Anye, Naev'de Feaine Glaeddyv or Nine Sun Swords, the School
the Fiery Dancer begins to pay off, once on each of your turns if of the Griffin train to combat groups of enemies above all.
you hit with a melee weapon attack, you can make another Once on each of your turns when you make a weapon attack,
attack against the same target as a bonus action. you can make another attack with the same weapon against
a different creature that is within 5 feet of the original target
and within range of your weapon.
Evasion
At 7th level, you learn to nimbly dodge out of the way of Sign Intensity
certain area effects such as a dragon’s fiery breath or a At 7th level, your competency with signs has improved
lightning bolt spell. When you are subject to an effect that significantly, the DC of all signs you cast is increased by 1. In
allows you to make a Dexterity saving throw to only take half addition, amplifying a sign now only costs one sign point instead
damage, you instead only take no damage if you succeed on of two when the sign is cast as a standard action.
the saving throw, and only half if you fail.

Whirlwind Attack
Craft Recovery At 11th level, you have mastered Viroledan Naev'de
Much practice has made you more efficient with your bomb, Feaine Glaeddyv you and can use your action to make
decoction, and potion recipes. At 11th level, when you finish a melee attacks against any number of creatures within 5
short rest, you recover two instead of one of your crafts. In feet of you, with a separate attack roll for each target.
addition, you can carry one additional craft.
Improved Combat Signs
Fast-Acting Starting at 15th level, you can cast a non-amplified sign as
a bonus action without increasing its cost in sign points.
You’ve learned to exploit the weakness of slower enemies.
You can use this feature twice and must then complete a
At 15th level, you have advantage on attacks against any
short or long rest before using it again.
creatures that have not taken their turn in combat yet.
Additionally, you gain a bonus on initiative rolls equal to half
your proficiency bonus.
School of the Manticore School of the Viper
The School of the Manticore is the most well-hidden and The School of the Viper is unusual in that it tends to focus on
obscure of the witcher schools and its members are often well dual-wielding shorter blades rather than the typical
trained in poisons and much like the creature they are named longsword most other schools are known for. Witchers of the
for they combine qualities of many of the other schools. School of the Viper are also adept at poison use and are
known for their careful planning before an encounter.

Bonus Proficiencies
Coming from the School of the Manticore, at 1st level you have Bonus Proficiencies
proficiency with the Intimidation skill and the poisoners kit. Coming from the School of the Viper, at 1st level you have
proficiency with medium armor and the poisoners kit.
Improved Critical
At 3rd level, you make your strikes with improved precision. Poisoner
You score a critical hit on a roll of a 19 or 20. At 3rd level, in addition to the usual benefits of blade oils,
your blade oils also now do 1d4 poison damage per hit.
Unlike the main effect of a blade oil, this damage works
Defensive Fighting against any creature that is not immune to poison or
Starting at 7th level, when you use the Dodge action, you can resistant to poison
still make an attack with a melee weapon as a bonus action. In addition, any poisons created with the poisoners kit, use
your spell DC as their poison DC.
Fast Metabolism
At 11th level, your experience working with poisons has made Weapon Signs
you more resilient than normal. You treat your Constitution as
At 7th level, your schools’ teachings in dual wielding whilst
2 points higher when determining how many witcher potions
still utilizing the skills of a witcher become truly honed, you
you can drink. You can also carry one additional potion.
can now cast signs whilst still wielding two weapons. You
also gain +1 AC when wielding two weapons.
Improved Combat Signs
Starting at 15th level, you can cast a non-amplified sign as a Fast Metabolism
bonus action without increasing its cost in sign points. You
At 11th level, your experience working with poisons has
can use this feature twice and must then complete a short or
made you more resilient than normal. You treat your
long rest before using it again.
Constitution as 2 points higher when determining how many
witcher potions you can drink. You can also carry one
additional potion.

Whirlwind Attack
At 15th level, when wielding two melee weapons, you can
use your action to make melee attacks against any
number of creatures within 5 feet of you, with a separate
attack roll for each target, you may alternate which blade
is used against each opponent.
Simple Signs
Prerequisite: Witcher Race
You have a knack for witcher signs.
School of the Wolf • Increase your Wisdom score by 1, up to a maximum of
Witchers from the School of the Wolf are trained in a fighting 20.
style that emphasizes defense – even from ranged attacks, and • You gain two of the following cantrips; gust*, friends,
adaptability at alchemy, signs and swordsmanship. These control flames* or blade ward.
witchers tend to study their foes carefully and are used to *gust and control flames can be found in the Elemental Evil
hunting them over large distances. Player’s Companion.

Bonus Proficiencies Signer


Coming from the School of the Wolf, at 1st level you have You have learned or been taught a little of the magic of the
proficiency with medium armor and the Athletics skill. continent, where a witcher knows the basics of such magic,
you know a little of the same magic.
Choose a single a single sign from the Witcher Sign list,
Riposte you may cast this sign as a standard action once per long
At 3rd level, when a medium or smaller creature within 5 feet rest. At 5th level you may either cast this sign twice or cast it
of you hits or misses you with an attack, you can use your once as a bonus action. At 10th level you learn the amplified
reaction to attack that creature immediately after its attack, version of the sign and may use that instead.
provided that you can see the creature. If you choose to learn heliotrope, you cast it as a reaction
and may cast it twice per long rest upon reaching 5th level.
If you can already use signs, or gain at least two levels in
Defensive Fighting the witcher class, you instead add an additional sign to your
Starting at 7th level, when you use the dodge action, you can list of signs known and add 2 additional sign points to your
still make an attack with a melee weapon as a bonus action. sign point pool, increasing this to 4 points at 5th level and 6
points at 10th level.

