The witcher

by Galarsos

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WITCHER

Two men arrive to a what it seems an abandoned village. Riding their horses. Humans, clad in leather armor, wearing hoodies and both having two swords and one of them holds the head of an oni. The two men approach a group of three soldiers abusing a witch, one of the two hooded figures says "Don't meddle, take the reward and lets go". The witch screams for help while two soldiers abuse her. One of the soldier says "I knew you two men wouldn't say no to imperial gold". "How tough was the hunt". "Tougher than yours" says the hooded figure while throwing the head near to the soldier's feet. The soldier throws them a bag of coins to the hooded figures and spits on the ground as he continuous to abuse the witch. Ready to hang the lady, one of the hooded figures gets off his horse and approaches the three soldiers with only a dagger, his friend says "Make it quick then". By the time one of the soldiers sees him he has already approached and slashed the soldier's throat, the man throws his hand forward, sending an aqua tinted gust and to one of the two alive soldiers sending him 10 feet apart, as he proceeds to kill the other soldier by stabbing him to the heart saying to the woman to close her eyes. The last soldier screams "What are you doing" and the man says "Killing monsters

Specialized Killers

Witchers are trained in small batches, usually consisting of ten to fifteen kids, the vast majority of which don’t survive the training. They usually die to monsters,but even fewer survive the infamous Trial of the Grasses, the final part of the process, in which the subject is subjected to toxic chemicals which, in addition to making them infertile, mutate them into something more than human, something that is both the evil they face and the silver they banish it with. The majority of witchers carry two swords with them. Silver for monsters, steel for humans.

Both, for monsters.

Witcher Code

Despite the many differences between individual witchers, such as school, personal differences, and general worldview, one thing that unites all of them is the witcher’s code; the idea that a witcher doesn’t work for free. They’re not selfless heroes, they’re businessmen who provide an invaluable service to the community, and if there’s no gold to be had, there’s no witcher to be found. Although they hunt the demons that plague the people, they are hated and feared for their unnatural appearance, a constant reminder of the evils that lurk in the world. You will never find a witcher working a guard post for a fort, they are restless creatures, migrating across great distances, taking contracts as they go, and moving on.

The Trials

The first of the Trials to happen was the infamous Trial of the Grasses. An incredibly painful one, it required the absorbtion of special virus cultures plus alchemical ingredients known as "the Grasses" to modify the physiology of the subject. It took about a week. The grasses in question included corn lily, nightshade, speargrass, wildrye and wolfsbane. Furthemore, mutagenic elixirs were essential as well. Supposedly, albumen of gray scolopendromorphs constituted the basis of witcher mutagens. Before the main portion of the Trial began, one segment of the grasses was served to the children via teas.

The herbs and elixirs were injected directly to immobilzed children's veins. Most adepts died by the third day. The survivors, agitated by strikes of sudden madness, would fall into a deep stupor. Their eyes turning glassy, hands reaching for any nearby clothing, and breath loud and hoarse. After being administered the elixirs again, the children's cough would progress into vomiting. They also suffered from seizures, while cold sweat ran down their skin. Thus weakened, the adepts fought with the mutagens, herbs, and viruses penetrating their bodies. When they woke up by the seventh day, their eyes had already turned cat-like. No more than three or, at best, four in ten survived; the rest died in agony. Aside from the eyes, The Trial granted witcher adepts lightning-quick reflexes, slower aging, physical strength as well as sharpened senses.

The second rite called the Trial of Dreams further enhanced the witcher trainees' abilities. The Trial, among other benefits, augmented their nightvision. On the other hand, it also sterilized them.

The Trial of the Mountains, much better known to Wolf Witchers as the Trial of the Medallion, served as an exam intended to verify what the adepts remembered from the previous stages of training. Would-be Wolves needed to swim across a pond near Kaer Morhen, get through caverns inhabited by an old cyclops called Old Speartip without waking him up, then climb Troll's Head, deal with its mistrustful rock trolls, and get to a Circle of Elements. After activating their medallion at the Circle the Trial was complete. All this was done in groups, as mentors believed that even though witchers were lone hunters they could still benefit from cooperation.

Adepts of the School of the Bear, meanwhile, needed to pass a more ruthless version of the Trial. The goal was to reach the summit of formidable Mount Gorgon and retrieve a special runestone as a token of their ascent. Many froze to death before ever finding the summit, their frozen bodies left in the snow to mark the way.

