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The Witcher
\pagebreak ## Witcher A man in dark leather armor
eases his longsword in its scabbard
as he follows a track of bestial foot
prints in the night. His cat-like eyes glow
a soft yellow in the moonlight, allowing him
to see into the mouth of the dark cave where
the creature has its lair. He drinks a cat potion and draws his longsword as he enters the cave, now clear as day to his eyes. Dancing away from the swipe of a werewolf´s deadly claw, a lithe elf expertly strikes with his silvered longsword. After finally uncovering which villager was infected with lycanthropy, the experienced cat witcher intends to end the string of brutal attacks, and earn his pay. Deftly moving her fingers in a specific gesture, a griffin witcher sends an aard blast at a swarm of ghouls. The respite gives her enough time to pull a deadly grapeshot bomb from her bag and throw it at the undead swarm´s midst. She then levels her blade, charging in to finish off the pack. Using different approaches, all of these are monster hunters in their own right. Mutated by the Trial of the Grasses and trained in swordplay, magic and alchemy, witchers hunt monsters that make ordinary men flee in terror. ### Professional Monster Hunters As professionals in a deadly trade, witchers have a healthy estimation of their talents´ worth. When determined villagers or herbal remedies fail to drive out a monster, those in need will pool their gold and post a contract or spread the word. These jobs are the lifeblood of witchers, and they spend most of their time roaming, searching for the next contract. It´s a life that might seem care-free and enviable to some, but it involves facing down many a terrifying beast. And though they are long-lived, very few witchers die in their beds. ### Wandering Outcasts To some, a man or woman who kill mythical creatures for a living is heroic and admirable. To others, they are as close to monsters as the creatures they hunt. Most common people live simple and uneducated lives, and that ignorance can quickly lead to fear when faced with the strange and unknown. For those, a witcher is an an unfamiliar creature, deadly and unreliable. When they need to hire one, they do it grudgingly, seeing it as a necessary evil. Witchers are often met with a cold shoulder when people see white hair frame a young face, or cat-like eyes on a grizzled woman. This disdain causes witchers to seldom linger in one place for too long, quickly saddling up and wandering on, looking for their next contract. Some witchers, especially younger ones, will often seek out the company of other traveling adventurers on a similar path. The strength of a group can be invaluable when faced with terrible dangers. If a witcher has a particularly hard time avoiding attention, being in an adventuring group of diverse people can lessen the wide-eyed stares and quiet whispers behind their backs. \columnbreak
### Creating a Witcher When creating your witcher, the most important aspect to consider is where and how you received your training. Did you attend a well-known school from a young age, selected for the harsh training? Did you encounter a travelling witcher who decided to take you on as a student? Or maybe you went to a school of your own volition when you came of age, drawn to the life of a professional monster hunter? Furthermore, confer with your DM about what place the witchering trade and witchers have in your world. Are the schools common and well known? Are witchers respected, feared or tolerated? These questions will impact how you interact with the world.
\pagebreakNum
##### Witcher | Witcher
Level | Proficiency
Bonus | Class
Features | Sign
Die Size |Sign
Dice | Alchemical
Items Known |:---:|:---:|:---|:---:|:---:|:---:| | 1st | +2 | Monster Hunter, Trial of the Grasses, Hand Signs | d4 | 2|- | 2nd | +2 | Fighting Style, Alchemy | d4 |2|4 | 3rd | +2 | Witcher School | d4 |3|4 | 4th | +2 | Ability Score Improvement | d4 |3|4 | 5th | +3 | Extra Attack, Witcher Rituals | d6 |3|5 | 6th | +3 | Witcher School Feature | d6 |3|5 | 7th | +3 | Hardened Resolve, Keen Hearing and Smell | d6 |4|5 | 8th | +3 | Ability Score Improvement | d6 |4|6 | 9th | +4 | Greater Potion | d8 |4|6 | 10th| +4 | Witcher School Feature | d8 |4|6 | 11th| +4 | Slayer | d8 |5|7 | 12th | +4 | Ability Score Improvement | d8 |5|7 | 13th | +5 | Accelerated Recovery | d10 |5|7 | 14th | +5 | Witcher School Feature | d10 |5|8 | 15th | +5 | Superior Potion | d10 |6|8 | 16th | +5 | Ability Score Improvement | d10 |6|8 | 17th | +6 | Regeneration | d12 |6|9 | 18th | +6 | Witcher School Feature | d12 |6|9 | 19th | +6 | Ability Score Improvement | d12 |6|9 | 20th | +6 | Master Witcher | d12 |6|10
#### 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 Strength-based melee weapons or on finesse weapons. Your next-highest score should be Constitution for survivability, or Intelligence if you want more powerful hand signs and alchemical items. Second, choose the folk hero background. #### Optional Rule: Multiclassing If you use the multiclassing rule from the Player's Handbook, here's what you need to know if you take a level in witcher. **Ability Score Minimum.** You must have at least a 13 in either Strength or Dexterity, and a 13 in Intelligence to take a level in this class, or to take a level in another class if you are already a witcher. **Proficiencies.** If witcher isn't your initial class, you gain proficiency with light armor, medium armor, simple weapons and martial melee weapons, and crossbows. \columnbreak ## 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 melee weapons, crossbows - **Tools:** alchemist's supplies --- - **Saving Throws:** Constitution, Intelligence - **Skills:** Choose two from Arcana, Athletics, Investigation, Medicine, Nature, Perception, Religion or Survival.
