Witcher
Hit Points
Hit Dice: d10 per Witcher level
Hit Points at first Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st
Proficiences
Armor: Light armor
Weapons: Simple melee weapons, martial melee weapons, crossbows
Tools: Alchemical Supplies
Saving Throws: Constitution, Intelligence
Skills: Choose three from Acrobatics, Animal Handling, Arcana, Athletics, History, Insight, Investigation, Nature, Perception, Stealth, and Survival
Overview & Creation
Class Features
Witcher Schools
At 1st level, you have chosen a school from which you can train in the art of the witcher. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options.
You can’t take a Fighting Style option more than once, even if you later get to choose again.
Defense
- While you are wearing armor, you gain a +1 bonus to AC.
Dueling
- When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Two-Weapon Fighting
- When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Great Weapon Fighting
- When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
Alchemy
Starting at 2nd level, you begin to understand the secrets behind witcher alchemy. You learn the recipes of each of the witcher potions, decoctions, and blade oils.
At the end of each long rest, you may use your alchemy set and component pouch to create a number of potions or decoctions equal to your Intelligence modifier + half your Witcher level (rounded down).
Additionally, you may use an Alchemist’s Supplies and Component Pouch to create a number of Blade Oils equal to half your Witcher level rounded down. Your decoctions last indefinitely, but your potions and oils expire after 24 hours.
Trial of the Grasses
At 3rd level, your body has undergone the alchemical mutation process which permanently transforms your body and grants you the following powers
- Cat-Like Eyes - you gain a darkvision range of 30ft. If you already had darkvision, it is increased by 30ft.
- Immunity to disease, you age at a rate of 1 year every 5 years
- Witcher Sense - You have advantage on Survival checks made to track a creature and on Perception checks based on sight
- You gain advantage on your Con saves against the toxicity of Witcher Potions and Decoctions.
Ability Score Improvement
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 you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Evasion
Beginning at 7th level, 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.
Enhanced Alchemy
Beginning at 9th level, the potions you create are higher in quality, enhancing their power.
Combat Magic
Beginning at 11th level, when you use your action to attack with a weapon, you can cast a sign as a bonus action.
Superior Alchemy
Beginning at 13th level, the potions you create are higher in quality, further enhancing their power.
Slayer of Monsters
Beginning at 15th level, your experience as a witcher has given you an intuitive approach to hunting monsters. After attacking a creature, you may use a bonus action to learn its damage resistances, immunities, and vulnerabilities (if any) and, if you have the appropriate oil prepared, you may coat your blade with that oil as part of this action.
Supreme Alchemy
Beginning at 17th level, the potions you create are higher in quality, greatly enhancing their power.
Accelerated Healing
Beginning at 18th level, the mutagens you have consumed have granted you the ability to rapidly recover from wounds. At the start of every round, you regain hit points equal to your Constitution modifier (min 1). You don’t gain this benefit while at 0 hit points. In addition, you no longer age and can no longer die from old age.
Exceptional Physique
At 20th level, your Strength, Dexterity, and Constitution each increase by 2 to a maximum of 22.
Starting Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Leather Armor, or (b) scale mail (if proficient), or (c) chain mail (if proficient)
- (a) a longsword, or (b) 2 shortswords, or (c) a greatsword
- A hand crossbow and 20 bolts
- (a) Alchemical supplies, and (b) a poisoner’s kit (if proficient)
- A component pouch(a) an explorer's pack, or (b) a dungeoneer's pack
Spellcasting
Sign Casting
At 1st level, you have begun your journey in the mastery of witcher magic in the form of Signs. Signs are simple and crude, but versatile and quick to cast, requiring only a single free hand and knowledge of the arcane to cast. A sign is a spell that can be cast at will, without using a spell slot and without being prepared in advance. Repeated practice has fixed the sign in the caster’s mind and infused the caster with the magic needed to produce the effect over and over. Additionally, a sign always requires an action to cast unless otherwise stated by a witcher class ability. A sign’s Spell Level is 0.
