Witcher Class v3.2

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Class | Witcher




Witcher

Deep in the bowels of the earth a half-orc enters a pitch black, cavernous opening over a subterranean pool. The only light comes from a sliver of lunar shine from the vaulted ceiling of the cavern, but he isn't bothered by the dark. Suddenly the cave fills with a dozen gleaming eyes, and the half-orc brandishes a longsword that shines silver in the moonlight.

Surrounded by the gnashing teeth and bloodied claws of a horde of monsters, a nimble tiefling fends off their assault with ease in spite of their numbers. Just as a wave threatens to overrun her she makes a swift gesture with an open palm to summon flames that sear their flesh.

A hefty dwarf stoops over a nest of twigs and human remains. Copious blood and wounds cover her body but she resigns herself to the task of setting a potent bomb inside the nest, hoping to bait her prey into the open. For three days she has tracked this griffin to claim the bounty on it, and she won't leave until she has proof of the deed done.

When vicious monsters raise chaos it's a witcher's job to cut them down. Created through a series of trials and mutations that turn the strongest candidates into inhuman killers, witchers have one goal: to hunt down those creatures that threaten civilization.

Monster Hunting Professionals

Trained since youth to hunt creatures twice as large and deadly as themselves, witchers are versatile hunters that blend martial prowess with magic and alchemy to overcome the odds. They brew toxic potions that their mutations dampen, granting them much needed stamina and health regeneration. And when sheer force is necessary they can craft powerful bombs to clear out a crowd.

A witcher always comes prepared with the right tools for the job. Their training includes an understanding of a broad range of monsters and how they should be dealt with. But while every witcher learns how to differentiate one species from another and what their weaknesses are, each hails from a secretive witcher school that emphasizes particular ways of eliminating the threat.

Walk the Path

Called by the promise of coin for their work, witchers wander the wilds for months at a time looking for their next contract. As a general rule, witchers seldom get involved in personal business, but it isn't unheard of for an enterprising witcher to seek out more than meager pay cutting down nuisance creatures.

Witchers travel independently, usually only convening in a large mass during winter when they return to their school's respective holds to wait out the harsh, uncaring snow. When fate deems that a pair of witchers cross paths they may partner up for a short time to take advantage of an extra set of hands.

Class | Witcher
The Witcher
Level Proficiency Bonus Features Alchemy Pouch Enhancements Known 1st 2nd 3rd 4th 5th
1st +2 Alchemical Formulae, Witcher's Medallion 2
2nd +2 Fighting Style, Signs 3 2
3rd +2 Witcher School, Sign Enhancements 3 2 3
4th +2 Ability Score Improvement 4 3 3
5th +3 Extra Attack 4 3 4 2
6th +3 Professional Hunter 5 4 4 2
7th +3 Witcher School feature 5 4 4 3
8th +3 Ability Score Improvement 6 5 4 3
9th +4 6 5 4 3 2
10th +4 Inhuman Biology 7 6 4 3 2
11th +4 Witcher School feature 7 6 4 3 3
12th +4 Ability Score Improvement 8 7 4 3 3
13th +5 8 7 4 3 3 1
14th +5 Alchemy Blitz 9 8 4 3 3 1
15th +5 Witcher School feature 9 8 4 3 3 2
16th +5 Ability Score Improvement 10 9 4 3 3 2
17th +6 10 9 4 3 3 3 1
18th +6 Savage Retaliation 11 10 4 3 3 3 1
19th +6 Ability Score Improvement 11 10 4 3 3 3 2
20th +6 Seasoned Predator 12 11 4 3 3 3 2

No matter how a witcher decides to spend their days on the Path, they almost always find themselves facing down danger with unfaltering courage. After all, it's a common saying among their own kind that a witcher has never died in their own bed.

Creating a Witcher

Before your witcher can earn their witcher medallion, an important mark of intense training your character has undergone since their youth, you should consider which witcher school took you in and taught you all you know. Each witcher school teaches their trainees different skills that form the basis for their unique style of fighting. While you do not gain features from your witcher school until you reach 3rd level, plan ahead for which school you will choose and incorporate their style of fighting in the equipment you give to your character. Do you utilize deadly poisons to whittle away at your prey's health? Do you plan to perfect your magic to deal with monsters using arcane might? Or do you rely on the sturdiest armor and weapons to take out your enemies with brute force?

How did you come into the care of the witchers that trained you? Were you given up as a child, unwanted by your parents, to become someone else's problem? Were you already an adolescent when a roving witcher found you as an orphan and decided to bring you back to their keep? Or were you unwillingly taken, the reward ordained by fate to a witcher who invoked the law of surprise? No matter how you came into the life of a witcher, your past will inform your opinion on the role you play as a monster hunter.

Quick Build

You can make a witcher quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or on ranged weapons (or finesse weapons). Your next highest score should be Constitution or Intelligence. Second, choose the outlander background.

Class | Witcher

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

Proficiencies


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

  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose two from Arcana, Athletics, Intimidation, Investigation, Medicine, Nature, Perception, or Survival

Equipment

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

  • (a) chain shirt or (b) leather armor
  • (a) a longsword and a shield or (b) a martial weapon and a simple weapon
  • A hand crossbow and 20 bolts
  • Alchemist's supplies or an Herbalism kit
  • An explorer's pack

Alternatively, you start with 2d4 x 10 gp and may purchase equipment as you see fit.

Alchemical Formulae

Just as they served as the basis for what created them, all witchers learn to prepare complex alchemical mixtures to aid them on the Path. Your witcher level determines the number of alchemical items you can carry with you at a time, as shown in the Alchemy Pouch column of the Witcher table.

Crafting an alchemy item requires 10 minutes of work with either Alchemist's supplies or an Herbalism kit.

Every formula requires herbs, alcohol, and monster organs to craft them. These can be purchased from merchants in cities or harvested from nature and monster corpses, in the latter case requiring a Wisdom (Survival) check to scavenge for them in the wild. When you gain access to Enhanced and Superior versions of alchemical formulae at higher levels and you have an unused alchemy item in your inventory, you can use that item as the foundation for crafting its Enhanced or Superior version. When you do so, you can deduct the gold cost of the original item from the cost of the new version.