\pagebreakNum #### 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 steel longsword and a silver longsword or (b) one martial weapon and one silvered martial weapon - (a) light crossbow and 20 bolts or (b) two handaxes - (a) a monster hunter’s pack (CoS) or (b) an explorer’s pack ### Monster Hunter Beginning at 1st level and again at 6th level, you gain proficiency in one skill of your choice from among: Arcana, Investigation, Nature and Religion. When you reach 10th level in this class, choose one of the skills you gained from this feature. Your proficiency bonus is doubled for any ability check you make with it. ### Trial of the Grasses At 1st level, you have survived the Trial of the Grasses, a brutal transformation process using chemicals and elixirs. Consequently, your body mutates, giving you the following benefits. - You age at a quarter of the speed you normally would. - You gain darkvision out to a range of 30 feet. If you already have darkvision, its range increases by 30 feet. - You have resistance against poison damage and advantage on saving throws against being poisoned or diseased. - You have advantage on Constitution saving throws against exhaustion. #### Physical Changes Even if your body survived the Trial of the Grasses, it is invariably scarred. Roll twice or choose two of the following changes from the table below. | d6 |
Change
| |:---:|:-----------:| | 1 |
Your hair loses all pigment, turning it white.
| | 2 |
Your pupils turns vertical and your eyes glow yellow in the dark.
| | 3 |
Your core temperature permanently drops and your skin pales.
| | 4 |
Your emotions become numb, making it rare or difficult for you to have strong emotional reactions.
| | 5 |
Your reproductive system has been damaged, leaving you infertile.
| | 6 |
All the hair follicles in your body are dead, causing you to lose all hair.
| ### Hand Signs Also at 1st level, you´ve learned a rudimentary form of magic, allowing you to quickly produce magical effects through hand signs, fueled by sign dice.
\columnbreak
**Hand Signs.** You learn two hand signs of your choice, detailed under "Hand Signs" below. Casting a sign requires a bonus action unless stated otherwise, somatic components and a sign die. You learn one additional hand sign of your choice at 4th, 8th, 12th and 16th level in this class.
**Sign Dice.** You have two sign dice, which are d4´s. As you gain witcher levels, you gain more sign dice, and your sign dice increase in size, as indicated in the Sign Dice column of the witcher table. You regain all expended sign dice after a short or long rest.
**Saving throws.** Some hand signs require a saving throw to resist its effect. The saving throw DC is calculated as follows:
**Sign Save DC** =
8 + your proficiency bonus + your Intelligence modifier
\pagebreakNum ### 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 the same Fighting Style option more than once, even if you get to choose again later. #### Arbalist You ignore the loading quality of crossbows and you have a +1 bonus to attack rolls on ranged attacks. #### Blind Fighting You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. #### Defense While you are wearing armor or wielding a shield, you gain a +1 bonus to AC. #### Dual Wielder Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Also, you can make the second attack as part of the Attack action, instead of using your bonus action. \columnbreak #### Versatile Fighting When wielding a versatile weapon with two hands you gain a +2 bonus to damage rolls with that weapon. When wielding a versatile weapon with one hand you gain a +2 bonus to attack rolls with that weapon. ### Alchemy Also at 2nd level, you learn a number of alchemical items, listed under "Alchemy". When you gain this feature, pick four alchemical items to learn, choosing from the "Alchemy" section. You learn additional items of your choice when you reach certain levels in this class, as shown in the Alchemical Items Known column of the Witcher table. After a long rest, you can produce two items. The number of items you can produce after a long rest increases to three at 7th level, and again to four at 14th level in this class. They last until used or until the end of your next long rest. A non-witcher that drinks a potion must succeed on a Constitution saving throw against your Alchemy save DC or become poisoned for 1 minute. A single potion´s effect does not stack with itself during its duration. Ingesting a potion or applying blade oil requires a bonus action, while throwing a bomb takes an action. Creating these items requires you to have alchemist's supplies on your person and one empty flask per potion. **Saving throws.** Some alchemical items require a saving throw to resist its effect. The saving throw DC is calculated as follows:
**Alchemy Save DC** =
8 + your proficiency bonus + your Intelligence modifier
\pagebreakNum ### Witcher School At 3rd level, you choose a school of training that best represents your style of monster hunting: Bear, Cat, Crane, Griffin, Manticore, Viper or Wolf. Your witcher school grants you features at 3rd level and again at 6th, 10th, 14th and 18th 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. Alternatively, you can choose a feat. ### Extra Attack Beginning at 5th level, you can attack twice, instead of
once, whenever you take the Attack action on your turn. ### Witcher Rituals Your knowledge of grim magic allows you to break curses and counteract necromancy. Also at 5th level, you can cast *gentle repose* and *remove curse* as rituals. If the target of *remove curse* is a creature that is charmed or possessed,
you can end the effect as part of the ritual. ### Hardened Resolve When you reach 7th level in this class, the terrible
monsters you´ve faced have hardened your resolve.
