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You can make a Witcher quickly by following these Class Features
suggestions. First, make Strength or Dexterity your highest As a Witcher, you gain the following class features.
ability score. Your next-highest score should be Constitution,
or Intelligence if you intend to rely on spellcasting and Hit Points
Witcher Preparation. Second, choose the hermit or the Hit Dice: 1d8 per witcher level
outlander background. Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
Optional Rule: Multiclassing modifier per witcher level after 1st
If you use the multiclassing rule from the Player's Handbook,
here's what you need to know if you take a level in Witcher. Proficiencies
Ability Score Minimum. You must have at least a 13 in Armor: Light armor
either Strength or Dexterity, and a 13 in Intelligence to take a Weapons: Simple melee weapons, martial melee weapons,
level in this class, or to take a level in another class if you are crossbows
already a Witcher. Tools: Alchemist's supplies
Proficiencies. If Witcher isn't your initial class, you gain Saving Throws: Constitution, Intelligence
proficiency with light armor, simple and martial melee Skills: Choose three from Acrobatics, Arcana, Athletics,
weapons, and crossbows. Insight, Intimidation, Investigation, Medicine, Nature,
Perception, Persuasion, Stealth, and Survival.
Optional Rule: Trial of the Grasses
See the end of this class document for the Human race
variant: Trial of the Grasses.