Bombs

Bombs are a useful weapon for witchers when facing large hoards of monsters, as well as when clearing out their nests. At 1st level you know the formulae for Devil’s Puffball, Dragon’s Dream, Grapeshot, and Samum bombs.

Bombs are considered martial ranged weapons, have a range of 20/60 feet, and detonate on impact. Standard bombs have an impact radius of a 5-foot sphere.

When you reach 5th level, you learn the formulae for Dancing Star, Dimeritium, Moon Dust, and Northern Wind bombs. You learn the Enhanced versions of every bomb type at 9th level, and the Superior versions at 13th level.

Oils

Weapon oils are essential for exploiting a monster's weakness. They provide additional damage when used against the corresponding creature type and either play to a monster's vulnerability or bypass their resistances. At 1st level you know the formulae for Fey, Giant, Plant, and Undead oils.

Only one type of oil may be applied to a weapon at a time, and one batch of oil is enough to coat a single slashing or piercing weapon or five pieces of slashing or piercing ammunition. Applying these oils requires 1 minute of application to take full effect, and can be wiped off in an equal amount of time.

When you reach 3rd level, you learn the formulae for Elemental, Monstrosity, and Ooze oils, and at 5th level you learn the formulae for Aberration, Dragon, and Fiend oils. You learn the Enhanced versions of every oil type at 9th level, and the Superior versions at 13th level.

Potions

Potions are indispensable tools that help witchers achieve further feats of inhuman ability. Brewed with highly toxic materials, they provide various boons and prove fatal when ingested by non-witchers. At 1st level you know the formulae for Black Blood, Cat, Full Moon, White Honey, and White Raffard's Decoction potions.

Ingesting a potion takes a bonus action, and doing so gives you 1 Toxicity point. You can tolerate Toxicity up to a maximum of 10 points. When your Toxicity reaches 6 you begin to suffer negative effects from ingesting too many witcher potions. As your Toxicity level rises you take damage equal to what is dictated by the next level in the Toxicity table below, but any side effects from the previous level carry over. Damage taken from the effects of high Toxicity cannot be reduced in any way.

Toxicity Level Negative Effect
6 1d10 poison damage
7 2d10 poison damage & disadvantage on ability checks
8 3d10 poison damage & movement speed is halved
9 4d10 poison damage & disadvantage on attack rolls and saving throws
10 You drop to 0 health and are unconscious

Toxicity can be reduced through periods of rest and meditation. During a short rest your Toxicity reduces by 1 for every hour spent without engaging in strenuous activity, and it reduces to 0 after you finish a long rest.

When you ingest potions of the same type the bonuses you gain do not stack, but the duration will reset if they were ingested at different times. Ingesting an Enhanced or Superior version of the same potion type will overwrite the original effect, however.

Class | Witcher

With the sole exception of the White Honey potion, which is brewed with simple alcohol and honeysuckle nectar, when a witcher potion is ingested by someone without a least one level of witcher the concoction acts with the same negative effects as a Potion of Poison (DMG page 188). Giving the target a White Honey potion immediately cancels this effect.

When you reach 3rd level you learn the formulae for Blizzard, Killer Whale, Maribor Forest, Swallow, and Thunderbolt potions, and at 5th level you learn the formulae for Golden Oriole, Petri’s Philter, and Tawny Oil potions. You learn the Enhanced versions of every potion type at 9th level, and the Superior versions at 13th level.

Witcher's Medallion

Even beggars and illiterate farmhands recognize a witcher by the medallion hanging from their neck. Earned through rigorous training, you were given your medallion upon finishing the first part of the Trials that made you into a keen hunter. Your medallion is a magical artifact of metal shaped into the head of your witcher school's bestial namesake. Refer to the Witcher School list when deciding what your medallion will look like.

While you wear this medallion you are aware of the presence of monstrous creatures nearby. You know if there is an aberration, dragon, elemental, fey, fiend, giant, monstrosity, ooze, plant, or undead within 30 feet of you due to your medallion’s subtle vibrations, but you do not know the creature’s exact location or its creature type. The severity of the medallion’s vibration gives you a non-specific idea of how many of these creatures are nearby and how powerful they are.

Your medallion's magic can penetrate most barriers but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Fighting Style

At 2nd level, you adopt a particular fighting style as your specialty. Choose one of the following options. You can't take a Fighting Style more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Bombardier

When you use a bomb as a weapon you gain a +2 bonus to damage rolls with that weapon.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Signs

By 2nd level you have learned the art of simple magic. Long ago witchers developed their own form of magic derived from that of the sorcerers who helped create them, and these have been passed from generation to generation. See Chapter 10 of the Player's Handbook for the general rules of spellcasting, and see the end of this document for the witcher spell list.

Spell Slots

The Witcher table shows how many spell slots you have to cast signs. To cast one of your witcher signs of 1st level or higher, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

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

Spells Known

You know seven 1st-level signs from the witcher spell list.

Witcher signs are a crucial part of a witcher's ability to stay alive when fighting monsters. As such, even novice witchers begin training to cast every witcher sign as soon as possible. Witchers rarely learn other styles of magic, but seasoned witchers have learned to innovate and still thrive with the basics.

Spellcasting Ability

Intelligence is your spellcasting ability for your witcher signs, since your magic is founded on years of studying magical tradition. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence when setting the saving throw DC for a witcher sign you cast and when making an attack roll with one.

Class | Witcher

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier

Witcher School

At 3rd level, you take up the title of a fully fledged witcher from the Witcher School that trained you since youth. Until this point you were considered a trainee, even with a decade or more of skill under your belt. But witchers live incredibly long lives, and you still have years of monster hunting ahead of you. Now you begin to walk the Path as a proper witcher from either the School of the Wolf, the School of the Cat, the School of the Griffin, the School of the Viper, the School of the Bear, or the School of the Manticore.

Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level. Those features reflect your Witcher School's specialization.

Sign Enhancements

You begin to experiment with your technique when casting signs. Your witcher level determines the number of enhancements you discover, as shown in the Sign Enhancements column of the Witcher table. You uncover more enhancements as you gain levels in this class.