Sign Intensity
Starting at 5th level, then again at 11th, and 17th, your signs grow in power, gaining new effects or strength.
Sign Casting Ability
Intelligence is your spellcasting ability for your Witcher signs, since you learn your signs through dedicated study and memorization. You use your Intelligence whenever a sign refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Witcher sign you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Signs
Aard (telekinetics)
- One Medium or smaller creature within 5ft that you choose must succeed on a Strength saving throw or be knocked prone. This sign’s range increases to a 10ft cone originating from you when you reach 5th level, a 15ft cone at 11th level, and a 20ft cone at 17th level
- You create a small blast of telekinetic force capable of moving one object within 30ft of you that is neither held nor carried and that weighs no more than 10 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage. The maximum weight of the object increases to 25lbs at 5th level, 150lbs at 11th level, and 600lbs at 17th level.
- You instantaneously cause an unlocked door or window within 30ft to fly open or slam shut.
Enhanced Aard
- Each Medium or smaller creature in a 10ft cone that you choose must succeed on a Strength saving throw or be knocked prone.
- You create a small blast of telekinetic force capable of moving one object within 30ft of you that is neither held nor carried and that weighs no more than 25 pounds.
Superior Aard
- Each Medium or smaller creature in a 15ft cone that you choose must succeed on a Strength saving throw or be knocked prone.
- You create a small blast of telekinetic force capable of moving one object within 30ft of you that is neither held nor carried and that weighs no more than 150 pounds.
- Each creature in a 10-foot-radius sphere centered on a point within 30ft must make a Constitution saving throw. A creature takes 3d6 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A non magical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area, this damage increases by 1d6 at Supreme Aard.
Supreme Aard
- Each Medium or smaller creature in a 20ft cone that you choose must succeed on a Strength saving throw or be knocked prone.
- You create a small blast of telekinetic force capable of moving one object within 30ft of you that is neither held nor carried and that weighs no more than 600 pounds.
Axii (hypnotics) - Concentration
- For 1 minute, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it.
Enhanced Axii
- You may attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you for 1 minute or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
Superior Axii
- One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a symbol in the shape of the Axii Sign glows in front of its face, and a madness glows in its eyes. The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach. On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. The target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.
Supreme Axii
- At 17th level, when you cast Axii to take control of a creature, you no longer need to use your action to maintain control of the creature.
Ignii (pyrokinetics)
- You instantaneously light or snuff out a candle, a torch, or a small campfire.
- You may produce a small flame in your hand. This flame emits bright light for 10ft and dim light for an additional 10ft. As part of this action, you may make a ranged spell attack towards a creature within 30ft. On a hit, the creature takes 1d6 fire damage.
Enhanced Ignii
- This sign’s damage increases by 1d6. (2d6)
Superior Ignii
- Starting from you, for 1 minute (concentration), a gout of flame in a 30 ft line shoots forward in a direction you choose. Each creature in the line must make a Dexterity Saving throw. On a failed save, a creature takes 1d6 fire damage, or half as much damage on a successful save. When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 1d6 fire damage. This sign’s damage increases by 1d6. (3d6)
Supreme Ignii
- This sign’s damage increases by 1d6. (4d6)
Quen (ward)
- A shield of force envelops your body and you gain 1d4 temporary hit points for the next minute.
Enhanced Quen
- This sign’s temporary hit points increases by 1d4 (2d4) and you gain +1 AC as long as you have temporary hit points granted by this sign.
