Witcher Class

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Witcher

The silver medallion around a half-orc's neck hums lightly. Looking into the inky blackness of a basilisk lair, he downs a vial of strange, orange liquid, his eyes dilating as the potion takes effect. He draws the blade off his back and silently slinks into the dark, musty cave to hunt his quarry.

Almost dancing, a lithe tiefling nimbly dodges through the poison spines and gnashing teeth of the spider-like monsters, closing in on the queen. She pirouettes, bringing her sword around with the added power of the spin, and the queen's head drops with a thud to the ground.

A human waves his hand, fingers contorted in a calculated gesture, and the botchling stops in its tracks, magically placated. After the nervous villager places the creature in a grave under the hearth of his hut, the human guides him through the ritual of naming, and the botchling's curse fades.

Witchers are a different breed of warrior, their bodies morphed through constant use of potions and decoctions, honed through intense physical training and conditioning. The tools of their trade are secrets passed from one generation of witcher to the next. They are trained from youth for one purpose alone: to hunt the strange, wicked creatures that live outside of civilization.

Built for One Purpose

Witchers typically begin their training as children, often unwillingly taken from their families and brought to castles nestled deep in the wilderness. In these places they are instructed in the ways of hunting monsters. They are taught swordsmanship, hand to hand combat, and a variety of other weaponry, as well as how to cast simple spells via magical hand gestures. Their bodies are transformed not only through rigorous physical exercise, but also mysterious rituals such as the "Trial of Grasses".

Witchers extensively study the behaviors and habits of the monsters they hunt, learning how to identify them, track them, and most effectively kill them. When they complete their training, they are given a silver medallion and are sent off into the world as tools specifically designed to kill monsters.

Masters of Alchemy

The use of alchemy is a staple of witcher training, and separates them from other hired swords. Witchers can synthesize a variety of potions, oils, and other concoctions for any situation. When ingested, these elixers grant them heightened senses, increased strength, and a myriad of other effects. Over time, these temporary mutations begin to have a permanent effect on witchers, altering their body chemistry and physiology. Some believe that these mutations turn the witchers into monsters themselves.

The Witcher
Level Proficiency Bonus Oil Damage Toxicity Points Features
1st +2 1d4 1 Witcher Potions, Blade Oils
2nd +2 1d4 1 Signs, Witcher Medallion
3rd +2 1d4 2 Witcher School
4th +2 1d4 2 Ability Score Improvement
5th +3 1d6 3 Extra Attack
6th +3 1d6 3 Hunter's Intuition
7th +3 1d6 4 Witcher School feature
8th +3 1d6 4 Ability Score Improvement
9th +4 1d6 5 Witcher's Resilience
10th +4 1d6 5 Decoctions
11th +4 1d8 6 Witcher School feature
12th +4 1d8 6 Ability Score Improvement
13th +5 1d8 7 Unnatural Instincts
14th +5 1d8 7 Arcane Expulsion
15th +5 1d8 8 Mutated Physique
16th +5 1d8 8 Ability Score Improvement
17th +6 1d10 9 Witcher School feature
18th +6 1d10 9 Hunter's Intuition Improvement
19th +6 1d10 10 Ability Score Improvement
20th +6 1d10 10 Metabolism Control

Creating a Witcher

When creating a witcher, it's important to think about their relationship to the world around them. While most witchers are trained in reclusive institutions, some are taken in and taught by a wandering master, and others still may learn their trade in entirely different circumstances.

How do you view the world? Is monster hunting a calling, or do you only do it because it's all that you know? What is your opinion on society? Do you fight to keep the public safe, or do you only see people as walking coin purses?

How does the world view you? Are you celebrated for your skills, or viewed as necessary evils? Do some outright despise you, perhaps believing you to be just another type of monster that needs to be hunted and destroyed?

Quick Build

You can make a witcher quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or on archery and finesse weapons. Your next highest score should be Constitution, or Wisdom if you plan to join the School of the Griffin. Second, choose the outlander background.