The last trial was the trial of the sword, a ritual sword duel for life and death fought in traditional armors, the Trial of the Sword was optional. It took place only when one of master witchers, but not instructors, doubted at the last moment whether the candidate was worthy of becoming a full-fledged member of the school.

The animal and The school

As many of you know there wasn't only one witcher school, in fact there were various schools, having their philosophies, teaching and training their witchers different things such as dual wielding, the art of magic and how to empower their signs, how to fight of mutiple opponents at the same time or even deadly mutations that would drive other witcher to die from poison. Different schools also had different armor sets, different proficiencies and even different weapons. Almost all schools had their school logo at the pommel of their weapon and had a medallion representing their school. There are 7 witchers schools. These are

  • School of the Wolf

  • School of the Cat

  • School of the Griffin

  • School of the Bear

  • School of the Viper

  • School of the Manticore

  • School of the Crane

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WITCHER
Level Proficiency Bonus Features Stamina Points
1st +2 Witcher Artifacts, Witcher school -
2nd +2 Stamina, Signs, Fighting Style 2
3rd +2 Witcher school Feature, Alchemy 3
4th +2 Ability Score Improvement 4
5th +3 Witcher Archetype, Extra Attack 5
6th +3 Witcher school Feature, Remove Curse (3rd level) 6
7th +3 Witcher Archetype Feature 7
8th +3 Ability Score Improvement 8
9th +4 Razor Focus, Intensified Signs 9
10th +4 Witcher School Feature, Heightened Tolerance 10
11th +4 Witcher Archetype Feature, Monster Hunting 11
12th +4 Ability Score Improvement 12
13th +5 Remove Curse (4th level ), Hardened Soul 13
14th +5 14
15th +5 Witcher School Feature, Witcher Archetype 15
16th +5 Ability Score Improveent 16
17th +6 Remove Curse (5th level) 17
18th +6 Witcher Archetype Feature 18
19th +6 Ability Score Improvement 19
20th +6 Master Witcher 20

Creating a Witcher

When creating your Witcher, think about how your character views the world as a result of your training. Do they view them as an ultimate evil, that thay are on a crusade against? Or do they view them as feral creatures, unable of understanding the evil they perform, simply following their nature? Also, consider your Witchers emotions. As a result of your trials, your emotions have been stunted, but they are still there. Finally, consider the circumstances surrounding your induction to the Witcher caste. More often than not, most children don't get a choice when they are chosen. Orphans are often taken, and there are rumors that some children are abducted. Your parents might have given you away because they didn't have enough food, or you might have run to them seeking adventure. Think about this and how it impacts your view of humanity.

Quick Build

You can make a Witcher quickly by following these suggestions. First, make either Strength or Dexterity your highest score (depends which school you select), followed by Intelligence. Finally, take the Outlander background.

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, Heavy Armor
  • Weapons: Simple weapons, Martial weapons
  • Tools: Alchemist kit

  • Saving Throws: Intelligence and (the saving throw of the school you selected)
  • Skills: Choose three from: Perception, Stealth, Investigation, Survival, Acrobatics, Athletics, Insight, or Intimidation

Equipment

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

(a) Studded Leather or (b) Scale Mail or (c) Splint

(a) Silvered and a Normal Longsword or a Silvered and a Normal Greatsword or (b) Silvered and a Normal Battleaxe or a Silvered and a Normal Greataxe

(a) Light Crossbow and 20 bolts or (b) 20 Throwing Knives

Alchemist kit

Witchers Medallion and Bestiary

Witcher Artifacts

The trials and your training has mutated you, altering your physiology and enhancing your body. You gain darkvision to a range of 60 feet (if you didn't have it already), gaining cat eyes, advantage on saving throws against diseases, and if your base walking seed is less than 30 feet it becomes 30 feet. You gain a medallion representing your school that vibrates whenever you're within 20 feet of a spell being cast or a magical creature and you have the bestiary in which you can recall monsters that you have previously encountered knowing both their strengths and weaknesses.

Witcher school

Choose one of the 7 schools: School of the Wolf, School of the Cat, School of the Griffin, School of the Bear, School of the Viper, School of the Manticore or School of the Crane, each which are detailed at the end of the class description. You gain features from your Witcher School at 1st, 3rd, 6th, 10th and 15th level

Stamina

Your training and your mutations allow you to push your body to it's limit. You can now use stamina points. Stamina points can be used for the following reasons:

  1. To gain a 2nd bonus round (only one stamina point and only one bonus action per round)

  2. For certain features such as the features from your witcher archetype and witcher school

  3. To reroll either saving throws you're not proficient with or ability checks you are not proficient with.

You regain all stamina points when you finish a short or long rest.