Versatile Hunter
At 11th level, potions and bombs created using the Hurried
Witcher Potion Tolerance
Alchemy class feature no longer suffer the penalty to toxicity or Either through long acclimatization or through alchemical
bomb DC, in addition you may use that feature to create a blade mutation you have gained some resistance to the alchemical
oil if desired. You also recover one bomb or blade oil after a short concoctions witchers use. You gain the knowledge of two
rest in addition to the standard recovered craft. witcher potion formula with a Toxicity of 1 and can craft one
of these potions once per long rest. Drinking it does not cause
you any harm.
Wolf School Technique If you already have the ability to drink witcher potions, you
At 15th Level, whenever a creature attacks you and does not instead can carry one additional potion and learn two
have advantage, you can use your reaction to impose additional potion formulae.
disadvantage on the creature’s attack roll against you. You can
use this feature before or after the attack roll is made, but it
must be used before the outcome of the roll is determined.

Multiclassing
To multiclass as a witcher, you must have a Constitution and
Wisdom score of 13 or higher.
Multiclassing into the witcher class provides proficiency with
the herbalism kit and martial weapons.

Feats
Witcher Reflexes
Prerequisite: Witcher Race
So long as you have a weapon in hand, you can use your
reaction to deflect the missile when you are hit by a ranged
weapon attack. When you do so, the damage you take from
the attack is reduced by 1d8 + your Dexterity modifier + your
level.
Crafting Full Moon
Potion, Bomb, Blade Oil and Decoction effects are tied to Components: Ectoplasm, purple wild flower
witcher class levels rather than character level, if a Toxicity 2
character has levels in a class other than witcher divide Duration 1 hour
those levels by three (rounding down) when determining This potion grants the user increased vitality, gaining 1d8
what effects a character has access to. For example, a temporary hit points.
level 6 witcher level 4 fighter would count as a level 7 The amount of hit points gained increases by 1d8 at 9th
witcher when determining effects of their crafts. level (2d8) and at17th level (3d8).
Should a non-witcher have levels in the witcher class,
they are unable to drink potions or decoctions without
suffering the usual ill effects, but can use bombs and blade Golden Oriole
oils as normal. Components: Monster feather, yellow flower seeds
Duration: 1 hour
Toxicity: 2
Potions Drinking this potion bolsters your already hardy immune
Witchers can brew special potions which enhance their system. While under its effects, you have immunity to poison
abilities. You have built up a tolerance to these otherwise damage and the poisoned condition.
toxic potions. Any other creature that drinks a witcher potion
must make a Constitution saving throw. A creature that fails Killer Whale
takes poison damage equal to a number of d6s equal to half Components: Sea creature oil, kelp
your witcher level, or half as much on a success. Creatures Duration: 1 hour
that fail the save also become poisoned until they finish a Toxicity: 1
short rest. The DC of the save is equal to 8 + your proficiency
bonus + your Wisdom modifier. This draught magically imbues you with the essence of a
Each witcher potion has a toxicity value, if your current waterborne mammal. While under the effects of this potion,
toxicity value is higher than Constitution modifier; you suffer you can hold your breath for up to 10 minutes, and have a
the same poison effects as a non-witcher drinking a potion. swimming speed of 30 feet. If you already have a swimming
Golden Oriole does not provide protection from this. The speed, it increases by 10 feet.
toxicity of a potion lasts for the duration marked.
Drinking a witcher potion takes an action. You require a Maribor Forest
glass bottle or similar container to store a witcher potion Prerequisite 6th level
for drinking. The container can be reused and does not Components: Aether dust, wild yellow flower
take extra time to put your glass bottle back into your Toxicity 2
inventory after drinking. Duration 10 minutes
Upon drinking this potion your inner reserves are replenished,
Bindweed you regain 5 sign points.
Components: White wildflower, seeds of a weed At 11th level this increases to 7 sign points and at 16th
Toxicity 1 level to 9 sign points.
Duration 10 minutes Unlike other potions you may only carry one of these at
any time.
Drinking this viscous potion grants resistance to acid
damage for the duration.
Petri's Philter
Prerequisite 9th level
Black Blood Components: White wildflower, quicksilver
Components: Undead blood, prickly weed Toxicity 2
Duration: 10 minutes Duration 1 minute
Toxicity: 2
Upon drinking this potion, the intensity of your signs
Your blood turns caustic. Creatures who hit you with a bite or increases, you may choose one the following effects to apply
beak, or any undead that attacks without a spell or weapon to witcher signs you cast:
take 1d8 acid damage. The effect lasts for 1 minute. • If you cast a witcher sign that forces a saving throw to
The damage done increases by 1d8 at 9th level (2d8) and resist its effects, you may impose disadvantage on one
target for the first saving throw made against the spell.
13th (3d8).
• If you cast a witcher sign that does damage, you may
increase the damage by an amount equal to your Wisdom
Cat modifier.
Components: Spring water, red berry • If you cast a witcher sign with a duration of 1 minute or
Duration: 1 hour longer, you may double its duration.
Toxicity: 1 Unlike other potions you may only carry one of these at any
time.
Drinking this potion sharpens your vision. While under its
effects, your darkvision increases by 60 feet.
of