Optional Rule: Multiclassing

If your group uses the optional rule on multiclassing in the Player’s Handbook, here’s what you need to know if you choose witcher as one of your classes.

Ability Score Minimum. As a multiclass character, you must have at least a Strength or Dexterity score of 13 to take a level in this class, or to take a level in another class if you are already a witcher.

Proficiencies Gained. If witcher isn’t your initial class, here are the proficiencies you gain when you take your first level as a witcher: light armor, medium armor, simple weapons, martial weapons, alchemist's supplies.

Class Features

As a witcher, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per witcher level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per witcher level after 1st

Proficiencies


  • Armor: Light armor, medium armor
  • Weapons: Simple weapons, martial weapons
  • Tools: Alchemist's supplies

  • Saving Throws: Strength, Constitution
  • Skills: Choose two from Arcana, Athletics, Intimidation, Investigation, Perception, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) scale mail or (b) leather armor
  • (a) a longsword, (b) a greatsword, or (c) two shortswords
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • A silver witcher's medallion
  • Alchemist's supplies

Witcher Potions

The crafting and ingestion of specialized potions to temporarily augment yourself is one of the most crucial aspects of witcher training. Beginning at 1st level, your alchemist's supplies kit contains a store of witcher potions, which are replenished every long rest. As long as you have your alchemist's supplies, you have access to all witcher potions.

Your body's ability to handle the toxic effects of these substances is represented by toxicity points. Your witcher level determines the number of toxicity points you have, as shown in the Toxicity Points column on the Witcher table. When you complete a short rest, you regain half of your expended toxicity points (rounded down). When you complete a long rest, you regain all of your expended toxicity points.

As an action, you can ingest a witcher potion. When you do so, you expend a number of toxicity points according to the potion and gain its benefits. If you do not have the required number of toxicity points, the potion has no effect.

The types of witcher potions and their effects are described below.

Potions

The potions are presented in alphabetical order.

Black Blood. While under the influence of this potion, enemies that damage you with a melee attack take damage themselves equal to half the damage dealt (rounded down). This effect lasts for 1 minute. Expends 3 toxicity points.

Blizzard. While under the influence of this potion, when you deliver the killing blow on an enemy, you can use your reaction to immediately make a melee attack. This effect lasts for 1 minute. Expends 3 toxicity points.

Cat. When you drink this potion, you gain darkvision out to a range of 60 feet for one hour. If you already have darkvision, the potion increases its range by 60 feet. Expends 1 toxicity point.

Full Moon. When you drink this potion, you gain temporary hit points that last for one hour. The number of hit points gained is equal to 1d4 per toxicity point spent.

Golden Oriole. When you drink this potion, you gain immunity to the poison status and resistance to poison damage for 1 minute. Expends 2 toxicity points.

Killer Whale. After drinking this potion, you can hold your breathe for 15 minutes while underwater and swimming doesn't cost extra movement. This effect lasts for 1 hour. Expends 1 toxicity point.

Maribor Forest. While under the influence of this potion, your movement speed increases by 10 ft. This effect lasts for 1 minute. Expends 1 toxicity point.

Petri's Philter. When you drink this potion, you regain expended uses of the Signs feature. The number of uses regained is equal to 1 per toxicity point spent.

Swallow. While under the influence of this potion, you regain the maximum number of hit points possible from any healing. This effect lasts for 1 minute. Expends 2 toxicity points.

Tawny Owl. When you drink this potion, your exhaustion level is reduced by one. Expends 3 toxicity points.

Thunderbolt. While under the influence of this potion, when you roll a 1 on a damage die for a melee weapon attack, you can reroll the die. You must use the new roll. This effect lasts for 1 minute. Expends 2 toxicity points.

White Raffard's Decoction. When you drink this potion, you regain hit points. The number of hit points regained is equal to 1d6 per toxicity point spent.