Superior Quen
- This sign’s temporary hit points increases by 1d4 (3d4) and AC gained by this sign increases by 1. (+2)
Supreme Quen
- This sign’s temporary hit points increases by 1d4 (4d4) and AC gained by this sign increases by 1. (+3)
Yrden (trap) - Concentration
- You are able to create a 5ft circle centered on a point within range which lasts for a minute. Magical creatures (Aberrations, celestials, dragons, elementals, fey, fiends, monstrosities, and undead) must make a Wisdom saving throw upon entering or exiting the circle. On a failure, they are illuminated in a shimmering light (color of your choice) until the end of your next turn. Attacks against the creature have advantage for the duration of the effect. The size of the circle increases by 5ft when you reach 5th level (10ft), 11th level (15ft), and 17th level (20ft) in the witcher class.
Enhanced Yrden
- This sign’s range increases by 5 ft, and creatures who fail the save have disadvantage on attacks made against creatures inside this sign’s range. Additionally, humanoids within the circle gain advantage on saves against being charmed, frightened, or possessed.
Superior Yrden
- This sign’s range increases by 5 ft, and creatures who fail their save cannot pass the perimeter of the circle.
- Supreme Yrden
- This sign’s range increases by 5 ft.
Alchemy
Witcher Potions are extremely toxic to the point of being deadly to those who imbibe them without the proper mutations. Whenever you consume a potion or decoction, you must make a Constitution Saving throw (DC = 8+ Toxicity level). On a success, your body is able to withstand the effect of the intense mutagenic effects. On a failure, you become poisoned for the duration of the potion’s effect, taking poison damage equal to 1d8+1d8 per toxicity level (for example, a toxicity 3 potion would deal 4d8 poison damage). Witchers that have gone through the Trial of the Grasses have advantage on this save.
You can imbibe a potion or decoction as a bonus action. Using a blade oil or bomb requires an action.
Potions
Black blood (a drop of blood from a dead humanoid) Duration: 1 hour
Life drain attacks against you damage the attacker instead of healing them for the duration. This potion’s duration increases when you reach 9th level (2hrs), 13th level (8hrs), and 17th level (24hrs) in the Witcher Class. Toxicity 3.
Cat (a dried plum) Duration: 1 hours
Your darkvision is now extended another 30ft and you can see clearly in complete and magical darkness. This potion’s duration increases when you reach 9th level (2hrs), 13th level (8hrs), and 17th level (24hrs) in the Witcher Class. Toxicity 1.
Full Moon (monkshood) Duration: 1 hours
Maximum health is increased by 1d10+Witcher level for the duration. This potion’s duration increases when you reach 9th level (2hrs), 13th level (8hrs), and 17th level (24hrs) in the Witcher Class. Toxicity 3.
Golden Oriole (a dandelion bulb) Duration: 1 hour
Grants immunity to the poisoned condition and resistance to poison damage for the duration. Neutralizes the effects of any poisons already in the bloodstream. This potion’s duration increases when you reach 9th level (2hrs), 13th level (8hrs), and 17th level (24hrs) in the Witcher Class. Toxicity 0.
Killer Whale (a blade of seaweed) Duration: 1 hour
You gain water breathing for the duration. This potion’s duration increases when you reach 9th level (2hrs), 13th level (8hrs), and 17th level (24hrs) in the Witcher Class. Toxicity 1.
Mutagenic Catalyst (a pinch of bone marrow) Duration: Instantaneous
Refreshes the effects and toxicity levels of all decoctions and potions in your bloodstream. Toxicity (equal to the toxicity of the potions and decoctions you refresh.
Petri's Philter (a pinch of bone meal) Duration: 1 minute
Signs deal an additional 1d6 damage for the duration. This potion’s effect increases by 1d6 when you reach 9th level (2d6), 13th level (3d6), and 17th level (4d6) in the Witcher Class. Toxicity 1.
Swallow (a wild flower) Duration: 1 minute
You regain 1d4 Hit Points at the start of your turn if you have at least 1 hit point. If you take damage of any kind, this trait doesn't function at the start of your next turn. This potion’s effect increases by 1d4 when you reach 9th level (2d4), 13th level (3d4), and 17th level (4d4) in the Witcher Class. Toxicity 1.