Rook Thunderbolt
Components: White wild flower, poisonous reeds, mold Components: Insect venom, sewant mushroom
Toxicity 1 Duration: 1 minute
Duration 1 minute Toxicity: 2
After drinking this potion, you are better able to hit with an attack Your attacks become charged with additional power.
and those attacks do additional damage. You gain a +1 on attack Immediately upon consuming this potion, your weapon
and damage rolls for the duration. attacks do an additional 1d8 damage, but you suffer a -1
The damage bonus increases by 1 at 7th level (2) and 13th penalty to AC. The effect lasts for 1 minute.
level (3). The additional damage increases by 1d8 at 11th level
(2d8).
Swallow
Components: Water monster scale (such as Kuo-Toa), yellow White Honey
wildflower Components: 50 gp worth of silver dust, spring water,
Duration: 1d4+1 turns honeysuckle, dragons tongue flower
Toxicity: 1 Duration: Instantaneous
Toxicity: 0
This draught speeds up your regenerative abilities.
Immediately upon consuming the potion, you regain 1 hit point. This potion cancels any active potion effects and sets your
At the start of your next 1d4 turns, you heal an additional 1 hit Toxicity back to zero removing the poisoned condition if you
point each turn. If you reduced to 0 hit points, Swallow does currently have it. Unlike other potions you may only carry one
not heal you at the start of your next turn, but you automatically of these at any time, and may not take any other potions or
succeed on any death saving throws you have to make while decoctions for 1 hour after drinking this.
the potion’s effects are still active.
The amount of hit points healed each turn increases by 1 at
3rd level (2), 5th level (3), 7th level (4), 9th level (5), 11th level White Raffard’s Decoction
(6), 13th level (7), 15th level (8), 17th level (9), and 19th level Components: Waxy green leaf, monster heart,
(10). dwarven spirit
Duration: 1 minute
Toxicity: 2

This potion immediately heals 1d8 hit points plus half your
witcher level (rounded up, minimum 1). Unlike other potions
you may only carry one of these at any time.
The amount this potion heals increases by 1d8 at 5th level
(2d8), 9th level (3d8), 13th level (4d8) and 17th level (5d8).

Willow
Components: Purple wild flower, sulfer
Toxicity 1
Duration 10 minutes

After drinking this potion, you gain advantage on saving


throws against being knocked prone, stunned or forced
movement.

Wolverine
Prerequisite 9th level
Components: Spice root, honeysuckle, red wild flower,
phosphorus
Toxicity 2
Duration 1 minute
Tawny Owl After drinking this potion, severe injury causes your
Components: Spring water, white wildflower aggression to increase dramatically, whilst below half your
Duration: 1 hour maximum hit points your damage is increased by an amount
Toxicity: 1 equal to your witcher level.
This invigorating cocktail increases your stamina. While under
its effects, your movement speed increases by 10 feet, removes
a level of exhaustion and have advantage on Constitution
saving throws against effects which incur exhaustion as a
consequence of failure.
Bombs Dragon’s Dream
Components: Saltpeter, sewant mushrooms, phosphorus
Witchers learn to make bombs - simple, hand-held explosives
with effects that vary depending on the recipe. As an action, Detonating this bomb produces a cloud of green smoke
you can light and throw a bomb, a bomb has a normal range within a 10-foot radius. If ignited with any form of fire, it
of 20 feet and a long range of 60 feet. Due to their short fuse explodes and all creatures within this radius must make a
and unwieldy handling, others cannot use the bombs properly. Dexterity saving throw, taking 1d10 fire damage on a failed
When any creature that isn’t a witcher attempts to use a save, and half as much on a successful one.
bomb, creatures within the affected area have advantage on A moderate wind (at least 10 miles per hour) disperses the
their saving throws. cloud in 4 rounds; a strong wind (20 or more miles per hour)
Your bomb save DC is equal to your spell save DC. disperses it in 1 round. If there is no wind, the cloud lingers
for 1 minute.
Dancing Star The fire damage increases by 1d10 when you reach 5th
Components: Sulfur, phosphorus level (2d10), 11th level (3d10) and 17th level (4d10).
Produces a fiery explosion. Each creature within a 5-foot
radius must make a Dexterity saving throw, taking 1d6 fire Grapeshot
damage on a failed save, or half as much on a successful one. Components: Iron filings, phosphorus, saltpeter
A creature that fails its save is also set aflame, taking 1d6
Detonating this bomb produces a blast of shrapnel within a
additional fire damage at the start of each of its turns. A
5-foot radius. Creatures within this radius must make a
creature can end this damage by using its action to extinguish
Dexterity saving throw. They take 1d8 piercing damage on a
the flames. If the creature does not extinguish the flames, they
failed save, or half as much on a successful one.
die out on their own after 2 of the creature’s turns.
This damage increases by 1d8 when you reach 7th level
The initial fire damage increases by 1d6 when you reach
(2d8), 12th level (3d8) and 16th level (4d8).
5th level (2d6), 11th level (3d6) and 17th level (4d6).