Signs

Starting at level 2 you can use signs. Though you are not a warrior mage who employ powerful magic, you can cast simple magic spells that can prove effective when used properly. Witchers call these spells signs and usually use them against monsters, though they also have non-combat applications. Because of the signs, witchers prefer single-handed weaponry since it leaves their other hand free to cast. Some of the signs are casted by arranging the fingers in specific way, while the other have to be drawn on a solid surface. You can use almost all signs the same way that a mage can use cantrips. Sometimes you can use both your hands to strengthen some of your signs. The only sign you have to use stamina point is Heliotrop

Spellcasting Ability

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier

Aard

Evocation


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: Instantaneous

You throw your hand forward sending an telekinetic blast. Each creature within 10 feet in front of you must make a Strength saving throw. On a failed save, the target takes 1d8 force damage and is pushed back 5 feet. On a success, the creature takes half the damaged and isn't pushed back. Creature which are one size larger than you automatically passes the save. If you use both your hands you double the dice and the creature takes is pushed back 10 feet. A creature two size larger than you isn't pushed back but still takes all the damage. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8) and 17th level (4d8).

Axii

Evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Up to 1 minute

You cloud the mind of one creature that you can see within 30 feet. The target must make a Wisdom saving throw. If it fails, you have the ability to draw information from the target without rolling any ability checks. If you are inside a combat you can use it to stun a creature, but it still makes a Wisdom saving throw. You can also use it to calm someone or something down. IF the target has wisdom of 18 and above, it automatically passes the save. If the target is hit by something the spell breaks.

Igni

Evocation


  • Casting Time: 1 action
  • Range: self (10 feet in front of you)
  • Components: V, S
  • Duration: Instantaneous

You throw your hand forward, launching an arc of flames. every creature that is 10 feet in front of you must make either Dexterity saving throw. On a failed save, the target takes 1d10 + Your Intelligence modifier fire damage and for 1d4 rounds takes 1d8 fire damage. On a success the target is not burning. If you use both your hands then you double the dice. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10) and 17th level (4d10).

Heliotrop

Abjuration


  • Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile
  • Range: Self
  • Components: V, S, 1 stamina point per hit or 1/2 stamina point per level of spell until 8th level spell
  • Duration: Instantaneous

You cross your wrists in tight fists and a magical shield appears. The creature that hits you must roll a 1d20 without any modifiers. If the target rolls 15 or lower then you take no damage. If it rolls 16 or higher then you gain resistance to that attack. You use as many stamina points as half the level of spell until 8th level spell or greater or you use it as many stamina points as the creature hits you

Quen

Abjuration


  • Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile
  • Range: Self or ally
  • Components: V, S
  • Duration: Instantaneous

You wave your hand with the index and pinky finger bent. You gain a magical shield. The shield has 1d10 hit points, that can reduce the damage taken from an attack. You also add your proficiency modifier to your AC. The shield lasts for 5 rounds. The shield hit points increases by 1d10 when you reach 5th level (2d10), 11th level (3d10) and 17th level (4d10).

Yrden

Abjuration


  • Casting Time: 1 action
  • Range: self (15 feet radius)
  • Components: V, S
  • Duration: 1 minute

There are 2 forms of Yrden that you can use

1st form: You press your open hand to the ground creating a 15 feet purple glyph circle centered on your current location. Each creature in the circle must make a Wisdom saving throw. On a failed save, the target is frightened and has to use its action to leave the circle and blocking it to get closer. On a success the target has disadvantage on attack rolls and can't use magical spells when it is inside the circle, also every creature that is incorporeal becomes corporeal and can take normal physical damage

2nd form: You form a magical trap which can wound and immobilize opponents. The target must make a Constitution saving throw. On a failed save, the target takes 1d12 psychic damage and is poisoned for 1d4 rounds and can't take actions or move for 2 rounds. On a success save, the target takes half the damage, isn't poisoned and isn't trapped

Somne

Enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 minute

You wave your hand in the air. The target must make a Wisdom saving throw. On a failed save, the target sleeps for 1 minute. In combat you can use it to make the target have disadvantage on attack rolls. It must still make the saving throw

Hate Reflecting Sign

Illusion


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 minute

This spell works only on evil or neutral alignment enemies. You absorb the targets rage, hate, bloodlust and hunger and you reflect it to the target, creating a monster from those feelings. The target must make a Wisdom saving throw or being frightened for 1 minute

Supirre

Enchantment


  • Casting Time: 1 action
  • Range: 200 feet
  • Components: V, S
  • Duration: 2 minutes

Supirre is a Sign enhancing the auditory perception of the user. Drawn on a solid surface, it allows you and the people near the Sign to hear sounds which would be normally inaudible due to the distance or background noise. As such, it is often used for eavesdropping.