Thunderbolt (the cap of a wild mushroom) Duration: 1 minute
Melee weapon attacks deal an additional 1d6 damage for the duration. This potion’s effect increases by 1d6 when you reach 9th level (2d6), 13th level (3d6), and 17th level (4d6) in the Witcher Class. Toxicity 1.
Decoctions (mutagens)
Decoctions are unique potions that further mutate a witcher, briefly granting him the powers of monsters he has killed. In order to craft a decoction, you must first acquire the material component in some way. Unlike with potions and blade oils, the material component of a decoction cannot be replaced by a component pouch and is thus consumed upon the creation of the potion.
- Note: The Duration of a Decoction is based on your Witcher Alchemy. At level 2, the duration is 1hr. At level 9, 2hrs. At level 13, 8hrs. At level 17, 24hrs.
Arthropod Decoction (fang of an ettercap OR of a drider, and a potion base)
You gain the spiderwalk trait. Toxicity 2
Behir Decoction (fang of a behir, and a potion base)
You gain immunity to lightning damage and gain an additional action on each of your turns (That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action). Toxicity 5
Bulette Decoction (the tongue of a bulette, and a potion base)
Your AC increases by 1 and Quen grants immunity to nonmagical slashing, bludgeoning, and piercing damage. Toxicity 5.
Centaur Decoction (powdered hoof of an equine, and a potion base)
Your walking speed is doubled and you are able to dash as a bonus action. Toxicity 2.
Decoction of Charming (feather of a harpy/succubus OR a powdered tooth of a lamia, and a potion base)
You gain immunity to charm effects and Axii gains +1 to the save DC. Toxicity 5.
Decoction of Distortion (a pound of flesh from a darkmantle, a grick OR a roper, and a potion base)
You gain advantage on stealth checks and creatures have disadvantage on Perception checks made to detect you. Toxicity 3.
Decoction of Flight (a beak from a Griffin, a hippogriff,or a roc, and a potion base)
You sprout feathery wings and gain a fly speed equal to your movement speed. Toxicity 6.
Decoction of Invisibility (an eye of an invisible stalker)
You become invisible. Toxicity 9
Decoction of Multiple Heads (an eye of a death dog OR a chimera, and a potion base)
You gain advantage on Saving Throws against being Blinded, Charmed, Deafened, Frightened, Stunned, or knocked Unconscious. Toxicity 5.
Decoction of Petrification (an eye of one of the following [a basilisk, a cockatrice, a gorgon, or a medusa], and a potion base)
Your weapon attacks against creatures force the creature to succeed in a Strength saving throw against your spell DC or become restrained for the duration (they may attempt a new save at the end of each of their turns). Toxicity 3.
Decoction of Tremors (antenna of an ankheg or a remorhaz, and a potion base)
You gain tremorsense 60ft. Toxicity 4.
Doppelganger Decoction (a pound of flesh from a doppelganger or changeling, and a potion base)
You are able to cast alter self at will. Toxicity 9.
Giant Decoction, Cloud (a big toe from a cloud giant)
Your Strength becomes 27. Toxicity 7.
Giant Decoction, Fire (a big toe from a fire giant)
Your Strength becomes 25. Toxicity 6.
Giant Decoction, Frost/Stone (a big toe from a frost or stone giant)
Your Strength becomes 23. Toxicity 5.
Giant Decoction, Hill (a big toe from a hill giant)
Your Strength becomes 21. Toxicity 3.
Giant Decoction, Storm (a big toe from a storm giant)
Your Strength becomes 29. Toxicity 9.
Hydra Decoction (an eye of a Hydra, and a potion base)
You gain the reactive trait, allowing you to take an additional reaction every turn. Toxicity 6.
Lycan Decoction (a tooth of a lycan)
You gain immunity to bludgeoning, piercing, and slashing damage from non-silvered attacks. You also gain immunity to the lycanthrope curse. Toxicity 7.
