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THE WITCHER

THE WITCHER

Born from Foul Sorcery to Hunt Evil


"No knight he, though a master of the sword. No wizard he, though adept in secret magic. He did not care to save the world, yet for
many he was a deliverer. He was no murderer though he killed for a living. The legend of him that arose is not over." - The Witcher
Class Design by:
Andrew Raleigh
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

Once Man, Now Monster


Many have heard tales of witchers as mutants with no soul,
and are seen by some as no better than the monsters they
hunt. The commoner's perceptions of witchers vary from
town to town. Those who have been saved by a witcher might
sing their praises, until they have to pay up for their services.
Undergoing a barbaric procedure known as the Trial of
Glasses, few survived such an ordeal. The process of
mutating children into what would become witchers, is a
horrific scene with long lasting side effects: such as sterility,
and to some degree, a loss of emotions. Other mutations may
be less apparent. Some schools, like that of the cat, are
known for their hyper aggression from their mutagens
instead of emotionlessness.
Knights to No King
As a witcher, you are independent, contract based monster
hunter. Often, children of no real lineage worth mentioning
are seen as common rabble. Witchers often take the name of
a land to give the appearance of knighthood.
2

Witcher | Introduction | Marek Madej


The Witcher
Some school's mutations offer strange quirks such as the
Class Features school of the cat's hyperaggressive nature, the
As a witcher, you gain the following class features reclusiveness of the bear, or just simply a lack of emotions.

Hit Points Witcher Schools


Hit Dice: 1d10 per witcher level Dedicated to the art of hunting, studying, and killing all
Hit Points at 1st Level: 10 + your Constitution modifier manner of uncouth creatures, be it demonic, supernatural, or
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution bestial, witcher schools train, arm, and raise witchers.
modifier per witcher level after 1st Typically taken in as orphans or unwanted children, these
youths are given to schools that specialize in various arts of
Proficiencies the hunt, each with their own take on the Path.
Armor: Light armor Choose a witcher school, which describes the training and
Weapons: Simple weapons, martial weapons lifestyle you endured to become a full-fledged witcher: Bear,
Tools: Alchemist's supplies Cat, Griffin, Manticore, Wolf, Viper.
Saving Throws: Constitution, Strength Your choice grants you features when you choose it at 1st
Skills: Choose three from Arcana, Animal Handling, level and again at 6th, 9th, 14th, and 17th level.
Athletics, Insight, Investigation, Nature, Perception,
Stealth, and Survival Fighting Style
Equipment At 2nd level, you adopt a particular style of fighting as your
You start with the following equipment, in addition to the specialty. Choose one of the following options.
equipment granted by your background: You can’t take a Fighting Style option more than once, even
if you later get to choose again.
(a) leather armor (b) padded armor Archery. You gain a +2 bonus to attack rolls you make with
(a) two longswords (b) one martial or simple weapon ranged weapons.
(a) a dungeoneer’s pack or (b) an explorer’s pack Defense. While you are wearing armor, you gain a +1
A hand crossbow and 20 bolts bonus to AC.
Mutagens Dueling. When you are wielding a melee weapon in one
hand and no other weapons, you gain a +2 bonus to damage
Having been raised since childhood for a singular purpose in rolls with that weapon.
life, to hunt down monstrous creatures, you have undergone Great Weapon Fighting. When you roll a 1 or 2 on a
a number of horrifying mutagenic procedures that have long damage die for an attack you make with a melee weapon that
stripped you much of your emotions, but also some level of you are wielding with two hands, you can reroll the die and
who you used to be. must use the new roll, even if the new roll is a 1 or a 2. The
Starting at 1st level, you gain the following benefits. weapon must have the two-handed or versatile property for
you to gain this benefit.
Your eyes now take on the appearance that of a cat's, Protection – Two Handed Weapon. When a creature you
yellow in color, and slitted. You gain darkvision out to a can see attacks a target other than you that is within reach of
range of 60 feet. If you already have darkvision from your you, you can use your reaction to impose disadvantage on the
race, its range increases by 30 feet. attack roll. You must be wielding a melee weapon that has the
You needn't sleep any more if your race requires it. two-handed or versatile property, and you are wielding that
Instead, you meditate deeply, remaining semiconscious, weapon with two hands.
for 4 hours a day. While meditating, you can dream after a
fashion; such dreams are actually mental exercises that Martial Supremacy
have become reflexive through years of practice. After
resting in this way, you gain the same benefit that a At 2nd level, you learn maneuvers that are fueled by special
human does from 8 hours of sleep. dice called martial dice.
You gain resilience to poisons and concoctions that would Maneuvers. You learn two maneuvers of your choice,
kill a lesser being. You have advantage on saving throws which are chosen from the list of maneuvers available to
against poison, and you have resistance against poison fighters with the Battle Master archetype, as listed below.
damage (explained in the “Combat” section of the PHB). Many maneuvers enhance an attack in some way. You can use
Your body begins to age at a reduced rate. For every 2 only one maneuver per attack.
years that pass, your body ages only 1. You learn one additional maneuver of your choice at 5th,
Your body develops a number of weird quirks, such as 11th, and 17th levels. Each time you learn a new maneuver,
pigmentless hair or skin. You may lose scales, claws, you can also replace one maneuver you know with a different
feathers, or a number of other racial traits. Discuss with one.
your GM about these abnormalities. Whatever you choose, Martial Dice. You have a number of martial dice that you
the mutation process you underwent caused your body to can expend from your vigor points, which are d4s. A vigor
react in a visual manner, leaving it apparent that you are point is expended when you use it. You regain all of your 4
different from the rest of your kind. expended vigor points when you finish a long rest.

