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THE WITCHER
A
whirlwind of fangs and claws lash out at a While on your journey, you may take the pseudonym of a
human male as he effortlessly parries away surname to establish some renown for yourself. This
each attack with his silvered longsword in hand. surname, be it 'of Irena' for instance, needn't be that you were
In a flash, the man lunges forward, bringing his born in the land of Irena nor have been knighted by royalty
blade across the belly of the werewolf. The from that land.
creature buckles and howls as it falls to the
ground. The witcher swings back, brining the Creating a Witcher
point of his sword down upon the beast, ending the howls in When you create a witcher, you will have to keep in mind two
an instant. elements: how they gained their witcher abilities, and how
Reciting aloud the memorized formulas she had learned society views them. Most witchers choose to follow the Path
since she was a child, a female half-elf begins preparing a alone, although, some do seek out companionship from those
noxious brew. If done correctly, it could give her the edge she they deem worthy. To be a witcher you must ask yourself, how
needs to fell her query. But one mishap and it could end her did I gain these abilities? Were you raised since childbirth at
in a moment. a witcher keep, such as the School of the Wolf's Kaer
Yellow eyes like that of a cat, a halfling peers through the Morhen? Were you abandoned, or even bartered for goods to
darkness of night. The scent of a troll is fresh. Broken limbs be taken in as a ward for a witcher? Were you displaced due
of trees point him in the direction he needs to track. It is just to the wanton destruction of your homeland and found refuge
a matter of time now before he collects the sizable bounty on among the witchers?
its head. Whatever your story is, it leads you to the Path, a way that
Mutated Hunters on the Path all witchers must follow down. Seeking the Path is the
purpose of a witcher: to hunt down and slay monsters
The life of a witcher is seldom one of little report. Fabled and where'er they may be.
legendary monster hunters, trained by the best warriors, they
are the first line of defense between society and destruction.
The Path leads witchers to the pursuit of seeking out Quick Build
contracts, and killing any monster. This lifestyle doesn't offer You can make a witcher quickly by following these
the comforts many would want in life. As such, these men suggestions. First, Dexterity or Strength should be your
and women often find themselves isolated and alone. The life highest ability, followed by Wisdom. Second, choose the
of a hunter is one that requires a witcher to be constantly on
the move. Emotional attachments can at times be seen as hermit or haunted one background. Third, choose the aard and
distractions for some witchers. igni cantrips
Extra Attack
Beginning at 13th level, you can attack three times, instead
7 of twice, whenever you take the Attack action on your turn.
Superior Mutagens
Your body strengthens as a result to the prolonged
exposure to the mutagens. When you reach 18th level, you
can expend one vigor point to choose to ignore the side
effect of one formula affecting you for 1 minute from the
Alchemical Adept feature. In doing, so you suffer one level
of Exhaustion (as described in Conditions) after the duration
of this feature ends.
Grandmaster
You have become the greatest among hunters. When you
reach 20th level, you gain the following benefits:
Bonus Proficiencies
When you choose this school at 1st level, you gain
proficiency with medium and heavy armor.
Additionally, you can reroll a saving throw that you fail. If
Hardy you do so, you must use the new roll, and you can’t use this
Starting at 1st level, whenever you finish a long rest, you can feature again until you finish a long rest.
choose to gain resistance to one of the following non-
magical damage types: slashing, bludgeoning, or piercing.
Greater Resilience
When you reach 14th level, as a bonus action, you can
You also gain resistance to cold damage due to your
expend one vigor point to roll your martial die. Add your
upbringing in the harsh mountains of the north, and a
Constitution modifier to the number rolled. You gain
climbing speed of 30 feet.
temporary hit points equal to this number.
Finally, your hit point maximum increases by 1, and it
You can use this feature a number of times equal to your
increases by 1 every time you gain a level in the witcher
Wisdom modifier (minimum of 1). You regain all expended
class.
uses once you complete a long rest.
At 14th level, you gain resistance to magical damage
from your choice of slashing, bludgeoning, or piercing after Thick Hide
finishing a long rest. When you reach 17th level, when you take damage, you can
use your reaction to expend one vigor point to roll a your
Hibernationalist
martial die. Add the number rolled to your AC for that
When you reach 6th level, whenever you expend one of
attack, potentially causing the attack to miss you.
your witcher hit dice to regain health during a short rest,
you can add your Wisdom modifier to the total (minimum
of + 1).
Unwavering
9 When you reach 9th level, you gain immunity to the
frightened condition.