You gain proficiency in Wisdom saving throws and
you have advantage on saving throws against being
charmed or frightened. If you already have this proficiency, you gain
proficiency in Charisma saving throws instead. ### Keen Hearing and Smell Also at 7th level, you gain enhanced senses. You have advantage on Wisdom (Perception) checks that rely on hearing or smell. ### Greater Potion With increased knowledge of alchemy, you can create
more powerful potions. These potions have a duration
of 1 minute and follow the rules of Alchemy. At 9th level, when you create alchemical items after a long rest, you also create one of the following: **Werewolf Decoction.** Enhances speed and vigor. Your walking speed doubles, you have advantage on Dexterity saving throws and you don´t provoke opportunity attacks.
**Stoneskin.** Grants potent defensive properties. You
gain resistance to nonmagical bludgeoning, piercing
and slashing damage.
**Shrike.** Bestows highly increased combat capability.
When you take the Attack action, you can make an
additional attack.
\columnbreak ### Slayer At 11th level, your rigorous training and fighting skill gives a deadly edge to your attacks. You gain a bonus to your weapon damage rolls equal to your proficiency bonus. ### Accelerated Recovery At 13th level, enhanced regeneration from mutations lets you recover faster from exertion. When you finish a long rest you regain all of your Hit Dice, instead of only half. Also, whenever you finish a short rest, your
exhaustion level, if any, is
decreased by 1.
\pagebreakNum ### Superior Potion Further deepening your understanding of alchemy, you are able to create highly potent potions. These potions have a duration of 1 minute and follow the rules of Alchemy. At 15th level, when you create alchemical items after a long rest, you also create one of the following: **Blizzard.** Greatly improves reaction speed. You can take one reaction on every turn in combat, and when you are hit by an attack, you can use your reaction to add your proficiency bonus to your AC for that attack.
**Wolven Hour.** Your gain singular focus and killing instinct. You have advantage on weapon attack rolls against any creature that doesn't have all its hit points.
**Higher Vampire Decoction.** Massively enhances physical prowess. Your Strength and Dexterity scores become 25 if they were lower, and you have advantage on ability checks and saving throws that use Strength or Dexterity. \columnbreak ### Regeneration At 17th level, you gain innate regenerative powers. At the start of each of your turns, if you are below half your maximum hit points, you regain hit points equal to your Constitution modifier (minimum of 1). You don't gain this benefit if you have 0 hit points. ### Master Witcher When you reach 20th level in this class, your encyclopedic knowledge of creatures and vast experience makes you an unparalleled monster hunter. Once on each of your turns, when you hit a creature with a weapon attack, you can cause that creature to gain vulnerability to that attack's damage. A creature cannot gain vulnerability to a damage type it is immune to from this feature.
\pagebreakNum ## Hand Signs The presented signs are the magical effects witchers can produce through quick hand signs. **Aard.** You thrust you hand forward and cause a blast of telekinetic force. Each creature in a 15-foot cone must make a Strength saving throw, taking force damage equal to one sign die and is pushed back 10 feet on a failed save. On a successful saving throw it takes half as much damage and
isn´t pushed back. Nonmagical flames in the area are extinguished.
**Igni.** You release a burst of flames from your hand. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes fire damage equal to two sign dice on a failed save, or half as much damage on a successful one.
A flammable object in the area ignites if it isn´s being worn or carried.
**Quen.** A fluid finger movement that covers you in a protective magical layer. You gain temporary hit points equal to one sign die + your Intelligence modifier for 1 hour.
**Axii.** A sign meant to confound an enemies´ faculties. Whenever you make a Charisma (Deception) or Charisma (Persuasion) check directed at only one creature, you can expend a sign die as part of that check and add it to the roll. You can use this hand sign after you roll, but before you know whether you succeed or fail.
**Heliotrop.** A defensive sign capable of rebuffing attacks entirely. Whenever you are hit by an attack, physical or magical, you can use your reaction to cross your wrists and summon a magical barrier against the source. You expend a sign die and add it to your Armor Class against that attack, potentially causing it to miss. \columnbreak **Yrden.** Holding your hand towards a point on the ground within reach, you expend a sign die and create a 15 foot radius circle of runes centered on that point that lasts for 1 minute. Creatures except you and your allies treat the circle as difficult terrain. Creatures can´t benefit from the Incorporeal Movement or Shapechanger traits while in its area, and creatures on the Ethereal Plane are treated as if they are not.
\pagebreakNum ## Alchemy ##### Potions and Oil **Maribor Forest.** Heightened vigor lightens your step. Your speed increases by 10 feet for 1 hour.
**Earth Elemental Decoction.** Your skin toughens and becomes gnarly, giving you a +2 bonus to AC for 1 minute.
**Thunderbolt.** Increased strength and adrenaline release enhances your combat prowess. For 1 minute, you gain a +1 bonus to attack and damage rolls with weapon attacks.
**White Raffard.** A restorative potion that closes wounds and quickens healing. You regain hit points equal to 1d6 + your witcher level.
**Cat.** For 1 hour, the range of your darkvision increases by 30 feet and you can see in darkness as if it were bright light.
**Petri´s Philter.** The first time you would roll sign dice for a hand sign within 1 minute after drinking the philter, instead of rolling dice, you can use the highest number possible for each die.
**Blade Oil.** Choose a type of creature: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select one race of humanoids (such as gnolls or orcs). You can use the oil to coat one slashing or piercing weapon or up to three pieces of ammunition. A creature of the chosen creature type takes 1d4 additional weapon damage when hit by the weapon. Once applied, the poison retains potency for 1 hour before drying. This damage increases to 1d8 at 11th level in this class. \columnbreak ##### Bombs All bombs can be thrown at an area within 30 feet where it will detonate, affecting all creatures within 10 feet.