Blade Oils

Also at 1st level, your alchemist's supplies kit contains an extensive collection of special oils you can apply to your bladed weapons to deal extra damage to the monsters you hunt. As long as you have your alchemist's supplies, you have access to all blade oils.

Each type of blade oil affects only a certain type of creature. These types are as follows: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, humanoids, monstrosities, oozes, plants, undead.

You can use a bonus action to coat your bladed weapons with one type of blade oil. Attacks with weapons coated in blade oil deal an extra 1d4 damage to creatures of the oil's corresponding type. The amount of extra damage increases as you gain levels in this class, as shown in the Oil Damage column of the Witcher table.

Only one type of blade oil can be applied to a weapon at a time. Once applied, blade oil lasts for 1 minute. Whenever you apply a new blade oil to a weapon, the effects of the previous oil on that weapon dissipate.

Signs

At 2nd level, you have enough training to harness a simple type of magical spell called Signs. As an action, you can cast one of the following cantrips.

  • Quen: blade ward
  • Igni: firebolt
  • Axii: friends
  • Aard: gustXGE
  • Yrden: slowing circle*

Wisdom is your spellcasting ability for these spells. Only somatic components are needed to cast spells in this way. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once) per long rest.

Witcher Medallion

Also at 2nd level, you have learned to imbue your witcher medallion with magical energy, allowing it to detect magic in its vicinity.

As an action, you can activate the magical properties of your medallion. When activated, the medallion instantaneously senses the presence of any magic within 30 feet. If the medallion detects magic, it vibrates and hums faintly. The more powerful the magic is or the closer to a magical source the medallion is, the harder it vibrates and louder it hums.

This effect can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

The medallion can be activated a total number of times equal to your Wisdom modifier (minimum of one) per long rest.

Witcher Schools

At 3rd level, your training starts to manifest in a discipline taught by one of the six witcher schools. Choose the Discipline of the Bear, the Discipline of the Cat, the Discipline of the Crane, the Discipline of the Griffin, the Discipline of the Manticore, or the Discipline of the Wolf, all detailed at the end of the class description.

Your discipline grants you features at 3rd level, and again at 7th, 11th, and 17th level.

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.

Extra Attack

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

Hunter's Intuition

By 6th level, you've become a particularly adept monster hunter. If you spend at least 1 minute observing or interacting with another creature outside of combat, you can learn certain information about it. You learn what type of creature it is (i.e. aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead), as well as its damage immunities, resistances, and vulnerabilities, and condition immunities.

At 18th level, your skills for identifying monsters are unparalleled. You can gain the benefit of Hunter's Intuition after spending an action to observe the creature.

Witcher's Resilience

At 9th level, your time spent hunting and fighting monsters and magical creatures has made you unshakeable. You are immune to being frightened, and have advantage on saving throws against being charmed.

Decoctions

Beginning at 10th level, you can craft decoctions, powerful potions containing the essence of monsters you have hunted. Your alchemist's supplies kit contains a store of decoctions, and the necessary materials to continuously brew more. Decoctions count as potions for all witcher features and abilities.

Decoctions

The decoctions are listed in alphabetical order.

Basilisk Decoction. While under the influence of this potion, you have advantage on saving throws against being paralyzed, petrified, or stunned. This effect lasts for 1 minute. Expends 4 toxicity points.

Doppleganger Decoction. While under the influence of this potion, you have advantage on all Dexterity (Stealth) checks. This effect lasts for 1 hour. Expends 4 toxicity points.

Earth Elemental Decoction. While under the influence of this potion, you have advantage on Constitution saving throws. This effect lasts for 1 hour. Expends 5 toxicity points.

Fiend Decoction. While under the influence of this potion, you have advantage on Strength checks and Strength saving throws. This effect lasts for 1 hour. Expends 5 toxicity points.

Griffin Decoction. While under the influence of this potion, enemies that damage you with a melee attack have disadvantage on their next melee attack against you. This effect lasts for 1 minute. Expends 5 toxicity points.