At 3rd level you choose any two enhancements from the Sign Enhancements section of the Witcher Spell List. Certain enhancements require conditions to be met before you can access them, such as a specific witcher level or previously acquiring a different enhancement. You can't take a sign enhancement more than once.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

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

Professional Hunter

Starting at 6th level, your experience in the field has attuned your senses to the subtle trail of your mark. You have advantage on skill checks to identify the presence of and track down aberrations, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, and undead.

Inhuman Biology

Starting at 10th level, the mutations you underwent during your Trials strengthen your body, granting you preternatural abilities. You are immune to disease, and the inability to see a target doesn't impose disadvantage on attack rolls against it.

Alchemy Blitz

Starting at 14th level, utilizing your alchemical tools has become second nature. In times of great need you can use two potions in the same bonus action. Once you do so this feature cannot be used again until you finish a short or long rest.

Savage Retaliation

At 18th level, when you take damage twice from the same creature in a single round, you can use your reaction to make a weapon attack or cast a sign at that creature once. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1), and regain uses after finishing a long rest.

Seasoned Predator

At 20th level, you reach the pinnacle of what witchers were created to be: a magical, alchemical, and supernatural force that even monsters fear. You can't be surprised, and if you miss with a weapon attack you can add your Intelligence modifier to your next weapon attack roll against the same creature.

Witcher Schools

Every witcher hails from one of six schools: the School of the Wolf, the School of the Cat, the School of the Griffin, the School of the Viper, the School of the Bear, or the School of the Manticore.

School of the Wolf

Witchers from the School of the Wolf believe in versatility, relying equally on every tool at their disposal. They are the most likely of any witcher school to accept help from others they meet on the Path, even if they rarely journey with other witchers. Wolf School witchers maneuver like an animal in battle, always guarded and ready to improvise.

Fight Like a Pack

Starting at 3rd level, you sprint across the battlefield to avoid harm and aid your allies in the fight. You can take the Dash or Help action as a bonus action on your turn.

Steadfast

Starting at 7th level, you've learned to steel your mind and body so that nothing impedes you. You have advantage on saving throws against being charmed and frightened, and nonmagical difficult terrain costs you no extra movement.

Slip Past Defenses

At 11th level, you’re able to slip out of an enemy’s grasp and maneuver yourself into a better position. When an enemy misses with a weapon attack against you, you can use your reaction to move up to half of your movement speed. When you move in this way, other creatures have disadvantage on opportunity attacks against you.

Teamwork

At 15th level, when you make a weapon attack against an enemy that an ally is within 5 feet of, you have advantage on the attack roll.

Class | Witcher

School of the Cat

Every witcher tries to finish off their prey as quickly as possible, but Cat School witchers turn quick kills into an art form. As swift and deadly as a wild cat, witchers trained by the School of the Cat are nimble hunters that prefer for their targets to realize they're being hunted only after the killing blow has been made.

Swift of Foot

Starting at 3rd level, your speed increases by 10 feet while you are unarmored or wearing light armor. You don’t benefit from this feature while wearing medium armor, heavy armor, or while wielding a weapon with the Heavy property.

This benefit increases by 5 feet at 8th, 13th, and 18th level.

Fade from Sight

Starting at 7th level, you gain proficiency in the Stealth skill and you can attempt to hide even when you are only slightly obscured from view by foliage, crowds of people, or objects that would provide half cover.

Strike from the Shadows

At 11th level, when you make a weapon attack against a surprised creature or a creature that can’t see you, you gain a +2 bonus to the attack and damage rolls.

Aim True

At 15th level, when you make a ranged weapon attack, you can add double your Dexterity modifier to the attack roll.

School of the Griffin

No witcher can cast signs quite like those from the School of the Griffin. Known for their mastery of magic, Griffin School witchers are rumored to have created entirely new signs that other witcher schools have struggled to replicate.

Expert Enhancer

At 3rd level, you gain the benefits of training that emphasized the use of signs, and it allows you to discover creative casting techniques quicker than other witchers do. You choose two additional sign enhancements to learn.

You learn two extra sign enhancements again at 9th and 17th level.

Arcane Knowledge

Starting at 7th level, your years of study make discerning mysteries of the magical variety a breeze. You have advantage on Intelligence (Arcana) checks to identify magical effects.

Magic Adaptation

At 11th level, you are able to mimic magic practiced by sorcerers to create new signs to cast. You learn two spells from the griffin school spell list. The spells must be of a level for which you have spell slots. When you cast a griffin school spell the only component required to cast it is a somatic gesture unless the spell requires an item with a gold cost, an item that is consumed by the spell, or a weapon.

Whenever you gain a level in this class, you can replace one of the griffin school spells you know with another spell of your choice from the griffin school spell list. The new spell must be of a level for which you have spell slots.

At 17th level you know a total of four spells from the griffin school spell list.

Mystic Resistance

At 15th level, your familiarity with magic grants you advantage on saving throws against spells and other magical effects.

School of the Viper

Witchers from the School of the Viper are vicious killers that creep up on their prey like phantoms. When they attack they leave deadly poison in their wake to cripple their enemies and make the kill that much easier.

Additional Fighting Style

Starting at 3rd level, you learn the Two-Weapon Fighting style if you don’t already know it. If you already do, you choose to learn the Defense or Bombardier fighting style.

Antivenom

Starting at 7th level, you abide the first tenet of poison making: never brew a poison without also making its antidote. You gain proficiency in the Medicine skill. When you or another creature becomes poisoned you can make a Wisdom (Medicine) check to try to cancel the effect. If the poisoned condition was brought on by an item or effect with a specific save DC you make the Wisdom (Medicine) check against it, otherwise the DC is 15.

Snake Venom

At 11th level, weapon attacks you make deal an additional 1d6 poison damage. Additionally, weapon oils you craft have a chance to poison targets of the appropriate creature type. When you make a weapon attack that uses the appropriate weapon oil, your target must succeed on a Constitution saving throw or become poisoned. You use your spell save DC to determine a success with this ability. A creature that is poisoned in this way can repeat the Constitution saving throw at the end of each of its turns to stop the poison's effects.

At 17th level, the poison damage your weapon attacks deal increases to 2d6.

Potent Strike

At 15th level, when you attack a surprised creature or a creature that can’t see you with a weapon coated with weapon oil that benefits from the Snake Venom feature, your target automatically fails its Constitution saving throw and becomes poisoned.