**Dancing Star.** A flammable concoction that spreads sticky fire. Each creature in the area must succeed on a Dexterity saving throw or be coated with sticky fire. A coated creature takes 2d4 fire damage at the start of each of it turns. A creature can use its action to remove the fire. This damage increases by 2d4 at 5th, 11th and 17th level in this class.
**Devil's Puffball.** This bomb releases a burst of poisonous gas that spreads around corners. Each creature in the area must succeed on a Constitution saving throw take 1d12 poison damage and be poisoned until the end of your next turn. On a successful saving throw it takes half as much damage and suffers no adverse effects. This damage increases by 1d12 at 5th, 11th and 17th level in this class. **Dimeritium Bomb.** This bomb releases a cloud of dimeritium slivers, which last for 1 minute. When a creature starts its turn in the area, or enters the area for the first time on its turn, it must make a Constitution saving throw. On a failed save, it can´t cast spells until the start of its next turn. **Dragons´s Dream.** This bomb releases a cloud of flammable gas that spreads around corners. It lasts for 1 minute or until a wind of at least 10 miles per hour disperses it. If a spark or fire (such as igni) appears in the area while the cloud persists, it ignites with a blast of ghost-like fire. Each creature in the area must make a Dexterity saving throw, taking 2d6 fire damage and 1d6 force damage on a failed save or half as much on a successful one. The fire damage increases by 2d6 and the force damage increases by 1d6 at 5th, 11th and 17th level in this class **Grapeshot.** A compact bomb that sprays shrapnel. Each creature in the area must make a Dexterity saving throw, taking 2d10 piercing damage on a failed save or half as much on a successful one. This damage increases by 2d10 at 5th, 11th and 17th level in this class.
**Moon Dust.** A bomb that creates a burst of fine silver slivers. Each creature in the area must succeed on a Constitution saving throw or be unable to benefit from the Shapechanger trait for 1 minute. If a creature that fails the saving throw is transformed, it returns to its true form. **Northern Wind.** A bomb that releases a gust of frigid air. Each creature in the area must make a Constitution saving throw, taking 2d8 cold damage and its speed is reduced by 10 feet until the start of your next turn on a failed save. On a successful saving throw it takes half as much damage and suffers no adverse effects. This damage increases by 2d8 at 5th, 11th and 17th level in this class. **Samum.** This bomb creates a burst of blinding light. Each creature in the area must succeed on a Constitution saving throw or take 1d8 radiant damage and be blinded until the end of your next turn. On a successful saving throw it takes half as much damage and suffers no adverse effects. This damage increases by 1d8 at 5th, 11th and 17th level in this class.
\pagebreakNum ## Witcher Schools All witchers are trained in schools, each with its own way of training. They differ in mindset and method, but all use their witcher training to kill monsters. ## School of the Bear Witchers from the school of the bear rely on heavy armor and a forceful fighting style. Rather than evading attacks, they let their armor and powerful build absorb the damage. This allows them to be up-close and personal with their enemy, launching powerful counterattacks. A witcher of the bear school is typically strong, direct and brave. ### Heavy Steel When you choose this school at 3rd level, you gain proficiency in heavy armor. Also, you have advantage on saving throws to resist being grappled, knocked prone or moved against your will. ### Brutal Strike Additionally at 3rd level, you can leverage your considerable strength in combat to strike a powerful blow. Once on each of your turns when you hit a creature with a melee attack,
you can increase the weapon´s damage by 1d4. This damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level in this class. ### Brace Starting at 6th level, you learn how to best steel yourself to absorb incoming blows. You gain proficiency in Strength saving throws. Also, as a bonus action on your turn, you can grant
yourself temporary hit points equal to your Constitution modifier (minimum of 1). You lose any temporary hit points gained from this feature after 1 minute. ### Mettle At 10th level, you can withstand harsh effects, such as a
green dragon's poison breath or a blight spell. When you are subjected to an effect that allows you to make a Constitution 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. ### Furious Retaliation Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature. If you are below half your maximum hit points after taking that damage, you have advantage on the attack roll. ### Juggernaut At 18th level, your ferocity and strength makes you a formidable opponent. You can now deal damage from Brutal Strike whenever you hit a creature with a melee attack, not just once per turn.