Witcher | School Features | Eleonora "Noura"
Abdrakhmanova
School of the Cat
The school of the cat origins are mixed, and not well
accounted for. Often more active in politics and even hired
as assassins, felines have evolved over the centuries in
numerous ways that separate themselves apart from other
schools. Known to be the first to train women, the felines
have even altered their own alchemical formula in the
creation process of new witchers. This formula, rather than
stripping them of emotions, has caused them to become
intensified. Feared among nobility, witchers belonging to
the school of the cat are considered to be among the most
dangerous, and unstable, of their breed.
Witcher Level Feature
1 Bonus Proficiencies, Graceful
6 Expertise
9 Evasion
14 Flick of the Blade
17 Cat's Claw
Bonus Proficiencies
When you choose this school at 1st level, you gain
proficiency with the disguise kit and the thieves' tools.
Graceful
Starting at 1st level, your actions in the shadows are without
compare. While in darkness or dim light, you make any Cat's Claw
Dexterity checks with advantage. You have become a master of striking your opponents when
In addition, your walking speed increases by 10 feet. their backs are turned. When you reach 17th level, while
You do not gain either of these benefits if you don flanking an opponent that's engaged with another ally of
medium or heavy armor. yours thats within 5 ft of that target and is opposite to you,
after hitting a target with a weapon attack, whenever you
Expertise expend a vigor point to roll your martial die as part of a
At 6th level, choose two more of your skill proficiencies, or maneuver, you can roll your martial die’s damage dice twice
one more of your skill proficiencies and your proficiency and add them together (see the Dungeon Master’s Guide
with thieves’ tools. Your proficiency bonus is doubled for Optional Flanking Rule on pg. 251).
any ability check you make that uses either of the chosen
proficiencies.
Evasion
Beginning at 9th level, you can nimbly dodge out of the way
of certain area effects, such as an ancient red dragon’s fiery
breath or an ice storm spell. When you are subjected to an
effect that allows you to make a Dexterity saving throw to
take only half damage, you instead take no damage if you
succeed on the saving throw, and only half damage if you
fail.
Bonus Proficiency
When you choose this school at 1st level, you gain
proficiency in one of the following skills of your choice:
History, Persuasion, or Religion. Alternatively, you learn one
language of your choice. You also gain proficiency with
medium armor.
Studious Hunter
Having spent much time within the halls of the great library
of Kaer Seren, you've gain greater knowledge on dealing
with creatures you will hunt.
Starting at 1st level, when you take a long rest, you can Addit
spend a portion of your time relearning what you've been or fem
taught with dealing with certain creatures. At the end of a chec
gend
long rest, choose one creature type: aberrations, beasts,
celestials, constructs, dragons, elementals, fey, fiends, Gre
giants, monstrosities, oozes, plants, or undead. You must You'v
make an Intelligence (History) check of a DC of 15 minus When
your Wisdom modifier. Upon success, until your next long level
rest, weapon attacks against your chosen enemy type deal vigor
an additional 1d4 damage.
On
finish
Improved Signs
Years of training to master the art of casting spells as signs Sup
has given you an impressive array of abilities. When you Your
reach 6th level, when you cast a sign that requires an witch
expenditure of at least two vigor point and deals damage, cast
you can expend an additional vigor point and roll your
point
martial die and add that to the total damage roll of that spell
Yo
against one of its targets. (Does not count against your featu
Maximum Vigor Points for a Sign limit.)
Knightly Eloquence
Your recognition as a member of the school of the griffin is
often immediate. Being known as one offers certain
benefits. When you reach 9th level, whenever you make a
11
Charisma check, you can expend a vigor point in order to
roll your martial die and add that to your total.
Witcher | School Features
CR Percentage
School of the Manticore
0-5 85-00
Considered perhaps the most obscure branch of the Order
of the Witcher, the school of the manticore seeks greater 6-10 50-00
understanding of the mutations within themselves. Their 11-15 25-00
study has often led them to both great advances, and
16-19 15-00
terrible tragedy. Members of this school seek our the rarest
ingredients for their alchemical concoctions; be it from flora 20-22 10-00
or fauna. 23+ 01-00
Witcher Level Feature
Upon a successful harvest, roll a d4. The number on the
1 Bonus Proficiencies, Fortitude die yields the result listed below. You can choose to then
6 Harvester apply this result to the next time you consume one of your
formulas. Refer to the DMG pg. 219-221 for the tables.