Class | Witcher

School of the Bear

Bear School witchers can take hit after hit from the biggest fiends and keep steady on their feet. Favoring gear and signs that protect them from harsh attacks, they make up for their lacking agility with extra training using ranged weapons.

Bonus Proficiency

Starting at 3rd level, you gain proficiency with heavy armor.

Covered Bases

Also starting at 3rd level, when you make a ranged weapon attack you can choose to use your Strength modifier instead of your Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Ferocity

Starting at 7th level, when people don’t see your way you use your unnatural appearance and deadly reputation to make them. You have advantage on Charisma (Intimidation) checks.

The Best Defense

A 11th level, you recognize the best opportunities to switch up your defenses. When you have an active Quen or Heliotrope barrier, you can use an action to instantly dispel the active sign and cast the other in its place without expending a spell slot. When you do so, the new sign must be cast at the same spell level as the original. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1), and you regain uses when you finish a long rest.

At 17th level, you can use this feature a number of times equal to double your Intelligence modifier.

The Undying

At 15th level, your body is resilient in the face of death. When you have less than half of your hit points, you regain hit points equal to 1d10 + your Constitution modifier at the start of your next turn, and at the start of each turn afterwards until you are above half health. You don’t benefit from this feature if you are unconscious.

School of the Manticore

One of the lesser known witcher schools, witchers from the School of the Manticore are unparalleled in their alchemical craft. With a special interest in potions, Manticore witchers rely heavily on augmenting themselves to heighten their ability to deal lethal damage as often as they can in battle.

Improved Critical

Starting at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

Eye for Alchemy

Starting at 7th level, you learn to find the ingredients to make alchemy items even in the most sparse environments. Once a day, if you spend 10 minutes scavenging in the wild for alchemical ingredients you automatically gather an extra 50 gp worth of ingredients along with what you would be granted by your Wisdom (Survival) check, regardless of the environment you are in.

At 13th level, you automatically gather an extra 150 gp worth of ingredients when scavenging.

Increased Toxicity Threshold

At 11th level, your body has adjusted to the toxic nature of witcher potions. Your Toxicity level maximum is doubled.

For example, an ordinary witcher begins to face negative side effects when their Toxicity reaches 6, and worsens with each level after. You begin to face negative side effects when your Toxicity reaches 12 and the effects extend into the following level, meaning that at Toxicity 12 you take 1d10 poison damage and the same amount of damage at Toxicity 13. When your Toxicity reaches 14 you then take 2d10 poison damage and have disadvantage on ability checks, and so on.

Medicinal Properties

At 15th level, when you ingest any type of witcher potion other than White Raffard's Decoction you regain 1d6+4 hit points.

Class | Witcher

Alchemical Formulae List

Bombs

Dancing Star

Prerequisite: 5th level


  • Cost: 30gp

This bomb produces a fiery explosion that causes nearby opponents to start burning. All creatures in a 5-foot sphere must succeed on a DC 12 Dexterity saving throw. Targets take 3d6 fire damage and catch fire on a failed save, or half as much damage without burning on a successful one. Creatures on fire suffer 1d6 fire damage at the start of each of their turns. A creature can repeat the Dexterity saving throw at the end of each of its turns to put out the flames.

When the bomb detonates it ignites all flammable objects in range of where it lands.

Enhanced Dancing Star
Prerequisite: 9th level

Cost: 150gp


This version of the Dancing Star bomb has an increased DC of 14. The fire damage taken from the initial blast increases to 5d6, and the lingering burning damage increases to 2d6 fire damage.

Superior Dancing Star
Prerequisite: 13th level

Cost: 300gp


This version of the Dancing Star bomb's area of effect increases from a 5-foot to a 10-foot sphere, and it has an increased DC of 16. The fire damage taken from the initial blast increases to 7d6, and the lingering burning damage increases to 3d6 fire damage.

Devil's Puffball


  • Cost: 10gp

This bomb releases a cloud of poison when detonated. All creatures in a 5-foot sphere must succeed on a DC 12 Constitution saving throw. A creature that fails this save becomes poisoned. A creature poisoned in this way can repeat the Constitution saving throw at the end of each of its turns to stop the effects of the poison. The cloud lingers up to 5 minutes, unless it is blown away by a strong gust of wind. A creature that first enters the area of effect or starts its turn there must repeat the saving throw unless they are already poisoned.

Enhanced Devil's Puffball
Prerequisite: 9th level

Cost: 100gp


This version of the Devil's Puffball bomb has an increased DC of 14. When a creature fails their saving throw they also take 1d8 poison damage at the start of each of their turns while they remain poisoned.















Superior Devil's Puffball
Prerequisite: 13th level

Cost: 200gp


This version of the Devil's Puffball bomb's area of effect increases from a 5-foot to a 10-foot sphere, and it has an increased DC of 16. When a creature fails their saving throw they also take 2d8 poison damage at the start of each of their turns while they remain poisoned.

Dimeritium

Prerequisite: 5th level


  • Cost: 30gp

This bomb releases a cloud of dimeritium slivers that block magic and monsters' magical abilities. All creatures in a 5-foot sphere must succeed on a DC 12 Dexterity saving throw. On a failed save they are unable to cast spells up to 3rd-level. A creature under the effects of the dimeritium dust can repeat the Dexterity saving throw at the end of each of its turns to end this effect.

Enhanced Dimeritium
Prerequisite: 9th level

Cost: 150gp


This version of the Dimeritium bomb has an increased DC of 14. When a creature fails its saving throw it is unable to cast spells up to 5th-level.

Superior Dimeritium
Prerequisite: 13th level

Cost: 300gp


This version of the Dimeritium bomb's area of effect increases from a 5-foot to a 10-foot sphere, and it has an increased DC of 16. When a creature fails its saving throw it is unable to cast spells up to 7th-level.

Class | Witcher

Dragon's Dream


  • Cost: 10gp

This bomb releases a 5-foot sphere cloud of gas that is highly flammable. The cloud lingers up to 5 minutes, unless it is blown away by a strong gust of wind. When the cloud is ignited all targets in its radius must succeed on DC 12 Dexterity saving throw or suffer 2d8 fire damage, or half damage on a successful save. The gas has a distinct smell of phosphorus and appears similar to dust or mushroom spores.