Alchemy

At 3rd level you can use alchemy. Alchemy is the process of converting substances into other materials, and vice versa. In this world, alchemy is used to craft Potions, Oils, Bombs and other useful items that you can use to enhance your efficiency in combat. You can craft five potions, two oils, one bomb or one decoction per long rest.

Oils

A Witcher can coat his blade in oils that can further damage a monster - if the Witcher knows which oil is best for the task. Once made, an oil can be applied any time, and will last for several hits. Oils last for 1 hour before becoming ineffective. Attacks made with oiled weapons against a specific type of creature deal 1d6 acid damage + your Intelligence modifier in addition to the weapon's damage. A herbalism kit is required to craft oils. Oils become inert if not used within 24 hours.

Oil Type of Creature
Beast Oil Beast
Draconid Oil Dragon
Elementa Oil Elemental
Fey Oil Fey
Fiend Oil Fiend
Monster Oil Monstrosity
Shifter Oil Shapechanger
Undead Oil Undead Oil

Bombs

Dancing Star

Ingredients: Salts worth 10gp

When lobbed up to 30 feet as an action, the bomb detonates dealing 2d6 fire damage to each creature within a 10 foot radius or half as much damage on a successful DC 14 Dex save. The bomb creates a 10 foot radius patch of fire, dealing 1d6 fire damage to creatures that enter it or start their turn in it. The fire lasts 1 minute or until extinguished.

Devil's Puffball

Ingredients: Salts worth 5gp, herbs worth 5gp

When lobbed up to 30 feet as an action, the bomb detonates releasing poisonous gas in a cloud of radius 10 feet. Creatures that enter or start their turn in the cloud take 2d8 poison damage, or half as much on a successful DC 14 Con save. The gas disperses after 1 minute.

Dimetrium Bomb

Ingredients: Salts worth 5gp, an enchanted stone worth 100gp

When lobbed up to 30 feet as an action, the bomb detonates releasing grains of magic-nullifying Dimetrium into a cloud of radius 10 feet. Creatures inside the cloud cannot cast spells, and magic items inside the cloud temporarily lose their magical properties. Any ongoing magical effects from spells of 6th level or lower are dispelled within the cloud. The cloud disperses after 1 minute.

Moondust

Ingredients: Salts worth 5gp, 10gp of Quicksilver

When lobbed up to 30 feet as an action, the bomb detonates releasing finely powdered silver into a cloud of radius 10 feet. Creatures inside the cloud cannot transform, and shapechangers affected by this revert to their normal form. The dust disperses after 1 minute.

Northern Wind

Ingredients: Salts worth 5gp, a pearl worth 5gp, acidic solution worth 5gp

When lobbed up to 30 feet as an action, the bomb detonates releasing freezing cold gas in a cloud of radius 10 feet. Creatures that enter or start their turn in the cloud take 1d8 cold damage, or half as much on a successful DC 14 Con save. Creatures that take this cold damage have their movement reduced by half until the end of their turn. The gas disperses after 1 minute.

Samum

Ingredients: Salts worth 5gp, herbs worth 5gp

When lobbed up to 30 feet as an action, the bomb detonates in a bright flash. Creatures within 10 feet of the explosion take 1d4 radiant damage and must make a DC 14 Con save or be blinded until the end of their next turn.

Elixirs

Elixirs are special potions that only witchers can consume and give them powers. There are two different type of Elixirs. Potions and Decoctions. You can only drink 3 potions or 1 dectoction at a time and must finish a long rest to regain this feature. If you drink more elixirs than that you gain one level of exhaustion per elixir you drink

Potions

A Witcher can make use of powerful potions that would be lethal to a normal human. These specialty potions can do everything from granting night vision, increased regenerative capabilities, and more. Once a potion is crafted, it can be replenished at any time on a long rest. Take note that you need to have the necessary ingredients to make one potion . You can make at most 5 potions per long rest.