Witcher | Class Features


At 5th level, your martial dice turn into d6s. At 11th level, they Pushing Attack. When you hit a creature with a weapon
turn into d8s, and at 17th level, they turn into d10s. attack, you can expend one martial die to attempt to drive
You can use this feature in this way a number of times the target back. You add the superiority die to the attack’s
equal to your Wisdom modifier (minimum of 1). You regain damage roll, and if the target is Large or smaller, it must
all expended uses once you complete a long rest. make a Strength saving throw. On a failed save, you push
the target up to 15 feet away from you.
Maneuver Save DC = 8 + your proficiency bonus + Riposte. When a creature misses you with a melee attack,
your Strength or Dexterity modifier (your choice) you can use your reaction and expend one martial die to
make a melee weapon attack against the creature. If you hit,
Maneuvers
you add the martial die to the attack’s damage roll.
The maneuvers are presented in alphabetical order.
Sweeping Attack. When you hit a creature with a melee
Disarming Attack. When you hit a creature with a
weapon attack, you can expend one martial die to attempt
weapon attack, you can expend one martial die to attempt
to damage another creature with the same attack. Choose
to disarm the target, forcing it to drop one item of your
another creature within 5 feet of the original target and
choice that it’s holding. You add the martial die to the
within your reach. If the original attack roll would hit the
attack’s damage roll, and the target must make a Strength
second creature, it takes damage equal to the number you
saving throw. On a failed save, it drops the object you
roll on your martial die. The damage is of the same type
choose. The object lands at its feet.
dealt by the original attack.
Distracting Strike. When you hit a creature with a
Trip Attack. When you hit a creature with a weapon
weapon attack, you can expend one martial die to distract
attack, you can expend one martial die to attempt to knock
the creature, giving your allies an opening. You add the
the target down. You add the martial die to the attack’s
martial die to the attack’s damage roll. The next attack roll
damage roll, and if the target is Large or smaller, it must
against the target by an attacker other than you has
make a Strength saving throw. On a failed save, you knock
advantage if the attack is made before the start of your next
the target prone.
turn.
Evasive Footwork. When you move, you can expend one
Signs
martial die, rolling the die and adding the number rolled to
your AC until you stop moving. As a being of unnatural abilities, you have been taught how
Feinting Attack. You can expend one martial die and use to harness simple magical abilities that you can cast without
a bonus action on your turn to feint, choosing one creature the need of spell components. These spells are referred to
within 5 feet of you as your target. You have advantage on as Signs and when cast at their lowest level, they act as
your next attack roll against that creature this turn. If that cantrips for you. See chapter 10 in the Player's Handbook
attack hits, add the martial die to the attack’s damage roll. for the general rules of spellcasting and the end of the class
Goading Attack. When you hit a creature with a weapon description for the witcher spell list.
attack, you can expend one martial die to attempt to goad
the target into attacking you. You add the martial die to the
Cantrips
At 2nd level, you know two cantrips (which are referred to
attack’s damage roll, and the target must make a Wisdom
as signs) of your choice from the witcher spell list. You learn
saving throw. On a failed save, the target has disadvantage
on all attack rolls against targets other than you until the additional witcher cantrips of your choice at higher levels, as
shown in the Signs Known column of the Witcher table.
end of your next turn.
Casting a sign as a cantrip, such as using the igni cantrip,
Menacing Attack. When you hit a creature with a weapon
does not requires you to expend a vigor point in order to
attack, you can expend one martial die to attempt to
cast.
frighten the target. You add the superiority die to the
attack’s damage roll, and the target must make a Wisdom Casting Signs
saving throw. On a failed save, it is frightened of you until Some signs allow you to cast spells. See the Spellcasting
the end of your next turn. section for the general rules of spellcasting. To cast one of
Parry. When another creature damages you with a melee these spells, you use its casting time and other rules, but
attack, you can use your reaction and expend one martial die you don’t need to provide material components for it.
to reduce the damage by the number you roll on your Once you reach 5th level in this class, you can spend
martial die + your Dexterity modifier. vigor points to increase the level of a signs, or modify how
Precision Attack. When you make a weapon attack roll it acts. When you cast a sign, provided that the sign has an
against a creature, you can expend one martial die to add it enhanced effect at a higher level, as burning hands does, the