Devil's Puffball Moon Dust


Prerequisite: 5th level Prerequisite: 5th level
Components: Sulfur, sewant mushrooms Components: Silver dust, saltpeter
When the bomb ignites, it emits a cloud of toxic gas. When a Detonating this bomb produces a blast of tiny crystalline
creature enters the 10-foot radius of the cloud for the first shards within a 5-foot radius. Any creature with the type
time, it must make a Constitution saving throw, taking 1d6 shapechanger must succeed on a Constitution saving throw
poison damage on a failed save, or half as much on a or instantly revert to their normal shape and be unable to
successful one. Any creature that ends its turn in the gas change shape for 1 minute.
cloud takes 1d8 poison damage.
A moderate wind (at least 10 miles per hour) disperses the Northern Wind
cloud 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 cloud lingers
Components: Spring water, iron dust
for 1 minute.
The poison damage increases by 1d8 when you reach 5th Upon detonation, a blast of bone-chillingly cold air engulfs the
level (2d8), 11th level (3d8) and 17th level (4d8). area. Creatures with a 5-foot radius must make a
Constitution saving throw, on a failed save taking 2d6 cold
Dimeterium Bomb damage, or half as much on a successful one. Creatures who
Prerequisite: 9th level fail the save also have their movement speed reduced by half
Components: Sulfur, phosphorus and have disadvantage on Dexterity saving throws.
The affected creature may repeat the saving throw at the
The detonation of this bomb produces a shimmering cloud of
end of each of its turns, ending the effect on a success.
antimagic elements. Creatures attempting to cast spells
The cold damage increases by 1d6 when you reach 11th
within the 10-foot radius cloud suffer disadvantage on spell
level (3d6) and 17th (4d6).
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 Samum
against them and have advantage on spell saving throws. If Prerequisite: 5th level
the spell calls for neither an attack roll nor a saving throw, Components: Phosphorous, saltpeter
creatures attempting to cast a spell within the cloud must
When this bomb detonates, it emits a blinding flash of light.
make a Wisdom saving throw, or the spell fails.
Creatures within a 10-foot radius must make a Wisdom
A moderate wind (at least 10 miles per hour) disperses the
saving throw or be blinded for 1 round.
smoke in 4 rounds; a strong wind (20 or more miles per hour)
The amount of time creatures are blinded by the bomb
disperses it in 1 round. If there is no wind, the smoke lingers
increases 1 round when you reach 9th level (2), 13th level (3),
for 1 minute.
17th level (4), and 20th level (5). The affected creature may
repeat the saving throw at the end of each of its turns, ending
the effect on a success.
Blade Oils Monster Oil
Blade oils are one of the most important tools in a witchers Components: Oil, monster liver, wild mushrooms, moss
armory, each oil is designed to combat a specific category of While this oil is applied to your melee weapon, your attacks
creature. Unlike potions they have no impact on your toxicity ignore damage resistance and damage reduction against the
rating, however you may only have a single oil applied to a Monstrosity type.
melee weapon at any time. Applying a different oil removes the
effect of any existing oil already applied to the weapon. Crafting
an oil does require oil (as per the PHB item) or a suitable Fiend Oil
substitute. Components: Oil, animal liver, poisonous seeds, monster
Applying an oil takes an action and each oil has a limited tooth
duration, lasting for a number of hits equal to half your level While this oil is applied to your melee weapon, your attacks
(rounded up).
ignore damage resistance and damage reduction against the
In addition, oils can be applied to a weapon by any character.
Fiend type.

Aberration Oil Shifter Oil


Components: Oil, red moss, monster heart, reeds
Components: Oil, purple flower petals, wild mushroom,
While this oil is applied to your melee weapon, your attacks monster eye
ignore damage resistance and damage reduction against the
While this oil is applied to your melee weapon, your attacks
Aberration type.
ignore damage resistance and damage reduction against the
Shapechanger type.
Beast Oil
Components: Oil, yellow wild flower, poisonous seeds
Undead Oil
While this oil is applied to your melee weapon, your attacks Components: Oil, wild mushrooms, powdered crystal,
deal an additional 1 point of acid damage to creatures of the evergreen leaves
Beast type, this damage increases by 1 point at 9th level (2)
While this oil is applied to your melee weapon, your attacks
and 17th level (3).
ignore damage resistance and damage reduction against the
Undead type.
Draconid Oil
Components: Oil, monster liver, poisonous creeper plant
While this oil is applied to your melee weapon, your attacks
ignore damage resistance and damage reduction against the Decoctions
Dragon type.
Decoctions are potent draughts distilled from the essence of
stronger monsters. This category of craft is an optional
Elementa Oil mechanic for DMs as it requires a bit of foresight to establish
Components: Oil, monster essence, weed seeds the proper monsters required for different draughts. DMs
While this oil is applied to your melee weapon, your attacks who wish to allow decoctions may wish to consider
increasing the maximum number of your “crafts known.” If
ignore damage resistance and damage reduction against the
DMs would like to keep the theme of their game more
Elemental type.
specific, they can allow you to make the same draughts from
different monsters of similar challenge ratings, but should
Fey Oil make you aware of which monsters can be used for which
Components: Oil, insect husk, poisonous seeds, poisonous formulae prior to their essence expiring.
berries Decoctions work exactly like potions except they require an
While this oil is applied to your melee weapon, your attacks additional component: monster essence, which cannot be
ignore damage resistance and damage reduction against the substituted with a component pouch. Monster essence is a
liquid substance secreted from slain monsters. Using the
Fey type.
herbalism kit and 10 minutes, you can harvest one sample of
monster essence from a monster that has been dead for less
Giant Oil than 1 hour, and store it in a glass vial or similar container, to
Components: Oil, green waxy leaf, wold mushrooms, red wild be used in your decoctions later. The essence does not expire
flower once you have stored it. Once you have created a draught
While this oil is applied to your melee weapon, your attacks using a monster essence, you don’t need to use monster
ignore damage resistance and damage reduction against the essence in replenishing your decoctions of that type.
Giant type. Decoctions are different to regular potions in one other
way, taking a decoction always increases your Toxicity to its
maximum if it was currently at zero, or takes you over your
Hanged Man’s Venom maximum if you had already taken a witcher potion.
Components: Oil, white wild flower, poisonous seeds, mold
While this oil is applied to your melee weapon, your attacks
deal an additional 1 point of acid damage to creatures of the
Humanoid type, this damage increases by 1 point at 9th level
(2) and 17th level (3).
Basilisk Decoction Hellhound Decoction
Prerequisite: 9th level Prerequisite: 5th level
Components: Essence of a basilisk, medusa, or umber hulk, Components: Essence of a hellhound or nightmare
or gorgon Duration: 1 hour
Duration: 1 hour You may cast the igni or firestream sign as a bonus action
You gain immunity to being paralyzed or petrified. for the same number of points as casting igni or firestream
as a standard action.