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\columnbreak ## School of the Cat Quick and precise, cat witchers use their remarkable agility to its fullest potential in combat. Combined with the variant of the Trial of the Grasses performed on recruits at Cat schools, it makes for an efficient killer. This Trial is infamous in its effect, quelling even more emotions from the mind. However, how each person responds to the Trial varies. Some might have a wide range of emotions but never feel strongly. Others could be left with a few specific emotions that govern their decisions and morality. ### Form Over Force When you choose this school at 3rd level, you gain proficiency in the Acrobatics skill. Your proficiency bonus is doubled for any ability check you make that uses that skill. Also, a weapon without the heavy property gains the finesse property when you wield it. ### Deadly Critical Also at 3rd level, your weapon attacks score a critical hit on a roll of a 19 or 20. You can roll one additional weapon damage die when determining the extra damage for a critical hit with a weapon that has the finesse property. ### Dulled Emotions Starting at 6th level, your mutations make your emotions unnaturally stable and reliable. You gain proficiency in the Deception and Intimidation skills. Additionally, when you make an ability check with either of those skills you can treat a d20 roll of 9 or lower as a 10. ### Ruthless Opportunist Starting at 10th level, you capitalize on openings in your opponents´ defenses. When a creature misses you with an attack, falls prone, becomes incapacitated or restrained while within your reach, you can use your reaction to make an attack against it. Also, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a weapon that has the finesse property. ### Agile Dodge Starting at 14th level, you can quickly move out of the way of area effects, such as a green dragon's poison breath or a fireball spell. When a spell or other effect would have you make a saving throw due to being in an area of effect, you can use your reaction to move up to half your movement speed, potentially moving you outside the effect’s area. ### Killer Instinct Starting at 18th level, whenever you score a critical hit or reduce a creature to 0 hit points with an attack on your turn, you can immediately move up to half your speed and make an attack. This can only trigger once per turn. Also, your weapon attacks now score a critical hit on a roll of an 18 - 20.
\pagebreakNum
## School of the Crane When a ship prepares a voyage through monster infested waters, any captain worth his salt hires a crane witcher
for protection. They excel when battling monsters of the open air and sea, and are famed for facing massive monsters. While all witchers are impressive fighters, crane witchers perform particularly daring feats, leaping through the sky, felling giants or fighting leviathans in the open sea. The nature of the jobs crane witchers perform more often have witnesses, occasionally giving rise to heroic myths and legends. ### Hunter of Air and Sea When you choose this school at 3rd level, you have trained yourself to move and fight at sea. You gain proficiency in Acrobatics, Athletics or Survival. Also, choose one of the following now and again at 10th level: **Climber.** You gain a climbing speed equal to your
walking speed and when you take falling damage you can reduce the damage by an amount equal to your witcher level, if you are not incapacitated (to a minimum of 0). **Mariner.** You gain a swimming speed equal to your
walking speed and you can hold your breath for up to 30 minutes. ### Fell the Mighty Creatures of the open air and sea rely on their speed and power to overwhelm unfortunate victims. Also at 3rd level, you learn abilities to counter those strengths. Those abilities require a saving throw to resist their effects. The saving throw DC is calculated as follows:
**Fell the Mighty Save DC** =
8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Once on each of your turns when you hit a creature with a weapon attack, you can use one of the following abilities.
**Topple.** You try to bring a creature down. The creature must succeed on a Strength saving throw or be knocked prone.
**Bleed.** You inflict a gruesome bleeding wound. The creature takes necrotic damage equal to one roll of its hit die at the start of each of its turns for each time you´ve wounded it in this way. It can then make a Constitution saving throw, ending all wounds on a success. Constructs and undead are immune to this effect.
**Rend Scales.** You attempt to damage a creature´s armor. The creature must succeed on a Dexterity saving throw or have its AC reduced by 1, to a minimum of 10 + its Dexterity modifier, until the beginning of your next turn. If the creature has natural armor, you instead reduce its AC by 1d4. ### Leviathan Scaler At 6th level, the minimum size difference for you to attempt to climb onto a larger creature is one size, instead of two. When you climb onto a larger creature, you gain advantage on any ability check or saving throw related to climbing onto or staying on the creature. \columnbreak
### Press the Advantage Also at 6th level, when you make an attack roll with advantage, you can choose to forgo the advantage. If you do, you impose disadvantage on the saving throw if you hit and use Fell the Mighty. ### Improved Fell the Mighty At 10th level, you gain the following upgrades to Fell the Mighty:
**Crushing Topple.** If the creature hits the ground when it falls prone, it takes 1d8 bludgeoning damage for each size it is above Medium.
**Hemorrhaging Bleed.** While suffering from the bleeding effect, the creature can´t regain hit points.
**Exposing Rend.** When the creature is hit by an attack while its AC is reduced by this effect, it takes an additional 1d6 damage from the attack. ### Nimble Escape You know that to be caught for a single moment by the monsters you face can prove fatal. Starting at 14th level, you can take the Disengage action as a bonus action on your turn, and whenever you are grappled you can use a bonus action to escape from the grapple, even if you are also restrained by the grapple. ### Eviscerate At 18th level, when a creature fails a saving throw against Fell the Mighty, you can make another attack against that creature as a bonus action. This attack can benefit from Fell the Mighty even if you have already used it this turn.