Enhanced Dragon's Dream
Prerequisite: 9th level

Cost: 100gp


This version of the Dragon's Dream bomb has an increased DC of 14. The fire damage taken when the gas ignites increases to 4d8.

Superior Dragon's Dream
Prerequisite: 13th level

Cost: 200gp


This version of the Dragon's Dream bomb's area of effect increases from a 5-foot to a 10-foot sphere, and it has an increased DC of 16. The fire damage taken when the gas ignites increases to 6d8.

Grapeshot


  • Cost: 10gp

This bomb inflicts shrapnel damage to foes in its radius. All creatures in a 5-foot sphere must succeed on a DC 12 Dexterity saving throw. Targets take 2d6 piercing damage and 1d6 fire damage on a failed save.

Enhanced Grapeshot
Prerequisite: 9th level

Cost: 100gp


This version of the Grapeshot bomb has an increased DC of 14. The damage taken on detonation increases to 3d6 piercing and damage and 2d6 fire damage.

Superior Grapeshot
Prerequisite: 13th level

Cost: 200gp


This version of the Grapeshot bomb's area of effect increases from a 5-foot to a 10-foot sphere, and it has an increased DC of 16. The damage taken on detonation increases to 4d6 piercing damage and 3d6 fire damage.

Moon Dust

Prerequisite: 5th level


  • Cost: 30gp

This bomb contains silver splinters that pierce even the toughest hide and temporarily prevents monsters from transforming. All creatures in a 5-foot sphere must succeed on a DC 12 Dexterity saving throw. Targets take 2d6 piercing damage on a failed save. Piercing damage taken from this bomb is considered magical. A shapechanger that fails the saving throw instantly reverts to its original form. It can repeat the Dexterity saving throw at the end of each of its turns to shake off the silver shards, otherwise it cannot assume a new form.

Enhanced Moon Dust
Prerequisite: 9th level

Cost: 150gp


This version of the Moon Dust bomb has an increased DC of 14. The piercing damage taken increases to 4d6.

Superior Moon Dust
Prerequisite: 13th level

Cost: 300gp


This version of the Moon Dust bomb's area of effect increases from a 5-foot to a 10-foot sphere, and it has an increased DC of 16. The piercing damage taken increases to 6d6.

Northern Wind

Prerequisite: 5th level


  • Cost: 30gp

This bomb releases a burst of ice that freezes foes solid. All creatures in a 5-foot sphere must succeed on a DC 12 Dexterity saving throw. Targets take 2d8 cold damage and are considered frozen on a failed save, or half damage without being frozen on a successful save. A frozen creature's speed is reduced by 10 feet and attacks made against it have advantage. Frozen creatures thaw upon taking fire damage or after spending 5 minutes near a source of heat.

Enhanced Northern Wind
Prerequisite: 9th level

Cost: 150gp


This version of the Northern Wind bomb has an increased DC of 14. The cold damage taken increases to 4d8.

Superior Northern Wind
Prerequisite: 13th level

Cost: 300gp


This version of the Northern Wind bomb's area of effect increases from a 5-foot to a 10-foot sphere, and it has an increased DC of 16. The cold damage taken increases to 6d8.

Class | Witcher

Samum


  • Cost: 10gp

This bomb blinds opponents in its explosion radius. All creatures in a 5-foot sphere must succeed on a DC 12 Dexterity saving throw. Targets that fail this saving throw are blinded. A creature blinded in this way can make a DC 12 Constitution saving throw at the end of each of its turns to regain its sight.

Enhanced Samum
Prerequisite: 9th level

Cost: 100gp


This version of the Samum bomb has an increased DC of 14.

Superior Samum
Prerequisite: 13th level

Cost: 200gp


This version of the Samum bomb's area of effect increases from a 5-foot to a 10-foot sphere, and it has an increased DC of 16.

Oils

Abberation Oil

Prerequisite: 5th level


  • Cost: 30gp
  • Duration: 1 hour

This oil grants an additional 1d8 acid damage to weapon attacks made against abberations.

Enhanced Abberation Oil
Prerequisite: 9th level

Cost: 150gp
Duration: 5 hours


This version of the Abberation Oil grants an additional 2d8 acid damage to weapon attacks made against abberations.

Superior Abberation Oil
Prerequisite: 13th level

Cost: 300gp


This version of the Abberation Oil grants an additional 3d8 acid damage to weapon attacks made against abberations.

Dragon Oil

Prerequisite: 5th level


  • Cost: 30gp
  • Duration: 1 hour

This oil grants an additional 1d8 radiant damage to weapon attacks made against dragons.

Enhanced Dragon Oil
Prerequisite: 9th level

Cost: 150gp
Duration: 5 hours


This version of the Dragon Oil grants an additional 2d8 radiant damage to weapon attacks made against dragons.

Superior Dragon Oil
Prerequisite: 13th level

Cost: 300gp


This version of the Dragon Oil grants an additional 3d8 radiant damage to weapon attacks made against dragons.

Elemental Oil

Prerequisite: 3rd level


  • Cost: 20gp
  • Duration: 1 hour

This oil grants an additional 1d8 lightning damage to weapon attacks made against elementals.

Enhanced Elemental Oil
Prerequisite: 9th level

Cost: 125gp
Duration: 5 hours


This version of the Elemental Oil grants an additional 2d8 lightning damage to weapon attacks made against elementals.

Superior Elemental Oil
Prerequisite: 13th level

Cost: 250gp


This version of the Elemental Oil grants an additional 3d8 lightning damage to weapon attacks made against elementals.

Fey Oil


  • Cost: 10gp
  • Duration: 1 hour

This oil grants an additional 1d8 poison damage to weapon attacks made against fey.

Class | Witcher
Enhanced Fey Oil
Prerequisite: 9th level

Cost: 100gp
Duration: 5 hours


This version of the Fey Oil grants an additional 2d8 poison damage to weapon attacks made against fey.

Superior Fey Oil
Prerequisite: 13th level

Cost: 200gp


This version of the Fey Oil grants an additional 3d8 poison damage to weapon attacks made against fey.