Hag Decoction. After drinking this potion, your melee attacks deal an extra 1d6 damage while you are at full health. This effect lasts for 1 minute. Expends 4 toxicity points.

Succubus Decoction. While under the influence of this potion, you have advantage on all Charisma checks and saving throws. This effect lasts for 1 hour. Expends 5 toxicity points.

Troll Decoction. While under the influence of this potion, you can use a bonus action to expend a hit die and regain hit points. The number of hit points is equal to the roll of the hit die + your Constitution modifier. This effect lasts for 1 minute. Expends 5 toxicity points.

Vampire Decoction. While under the influence of this potion, whenever you make a successful melee attack, you heal 1d4 hit points. This effect lasts for 1 minute. Expends 6 toxicity points.

Werewolf Decoction. While under the influence of this potion, you have advantage on Dexterity checks and Dexterity saving throws. This effect lasts for 1 hour. Expends 6 toxicity points.

Wraith Decoction. While under the influence of this potion, whenever you deal the killing blow on an enemy, you gain temporary hit points. The number of temporary hit points gained is equal to 1d6 + your Wisdom modifier. This effect lasts for 1 minute. Expends 4 toxicity points.

Wyvern Decoction. While under the influence of this potion, you gain a +1 bonus to your Armor Class. This effect lasts for 1 minute. Expends 5 toxicity points.


Unnatural Instincts

Starting at level 13, you can no longer be surprised. You also gain advantage on Intelligence (Investigation), Wisdom (Perception), and Wisdom (Survival) checks.


Arcane Expulsion

By 14th level, your witcher training has taught you how to expertly handle curses and dark magic. As an action, you can cast the spell remove curse without using a spell slot. This feature can only be used once per long rest.


Mutated Physique

By 15th level, your body has been subjected to alchemical concoctions to such a degree that it has permanently mutated. You no longer need to sleep. Instead you can put yourself into a trance, meditating deeply for 4 hours a day, remaining semiconscious. After resting in this way, you gain the same benefit as 8 hours of sleep.

Also, you are immune to disease, and the rate at which you age is significantly slowed. You age five times slower than a creature of your race normally would.

Metabolism Control

At level 20, when you roll initiative and have no toxicity points remaining, you regain 3 toxicity points.

Witcher Schools

While the core principles of the witcher trade remain the same regardless of where and how one was taught, each witcher school has their own distinct discipline, a series of techniques and traditions passed down from generation to generation. Only once a witcher has learned their fundamentals, can they finally begin to study and eventually master the teachings of their chosen discipline.

Discipline of the Bear

The Discipline of the Bear preaches power through sheer physical force. Witchers of this school of thought complement their brute strength with heavy armor and a savagery that knows no bounds.

Bonus Proficiency

When you choose to follow this discipline at 3rd level, you gain proficiency with heavy armor.

Ursine Resolve

The School of the Bear favors standing directly against your enemies and enduring their blows rather than dancing around them. Starting at 3rd level, you can absorb the brunt of an attack head on. When you are hit with a melee weapon attack, you can use your reaction to reduce the damage by 1d8 + your Strength modifier + your Witcher level.

Flood of Anger

Beginning at 7th level, battle fuels you and getting wounded only serves to make you more ferocious. When you use your Ursine Resolve feature and the damage of the attack is not reduced to 0, you gain temporary hit points equal to half the damage you take.

Imposing Nature

At 11th level, you have learned how to best leverage your hulking physicality. You have advantage on Charisma (Intimidation) and Strength (Intimidation) checks. In addition, you deal double damage to objects and structures.

Fury of the Undying

By 17th level, your fighting spirit knows no bounds, and you are able to push yourself past the brink of death. As long as you have temporary hit points, having 0 hit points doesn't knock you unconscious. If you have 0 hit points and are unconscious, and then gain temporary hit points, you are stabilized and your unconsciousness ends.

Discipline of the Cat

Witcher schools that teach the Discipline of the Cat value speed and finesse above all else. They strike fast and hard and know exactly where to land a hit to do the most damage.