Manticore Decoction (a tail spike of a Manticore, and a potion base)
You are able to produce sharp spikes from your arm, gaining a ranged weapon attack that deals 1d8+Str damage and has a range of 100/400. Toxicity 3.
Merrow Decoction (eye of a kua-toa, of a merrow, OR of a merfolk, and a potion base)
Grants swimming speed equal to your walking speed for the duration. Additionally, you do not suffer disadvantage on melee weapon attacks caused by submersion in water for the duration. Toxicity 3.
Minotaur Decoction (powdered horn of a Minotaur,and a potion base)
You are able to perfectly recall any path you've travelled for the next 24 hours. Toxicity 1.
Naga Decoction (the eye of a Naga, and a potion base)
If you are reduced to 0hp while under the effects of this decoction, you are reduced to 1hp instead and the effects of the decoction end. Toxicity 5.
Owlbear Decoction (a beak of an owlbear, and a potion base)
You gain advantage on Intelligence, Wisdom, and Charisma saving throws caused by magic and creatures have disadvantage on their save against Yrden. Toxicity 5.
Purple Worm Decoction (stinger of a purple worm, and a potion base)
Gain immunity to poison damage and the poisoned condition as well as the ability to produce a single vial of strong poison that deals 10d6 poison damage on a failed DC16 Con save and half on a successful save (injury). Toxicity 5.
Troll Decoction (a cup of blood from a troll)
You regenerate hp equal to your level every turn. Any severed body members are restored over the next 2 minutes. If you take acid or fire damage, this potion doesn't function at the start of your next turn. Toxicity 9.
Winter Wolf Decoction (fang of a winter wolf, and a potion base)
You gain immunity to cold damage and ignore difficult terrain caused by snow and ice. Toxicity 5.
Worg Decoction (the ear of a worg OR of a dire wolf, and a potion base)
You gain Keen hearing and smell and +5 to your perception. Toxicity 3.
Wyvern Decoction (tooth of a wyvern, and a potion base)
You gain immunity to fire damage and Igni deals 1d6 more damage. Toxicity 5.
Blade Oils
Blade oils can be applied to any melee weapon as an action and last for an hour. You may only have one oil applied to a blade at a time. You may, as an action, wipe the blade clean at any time during the hour that your blade is coated. Whenever you hit a creature while wielding a weapon coated in a blade oil, your DM must tell you if the oil has an effect on the creature. If the creature is affected, determine the effect based on the specific oil.
Abyssal Oil (a sprinkling of holy water)
Demons take an additional 1d6 radiant damage and must make a Constitution saving throw. On a failed save, the target has disadvantage on saving throws against spells and magical effects until the end of your next turn.
Astral Oil (a translucent gemstone)
Aberrations take an additional 1d6 weapon damage and must must succeed in a Constitution saving throw or become incapacitated until the end of their next turn.
Awakened Oil (a mixture sulfur and guano)
Plants take an additional 1d6 fire damage and is briefly ignited in flames. At the start of its next turn, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the effect ends.
Beast Oil (wolf’s liver)
Beasts take an additional 1d6 of necrotic damage and must make a Constitution saving throw or become paralyzed until the end of their next turn.
Booming Oil (a tuning fork)
Constructs take an additional 1d6 of thunder damage and your weapon is considered magical for the purposes of bypassing resistance.
Cursed Oil (wolfsbane)
Lycans take an additional 1d6 of poison damage and your weapon is considered magical for the purposes of bypassing immunity.
Coldsteel Oil (a piece of amber)
Magmin and Mephits do not emit a Death Burst when killed by a blade coated in this oil.
Divine Oil (a drop of fiendish blood)
When struck by a blade coated in this oil, Celestials must succeed in a Constitution saving throw or become stunned until the end of their next turn.
Draconid Oil (pit of a prune)
Dragons take an additional 1d6 necrotic damage and must succeed in a Wisdom saving throw or become paralyzed until the beginning of their next turn.