Fiend Oil

Prerequisite: 5th level


  • Cost: 30gp
  • Duration: 1 hour

This oil grants an additional 1d8 radiant damage to weapon attacks made against fiends.

Enhanced Fiend Oil
Prerequisite: 9th level

Cost: 150gp
Duration: 5 hours


This version of the Fiend Oil grants an additional 2d8 radiant damage to weapon attacks made against fiends.

Superior Fiend Oil
Prerequisite: 13th level

Cost: 300gp


This version of the Fiend Oil grants an additional 3d8 radiant damage to weapon attacks made against fiends.

Giant Oil


  • Cost: 10gp
  • Duration: 1 hour

This oil grants an additional 1d8 acid damage to weapon attacks made against giants.

Enhanced Giant Oil
Prerequisite: 9th level

Cost: 100gp
Duration: 5 hours


This version of the Giant Oil grants an additional 2d8 acid damage to weapon attacks made against giants.

Superior Giant Oil
Prerequisite: 13th level

Cost: 200gp


This version of the Giant Oil grants an additional 3d8 acid damage to weapon attacks made against giants.

Monstrosity Oil

Prerequisite: 3rd level


  • Cost: 20gp
  • Duration: 1 hour

This oil grants an additional 1d8 lightning damage to weapon attacks made against monstrosities.

Enhanced Monstrosity Oil
Prerequisite: 9th level

Cost: 125gp
Duration: 5 hours


This version of the Monstrosity Oil grants an additional 2d8 lightning damage to weapon attacks made against monstrosities.

Superior Monstrosity Oil
Prerequisite: 13th level

Cost: 250gp
Duration: 10 hours


This version of the Monstrosity Oil grants an additional 3d8 lightning damage to weapon attacks made against monstrosities.

Ooze Oil

Prerequisite: 3rd level


  • Cost: 20gp
  • Duration: 1 hour

This oil grants an additional 1d8 poison damage to weapon attacks made against oozes.

Enhanced Ooze Oil
Prerequisite: 9th level

Cost: 125gp
Duration: 5 hours


This version of the Ooze Oil grants an additional 2d8 poison damage to weapon attacks made against oozes.

Superior Ooze Oil
Prerequisite: 13th level

Cost: 250gp
Duration: 10 hours


This version of the Ooze Oil grants an additional 3d8 poison damage to weapon attacks made against oozes.

Plant Oil


  • Cost: 10gp
  • Duration: 1 hour

This oil grants an additional 1d8 fire damage to weapon attacks made against plants.

Enhanced Plant Oil
Prerequisite: 9th level

Cost: 100gp
Duration: 5 hours


This version of the Ooze Oil grants an additional 2d8 poison damage to weapon attacks made against oozes.

Class | Witcher
Superior Plant Oil
Prerequisite: 13th level

Cost: 200gp
Duration: 10 hours


This version of the Plant Oil grants an additional 3d8 fire damage to weapon attacks made against plants.

Undead Oil


  • Cost: 10gp
  • Duration: 1 hour

This oil grants an additional 1d8 radiant damage to weapon attacks made against undead.

Enhanced Undead Oil
Prerequisite: 9th level

Cost: 100gp
Duration: 5 hours


This version of the Undead Oil grants an additional 2d8 radiant damage to weapon attacks made against undead.

Superior Undead Oil
Prerequisite: 13th level

Cost: 200gp
Duration: 10 hours


This version of the Undead Oil grants an additional 3d8 radiant damage to weapon attacks made against undead.

Potions

Black Blood


  • Cost: 10gp
  • Duration: 30 seconds

This potion turns a witcher’s blood toxic to repel vampires and other undead. For the duration of the potion’s effects undead creatures that deal you damage with unarmed and melee weapon attacks suffer 1d8 poison damage.

Enhanced Black Blood
Prerequisite: 9th level

Cost: 100gp
Duration: 30 seconds


This version of the Black Blood potion increases the amount of poison damage dealt to undead attackers to 2d8.

Superior Black Blood
Prerequisite: 13th level

Cost: 200gp
Duration: 30 seconds


This version of the Black Blood potion increases the amount of poison damage dealt to undead attackers to 3d8.

Blizzard

Prerequisite: 3rd level


  • Cost: 20gp
  • Duration: 30 seconds

This potion brings clarity of the mind when you slay your enemies. After ingesting this potion, when you bring a creature to 0 health or use the Help action to aid an ally to do so you gain advantage on your next attack roll and can take one additional reaction each round for the duration of the potion's effects.

Enhanced Blizzard
Prerequisite: 9th level

Cost: 125gp
Duration: 30 seconds


This version of the Blizzard potion grants advantage to your next two attack rolls when you meet its criteria.

Superior Blizzard
Prerequisite: 13th level

Cost: 250gp
Duration: 30 seconds


This version of the Blizzard potion grants advantage to your next three attack rolls when you meet its criteria.

Cat


  • Cost: 10gp
  • Duration: 10 minutes

This potion strengthens a witcher’s vision to allow them to see in the dark. For the duration of the potion’s effects you gain the benefits of Darkvision out to 30 feet.

Enhanced Cat
Prerequisite: 9th level

Cost: 100gp
Duration: 30 minutes


This version of the Cat potion increases the range of Darkvision granted to 60 feet.

Class | Witcher
Superior Cat
Prerequisite: 13th level

Cost: 200gp
Duration: 1 hour


This version of the Cat potion increases the range of Darkvision granted to 90 feet.

Full Moon


  • Cost: 10gp
  • Duration: 1 minute

This potion grants a minor health boost to increase the amount of damage you can take. You gain temporary hit points equal to 1d6+1 while under the effect of this potion.

Enhanced Full Moon
Prerequisite: 9th level

Cost: 100gp
Duration: 2 minutes


This version of the Full Moon potion increases the number of temporary hit points you gain to 2d6+2.

Superior Full Moon
Prerequisite: 13th level

Cost: 200gp
Duration: 10 minutes


This version of the Full Moon potion increases the number of temporary hit points you gain to 3d6+3.

Golden Oriole


Prerequisite: 5th level


  • Cost: 30gp
  • Duration: 1 minute

This potion works to counteract the presence of poison in your bloodstream. For the duration of the potion’s effects you gain resistance to poison damage. Additionally, if you are under the effects of the poisoned condition ingesting this potion cancels it.