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 equal to
longest you can be stunned is 1 round. or greater than to one quarter of your hit point maximum,
you can make an additional weapon attack on your next turn
as a bonus action.
Dragon Decoction
Prerequisite: 5th level
Components: Essence of a dragon of any age or hue
Minotaur Decoction
Components: Essence of a minotaur
Duration: 1 hour
Duration: 1 hour
You gain resistance to one type of damage which corresponds You can perfectly recall any path you have travelled within
with the kind of dragon from which you harvested the the past 24 hours. In addition, if you make an attack after
monster essence. For example, the essence of a black dragon moving at least 10 feet, the target must make a Strength save
can brew a Dragon Decoction which grants resistance to or be pushed back 10 feet and knocked prone. The DC is 8 +
acid, a blue dragon to lightning, and so on. your proficiency bonus + your strength modifier.

Earth Elemental Decoction Salamander Decoction


Components: Essence of an earth elemental, gargoyle, or Prerequisite: 5th level
galeb duhr Components: Essence of a salamander with a challenge
rating of 1 or higher
Duration: 1 hour
Duration: 1 minute
For the duration, you gain resistance to slashing or piercing
damage. Creatures who hit you with a melee attack or you hit with a
melee attack take 1d6 fire.
The damage done increases by 1d6 at 5th level (2d6), 9th
Ettercrap Decoction level (3d6), 13th level (4d6) and 17th level (5d6).
Prerequisite: 9th level
Components: Essence of a ettergrap, dryder, or phase spider Succubus Decoction
Duration: 1 hour Components: Essence of a succubus or incubus
You can climb difficult surfaces, except for upside down on Duration: 1 day
ceilings, without needing to make an ability check. You gain advantage on any Charisma saves incurred upon
you by humanoids or incubi/succubi of the opposite sex.
Giant Decoction Additionally, you have advantage on Charisma (Persuasion)
Prerequisite: 5th level checks against humanoids of the opposite sex.
Components: Essence of a giant (any variety)
Duration: 1 hour
Troll Decoction
For the duration, your Strength score increases by a Components: Essence of a troll
number equal to half of your witcher level (rounded up) to Duration: 1 minute
a maximum of 24.
For the duration of this potion, you regain 2 hit points at
the start of each of your turns.
Hag Decoction The number of hit points restored is increased by 2 at 5th
Prerequisite: 5th level level (4), 10th level (6), 15th level (8) and 20th level (10).
Components: Essence of a hag (any variety)
Duration: 1 hour
While under the effects of this potion, each time you reduce
Vampire Decoction
Components: Essence of a vampire or vampire spawn
an enemy to 0 hit points, you gain a number of temporary hit
Duration: 1 minute
points equal to 1d6 x the creature’s challenge rating, to a
The first time you damage an enemy with a melee attack,
minimum of 1, and a maximum of half of your maximum hit
each round, you heal 1d4 hit points.
points.
The number of hit points healed increases by 1d4 at 5th
level (2d4), 10th level (3d4), 15th level (4d4) and 20th level
(5d4).
Witcher Signs Axii
1st level Enchantment
Signs
Casting Time: 1 action
Aard Range: 30 feet
Axii Components: S
Firestream Duration: Concentration, up to 1 minute
Heliotrope You attempt to trick a creatures mind into remaining in one
Igni place, it must make a Wisdom saving throw. If it fails the
Quen saving throw, it is restrained for the duration of the spell.
Somne While restrained by this spell, the target can attempt to
Yrden make another Wisdom saving throw against your spell save
DC at the end of each of its turns. On a success, the target is
Amplifications freed and can act normally on its next turn.
At Higher Levels. You can target one additional creature
Aard Force for each sign level above 1st. The creatures must be within
Active Shield 30 feet of each other to be affected.
Axii Puppet Amplification. Axii Puppet – when amplified you attempt
Flame Torrent to charm a creature you can see within range. It must
Melt Armour succeed on a Wisdom saving throw or be charmed by you
Slumber for the duration. f you or creatures that are friendly to you are
Yrden Grounding fighting it, or until you or your companions do anything harmful
to it, it has advantage on the saving throw. The charmed
creature regards you as a friendly acquaintance.
Signs
Aard Firestream
1st level Evocation
1st level Evocation
Casting Time: 1 action
Casting Time: 1 action
Range: 30 feet
Range: Self
Components: S
Components: S
Duration: Concentration, up to 1 minute
Duration: Instantaneous
A burst of magical force sweeps out in front of you. A gout of magical flames jumps from your hand towards the
The area of effect is either a 15-foot cone or all enemies target. Make a ranged spell attack against that creature. On a
within 5 feet of the caster. Each creature within this area hit, the target takes 2d6 fire damage, and on each of your
must make a Strength saving throw or be pushed 15 turns for the duration, you can use your action to deal a
feet away from you and be knocked prone. If aard was further 2d6 fire damage to the target automatically. The spell
cast as a cone, a creature within 5 foot that failed its ends if you use your action to do anything else. The spell also
save is also stunned until the end of your next turn. ends if the target is ever outside the spells range or if it has