Elemental Oil (a leaf of mint)
Certain Elementals (Air Elementals, Earth Elementals, Fire Elementals, Water Elementals, Xorn, Salamanders, Gargoyles, Efreeti, Djinni, and Azer) take an additional 1d8 cold damage and your weapon is considered magical for the purposes of bypassing resistance.
Giant's Bane (a shard of meteorite)
Giants take an additional 1d6 acid damage and must make a Constitution saving throw or take 1d4 Strength damage
Hanged Man’s Venom (wild flowers)
Humanoids take an additional 1d6 poison damage and must must succeed in a Constitution saving throw or become poisoned
Hybrid Oil (mixed herbs)
Monstrosities take an additional 1d6 of poison damage and must must succeed in a Constitution saving throw or become incapacitated until the end of your next turn.
Infernal Oil
Devils take an additional 1d6 radiant damage and must make a Constitution saving throw. On a failed save, the target has disadvantage on saving throws against spells and magical effects until the end of your next turn.
Pixie Oil (ashes of a dead creature)
Fey creatures take an additional 1d6 of poison damage and must succeed in a Constitution saving throw or become poisoned
Necrophage Oil (bulb of a dandelion)
Ghasts, Ghouls, Skeletons, Wights, and Zombies take an additional 1d6 of radiant damage and must make a Wisdom throw. On a failure, the target must spend its next turn trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Specter Oil (iron shavings)
Incorporeal creatures take an additional 1d6 of radiant damage and must must suZerrikanian Suncceed in a Wisdom saving throw or become paralyzed
Sword Grease (a pinch of salt)
Your sword deals an additional 1d6 damage against oozes and is unaffected by corrosive effects caused by creatures for the duration.
Vampire Oil (a pinch of minced garlic)
Vampires and vampire spawn take an additional 1d6 radiant damage and are unable to transform for one round.
Bombs (Wolf School only)
All bombs are thrown as an action and have a range of 30ft. During a long rest, you are able to craft a number of bombs equal to your proficiency modifier. A Bomb’s save DC = 8+(Int mod)+Proficiency.
Devil's Puffball
20ft sphere. Creatures within the affected range must make a Con save or take 1d6 poison damage and become poisoned.
This bomb’s effect increases by 1d6 when you reach 9th level (2d6), 13th level (3d6), and 17th level (4d6) in the Witcher Class.
Dragon's Dream
20ft sphere of flammable gas centered on a point within range. The sphere spreads around corners, and its area is lightly obscured. It lasts for a minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. If a flame (such as that created from a torch, a spell that deals fire damage, or a similar effect) touches the gas at any point, the gas explodes. Creatures within the sphere when it explodes must make a Dexterity saving throw or take 3d6 fire damage. Creatures that succeed in the save take half damage. Any flammable objects in the sphere when it erupts catch fire, and the gas disperses.
This bomb’s effect increases by 1d6 when you reach 9th level (4d6), 13th level (5d6), and 17th level (6d6) in the Witcher Class.
King and Queen
20ft sphere. Creatures within the affected range must make a Wisdom saving throw or become frightened for until the end of their next turn. Affected creatures must spend their movement on their next turn running as far away from you as possible.
Grapeshot
20ft sphere. Explodes in a fiery burst of shrapnel, forcing creatures to make a Dexterity saving throw or take 3d6 silvered slashing damage. On a successful save, the creature takes half damage.
This bomb’s effect increases by 1d6 when you reach 9th level (4d6), 13th level (5d6), and 17th level (6d6) in the Witcher Class.
Zerrikanian Sun
10ft sphere. Releases a flash of light, forcing creatures within the affected range to make a Constitution saving throw or become blinded until the end of your next turn.
Subclass Options
School of the Bear
- At 1st level, you gain proficiency in medium armor, and heavy armor. Heavy weapons deal additional damage equal to your proficiency. The additional damage is of the same type.