Enhanced Golden Oriole
Prerequisite: 9th level

Cost: 150gp
Duration: 2 minutes


This version of the Golden Oriole potion also grants immunity to the poisoned condition.

Superior Golden Oriole
Prerequisite: 13th level

Cost: 300gp
Duration: 5 minutes


This version of the Golden Oriole potion grants immunity to poison damage as well as the poisoned condition.

Killer Whale

Prerequisite: 3rd level


  • Cost: 20gp
  • Duration: 10 minutes

This potion improves a witcher’s lung capacity and ability to see while underwater. For the duration of this potion’s effects you gain the ability to breathe underwater, and you gain the benefits of Darkvision out to 30 feet.

Enhanced Killer Whale
Prerequisite: 9th level

Cost: 125gp
Duration: 30 minutes


This version of the Killer Whale potion increases the range of Darkvision granted to 60 feet.

Superior Killer Whale
Prerequisite: 13th level

Cost: 250gp
Duration: 1 hour


This version of the Killer Whale potion increases the range of Darkvision granted to 90 feet.

Maribor Forest

Prerequisite: 3rd level


  • Cost: 20gp
  • Duration: 30 seconds

This potion works with a witcher’s momentum in combat to strengthen their attacks. When you successfully attack a target once with a weapon, you gain an additional 1d6 damage of the weapon’s damage type for each successive hit against the same target after the first attack for the duration of the potion's effects.

Enhanced Maribor Forest
Prerequisite: 9th level

Cost: 125gp
Duration: 30 seconds


This version of the Maribor Forest potion increases the additional damage to 1d8.

Superior Maribor Forest
Prerequisite: 13th level

Cost: 250gp
Duration: 30 seconds


This version of the Maribor Forest potion increases the additional damage to 1d10.

Petri's Philter

Prerequisite: 5th level


  • Cost: 30gp
  • Duration: 30 seconds

This potion gives a boost to your magical prowess. For the duration of this potion’s effects you gain a +2 bonus to all spell damage rolls.

Class | Witcher
Enhanced Petri's Philter
Prerequisite: 9th level

Cost: 150gp
Duration: 30 seconds


This version of the Petri's Philter potion increases the spell damage roll bonus to +4.

Superior Petri's Philter
Prerequisite: 13th level

Cost: 300gp
Duration: 30 seconds


This version of the Petri's Philter potion increases the spell damage roll bonus to +6.

Swallow

Prerequisite: 3rd level


  • Cost: 20gp
  • Duration: 30 seconds

This potion provides gradual health regeneration. You regain 1d8+2 hit points when you ingest this potion and again at the start of each of your turns for the duration of the potion’s effects. If you take damage between your turns roll a d4. On a 1, the potion’s effect skips your next turn and resumes on the turn following it.

Enhanced Swallow
Prerequisite: 9th level

Cost: 125gp
Duration: 30 seconds


This version of the Swallow potion increases the number of hit points regained to 2d8+4.

Superior Swallow
Prerequisite: 13th level

Cost: 250gp
Duration: 30 seconds


This version of the Swallow potion increases the number of hit points regained to 4d8+6.

Tawny Oil

Prerequisite: 5th level


  • Cost: 30gp
  • Duration: 30 seconds

This potion increases the frequency with which you can cast signs. You gain the ability to cast one 1st-level sign without expending a spell slot. After you cast a sign in this way, for the duration of the potion’s effects you can roll a d4 at the start of each of your turns. On a 4, you regain the ability to cast a 1st-level sign in this way.

Enhanced Tawny Oil
Prerequisite: 9th level

Cost: 150gp
Duration: 30 seconds


This version of the Tawny Oil potion grants the ability to cast one 1st- or 2nd-level sign in this manner.

Superior Tawny Oil
Prerequisite: 13th level

Cost: 300gp
Duration: 30 seconds


This version of the Tawny Oil potion grants the ability to cast one 1st-, 2nd-, or 3rd-level sign in this manner.

Thunderbolt

Prerequisite: 3rd level


  • Cost: 20gp
  • Duration: 30 seconds

This potion gives a boost to your physical prowess. For the duration of this potion’s effects you gain a +2 bonus to all weapon damage rolls.

Enhanced Thunderbolt
Prerequisite: 9th level

Cost: 125gp
Duration: 30 seconds


This version of the Thunderbolt potion increases the weapon damage roll bonus to +4.

Superior Thunderbolt
Prerequisite: 13th level

Cost: 250gp
Duration: 30 seconds


This version of the Thunderbolt potion increases the weapon damage roll bonus to +6.

White Honey


  • Cost: 5gp
  • Duration: Instantaneous

This potion is a cure for overconsumption. Ingesting this potion immediately lowers your Toxicity level to 0 and cancels all active witcher potion effects.

White Raffard's Decoction


  • Cost: 10gp
  • Duration: Instantaneous

This potion reinvigorates a witcher on their last legs. You regain 2d4+2 hit points.

Enhanced White Raffard's Decoction
Prerequisite: 9th level

Cost: 100gp
Duration: Instantaneous


This version of the White Raffard's Decoction potion increases the number of hit points you regain to 4d4+4.

Superior White Raffard's Decoction
Prerequisite: 13th level

Cost: 200gp
Duration: Instantaneous


This version of the White Raffard's Decoction potion increases the number of hit points you regain to 8d4+8.

Class | Witcher

Witcher Spell List

Witcher Signs

1st Level
  • Aard
  • Axii
  • Heliotrope
  • Igni
  • Quen
  • Somne
  • Yrden

Griffin School Spell List

1st Level
  • Catapult
  • Disguise Self
  • Earth Tremor
  • Feather Fall
  • Ice Knife
  • Ray of Sickness
  • Snare
2nd Level
  • Blindness/Deafness
  • Blur
  • Earthbind
  • Hold Person
  • Invisibility
  • Mirror Image
  • Shatter
3rd Level
  • Counterspell
  • Dispel Magic
  • Fear
  • Lightning Bolt
  • Remove Curse
  • Slow
  • Vampiric Touch
4th Level
  • Arcane Eye
  • Confusion
  • Elemental Bane
  • Greater Invisibility
  • Polymorph
5th Level
  • Cloudkill
  • Modify Memory
  • Seeming
  • Steel Wind Strike
  • Synaptic Static
  • Telekinesis
Class | Witcher

Sign Descriptions

Aard

1st-level evocation


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

A burst of telekinetic force emanates from your outstretched hand. Each creature in a 10-foot cone must make a Strength saving throw. On a failed save, a creature takes 2d8 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 loose objects such as rotten wood doors or crumbling rock walls are blown apart by the force of the spell. Nonmagical fires in the spell’s range are extinguished.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Axii

1st-level illusion


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: 10 minutes

You attempt to charm a humanoid or creature you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you and cannot willingly move closer to you unless you permit it, until the spell ends, or until you or your companions do anything harmful to it. The charmed target regards you as a friendly acquaintance if they are a humanoid or as not a threat if they are a creature.