to the roll. You can use this maneuver before or after spell’s level increases by 1 for each additional vigor point
making the attack roll, but before any effects of the attack you spend. For example, if you are a 5th-level witcher and
are applied.
5 use igni to cast burning hands, you can spend 3 vigor points
to cast it as a 2nd-level spell (the sign’s base cost of 2 vigor
points + 1).
Witcher | Class Features
The maximum number of vigor points you can spend to cast
a spell in this way (including its base vigor point cost and
Alchemist Adept
any additional vigor points you spend to increase its level) is Starting at 3rd level, you gain powerful new formulas in
determined by your witcher level, as shown in the Signs and which you can develop in order to help you in your
Vigor Points table. endeavors. You can create one formula during a long rest.
Casting a sign while expending a number of vigor points This alchemical formula is a special potion with unique
modifies how the spell is cast in this manner. For instance, properties. The potency of this formula lasts for 24 hours. It
the Quen cantrip takes an action to cast. At 2nd level, you highly toxic to any other living creature who hasn't
can instead use your reaction, and expend an additional undergone such mutagenic changes to resist them. Another
vigor point, to cast it as if you had cast absorb elements. creature that attempts to consume this potion must make a
When you gain access to a cantrip as your level increases, Constitution saving throw of a DC 20 or take 10d12 poison
you gain access to all spells denoted by that same cantrip damage and is poisoned for the next 24 hours.
(but you cannot cast any above your Maximum Vigor Point Only witchers can gain the benefits of these formulas.
for a Sign). For example, a 5th level witcher with the Any other creature gains the side effects only.
cantrips Axii and igni would be able to cast spells that are If presented to an NPC, they will not willing consume a
denoted in the Witcher Spell List, but not from any spell potion created from this feature. If forced to consume it,
with another cantrip as the denoting requirement. they will vomit it back up and suffer only a mild discomfort
as its side effect.
Signs and Vigor Points Consuming an alchemical formula that you created using
Witcher Levels Maximum Vigor Points for a Sign this feature grants temporary benefits, as well as some
2nd–4th 2 temporary side effects. The duration of these effects last for
1 hour upon ingestion.
5th–8th 3
To craft a formula, you must meet the required witcher
9th–12th 4 level, have access to alchemist supply's, and have the
13th–16th 5 formula learned.
You know one formula, and learn an additional formula at
17th–20th 6 (School of the Griffin only)
5th, 11th, and 18th levels. Additionally, when you gain a
new formula, you can choose one of the formulas you
Vigor already know and replace it with another formula.
Vigor is the measure of unlocked magical potential gained At 11th level, you can craft a second formula during a
by witchers through the introduction of mutagens. Instead long rest, but you can only gain the benefits of one formula
of spell slots, this class feature grants access to spells in a at a time.
new manner, albeit to a limited degree.
Starting at 2nd level, your training allows you to harness
Formulas
The formulas are presented in alphabetical order.
might of your vigor. Your access to this energy is
Bindleweed. You gain resistance to acid damage.
represented by a number of vigor points. Your witcher level
Side effect: You gain vulnerability to cold damage.
determines the number of points you have, as shown in the
Black Blood. When a creature, such as a vampire, makes
Vigor Points column of the Witcher table.
a bite attack against you, you are immune to necrotic
You can spend these points to fuel various vigor features
damage from the bite, as well as the creature instead takes
or spells. You start knowing two such features: Signs and
2d6 poison damage. You automatically succeed any
Maneuvers.
Constitution saving throw that would have been imposed
When you spend a vigor point, it is unavailable until you
from a bite attack. (Requires 5th level)
finish a long rest, at the end of which you regain of your
Side effect: You make Constitution saving throws with
expended vigor points. You must spend at least 4 hours of
disadvantage.
the rest meditating to regain your vigor points.
Cat. You can see normally in darkness, both magical and
Some of your vigor features require your target to make a
nonmagical, to a distance of 120 feet. (Requires 11th level)
saving throw to resist the feature’s effects. The saving throw
Side effect: You gain sunlight sensitivity: You have
DC is calculated as follows:
disadvantage on attack rolls and on Wisdom (Perception)
Sign Save DC = 8 + your proficiency bonus + checks that rely on sight when you, the target of your attack,
or whatever you are trying to perceive is in direct sunlight.
your Wisdom modifier
De Vries’ Extract. You see invisible creatures and objects
Sign attack modifier = your proficiency bonus + as if they were visible. (Requires 11th Level)
Side Effect: You roll initiative with disadvantage.
your Wisdom modifier
6