\pagebreakNum ## School of the Griffin Proud and knowledgeable, witchers of the griffin school have a deeper understanding of magic than most witchers. As such, hand signs are their strongest weapon in combat. They adhere to old codes of honor and knightly chivalry, which grant them respect and high social statuses among both the nobility and the commonfolk. ### Well Educated When you choose this school at 3rd level, you have spent time studying lore and mingling with higher society. You gain proficiency in two skills of your choice from among Insight, History, Performance and Persuasion. Additionally, you learn to speak, read and write one language of your choice. ### Improved Hand Signs Additionally at 3rd level, your extensive knowledge of the arcane empowers your hand signs or grants them alternate effects. **Aard - Empowered.** A Large or smaller creature that fails the saving throw is also knocked prone. **Igni - Fire Brand.** Instead of its normal effect, you can heat up a metal melee weapon that you or another willing creature within 5 feet of you is holding to a white-hot glow. For 1 minute, a creature hit with that weapon takes additional
fire damage equal to one sign die. **Quen - Resistive Shield.** While you have temporary
hit points from *Quen*, you also gain a +2 bonus to AC
and all saving throws. **Axii - Stagger.** Instead of its normal effect, you can
attempt to stagger a creature. A creature within 30
feet of you must make a Wisdom saving throw, taking
psychic damage equal to one sign die on a failed save,
or half as much damage on a successful one. On a
failed save, it can´t take a reaction and its speed is
halved until the end of its next turn. **Yrden - Arcane Grip.** A creature in the circle when
it appears must succeed on a Strength saving throw or
be restrained by magical force until the end of its next turn. **Heliotrop - Cushioning Barrier.** If the attack still hits
you, reduce the damage by an amount equal to the roll
of the sign die (down to a minimum of 0 damage). ### Chivalry Starting at 6th level, whenever you make a Charisma
check and don´t knowingly tell a lie to the creatures
involved, you can roll a d4 and add the number rolled
to the check's total. ### Tireless Evoker At 10th level, you have a seemingly endless wellspring
of magical energy. When you roll initiative and have less
than your maximum number of sign dice, you regain 1 sign die. \columnbreak ### Expanded Lore Starting at 14th level, you uncover magical lore from either religion, nature or occultism. Choose Cleric, Druid or Warlock when you gain this feature. Whenever you finish a long rest you can choose a spell of 4th level or lower from the spell list of the chosen class to memorize. You can cast that spell once before you have to complete another long rest, and you have to meet all the requirements for casting the spell. Intelligence is your spellcasting modifier for it. If you choose a spell of 1st, 2nd or 3rd level, you can cast it at 4th level. You can only have one spell prepared in this way at a time. ### Battlemage At 18th level, you can roll an additional sign die when casting *Aard*, *Igni* (standard only), *Quen* or *Axii* (stagger only). Also, once on each of your turns when you take the Attack action, you can forgo one attack and instead cast a hand sign without consuming
a sign die.
\pagebreakNum ## School of the Manticore Witchers from the School of the Manticore seperate themselves from their fellow witchers by focusing on protection, rather than hunting. Originally settled in areas consisting of vast plains, deserts and savannahs, they trained to meet the demand for caravan and convoy guards. Often seen with a shield and a bandolier of potions round their torso, manticore witchers are elite protecters with the deadly arsenal of a witcher.
> ##### Manticore Fighting Styles > If you plan on taking school of the manticore as your subclass, all fighting styles are viable, not just Defense and Versatile Fighting. The 3rd level feature Shield Warrior makes Dual Wielder Fighting possible while using a shield. \columnbreak ### Shield Warrior When you choose this school at 3rd level, you gain proficiency in shields. You can hold a non-weapon object (such as a torch) and perform somatic components with a hand holding a shield, as well as drink potions. Additionally, you can use a shield as a martial melee weapon, dealing 1d4 bludgeoning damage on a hit. You can use two-weapon fighting with a shield even when the shield or weapon you are wielding aren't light. ### Phalanx Tactics You focus your skill on protecting yourself and those around you. Also at 3rd level, you gain the following benefits: - You gain the benefit of half cover while wielding a shield. If you move more than half your movement on your turn, you lose this benefit until the start of your next turn. - When a creature within 5 feet of you is hit by an attack, you can use your reaction to interpose yourself and become the target of the attack, if it hits. ### Potion Specialist At 6th level, whenever you drink a potion from the Alchemy feature, you gain temporary hit points equal to 1d10 + your Intelligence modifier. Also, when you create Alchemical items after a long rest, you can create one additional item so long as that item is a potion (not greater or superior). ### Ambush Response You are always alert and on the lookout for danger. At 10th level, you can´t be surprised so long as you are conscious. Also, when you roll initiative and are not surprised, you can choose a number of other willing creatures up to your Intelligence modifier (minimum of 1) that are within 30 feet of you and can see or hear you. You can move yourself and those creatures up to 10 feet each. ### Shield Warrior Improvement Also at 10th level, the damage you deal with a shield increases to 2d4 bludgeoning damage. ### Counterattack Starting at 14th level, when you use your reaction to become the target of an attack with *Phalanx Tactics*, you can also make an attack against the attacking creature. If your attack hits, you halve the attack's damage against you. ### Phalanx Master You are a flurry of shield and steel in combat. When you reach 18th level, you gain the following benefits. - You have advantage on attack rolls you make when it is not your turn. - When you have half cover from your *Phalanx Tactics* feature, you can extend that benefit to allies within 5 feet of you.