Alchemical Recipes

Swallow

Ingredients: The brain of a creature with the monstrosity or abberation type, various herbs worth 10gp, 5gp of alcohol.

A light red, sweet liquid. When consumed as a bonus action, your maximum health is reduced by your level until your next short or long rest. For one minute, so long as your health is not reduced to zero, you recover 4 + your Constitution modifier (min 0) hp at the start of each of your turns.

Starting at 9th level, you can double the max health reduction and healing of this potion when crafting it.

Thunderbolt

Ingredients: Flesh of a creature with the undead type, various herbs worth 10gp, 5gp of alcohol.

A transparent green, sour liquid. When consumed as a bonus action, your maximum health is reduced by your level until your next short or long rest. For one minute, so long as your health is not reduced to zero, your weapon attacks deal an additional 1d4 damage.

Starting at 9th level, you can double the max health reduction and and increase the attack bonus of this potion to 1d8 when crafting it.

Petri's Philter

Ingredients: Dust from the remains of a creature that has resistance or immunity to nonmagical damage, various herbs worth 10gp, 5gp of alcohol.

An opaque white, tasteless liquid. When consumed as a bonus action, your maximum health is reduced by your level until your next short or long rest. For one minute, so long as your health is not reduced to zero, your signs' effects act as if you were 6 levels higher.

Tawny Owl

Ingredients: Blood of a creature with the beast type, various herbs worth 10gp, 5gp of alcohol.

A bitter, deep purple liquid. When consumed as a bonus action, your maximum health is reduced by your level until your next short or long rest. For one minute, so long as your health is not reduced to zero, you gain 1 focus at the start of each of your turns.

Starting at 9th level, you can double the max health reduction and focus generation of this potion when crafting it.

White Honey

Ingredients: A bottle of pure alcohol and honey

A refreshing white liquid with the taste of honey. When you consume it you flush out all your toxicity points but also ends the effects of any potion that was in effect

Killer Whale

Ingredients: A bottle of pure alcohol, a sea monster tongue's, a hand of nuts and Buckthorn

An orange liquid with a bitter taste. Increases breath supply while underwater by 50% and improves vision while diving.

Blizzard

Ingredients: Remains of a creature with the elemental type, various herbs worth 10gp, 5gp of alcohol.

A refreshing and cold, clear blue liquid. When consumed as a bonus action, your maximum health is reduced by your level until your next short or long rest. For one minute, so long as your health is not reduced to zero, your AC increases by 1.

Starting at 9th level, you can double the max health reduction and AC bonus of this potion when crafting it.

black blood

Ingredients: A bottle of pure alchohol, 10 mushrooms, the blood of both a ghoul and a ghast

Your blood becomes acid and injures vampires and necrophages when they wound him. Each time you are hit from those two creatures they take 8 acid damage. If a creature bites you, the creature falls prone and takes 50 acid damage

Crafting Costs

These costs may not be appropriate for the income level in your game; your DM may adjust >the price of Alchemy ingredients and where they are found.

Decoctions

Decoctions are longer-lasting than regular potions and confer more powerful effects. However, decoctions also have high toxicity and must only be used once before they have to be replenished via long rest. The only way to create those potions is to get the blood of a certain creature and you can only make 1 decoction at the time.

Archgriffin decoction

Ingredients: Archgriffin's blood

If any Stamina points is available, you can use one stamina point to add 1d10 necrotic damage to your weapon against any enemy for 10 minutes.

Basilisk decoction

Ingredients: Basilisk's blood

Applies a buff increasing the intensity of a randomly selected Sign at dusk and dawn.

1 Aard

2 Yrden

3 Igni

4 Quen

5 Axii

6 heliotrop.

Roll 1d6, take the number and upgrade the sign by one number (from 1d6 to 1d8 for example). For heliotrop and axii they automatically fails the roll.

Fiend decoction

Ingredients: Fiend's blood

Provides complete resistance to physical damage and you can't fall prone

Drowner pheromones

Ingredients: Blood from water monsters

Water monsters can't attack you

Werewolf decoction

Ingredients: Blood from a werewolf

Damage dealt is increased when Vitality is at its maximum. 50% Increased damage

Wraith decoction

Ingredients: Wraith dust

Whenever a single hit drains more than a third of your health, a Quen shield is activated which protects against the next attack.

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.

Witcher Archetype

Some witchers dedicate their time in certain aspects and specialities such as becoming better at combat or increasing their signs and creating a stronger version of their spells or even going to the deadly side of the alchemy. When you reach level 5 you can select to strengthen certain aspects, you can choose to strengthen combat, signs or alchemy.