Witcher | Class Features


Full Moon. Your hit points maximize.
Side effects: You lose the use of darkvision.
Golden Oriole. You gain immunity to poison and the
poisoned condition.
Side effect: You become vulnerable to fire damage.
Kiss. You gain resistance to slashing damage.
Side effect: You gain vulnerability to bludgeoning damage.
Maribor Forest. You gain temporary hit points equal to
your Wisdom modifier (minimum of 1) times 5, as well as at
the end of short rests. (Requires 11th Level)
Side effect: You make all Wisdom checks with
disadvantage.
Rush. Your walking speed increases by 10 feet.
Side effect: You make Wisdom (Perception) checks with
disadvantage.
Shrike. Hostile creatures that hit you with a melee attack
takes 1d6 force damage while your Quen cantrip is active.
(Requires 5th Level)
Side effects: Your Constitution modifier is reduced by 1.
Swallow. You can reroll any 1s or 2s that you roll when
you expend a witcher hit die during a during a short rest to
regain hit points. You must new the new number rolled.
Side effects. Your walking speed is reduced by 5 feet.
Thunderbolt. You add your Wisdom modifier (minimum
of + 1) to the damage of your weapon attacks. (Requires
11th Level)
Side effect. Attacks against you are made with advantage.
Willow. Grants immunity to the stunned condition and
from being knocked prone.
Side effect. You lose the ability to take Attacks of
Opportunity. Vigilant
Wolf. Your weapon attacks score a critical hit on a roll of When you reach 7th level, you've learned how to remain
19 or 20. (Requires 11th Level) constantly on the lookout for danger. You can't be surprised,
Side effect. You take a -2 penalty to AC. instead, you roll initiative and can act on the same turn as
your ambushers as long as you are not incapacitated or
Ability Score Improvement unconscious. Meditation does not count as
When you reach 4th level, and again at 8th, 10th, 12th, unconsciousness for you.
16th, and 19th level, you can increase one ability score of
your choice by 2, or you can increase two ability scores of Greater Mutagens
your choice by 1. As normal, you can’t increase an ability Your mutagens continue to grow stronger as you continue
score above 20 using this feature. on the Path. When you reach 7th level, you gain the keen
Using the optional feats rule, you can forgo taking this senses trait like that of a beast. You have advantage on
feature to take a feat of your choice instead. Wisdom (Perception) checks that rely on hearing or smell,
as well as Wisdom (Survival) checks against targets that
Extra Attack you're tracking.
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn. Combat Signs
The number of attacks increases to three when you reach Beginning at 11th level, when you use your action to cast a
13th level in this class. cantrip (limit of 1 vigor point expended), you can make one
weapon attack as a bonus action.