Bonus Proficiency

When you choose to follow this discipline at 3rd level, you gain proficiency in the Acrobatics skill.

Fleet Footed

Starting at 3rd level, while you are wearing light armor, you gain a +1 bonus to AC. You can also take the Dash action as a bonus action on your turn.

Lightning Reflexes

By 7th level, you have honed your reflexes to an almost supernatural level. When you roll for initiative, add your proficiency bonus.

Anatomical Knowledge

Beginning at 7th level, your attacks with finesse weapons score a critical hit on a roll of 19 or 20.

Feline Grace

By 11th level, you possess the agility and grace of a cat. Climbing no longer costs you extra movement. When you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

In addition, if you are conscious and not incapacitated when falling, you treat the distance you fell as if it were 30 feet shorter than it is.

Deadly Precision

Starting at 17th level, your attacks with finesse weapons score a critical hit on a roll of 18-20.

Discipline of the Griffin

Schools of the Discipline of the Griffin believe that the arcane arts are underutilized in the witcher profession. Their training instills in their students a deeper, more complete understanding of magical spells and their use in battle.

Spellcasting

When you reach 3rd level, you gain the ability to cast spells that are more complex than Signs. See Chapter 10 of the Player's Handbook for the general rules of spellcasting, and Chapter 11 for the sorcerer spell list.

Cantrips. You learn three cantrips of your choice which you must choose from the abjuration, enchantment, and evocation schools on the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.

The spell slowing circle introduced in this document counts as part of the sorcerer spell list.

Spell Slots. The Discipline of the Griffin Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you prepare the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

Spells Known of 1st-Level and Higher. You know two 1st-level sorcerer spells of your choice, which you must choose from the abjuration, enchantment, and evocation schools on the sorcerer spell list.

The Spells Known column of the Discipline of the Griffin Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be an abjuration, enchantment, or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. This new spell must be of a level for which you have spell slots, and it must be an abjuration, enchantment, or evocation spell.

Spellcasting Ability. Wisdom is your spellcasting ability for your sorcerer spells, since you draw your magical ability from your connection to Destiny. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Innate Magic

At 3rd level, you can tap into your intrinsic magical abilities, allowing you to gain additional spells. As a bonus action, you can expend 2 toxicity points to create a 1st level spell slot. You can choose to expend more toxicity points to raise the created spell slot's level. For every 2 additional toxicity points spent, the created spell slot's level increases by 1.

Any spell slot you create with this feature vanishes when you finish a short or long rest.

War Magic

Beginning at 7th level, when you use your action to cast a cantrip, you can make one melee weapon attack as a bonus action.

Potent Spellcasting

Starting at 11th level, you add your Wisdom modifier to the damage you do with any sorcerer cantrip.

Conductor of Magic

At 17th level, you learn how to deflect spell attacks away from yourself and redirect them at others. When you are the target of a ranged spell attack and the attack misses, as a reaction, you can make a ranged spell attack against a target within 30 feet of you. On a successful hit, the spell is redirected and hits your target instead.

Once you use this feature, you must finish a long rest before you can use it again.

Discipline of the Griffin Spellcasting
Witcher Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 3 2 2
4th 3 2 3
5th 3 3 3
6th 3 3 3
7th 3 4 4 2
8th 3 4 4 2
9th 3 5 4 2
10th 4 5 4 3
11th 4 6 4 3
12th 4 6 4 3
13th 4 7 4 3 2
14th 4 7 4 3 2
15th 4 8 4 3 2
16th 4 8 4 3 3
17th 4 9 4 3 3
18th 4 9 4 3 3
19th 4 10 4 3 3 1
20th 4 10 4 3 3 1

Discipline of the Manticore

Witchers that learn the Discipline of the Manticore concentrate their studies on alchemy. They seek to maximize the efficiency of their potions and blade oils to gain the upper hand in combat.