Your choice grants you features at 5th level and again at 7th, 11th, 15th and 18th level.

Remove curse

At 6th level, you can cast remove curse as a ritual expanding one stamina point. Remove curse at level 6 is a 3rd level spell and can remove a 3rd level curse, the spell's level increases at 13th level and 17th level.

Razor Focus

At 9th level, you gain the ability to sense when things nearby aren't right. When you've been ambushed in combat you can't be surprised. You also have advantage on Wisdom saving throws when you want to find traps or hidden doors and every time you roll initiative you gain one stamina point.

Intensified Signs

At 9th level, your signs are empowered. You can double the Intelligence modifier to increase the damage (or hit points to quen) and to make a saving throws harder to succeed. Take note that heliotrop can only get stronger at the school of the wolf.

Monster Hunting

At 11th level you gain the ability to see within 120 feet or to know within 300 feet based on your investigations the type of monster you are facing off. You can take a short rest and make a 1 bottle of monster oil, 1 potion, 1 decoction and 1 bomb that you may use them in battle to give you an edge. The alchemy items you built are then discarded from your inventory

Hardened Soul

When you reach 13th level, you have advantage on saving throws against being charmed and frightened.

Master Witcher

At level 20 your training is finally "complete", you have achieved the rank of Master. Due to the vastness of everything you've seen on your journey, nothing phases you anymore. You are immune to any and all illusion spell effects or conditions (I.E. Charmed, Slept, ETC). At 20th level, you can also attack three times, instead of twice, whenever you take the Attack action on your turn.

School Of The Wolf

The Wolf School appears to be balanced, focusing on all aspects of training equally. Their primary fighting style, the Temerian Devil, is strong and efficient; dealing as much damage as possible in a single blow. You are proficient at Strength saving throws. You gain the following features at level 1

Tactician

You have advantage on tracking, stealth and survival.

Medium Armor Feat

You gain the medium armor feat

Battle Master

At 3rd level, you learn maneuvers that are fueled by special dice called superiority dice

Maneuvers.

You learn two maneuvers Evasive footing and Parry. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack

Superiority Dice.

You have superiority dice equal to your stamina points, which are d8s.

Evasive Footwork

When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

Parry

When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier (min 0).

Balor's critical hit

At 6th level when you roll a nat 20 on attack roll you triple the dice instead of doubling it

Riposte And Dodge

At 10th level you gain the maneuver riposte and dodge

Ultimate sign

At 15th level you gain the ultimate sign heliotrop.

Ultimate Heliotrop


  • Casting Time: 1 action
  • Range: Self (100 foot cube)
  • Components: V, S, 10
  • Duration: As many stamina points as the user expands

You create a magical circle 100 feet wide centered from you consuming 10 stamina points. Except you, each creature in the circle is affected by this spell and for 10 rounds the creatures have disadvantage at hitting both you and your allies and you have advantage at hitting them. The circle slows down the enemies. Each foot that a hostile creature moves through the area costs 2 feet.

School Of The Cat

The Cat School focuses on Addan Anye, or the Fiery Dancer, a fast fighting style where you do less damage but more frequently, also limiting your opponents chance to strike back. You gain proficiency at Dexterity saving throws

Expertise

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

Crossbow expert feat

You also gain the crossbow expert feat

Second-Story Work

At 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.

In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

Assassinate:

At 3rd level, during your first turn, you have advantage on Attack Rolls against any creature that hasn't taken a turn. Any hit that you scores against a surprised creature is a critical hit.

Uncanny Dodge

Starting 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. You also gain + 1 to your ac if you wear light armor.

Blindsense

Starting at 10th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

Elusive

Beginning at 15th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.

School Of The Bear

Witchers of the Bear School, unlike the Wolves, tend to be loners and do not forge strong bonds with their brethren. Meeting between them on the Path can even lead to bloodshed. The school also is famous for using a heavy armor set

They wear heavier armor, favoring defense over agility. Along with the Cat School, they are the only known witcher schools to use crossbows in their hunt. You gain proficiency on Strength saving throws.

Rage

In battle, you fight with primal ferocity. On Your Turn, you can enter a rage as a Bonus Action. Because you have mastered the use of heavy armor you also gain the following benefits:

• You have advantage on Strength Checks and Strength Saving Throws.

• When you make a melee weapon Attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level.