\pagebreakNum ## School of the Viper Viper witchers are feared for their expertise in poison and assassination tactics. In combat they use a fast, dual wielding fighting style, aiming to overwhelm opponents. Unlike witchers from most schools, vipers are known to take contracts on humanoids as well as monsters. ### Viperous Repertoire When you choose this school at 3rd level, you gain proficiency in the poisoner's kit and the Stealth skill. Your proficiency bonus is doubled for any ability check you make that uses Stealth. Also, you can perform somatic components with a hand holding a melee weapon. ### Exploit Weakness Also at 3rd level, your attacks are even deadlier when you strike unaware or debilitated creatures. Each time you hit an incapacitated, paralyzed, poisoned, restrained, stunned, surprised or unconscious creature with a weapon attack, it takes an additional 1d4 damage from the weapon. ### Poison Crafter Starting at 6th level, you learn one alchemical item from the "Poisons" list below. When you learn additional alchemical items as you level up, you can choose to learn one of these instead of an item from the "Alchemy" section. You can apply poison to a weapon or piece of ammunition as a bonus action, instead of an action. Also, damage you deal with poisons, from Alchemy or otherwise, ignores resistances. ### Creeping Death At 10th level, you have trained yourself to move lightly and unseen. You can take the Hide action as a bonus action on your turn, and you have advantage on Dexterity (Stealth) checks to avoid being heard. ### Twin Fangs Starting at 14th level, you can attack twice instead of once with your off-hand attack when you engage in two-weapon fighting. If you would add your ability modifier to the damage roll of the first attack, do so for the second as well. ### Evil Eye At 18th level, one of your eyes mutates and takes on a deep red color, with the pupil narrowing to a small slit, like that of a snake. You gain truesight out to a range of 30 feet. Also, as an action choose a creature that you can see within 30 feet of you that you subject to terrible mental images. It takes 14d6 psychic damage. If it has less than 50 hit points after taking the damage, it is stunned until the beginning of your next turn. Once you use this feature, you can't use it again until you finish a long rest. \columnbreak
> ##### Ivar Evil-Eye´s Curse > The founder and first leader of the Viper school, Ivar Evil-Eye, was subjected to further mutations during his Trial, in a similar fashion to the famous Geralt of Rivia. These mutations resulted in his "Evil Eye", allowing him to see other worlds, but also witnessing the terrors of the Wild Hunt. He dedicated his life, even founded the Viper school with the true purpose of defeating the Hunt. Ultimately though, he had no means of reaching them and was forced to live out his life watching from afar.
\pagebreakNum ## Poisons Listed below are a number of Alchemical items exclusively available to the Viper subclass. #### Basilisk Breath When a creature inhales the Basilisk Breath, it must succeed on a Constitution saving throw or begin turning to stone and be restrained. It must repeat the saving throw at the end of its next turn. On a success the effect ends. On a failure, the creature is petrified for 24 hours. **Delivery Method:** Inhaled #### Essence of Bloodleaf A creature subjected to this poison must succeed on Constitution saving throw, taking 7d6 poison damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the shock to the creature´s system is so great that it suffers temporary cardiac arrest, and is stunned until the end of its next turn. This damage increases by 4d6 at 11th and 17th level in this class. **Delivery Method:** Injury \columnbreak #### Ghoul Ichor If the creature subjected to this poison is not an undead or construct, it must succeed on a Constitution saving throw or become paralyzed for 1 minute. For each round the creature is paralyzed, the wound quickly spreads rotting skin, dealing 1d8 necrotic damage. The creature may repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. **Delivery Method:** Contact #### Hanged Man´s Venom You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. A humanoid hit by the poisoned weapon or ammunition takes 1d4 acid damage. Once applied, the poison retains potency for 1 hour before drying. The same weapon or ammunition cannot be coated by this and Blade Oil simultaneously. This damage increases to 1d8 at 11th level in this class. **Delivery Method:** Injury #### Tears of the Infernal A creature subjected to this poison must succeed on a Constitution saving throw, taking 4d8 acid and 3d6 fire damage on a failed save, or half as much damage on a success. The acid damage increases by 2d8 and the fire damage by 2d6 at 11th and 17th level in this class. **Delivery Method:** Contact
\pagebreakNum ## School of the Wolf Witchers from the school of the wolf are widely respected for their professionalism and efficiency. Although they are versatile and flexible with their tools and skills, wolf witchers excel at close combat, adapting to any foe. ### Expert Hunter At 3rd level, choose one skill from the witcher class skill list that you are proficient with. Your proficiency bonus is doubled for any ability check you make that uses that proficiency. ### Warmaster Also at 3rd level, you focus on mastering weaponry and controlling the flow of combat, represented by a set of abilities and a pool of warmaster dice.
**Warmaster Dice.** You have four warmaster dice, which are d6s. You regain all of your expended warmaster dice when you finish a short or long rest. You gain another warmaster die at 6th level and one more at 14th level. Your warmaster dice increase in size as you gain levels in this class, d8 at 10th level and d10 at 18th level.
**Using Warmaster Dice.** You can expend warmaster dice on the following abilities: ***Deadly Strike.*** When you hit a creature with a melee weapon attack roll you can expend a warmaster dice. That creature takes additional damage equal to two rolls of your warmaster dice. ***Backswing.*** When you miss with a melee weapon attack against a creature, you can expend a warmaster die and use your reaction to make another attack against that creature.