Extra Attack
Beginning at 13th level, you can attack three times, instead
7 of twice, whenever you take the Attack action on your turn.

Witcher | Class Features | Lorenzo Mastroianni


Relentless
Starting at 15th level, when you roll initiative and have no
more remaining vigor points, you regain one vigor point.

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:

At the start of each of your turns, you can choose to end


one harmful condition (no action needed) by expending
one vigor point (Not including Exhaustion).
Attacks of opportunity against you are done so with
disadvantage.
Any creature with the same name as one you've slain
before takes an additional 1d6 damage from your
weapon attacks. (Work with your GM to determine
which creatures you have already slain previously. A
spreadsheet may be useful to keep track of this feature.)

Witcher | Class Features | Lorenzo Mastroianni


Witcher Schools
All schools of the witchers come from a single origin, but
due to conflict and disagreement, several philosophies
branched out as a result. Some school focus on specific
alchemical benefits, others on martial prowess, and others
lean toward brutality as a means to an end. Whatever school
you belong to, you will be recognized as a witcher.

School of the Bear


The school of the bear is known widely in the north and
along the Skellige isles. Taken to the harsh conditions of the
mountains, bears are often known for their isolation, and
unlikely attitude towards traveling with companions. Hardy
and furious like that of their namesake, witchers of the bear
are without a doubt formidable warriors. Though, some who
are aware of the the school know they have fallen from
grace due to a failure to complete a contract to eliminate a
cabal of vampires. Many bears, or also known as ursine, still
carry this shame.
Witcher Level Feature
1 Bonus Proficiencies, Hardy
6 Hibernationalist
9 Unwavering
14 Greater Resilience
17 Thick Hide

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.

Flick of the Blade


Relying on speed and precision strikes, felines are known for
targeting at their prey's weak points. When you reach 14th
level, your weapon attacks score a critical hit on a roll of 19
or 20. When you consume Wolf your weapon attacks score
a critical hit on a roll of 18-20. 10

Witcher | School Features| EACLE


School of the Griffin
Known as the most studious of the schools, griffins are
accounted as the most well-versed in social etiquette,
knowledge, and that of magic. Remaining true to the original
knightly values of the witcher order, griffins are considered
palpably more pleasant than some of their counterparts.
With a focus on studying their prey, as well as their reliance
on signs, this leaves a school of the griffin witcher as a foe
not to be trifled with on the battle field or in open debate.

Witcher Level Feature


1 Bonus Proficiencies, Studious Hunter
6 Improved Signs
9 Knightly Eloquence
14 Greater Signs
17 Superior Signs

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.