• You have Resistance to bludgeoning, piercing, and slashing damage.

You can't cast signs when you are in rage mode and you can use it only two times per short or long rest.

Your rage lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked a Hostile creature since your last turn or taken damage since then. You can also end your rage on Your Turn as a Bonus Action.

Heavy armor master feat

At 1st level you also gain the heavy armor master feat.

Great Weapon Master Feat

At 3rd level you gain the great weapon master feat but instead of -5 penalty on attack roll it becomes -3.

Brutal Attacker

At 6th level when you are surrounded, instead of the enemies having advantage, you have it. Your heavy armor also grants you resistance to all damages except from psychic damage

Crossbow Expert Feat

At 10th level you gain the crossbow expert feat

Berserker

At 15th level, you begin to learn to control the lycanthropic curse that now lives in your blood. As a bonus action, you can transform into your Werebear form for up to 1 hour. You can speak, use equipment, and wear armor in this form. You can revert to your normal form earlier as a bonus action. You automatically revert to your normal form if you fall unconscious, drop to 0 hit points, or die. This feature replaces the rules for Lycanthropy within the Monster’s Manual.

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

School Of The Viper

The Vipers were trained on twin small blades and an assassination-based approach to killing monsters. Their fighting style featured sinuous, unpredictable movements using the two blades ("fangs"). Another style the Vipers employed was one of fast furious strikes to overwhelm their target. These blades would often be coated with poison as the school made great use of its knowledge of alchemy. Your gain proficiency on Dexterity saving throws

Dual Wield Feature

At 1st level you gain the dual wield feature

Dual wield Signs

At 3rd level you can use signs when you dual wield but you will have a -3 penalty on damage on damage and enemies have a +3 on saving throws from your signs

The Great Serpent

At level 6, when you poison your weapons, you gain advantage on attack rolls for 1 minute.

Snake's Knowledge

At 6th level you know everything about aberrations, fiends and celestials from their strengths to their weaknesses.

Crippling Strike

At 10th level when you hit an enemy it must make a constitution saving throw. On a failed save the creature takes 1d4 psychic damage for 1d4 rounds

Kingslayer

When you kill an enemy, you gain advantage on everything for 3 rounds.

School Of The Griffin

Griffin School equipment is of medium weight and amplifies the intensity of the wearer's Signs; as such, it is heavily implied that the school and its disciples may have specialized in the use of magic. Griffin witchers may also possess higher standards of social etiquette compared to other schools. You gain proficiency at Strength saving throws

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Cantrips. You learn three cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots. The Griffin Witcher 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 slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

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

Spells Known of 1st Level and Higher. Choose two schools of magic (detailed in the Player's Handbook, Chapter 10: Spellcasting, page 203, The Schools of Magic sidebar) which become your arcane specialties. You know three 1st-level wizard spells of your choice, two of which must be spells of the same school as either of your arcane specialties.

The Spells Known column of the Griffin Witcher Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these must be spells of the same school as either of your arcane specialties, 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.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be a spell of the same school as either of your arcane specialties, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell 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

Spellcasting Focus. You can use an arcane focus as a spellcasting focus for your wizard spells.

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

You can also use signs consuming spell slots. You increase the dice equal to the level spell and enemy saving throws when you use a 1st spell level signs or above have disadvatage

School Of The Crane

Skilled in both swords and early guns, the Cranes prove to be the best remedy to monsters of the air and the sea which can be encountered on long routes between Cherdian and Novigrad.

While expecting to fight a sea monster, a witcher of this School prepares a long rope, one end of which they binds to the mast of a vessel and the other to a close-fitting protective suit covering their whole body except for hands, feet and the head. When not expecting to fight such, they prefer to wear no significant armor, just belts for swords and guns. You gain proficiency at dexterity saving throws

Feats

At 1st level you gain the sharpshooter feat and crossbow expert.

Sea And Air Monsters knowledge

At 3rd level you know everything about both sea and air monsters. All of their strengths and weaknesses. You also gain the ability to set traps.

Magic Initiate Feat

At 3rd level you gain magic initiate feat

Sentinel feat

At 6th level you gain the sentinel feat

Stunning hit

At 6th level everytime you hit someone with a crossbow the creature must make a strength saving throw or be stunned for 2 rounds. Flying creatures stop fly if the fail the saving throw.

Polearm Master

At 10th level you gain the polearm master feat

Dragon's scream

At 15th level you can use your bonus action to scream, every enemy that can hear you must make a wisdom saving throw or fall unconscious for 5 rounds. You can use it again after you finish a long rest.