In addition, unsecured objects that are completely total cover.
within the area of effect are automatically pushed 15 At Higher levels. The initial damage increases by 2d6 for
feet away from you by the spell’s effect, this includes each sign level above 1st.
unstable obstacles such as damaged walls or rubble. Amplification. Flame Torrent – when amplified,
Any non-magical fire completely within the effect is firestream’s range is increased to 60 feet and does an
extinguished. The spell emits a thunderous boom additional 1d6 damage initially.
audible for 100 feet.
At Higher Levels. For each sign level above 1st, size
of the area of effect increases by 5 feet. When cast above
Heliotrope
1st level, aard also disperses gas clouds such as those 1st level Abjuration
created by witcher bombs. Casting Time: 1 reaction, which you can take when
Amplification. Aard Force – When amplified, the DC subjected to a spell’s effects
of aard is increased by 1. However, the boom is audible Range: Self
for 200 feet. Components: S
Duration: Instantaneous
You are able to bring up a fast ward against spells. As a
reaction, when you are targeted by a spell, you can choose to
immediately give yourself advantage on the saving throw
against the spell, or if the spell makes an attack role, impose
disadvantage on the attack.
Heliotrope is distinct from other witcher signs, in that it is
always cast as a reaction and always costs 3 sign points to
cast.
Igni Somne
1st level Evocation 1st level Enchantment
Casting Time: 1 action Casting Time: 1 action
Range: Self (15-foot cone) Range: 90 feet
Components: S Components: S, M (a pinch of fine sand, rose petals, or a
Duration: Instantaneous cricket)
A wave of fire rushes from you, sweeping over all before it. Duration: 1 minute
Each creature in a 15-foot cone must make a Dexterity This spell sends creatures into a magical slumber. Roll
saving throw. A creature takes 2d6 fire damage on a failed 5d8; the total is how many hit points of creatures this spell
save, or half as much on a successful one. A creature that can affect. Creatures within 20 feet of a point you choose
fails its save is also set aflame, taking 1d6 additional fire within range are affected in ascending order of their current
damage at the start of each of its turns. A creature can end hit points (ignoring unconscious creatures).
this damage by using its action to extinguish the flames. If Starting with the creature that has the lowest current hit
the creature does not extinguish the flames, they die out on points, each creature affected by this spell falls unconscious
their own after 2 of the creature’s turns. until the spell ends, the sleeper takes damage, or someone
At Higher Levels. The initial damage as well as the uses an action to shake or slap the sleeper awake. Subtract
ensuing burning damage increases by 1d6 for each sign each creatures’ hit points from the total before moving on to
level above 1st. the creature with the next lowest hit points. A creature’s hit
Amplification. Melt Armor – When amplified, igni does points must be equal to or less than the remaining total for
an additional 1d6 fire damage and reduces the AC of that creature to be affected.
targets that fail their save by 1. Undead and creatures immune to being charmed aren’t
affected by this spell.
Quen At Higher levels. Roll an additional 2d8 for each sign level
1st level Abjuration above 1st.
Casting Time: 1 action Amplification. Somne Slumber – when somne is amplified,
Range: Self increase the number of hit points it affects by an additional 4d8.
Components: S
Duration: 1 minute
A protective magical force surrounds you, manifesting as a
few tiny, swirling streaks of light. You gain 6 temporary hit
points for the duration. If a creature hits you with a melee
attack and removes the last of the temporary hit points, the
creature takes 1d8 force damage.
At Higher Levels. The temporary hit points gained
increases by 6 and the damage increases by 1d8 for each
sign level above 1st.
Amplification. Active Shield – When amplified, quen can
be concentrated for up to one minute to also provide a
glowing golden sphere of force around yourself, this sphere
grants a +5 bonus to AC in addition to the normal effect of
quen for the duration. Moving, casting a sign or spell or
making an attack ends this shield immediately.

Yrden
1st level Transmutation
Casting Time: 1 action
Range: Self (10-foot radius)
Components: S
Duration: Concentration, up to 1 minute
You create a magical trap in the form of a circle on the
ground which makes enemies sluggish in their movements.
For the duration, hostile creatures suffer a -1 penalty to their
AC and Dexterity saving throws while they are in the 10-foot
radius circle. Additionally, the area within the circle counts
as difficult terrain for hostile creatures.
At Higher levels. The penalty to the hostile creatures’ AC
and Dexterity saving throws increases by 1 for each sign level
above 1st.
Amplification. Yrden Grounding – For the duration, hostile
creatures that have resistance to bludgeoning, piercing, and
slashing from nonmagical weapons lose those resistances in
addition to the normal effects of yrden.
Please note: The original Document was not made by me, was created by dgscott https://www.reddit.com/user/dgscott
Original file can be found here: https://www.reddit.com/r/UnearthedArcana/comments/5w5sw4/the_witcher_race_class_v2/
The purpose of this was to create a version that (I felt) was more balanced and to represent some more of the things seen in the games.