Witcher | School Features


School of the Wolf
Counted as the most recognizable, as well as renown of the
schools, the wolves have taken their place in history as
some of the greatest witchers to have ever been created.
Reliable, professional, and always for a price, these witchers
are often the ones townsfolk think of when they heard the
name. Either working in pairs, small teams, or even alone,
the witchers of the school of the wolf are always capable of
felling whatever evil besets them.

Witcher Level Feature


1 Bonus Proficiencies, Silver for Monsters
6 Increased Vitality
9 Additional Fighting Style
14 Uncommon Resolve
17 Wolven Storm

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.

Silver for Monsters


Starting at 1st level, whenever you strike a non-humanoid,
non-bestial, or non-construct creature type with a silvered
weapon, the target takes an additional 1d4 damage. Wolven Storm
When you reach 17th level, you have mastered the way of
Increased Vitality the Path. As a bonus action, you can spend 5 vigor points to
Your mutagenic advances grants you superior healing when gain resistance to all damage types for the next minute, or
your mediate or rest. When you reach 6th level, you can until you fall unconscious.
expend a vigor point when you expend one of your witcher Once you use this feature, you can't use it again until you
hit dice during a short rest in order to regain additional hit finish a long rest.
points. Roll your witcher hit die and your martial die and add
them together as well as your Constitution modifier. You
regain hit points equal to that total.
You can use this feature a number of times equal to your
Wisdom modifier (minimum of 1). You regain all expended
uses once you complete a long rest.

Additional Fighting Style


At 9th level, you can choose a second option from the
Fighting Style class feature.

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.

Witcher | School Features | Marek Madej


School of the Viper
Far-flung to the distant south, this sect of witchers is
considered the most secretive and least understood, even
by other witchers. Though today, they are scattered and
exiled from most kingdoms. Used as assassins, and then set
upon by their employer, the emperor of Nilfgaard, these
witchers have known the scorn of the world. Unpredictable
and stealthy, vipers are only ever seen in the last moments
before they strike.

Witcher Level Feature


1 Bonus Proficiencies, Twin Fangs
6 Slithering Escape
9 Dodge
14 Venomous
17 Swift Strike

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

Witcher | School Features


Multiclassing Que
Abso
Requirements Aid
On the GM's discretion, you can multiclass in the witcher Antil
class, as described in the Player's Handbook pg. 163-165. If Prote
you do so, the following rules are applied. Shiel

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

Witcher Spelllist by Level


Cantrips (0 Level) 3rd Level Scorching Ray
Aard Fireball (Igni)
Spells by
Axii Hypnotic Pattern (Axii) Sign
Igni Protection from Energy
Quen (Quen) Aard
Yrden Slow (Yrden) Catapult
Wall of Wind (Aard) Gust of Wind
1st Level
Storm Sphere
Absorb Elements (Quen) 4th Level
Thunderwave
Animal Friendship (Axii) Confusion (Axii) Telekinesis
Burning Hands (Igni) Fire Shield (Igni) Wall of Wind
Catapult (Aard) Private Sanctum (Yrden)
Charm Person (Axii) Resilient Sphere (Quen) Axii
Earth Tremor (Yrden) Storm Sphere (Aard) Animal Friendship
Entangle (Yrden) Calm Emotions
Hellish Rebuke (Igni)
5th Level (Griffin
Charm Person
Shield (Quen)
Only)
Confusion
Thunderwave (Aard) Antilife Shell (Quen) Dominate Person
Dominate Person (Axii) Hypnotic Pattern
2nd Level Hallow (Yrden)
Aid (Quen) Immolation (Igni) Igni
Calm Emotions (Axii) Telekinesis (Aard) Burning Hands
Gust of Wind (Aard) Fireball
Magic Aura (Yrden) Fire Shield
15 Scorching Ray (Igni) Hellish Rebuke
Immolation