Combat Alchemist

Starting at 3rd level, you have learned to better integrate the use of witcher potions into your fighting style. When you use an action to ingest a witcher potion, you can make one melee weapon attack as a bonus action.

Cleanse Toxins

At 7th level, you have learned to better control the ways in which your body reacts with witcher potions. You can spend 1 minute to flush out your system and regain all expended toxicity points. Once you use this feature, you must finish a long rest before you can use it again.

Side Effects

By 11th level, your interactions with potions and decoctions has caused your body to react with these elixers in strange and unexpected ways. When you use an action to ingest a witcher potion, roll on the Side Effects table and gain the effect of that witcher potion in addition to the one you ingested.

Side Effects Table
d100 Witcher Potion
01-03 No effect
04-06 Basilisk decoction
07-10 Black Blood
11-14 Blizzard
15-20 Cat
21-23 Doppelganger decoction
24-25 Earth Elemental decoction
26-27 Fiend decoction
28-31 Full Moon (1d4)
32-34 Full Moon (2d4)
35-36 Full Moon (3d4)
37 Full Moon (4d4)
38-42 Golden Oriole
43-44 Griffin decoction
45-47 Hag decoction
48-53 Killer Whale
54-59 Maribor Forest
60-62 Petri Philter (1 use)
63-64 Petri Philter (2 uses)
65 Petri Philter (3 uses)
66-67 Succubus decoction
68-72 Swallow
73-76 Tawny Owl
77-81 Thunderbolt
82-83 Troll decoction
84 Vampire decoction
85 Werewolf decoction
86-89 White Raffard's Decoction (1d6)
90-92 White Raffard's Decoction (2d6)
93-94 White Raffard's Decoction (3d6)
95 White Raffard's Decoction (4d6)
96-98 Wraith decoction
99-100 Wyvern decoction

Regulated Effects

At 17th level, you gain a modicum of control over the strange alchemical reactions that occur when you consume witcher potions. Whenever you roll on the Side Effects table, you can roll twice and use either number.

Discipline of the Viper

The teachings of the Discipline of the Viper rely on tactics typically viewed as unsavory: the use of subterfuge, and blades lined with poison. These witchers operate most effectively from the shadows, doing damage to unsuspecting targets.

Bonus Proficiencies

When you choose to follow this discipline at 3rd level, you gain proficiency with the poisoner's kit and the Stealth skill.

Poisoned Blades

At 3rd level, you can apply a specialized witcher poison to your blades, in the same manner you would apply blade oils. On a successful hit with a poisoned blade, the target must make a Constitution saving throw or be poisoned until the start of your next turn.

Your poison blade DC is equal to 8 + your proficiency modifier + your Intelligence modifier.

Applying poison to a blade costs a bonus action. Once applied, witcher poison lasts for 1 minute. Whenever you apply poison to a weapon, the effects of any blade oils on that weapon dissipate.

Increased Potency

At 7th level, you have learned to craft a more powerful poison. On a successful hit with a poisoned blade, the target must make a Constitution saving throw or be poisoned for 1 minute. Additionally, attacks with your poisoned blades deal an extra 1d4 poison damage.

Viper's Guile

By 11th level, you have mastered the art of moving quietly and sneakily. Whenever you make a Dexterity (Stealth) check, you can treat a d20 roll of 9 or lower as a 10.

Kingslayer

At 17th level, your affinity with poisons is unparalleled. You have immunity to poison damage and the poisoned condition, and the extra poison damage from attacks with your poisoned blades increases from 1d4 to 1d8.

Discipline of the Wolf

Witchers of the Discipline of the Wolf are taught that mobility is the key to combat, and their style shares much in common with a dance. Their schooling puts a focus on defensive tactics, precise footwork, and controlling their opponent's movement in order to win battles.

Pirouette

Starting at 3rd level, you can spin and dance around your enemies with ease. When a creature that you can see within 5 feet of you targets you with a melee weapon attack and misses, you can use your reaction to swap places with them, provided that the creature is your size or smaller.