If it hits, you deal additional damage equal to one warmaster die. ***Preemptive Strike.*** When a creature hits you with a
melee attack you can use your reaction and expend one warmaster die to make a contested melee weapon attack
roll. If your roll is higher than the triggering attack,
the attack misses and you deal weapon damage to the creature equal to one warmaster die. ***Combat Reflexes.*** When you roll initiative or make a Dexterity saving throw, you can expend a warmaster
die and add it to the roll. ### Professional Contractor Starting at 6th level, if you spend at least an hour investigating clues, interrogating witnesses or researching lore concerning a creature type, you gain the following benefits for 1 week: - You have advantage on Wisdom (Survival) checks to track creatures of that type, and Intelligence checks to recall information about them. - The first time on each of your turns when you hit a creature of that type with a weapon attack, it takes additional damage equal to your warmaster die. You can only have these benefits against one creature
type at a time. \columnbreak ### Wolven Storm At 10th level, you gain an additional reaction each round, which can only be used to make an Attack of Opportunity or to use the Preemptive Strike ability. A single effect can only trigger a single reaction. ### Footwork Starting at 14th level, you move nimbly and skillfully in combat, dancing around your foes. Opportunity attacks against you are made with disadvantage and moving through difficult terrain costs you no extra movement. ### Legendary Warmaster Upon reaching 18th level, you attain the pinnacle of war mastery. Once per turn, you can use a Warmaster ability without expending a warmaster die,
using a d4 instead.
\pagebreakNum ## Expanded Potions This section includes an extensive list of potions you can include under Alchemical Items you can learn as part of Alchemy. All potions presented here have a duration of 1 minute, unless stated otherwise. Some have a minimum level prerequisite stated in parenthesis. **Couatl Decoction.** When you cast a hand sign, you gain temporary hit points equal to 1d8 + your Intelligence modifier. The temporary hit points increase by 1d8 when you reach 11th level in this class.
**Arachnid Decoction.** Grants increased flexibility to dodge attacks, but bulky armor reduces the benefit. Bludgeoning, piercing and slashing damage you take from nonmagical attacks is reduced based on your armor: heavy armor (1), medium armor (2), light armor (3) or no armor (4).
**Black Blood.** A potion that turns your blood acidic, and is especially effective against vampires. Whenever a creature deals slashing or piercing damage to you while within 5 feet of you, it takes 1d6 acid damage. If that attack was a bite attack, the creature takes double the damage and can´t regain hit points from the attack. This damage increases to 2d6 at 11th level in this class.
**Gorgon Decoction.** You have advantage on saving throws to resist being stunned, paralyzed or petrified.
**Nightmare Decoction (5th level).** For 1 hour, you can see invisible creatures, as well as objects and creatures in the ethereal plane (which appear ghostly and translucent).
**Scorpion.** When you score a critical hit with a weapon attack, you gain a bonus to that weapon's damage roll equal to your level in this class.
**Yugoloth Decoction.** When you make an attack roll, the next hand sign you cast until the end of your next turn that deals damage deals an additional 1d6 damage. When you cast a hand sign, the next time you hit a creature with a weapon attack until the end of your next turn, it takes an additional 1d6 damage. This damage increases to 1d12 at 11th level in this class.
**Full Moon.** Your current and maximum hit points increase by an amount equal to your witcher level for 1 hour. When the effect ends, any hit points you have above your hit point maximum become temporary hit points.
**Wight Decoction.** A rotten-smelling potion that lets you feed on death. When a creature within 5 feet of you is reduced to 0 hit points, you gain temporary hit points equal to 1d6 + your Intelligence modifier (minimum of 1 temporary hit point). The temporary hit points increase by 1d6 when you reach 11th level in this class.
**Golden Oriole (9th level).** For 1 hour, you gain immunity to poison damage, disease and the
poisoned condition.
**Killer Whale.** For 1 hour, you can breathe underwater and swimming doesn´t cost you extra movement.
**Wraith Decoction (9th level).** You gain immunity to the frightened and charmed conditions, and you have advantage on saving throws against enchantment spells.
**Endurance Draught.** When you drink this potion, you exhaustion level, if any, is reduced by 1. Also, for 1 hour you can ignore the effects of your highest level of exhaustion, dying at 7 levels, instead of 6.
**Berserker Brew.** At the end of each of your turns, you gain a cummulative +1 bonus to your weapon damage rolls, to a maximum of your proficiency bonus. The bonus is reset if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then.
**Troll Decoction.** At the start of each of your turns you gain a number of temporary hit points equal to your Intelligence modifier.
**Bugbear Decoction.** So long as you are at maximum hit points, you can add 1d6 to your weapon damage rolls. This damage increases to 2d6 at 11th level in this class.
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Credits
Version 2.0 - Created by /u/johnares93 Images, in order of appearance: - The safest road by seven-teenth - Geralt of Rivia by CD Projekt Red - castle sketch by Mateusz Michalski - Griffin Witcher Ranger by Katarzyna Bekus - Lambert by Bartłomiej Gaweł - Geralt:Professional by Dave Rapoza - Coen against the foglets by Kacper Gawel - Ivo of Belhaven by Anna Podedworna - Madoc by Valeriy Vegera - Arnaghad by Bogdan Rezunenko - Gezras of Leyda by Bogdan Rezunenko - card for gwent by Vyacheslav Safronov - Erland of Landvik by Valeriy Vegera - Manticore Witcher by Marek Madej - Ivar Evil-Eye by Valeriy Vegera - Geralt of Rivia by Marek Madej - Viper Witcher Alchemist by Anton Nazarenko - Swallow by Aleksandra Wojtas - Medallions by u/lennoxonnell - Stains by u/flammableconcrete Inspiration: - Sean´s gaming corner - Mage Hand Press - Laserllama - u/fungalbrews - Witcher class by Andrew Rayleigh Cover and back cover art: [Draw Souls](https://www.artstation.com/fadly_romdhani)
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