9 Expert Alchemist
Substitute 'When attuned to the artifact' with 'After
14 Dangerous Alchemy consumption of the formula'. When consumed, roll on the
17 Iron Gut listed tables as from the listed outcome of the d4 and apply
it with the other effects of your chosen formula. The results
Bonus Proficiencies of this feature last for the duration of the formula. Your GM
At 1st level, you gain proficiency with medium armor, as can choose to reroll any of the properties should they not
well as you gain proficiency with the Herbalism kit. be logical in how they would manifest, or they can roll on
the Sorcerer's Wild Magic Surge table.
Fortitude
d4 Outcome
At 1st level, your mutagens grants you immunity to disease.
1 Minor Beneficial Property, Minor Detrimental Property
Harvester 2 Major Beneficial Property, Minor Detrimental Property
When you reach 6th level, your training in dissection and
the collection of organic materials from your prey can be 3 Minor Beneficial Property, Major Detrimental Property
used as additives to your alchemical formulas. Stronger and 4 Major Beneficial Property, Major Detrimental Property
more exotic creatures yield a greater likelihood for
ingredients, but all things come at a price. You can exhume Expert Alchemist
and dissect a number of corpses in the size chart below per When you reach 9th level, you can craft an additional
your Wisdom modifier (minimum of 1). Dissection requires formula potion during a long rest, as well as you learn two
an hour of uninterrupted work in order to harvest usable additional formulas that you know from the Alchemist
materials from your subjects. Larger creatures may require a Adept class feature.
greater number of hours to complete the task.
Dangerous Alchemy
Creature Size Number of Creatures
Your specific mutations as a member of the school of the
Tiny, Small 2 x WIS Modifier griffin allows you the ability to gain the benefits of multiple
Medium 1 x WIS Modifier formulas at once. When you reach 14th level, you can
consume any number of formula potions that you can craft
Large 0.5 x WIS Modifier during a long rest and receive both the benefits and side
Huge, Gargantuan 0.2 x WIS Modifier effects of those formulas. You cannot gain the benefits of
the same formula twice, but you can worsen a side effect,
The challenge rating (CR) of the subjects yields a such as if an ability score is decreased. Consuming the same
percentage of possibility for extracting usable material. Roll formula portion doubles that side effect penalty, if
for the percentage for each creature that you are harvesting. applicable.
Any successful organic materials that you harvest last for 24
hours. After that, they are no longer usable for this feature. Iron Gut
When you reach 17th level, your ability to endure the
toxicity of your alchemical formulas has increased. After
consuming three formula potions, you can expend 3 vigor
points in order to make a Constitution saving throw of DC
17. Upon success, choose one side effect to ignore for the
formula's duration (1 hour).
12
Once you use this feature, you can't use it again until you
finish a long rest.
Bonus Proficiencies
When you choose this school at 1st level, you gain
proficiency with medium armor, additionally, you can use
either your Dexterity or Constitution modifier to determine
the bonus to your AC while wearing medium armor.
Uncommon Resolve
When you reach 14th level, any time you are subjected to a
saving throw that requires a roll, you can expend one vigor
point and roll your martial die. Add the number rolled to
your total for that save.
Additionally, you can spend one vigor point to grant your
next weapon attack advantage.
You can use this feature a number of times equal to your
Wisdom modifier (minimum of 1). You regain all expended
13 uses once you finish a long rest.
Bonus Proficiencies
At 1st level, you gain proficiency in the Deception skill, as
well as you gain proficiency with the Poisoner's kit.
Twin Fangs
Your school's training with lighter and smaller weapons
grants you greater talents, even that of dual wielding.
Starting at 1st level, when you engage in two-weapon
fighting, you can add your ability modifier to the damage of
the second attack if you are only holding light weapons that
have the finesse property.
Swift Strike
When you reach 17th level, once on each of your turns
Slithering Escape when you take the attack action on your turn, you can
When you reach 6th level, you can expend one vigor point expend one vigor point to make an additional weapon attack
to allow yourself to take the disengage or dodge action as a with a light weapon that has the finesse property.
bonus action on your turn. You can use this feature a number of times equal to your
Wisdom modifier (minimum of 1). You regain all expended
Dodge uses once you complete a long rest.
Starting at 9th level, when an attacker that you can see hits
you with an attack, you can expend one vigor point to use
your reaction to halve the attack’s damage against you. You
do not gain the benefit of this feature if you don medium or
heavy armor.
Venomous
Poisons are a part of the trade in which you employ. When
you reach 14th level, during short or long rests, you can
coat one or more of your weapons with a poison (maximum
of 2). When you strike a creature with one of your coated
weapons, you can expend one vigor point to force the target
to make a Constitution saving throw against your Sign save
DC. Upon failure, roll your martial die. They target takes
poison damage equal to the number rolled and is poisoned
for the next minute. At the end of each of the target's turns,
it can remake this save to end its effects early.