Evasion

By 7th level, your training has given you the quick reflexes to swiftly dodge out of the way of certain area effects, such as a black dragon’s acid breath or a lightning bolt 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.

Stride of the Wolf

At 11th level, you have learned to navigate terrain with the grace and instincts of your school's namesake. Your movement speed is increased by 10 feet and moving through difficult terrain doesn't cost you extra movement. In addition, you can move through the spaces of hostile creatures regardless of their size.

Wardancer

By 17th level, you can better manipulate the momentum of your enemies against them. Immediately after you you use your Pirouette feature to swap places with another creature, you can attempt a shove attack against them as part of the same reaction. The targeted creature has disadvantage on their Strength (Athletics) or Dexterity (Acrobatics) check against this.

Spell: Slowing Circle

Abjuration Cantrip


Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute


You create a magical field centered on the ground below your feet with a radius of 15 feet. Hostile creatures that enter this magical field or start their turn within it must succeed on a Wisdom saving throw or their movement speed is reduced to 5 feet.


The spell ends if you cast it again or dismiss it as an action.


Created by /u/frombrad2worse (Brad Heisler)

Art from Tibor Sulyok's ArtStation page and CD Projeckt Red's Witcher 3.

WITCHER CLASS v2.0 CHANGE LOG:

General/Base Class Features:

  • Changed some wording in class description and Creating a Witcher sections.
  • Fixed capitalization and miscellaneous typos throughout.
  • Added Optional Rules: Multiclassing.
  • Witcher Potions: Changed from a bonus action to an action. Updated wording to clarify usage rules.
  • Blade Oils: Changed from an action to a bonus action. Updated wording to clarify usage rules.
  • Hunter's Intuition: Added condition immunities, and removed toxicity point requirement to learn damage resistances and vulnerabilities.
  • Unnatural Instincts: Updated wording.
  • Re-organized Witcher Schools to be in alphabetical order. Added Discipline of the Manticore and Discipline of the Wolf.
  • Updated wording on slowing circle spell description.

Decoctions:

  • Lowered cost of basilisk decoction to 4 toxicity points.
  • Changed effect of doppleganger decoction to granting advantage on stealth checks, raised duration to 1 hour, and lowered cost to 4 toxicity points.
  • Raised duration of earth elemental decoction to 1 hour, and raised cost to 5 toxicity points.
  • Raised duration of fiend decoction to 1 hour, and raised cost to 5 toxicity points.
  • Lowered cost of griffin decoction to 5 toxicity points.
  • Lowered cost of hag decoction to 4 toxicity points.
  • Raised duration of succubus decoction to 1 hour, and raised cost to 5 toxicity points.
  • Changed effect of troll decoction to a bonus action, added a duration, clarified wording.
  • Raised duration of werewolf decoction to 1 hour, and raised cost to 6 toxicity points.

Discipline of the Bear:

  • Removed 3rd level feature Battle Trance in an effort to move the Discipline of the Bear away from being a barbarian clone.
  • Completely rewrote Ursine Resolve and moved it from 7th level to 3rd level.
  • Added 11th level feature Imposing Nature.
  • Completely rewrote Fury of the Undying to synergize with new version of Ursine Resolve.

Discipline of the Cat:

  • Changed Anatomical Knowledge and Deadly Precision to only work when attacking with finesse weapons to help focus in on subclass identity.

Discipline of the Griffin:

  • Changed War Magic to only grant a melee weapon attack.

Discipline of the Viper:

  • Removed 7th level feature Assassinate.
  • Changed Increased Potency feature from 11th level to 7th level, changed poison duration to 1 minute, updated wording, and added poison damage to attacks with poisoned blades.
  • Added 11th level feature, Viper's Guile.
  • Changed additional damage in Kingslayer to 1d8 poison damage to maintain consistency with updated version of Increased Potency.


Version 2.0: 01/20/2020
Version 1.2: 02/06/2019
Version 1.1: 08/07/2018
Version 1.0: 04/23/2018

 

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