Full Change List:


• Changed Race to grant proficiency in perception instead of advantage on hearing and smell.
• Changed starting equipment a fair bit.
• Changed Spell progression and Spells known to be in line with ranger, did this because otherwise the class doesnt play nicely with multiclassing (it’s a
half caster so should follow half caster progression), also did it because I added a few extra spells to the class spell list.
• Changed the Medallion to only recharge on long rests., this puts it fairly in line with Paladin detect evil ability.
• Changed the number of 'crafts known' to be Proficiency + Wisdom modifier, purely because again, I added some extra bombs and potions, so giving the
player a little flexibility seemed fair, also in the games you can literally make any of them, the main balancing factor is the limited capacity in which they
can be carried.
• Changed Iron Will to provide proficiency in Wisdom saves, exactly like Iron mind from the Deep Stalker Ranger Archetype from Wizards of the Coast.
• Griffin School Profs: Removed proficiency with Alchemists supplies, instead increased spells known by 1.
• Changed Griffin School Spellstrikes wording, so that it could actually activate for things like Aard (despite aard being listed, original version would not
be usable till level 15)
• Changed Griffin School Minor Spell recovery to be worded exactly like the wizard feature, but be based on 1/4 witcher level instead of 1/2 wizard level.
• Changed Bear School Unrelenting Assault to require you hit already in this or the previous round, instead of always on once you’ve done any damage at
all. Compared to the other level 3 school abilities, this one was a bit too good for damage.
• Changed Bear School Battle Trance to require concentration, removed the list of other thing that could shut it off.
• Changed Cat School Craft Recovery to also allow Cat School witchers to carry one extra Craft.
• Bombs/Potions/Decoctions and Spells have all been changed or added to, also added in a clause that their effectiveness is tied to witcher levels.
o Bombs – all had their damage progression reduced considerably, they’re more of a utility item than a really big damage dealing item, even at high
level. Also added a few extra bombs.
 Dancing Star added ability to set enemies on fire, damage progression reduced.
 Devil’s Puffball reduced damage progression
 Dragon’s Dream – new bomb, makes a cloud of gas that can be ignited for higher damage.
 Grapeshot – new bomb, piercing damage, better base damage than dancing star but no setting things on fire.
 Moon Dust – totally changed it, it now doesn’t do damage, but is a pretty hard counter for shape changers.
 Northern Wind – reduced damage.
 Samun – no change.
o Potions – Added a toxicity mechanic which is based around constitution, as with bombs, all potions had their benefits stripped back a fair bit, they’re
all useful but often not a huge bonus and regularly situational.
 Bindweed – new potion, grants resistance to acid damage, medium duration
 Black Blood – increased damage dice, but reduced progression of damage, also only affects enemies biting you or undead, more situational.
 Cat – removed the advantage on perception (sight) checks, now just grants longer Darkvision.
 Full Moon – New potion, grants a small amount of temp hp, good duration.
 Golden Oriole – no change.
 Killer Whale – no change
 Maribor Forest – new potion that allows witcher to regain a single level 1(eventually 2nd) spell slot. Giving up a potion/bomb for a low level slot is
debatable in usefulness, but fits the concept of the potion.
 Petri’s Philter – new potion, gives a small selection of possible buffs to apply to witcher spells for the duration. Based on game, inspired by sorcerer
metamagic. Witcher spells are typically not powerful, so again opting for this over a bomb or potion is situational.
 Swallow – after a lot of tinkering, I’ve kept it the same as original, but tweaked when the increases are so its more consistent.
 Tawny Owl – No change.
 Thunderbolt – Massively reduced bonus damage for this, its now only d6 damage bonus, 2d6 at 11th level.
 White Honey – New potion, added in as a means for a witcher to remove effects of their potions (or clear toxicity if they went over).
 White Raffard’s Decoction – New potion, its sort of like a potion of healing, but has a high toxicity value, basically heals a similar amount to
Swallow, but all in one go.
 Wolverine – Huge damage boost potion, I’m not sure I’m totally happy with this one, it requires you’ve taken a lot of damage to activate.
o Decoctions - again, these got toned down considerably from the versions in the original, and they’re built into the toxicity mechanic so that you
cannot benefit from a decoction and a potion without getting poisoned.
o Spells – all witcher spells had their verbal components removed because the point to them is they’re simple gestures ‘signs’
 Aard – changed from 15 feet cube to 15 feet cone or 5 feet radius, switched to strength save, pushes 15 feet rather than 10, if using cone, it stuns
an enemy if they were within 5 feet (so always 1 enemy max can be stunned). Still does no damage.
 Active Shield – new spell, level 2 and based on the ability from Witcher games, makes you very hard to hit at the cost of all movement and offense.
 Axii – changed to be an entangling effect that requires concentration to maintain.
 Axii Puppet – new spell, level 2 charm person, they don’t remember being charmed and its short duration, also requires concentration.
 FireStream – new spell, level 2 spell, more or less identical to witch bolt, but uses d6s so will have better average damage and is fire based.
 Heliotrope – No change
 Igni – changed base damage to 2d6.
 Melt Armour – changed base damage to 2d10.
 Quen – became bonus action casting, damage to enemy now only happens if they take off the last temporary hit point with a melee hit.
 Somne, Warp Time, Yrden and Yrden Grounding – no Change.
o I’m considering removing a lot of the other spells from the list, witcher magic is simple, so having a list limited to signs and varients make sense, but
many were obviously picked because they worked as ‘varients’ of signs.
Additional Changes as of V2
• The following changes are taking the original document in a slightly different direction, The race has had a small bit of rework to make it truer to
the lore as a base race, but the subraces still exist as variants that can be used and have also had some small adjustments.
o Human Witchers (default) now grant +2 to strength or dex, instead of +1, and still get the +1 wisdom.
o Dwarven Witchers no longer get stonecunning, but do get +1 constitution.
o Elven Witchers don’t get trance anymore, however they do get either fleet of foot or cantrip.
o Drow witchers are totally distinct from Elven witchers, with different benefits.
• Steel and silver fighting style has been reworked, it no longer provides a bonus on attack rolls, and no longer provides a flat bonus to AC, instead
it provides an equivalent bonus to AC as a shield would, but requires you spend a reaction to get that and be using the longsword two handed.
• Witcher school specific spells have been removed.
• I have also begun work on adding Manticore, Viper and Wolf Schools. As a part of this process:
o Griffin School changed a bit, in witcher 1, the group style is the style with the griffin Icon, and I wanted to get away from every witcher
school simply being ‘get 1d8 extra damage’, so switched it out to use ‘horde breaker’ from ranger, but refluffed. Removed the Arcane
Armor ability, it never felt quite ‘right’ and replaced with whirlwind attack because Group Style masters can apparently fight 9 foes at a
time, dropped Minor Arcane Recovery down to 7th level to slot whirlwind attack in at 11th.
o Cat School changed the improved criticals to instead be ‘fast style’ which works much like horde breaker, but has to be against the
same enemy your first attack was against.
o Bear School, changed the damage to be once per round (like Colossus slayer)
o Manticore School is currently quite literally a combination of abilities from across the other schools, this was a suggestion from
/u/Saleen_af which seemed to at least fit the concept of a Manticore.
o Viper School is more or less complete as a first iteration – focus is on dual wielding and poisons, doesn’t really leave room for Stealth,
which is a shame.
o Wolf School is complete in its first iteration – tried to capture both the defensive capabilities and varied training of the wolf school.
• I have also created feats
o Witcher Reflexes and works as a toned-down version of the Monk Deflect arrows.
o The second grants cantrips based on witcher signs.
o Third is Witcher Potion Tolerance, which is really aimed at non witchers that might like to have a minor potion ability
• Additional changes made to potions:
o Thunderbolt, now also imposes a -1 to AC, increased dice to d8s.
o Rook – new potion, +1 on attack and damage rolls, damage bonus scales up at 7th and 13th level by 1 point each time.
o Willow – potion designed to make you more sure on your feet, based on the games again.
• Witcher main spell list expanded very slightly to include a few of the spells that were school specific previously.