Once you use this feature, you can't use it again until you
complete a long rest per weapon that is coated. 14
Prerequisites
To qualify for the witcher class, you must meet the ability
score prerequisites for the witcher class, as shown in the
table below.
Multiclassing Prerequisites
Class Ability Score Minimum
Witcher Dexterity or Strength 13 and Wisdom 13
Proficiencies
When you multiclass into the witcher class, you gain the
following proficiencies as shown in the table below.
Multiclassing Proficiencies
Class Proficiencies Gained
Simple weapons, martial weapons, one skill from
Witcher
the class's skill list
16
Witcher Medallion
Wondrous item, very rare (requires attunement)
This finely crafted silver necklace acts as both symbol and
as a protective charm for witchers. The appearance of this
medallion takes the form of the head of the school of the
witcher which this was crafted for. While useful for the Gly
detection of magic and for monsters, some creatures seem Won
aloof of its abilities. Ru
While attuned to this necklace, you can cast detect magic in sp
at-will. place
A witcher that is attuned to this item can use an action to item
focus their attention to their surrounds. You can see the runes
faint outline of any non-humanoid creature within 30 feet of runes
you until the start of your next turn. can u
runes
Witcher Silver Longsword dama
Wondrous (longsword) weapon, rare - legendary Ch
This masterfully crafted longsword was designed with the first t
intention of magical runes to be placed on it. Tempered Da
with the proper alloys, this blade can bear a number of time
magical runestones that will increase its strength for a Mo
worthy witcher. This weapon is silvered for the purpose of time
overcoming resistance or immunity to mundane weapons. Zo
Once a runestone is placed inside of a witcher silver you h
longsword, it gains a +1 to attack and damage rolls per Gly
runestone, as well as it is considered magical for the incre
purpose of overcoming resistance. Should you have more can p
than one runestone placed in this item, you choose which Gly
addition damage is dealt (limit of one die per turn). of ch
that a
Witcher Steel Longsword witch
Gly
Wondrous (longsword) weapon, rare - legendary
turns
This masterfully crafted longsword was designed with the
Gly
intention of magical runes to be placed on it. Tempered
reduc
with the proper alloys, this blade can bear a number of
Gly
magical runestones that will increase its strength for a
turns
worthy witcher.
Once a runestone is placed inside of a witcher steel W
longsword, it gains a +1 to attack and damage rolls per
runestone, as well as it is considered magical for the
17 purpose of overcoming resistance. Should you have more
than one runestone placed in this item, you choose which
addition damage is dealt (limit of one die per turn).
Witcher | Appendix I | Wojtek Fus
Appendix B: Monsters
Alghoul
Drowner
Chort
Foglet
Hym
Leshen
Nekker
Nightwraith
Rotfiend
Vampires
- Alp
- Bruxa
- Ekimma
- Fleder
- Garkain
- Katakan
Water Hag
Wild Hunt
- Captain
- General
- Hound
- King
- Navigator
- Rider
- Warrior
18
4/4/20 - v1.0.1
Corrected typos for spell casting times.
Balanced axii & quen.
Replaced DEX saving throw proficiency with STR.
Added change log page.
4/28/20 - v1.0.2
Changed 'Adapt' to 'Adept'.
Noted an issue for School of the Cat's image not
appearing on mobile viewing. Issue not found on PC
viewing.
5/12/202 - v.1.0.3
Changed image from School of the Cat: EACLE
5/14/20 - v1.0.4
Corrected Yrden's last paragraph.
Removed the At Higher Levels. notation from the signs
to mirror standard cantrips.
5/15/20 - v1.0.5
Reformated footer text to accredit artwork by artists.
Some work has been difficult to track down as the its
original creator. Will attempt to fix the color issue on the
footer to appear darker.
5/15/20 - v1.0.6
Corrected a typo in the Signs section, and removed the
vigor cost of casting cantrips.
12/09/21 - v1.0.7
Corrected formating so pages will display correctly.
X/X/XX - v1.1.0
Changed Appendix 1 to A, added Appendix B: Monsters
(TBD)
19
Artwork:
CD Projekt Red
Witcher 3: The Wild Hunt
Gwent the Witcher Card Game
Interior Artwork:
Eleonora "Noura" Abdrakhmanova
DaveRapoza
The Witcher
Andrzej Sapkowski (author)
Disclaimer
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property of Wizards of the Coast. ©Wizards of
the Coast LLC.
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