Witcher | Spell List | Anna Podedworna


Igni
Sign Descriptions Evocation cantrip
Signs are presented in alphabetical order. Casting Time: 1 action
Range: 10-foot cone
Aard
Components: V, S
Evocation cantrip
Duration: Instantaneous
Casting Time: 1 action
Range: Self You produce a burst of flames from your fingertips. Each
Components: V, S creature in a 10-foot cone must make a Dexterity saving
Duration: Instantaneous throw. A target must succeed on a Dexterity saving throw or
take 1d6 fire damage.
You focus a powerful telekinetic blast to push back You can also harmlessly extinguish or ignite a flame, such
enemies, or even break weakened structures. You can create as a candle, a torch or a campfire.
one of the following effects: This sign’s damage increases by 1d6 when you reach 5th
One Medium or smaller creature that you choose must level (2d6), 11th level (3d6), and 17th level (4d6).
succeed on a Strength saving throw or be pushed up to Quen
5 feet away from you and is knocked prone. Abjuration cantrip
You can push a number of objects within a 10-foot cone
of you that are neither held nor carried and that weighs Casting Time: 1 action
no more than 5 pounds. An object is pushed up to 10 Range: Self
feet away from you. Components: V, S
Weaken structures or walls that are no greater than six Duration: Concentration, 1 minute
inches thick can be broken. Walls and structures take You invoke the power of your sign to shield you from harm.
1d6 force damage upon impact. (Creatures are immune The next time you take damage before the spell ends, roll a
to this damage.) 1d4 and subtract that from the total.
The damage reduced by this sign increases by 1d4 when
This sign's damage to structures increases by 1d6 when
you reach 5th level (2d4), 11th level (3d4), and 17th level
you reach 5th level (2d6), 11th level (3d6), and 17th level
(4d4).
(4d6).
Yrden
Axii Conjuration cantrip
Enchantment cantrip
Casting Time: 1 action
Casting Time: 1 action
Range: Self (10-foot radius)
Range: 30 feet
Components: V, S
Components: V, S
Duration: Concentration, 1 minute
Duration: Concentration, up to 1 minute
You strike the ground beneath your feet and leave a glowing
You attempt to charm the mind of a creature, be it friend or
purple sigil, slowing your enemies within. You create a 10-
foe. A nonhostile creature must make a Charisma saving
foot radius circle beneath you along the ground. For the
throw against your Sign save DC or becomes charmed by
duration, this area is considered difficult terrain for all
you. A creature is charmed by you until the spell ends or
hostile creatures to you.
until you or your companions do anything harmful to it. The
Hostile creatures that start their turns in this area must
charmed creature is friendly to you. When the spell ends,
make a Dexterity saving throw or take 1d4 force damage.
the creature knows it was charmed by you. While charmed,
This sign's damage increases by 1d4 when you reach 5th
you have advantage on all Charisma checks directed at one
level (2d4), 11th level (3d4), and 17th level (4d4).
creature of your choice.
A hostile creature targeted by this spell must make a
Charisma saving throw with advantage against your Sign
save DC or is charmed by you for the duration. At the start
of each of its turns, an affected target can make a Charisma
saving throw. If it succeeds, this effect ends for that target.

16

The Witcher | Spell Descriptions


Appendix A: Magic Items
Witcher Armor
Wondrous (any) armor, rare - legendary This exquisite armor
that was designed for the purpose of protecting a witcher
from harm. It is crafted in a manner that allows the addition
of a number of magical glyphs to be placed in it that it
increase its strength for a worthy witcher.
Once a glyph is placed inside a set of witcher armor it
gains a +1 to its AC per glyph, as well as it is considered
magical.

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

Witcher | Appendix I | Wojtek Fus


Change Log
4/3/20 - v1.0.0
First Release

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

Witcher | Change Log


Credits
Class Design:
Andrew Rowley
Version 1.0.5

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)

Front & Back Cover Art:


CD Projekt Red

Disclaimer
This is unofficial Fan Content permitted under
the Fan Content Policy. Not approved/endorsed
by Wizards. Portions of the materials used are
property of Wizards of the Coast. ©Wizards of
the Coast LLC.

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