- At 6th level, you gain resistance to bludgeoning, slashing, and piercing damage while wearing heavy armor
- At 10th level, your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects. At 14th level, once per long rest, you can enter a battle trance for a minute as a bonus action. During this trance, you have resistance to all damage and your attacks made with heavy weapons have advantage. During this trance, attacks against you have advantage.
School of the Cat
- At 1st level, you gain proficiency in initiative and your walking speed increases by 10ft as long as you are not wearing medium or heavy armor
- At 6th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
- At 10th level, you do not provoke opportunity attacks from creatures you’ve attacked this turn,and you are able to hide as a bonus action. You gain a climbing speed equal to your walking speed.At 14th level, once per long rest, you can enter a battle trance, for 1 minute as a bonus action. During this trance, your speed is doubled, you gain a +2 bonus to AC, you have advantage on Dexterity saving throws, and you gain an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
School of the Griffin
- At 1st level, the range of Ignii increases to 60ft and the range of Aard increases by 10ft.
- At 6th level, you are able to Cast Yrden as a ritual (if cast in this way, the duration extends to 8hrs and it requires no concentration). Additionally, you can now cast Quen as a reaction to being targeted by an attack
- At 10th level, Igni and Aard deal additional damage equal to 1d6+ Intelligence modifierAt 14th level, once per long rest, you are able to enter a battle trance for a minute as a bonus action. During this trance, Ignii and Aard deal an additional 2d6 of damage. Additionally your spell attack and spell save DC are each increased by 1 for the duration of this trance.
School of the Wolf
- At 1st level, you gain proficiency in medium armor. You are able to craft Bombs using Alchemist’s Supplies (see “Bombs”)
- At 6th level, as a reaction to being hit by a weapon attack you can see, you may attempt to deflect the attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Strength or Dexterity modifier (your choice) + your Witcher level. If you reduce the damage to 0, you may make a melee attack towards your attacker as part of the same reaction.
- At 10th level, you are able to use a bomb as a bonus action.At 14th level, once per long rest, you are able to enter a battle trance as a bonus action. For 1 minute, you are able to take an additional reaction every turn, your bomb save DC is increased by 1, and you are able to dodge as a bonus action.
School of the Viper
- At 1st level, you gain proficiency in the Poisoner's Kit and are able to craft poisons at half the gold cost and time. When preparing your blade oils, you are able to add your Intelligence modifier to the maximum number of Blade Oils you can prepare per day.
- At 6th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
- At 10th level, poisons you create bypass resistance. Creatures with immunity take half damage from your poisons.At 14th level, once per long rest, you are able to enter a battle trance for a minute as a bonus action. During this trance, attacks you make against creatures that are frightened, incapacitated, or poisoned have advantage and creatures have disadvantage on their saving throws against your poisons and blade oils.
Multiclassing into Witcher
Should you wish to multiclass into Witcher, the prerequisites and proficiencies gained are listed below.
- Prerequisites: Minimum of 13 Int and 13 Con
- Proficiencies gained: Light Armor, simple and martial melee weapons, and alchemical supplies.
Level | Proficiency Bonus | Features |
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1st | +2 | Witcher School, Signs |
2nd | +2 | Fighting Style, Alchemy |
3rd | +2 | Trial of the Grasses |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack |
6th | +3 | Witcher School Feature |
7th | +3 | Evasion |
8th | +3 | Ability Score Improvement |
9th | +4 | Greater Alchemy (2d6/2hrs) |
10th | +4 | Witcher School Feature |
11th | +4 | Combat Magic |
12th | +4 | Ability Score Improvement |
13th | +5 | Superior Alchemy (3d6/8hrs) |
14th | +5 | Witcher School Feature |
15th | +5 | Slayer of Monsters |
16th | +5 | Ability Score Improvement |
17th | +6 | Supreme Alchemy (4d6/24hrs) |
18th | +6 | Accelerated Healing |
19th | +6 | Ability Score Improvement |
20th | +6 | Exceptional Physique |