School Of The Manticore

School of the Manticore, sometimes called the Manticore guild, is a witcher school headquartered somewhere in the far east. Witchers from this school were great in alchemy, creating elixirs that even witchers would consider deadly. You gain proficiency at Dexterity saving throws.

Feat

At 1st level you gain the tough feat

Fast Metabolism

At 3rd level your body can handle the use of elixirs and poison in your body. The limit is 3 potions and 1 decoction. You can also craft mutagens from the bloodhunter order of the mutant, but you can only select only 2 recipes. The bloodhunter mutagen are also the same with decoctions, having the same effect on your body

Strange Metabolism

Beginning at 6th level, your body has begun to adapt to toxins and venoms, ignoring their corroding effects. You gain immunity to poison damage and the poisoned condition. The limit for potions and decoction still applies.

Poisoned Blades

At 10th level when you apply oil to your blade, you can add 1d6 poison damage when you hit a specific creature with the specific oil.

Euphoria

At 15th level, when you have drank at least one potion or decoction, you can add +5 attack damage to both your weapon and signs that deal damage.

Witcher Archetypes

Signs

Beginning at 5th level, you learn to upgrade signs to their full potential or to their alternate form. The signs you can upgrade are the following: Axii, Aard, Quen, Igni and Yrden. You can use the alternate form bu consuming one stamina point.

You can learn only one alternate form from the signs mentioned above at 5th, 7th, 11th, 15th and 18th level.

Axii alternate form.


  • Casting Time: 1 round
  • Range: 30 feet
  • Components: V, S, 1 stamina point
  • Duration: 1d4 rounds

The target must make a wisdom saving throw or become your ally for 1d4 rounds. If someone hits the charmed enemy he is freed from the spell. Enemies from wisdom 20+ are immune to this sign.

Aard alternate form


  • Casting Time: 1 round
  • Range: self (15-feet cube)
  • Components: V, S, 1 stamina point
  • Duration: Instantaneous

Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d12 force damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.

Igni alternate form


  • Casting Time: 1 round
  • Range: 30 feet
  • Components: V, S, 1 stamina point
  • Duration: Instantaneous

A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius Sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

Quen alternate form


  • Casting Time: 1 round
  • Range: self
  • Components: V, S, 1 stamina point
  • Duration: 1 round

You create a bubble of potent energy around yourself. You gain immunity to all damage for one round. If you are hit by any melee attacks, ranged attacks,breath weapons or spells, you gain 2d8 temporary hit points. These hit points last until used or once you've taken a long rest. Walking while using this sign is considered as being over difficult terrain.

Yrden alternate form


  • Casting Time: 1 round
  • Range: self
  • Components: V, S, 1 stamina point
  • Duration: 1d6 rounds

The radius of your Yrden trap increases to a 60ft. While you are inside of the the Yrden trap radius you are hasted. While you are hasted your movement speed is doubled, and you gain an additional action. The trap has all effects of the lower levels of the Yrden sign.

Combat

Sunder armor

At 5th level you can use one stamina point to resist one type of damage for 1 round.

Counter attack

At 7th level when an enemy misses a hit to you, you can use 1 stamina point to hit him back.

Undying

At 11th level when your hp goes to 0 you can use your remaining stamina points + your Witcher level to get back your hit points back. If you don't have any stamina points then you fall unconscious.

Whirl

At 15th level when you are surrounded by enemies you can use 1 stamina point to spin and attack every target that is 5 feet within you.

Rend

At 18th level you can use two rounds and one stamina point to strengthen your hit against an enemy. You roll an attack roll and if it hits you double the dice.

Alchemy

Heightened Tolerance

At 5th level you can increase you total toxicity limit points by 6 points.

Fixative

At 7th level you increase your oil damage by 1d4

Steady Aim

At 11th level when you toxicity points are above 0 you gain advantage on crossbows attack rolls.

Endure pain

At 15th level your toxicity points drop by 2 points instead of 1 per round.

Side effects

At 18th level when you drink a potion you can choose to activate a random effect of another potion. Roll 1d8 and see which potion you activated.

Credits

teamduello.com

www.pushstartplay.com

the witcher fandom

dandwiki for some sourcess for the class

u/johnofbohemia

https://www.reddit.com/r/witcher/comments/3cb9z8/what_are_the_differences_between_the_different/

WitcherGeorge

and cd project

 

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