• Fighting style moved to level 2, crafting witcher alchemy moved to level 1.


• Superior Regeneration has been removed from core witcher class abilities
• Enhanced witcher senses moved to level 18.
• New ability that builds on bestiary added.

Additional Changes as of V3

• Added Blade Oils, the majority of these simply negate damage resistance for a set number of attacks.
o Reworked the viper school level 3 ability to interact with blade oils
o Changed wolf school versatile recovery to specifically recover a blade oil or bomb.
o Also changed the alchemy formulae known from being based on a stat to being based on level, currently using a similar progression to
a warlock or sorcerers spells known, but this may need to be reduced a little, however the class now 49 different alchemical options
between potions, bombs, blade oils and decoctions and so, that the number warranted not being as tiny as original author had it (nearly
twice as many potions, plus blade oils plus more bombs)
• Made aard incapacitation last till end of your next turn until end of their next turn, more consistent with other spells that way.
• Added missing section to allow a target to ‘break free’ of axii.
• Added components to all blade oils.
• Updated any references to crafts to also take into account blade oils.

Additional Changes as of V4
• Total redesign of spellcasting for the class, switched from normal spellcasting to a more interesting and more in keeping exhaustion mechanic
that should help with the feel of the class.
• Witcher racial regeneration tweaked to allow spending of a single hit die to remove a single level of exhaustion during a short rest – means
witchers can get at least a little magical ability back when they short rest.
Additional Changes as of V5
• Fixed various text, format and wording issues from feedback.
• Further modified the spellcasting of the class to be based on “sign points” which are more or less like spell points as per DMG, however it has a
slower progresson of max spell level.
• Adjusted marribore forest potion and fixed wording on signer feat to fit the new spellcasting approach.
Acknowledgements - Darrin
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 originally made by Darrin Scott


(/u/dgscott[reddit.com])(@DarrinScott11 [Twitter.com])

Acknowledgements – Alisdair
In addition to everyone above that Darrin has already
thanked, huge thanks to Darrin for letting me post a version of
this online and getting more feedback!
Thanks to my weekly gaming group for thoughts, feedback
and playtesting.
Thanks to the folk over at reddit homebrew, particularly
/u/Saleen_af and /u/TheConflictedWriter for their
contributions that got me thinking more on this project.

Art
Witcher and fiend – mobocanario
Cheng-gong-geralt in cat armour – Cheng Gong
Aard - joris_dewolf

This document was edited and rebalanced by Alisdair Smith


(/u/blindhamsterman)

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