When the spell ends, the target knows it was charmed by you. Additionally, only one target can be affected by Axii at a time.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher the duration of the spell's effect is increased by 10 minutes for each slot level above 1st.

Heliotrope

1st-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: 1 minute

A gleaming protective barrier surrounds you until the spell ends. The barrier has HP equal to 1d8+5 and protects the caster from spell attacks. It absorbs all acid, cold, fire, lightning, and poison damage damage dealt by spell attacks against you, taking the damage in your place. Every other type of damage dealt by spell attacks does full damage to the barrier and half damage to you. Weapon attacks that deal damage against you are not affected by Heliotrope, even if those weapon attacks are considered magical or deal additional elemental damage.

When the barrier reaches 0 HP it shatters and the spell ends. You suffer any remaining damage from the attack that destroyed it. Heliotrope cannot be active at the same time as Quen, and casting Quen while Heliotrope is active dispels the Heliotrope barrier.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the barrier’s health increases by 1d8+5 for each slot level above 1st.

Igni

1st-level evocation


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

Biting flames shoot from your open palm. Each creature in a 10-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save and is on fire. On a successful save it takes half damage and is not on fire. A creature on fire takes an additional 1d6 fire damage at the start of each of its turns. A creature on fire can repeat the Dexterity saving throw at the end of each of its turn to put out the flames.

The fire ignites any flammable objects in the area that aren’t being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage caused by the initial casting and lingering burning effect increases by 1d6 for each slot level above 1st.

Class | Witcher

Quen

1st-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: 1 minute

A gleaming protective barrier surrounds you until the spell ends. The barrier has HP equal to 1d8+5 and protects the caster from weapon attacks. It absorbs all bludgeoning, piercing, and slashing damage damage dealt by weapon attacks against you, taking the damage in your place. Every other type of damage dealt by weapon attacks deals full damage to the barrier and half damage to you. Spells that deal damage against you are not affected by Quen, even if those spells conjure weapons such as the cloud of daggers spell.

When the barrier reaches 0 HP it shatters and the spell ends. You suffer any remaining damage from the attack that destroyed it. Quen cannot be active at the same time as Heliotrope, and casting Heliotrope while Quen is active dispels the Quen barrier.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the barrier’s health increases by 1d8+5 for each slot level above 1st.

Somne

1st-level illusion


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: 10 minutes

You attempt to send one humanoid or creature into a magical slumber. Your target must succeed on a Wisdom saving throw or fall unconscious until the spell ends, the target takes damage, or someone uses an action to shake or slap them awake. A creature makes the saving throw with disadvantage if it is below half of its maximum health. Undead and creatures immune to being charmed aren't affected by this spell. Additionally, only one target can be affected by Somne at a time.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher the duration of the spell's effects increases by 10 minutes for each slot level above 1st.

Yrden

1st-level abjuration


  • Casting Time: 1 action
  • Range: Self (15-foot sphere)
  • Components: S
  • Duration: 1 minute

You conjure into existence a ring of glowing glyphs in a 15-foot sphere centered on yourself. When a creature enters the spell’s area for the first time or starts its turn there, it must succeed on a Wisdom saving throw, otherwise its speed is halved while in the spell’s area of effect. A creature that is invisible is made visible, and a creature that is on the Ethereal Plane is forcibly returned to the Material Plane. If Yrden is cast again before the end of the spell the original ring of glyphs vanishes.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher the duration of the spell increases by 1 minute and the spell’s range increases by 5 feet for each slot level above 1st.

Sign Enhancements

Aard Enhancements

Daze

Prerequisite: 14th level


When you cast Aard you can choose to force any number of targets that failed their Strength saving throw to become stunned until the end of their next turn.

Sweeping Aard

Prerequisite: 6th level


When you cast Aard you can choose to cast an alternate form of the sign. This changes the sign’s effect from a 10-foot cone to a 10-foot sphere centered on yourself.

Overturn


When you cast Aard you can choose to force any number of targets that failed their Strength saving throw to become knocked prone.

Axii Enhancements

Collective Thought

Prerequisite: 14th level


You are able to affect up to two targets with Axii at the same time. Additionally, when you cast Axii you can choose to affect one additional target within 5 feet of your original target.

Puppet


When you cast Axii you can choose to cast an alternate form of the sign. This changes the target's reaction to the effects, forcing the target to fight as your ally. You do not control the actions of the target, and they will act to the best of their abilities to protect themselves and attack what they perceive to be your enemies.

Somatic Courage

Prerequisite: 6th level, Puppet form of Axii


When you use the alternate form of Axii your target-turned-ally gains a boost to their attacks. Their weapon attacks deal an additional 1d6 damage of their weapon damage type. When cast using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Heliotrope Enhancements

Active Shield

Prerequisite: 6th level


When you cast Heliotrope you can choose to cast an alternate form of the sign. This allows you to absorb half of any acid, cold, fire, lightning, and poison damage the barrier takes from spell attacks as health.

Class | Witcher

Burst Shatter

Prerequisite: 6th level


When your barrier shatters you can use your reaction to cause it to explode into shards of light. All creatures within 5 feet of you must succeed on a Constitution saving throw or suffer 1d6 force damage. If this sign is cast using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Gale Shatter


When your barrier shatters you can use your reaction to cause it to burst outwards. All creatures within 5 feet of you must succeed on a Constitution saving throw or be blown back 10 feet.

Reactive Shield

Prerequisite: 14th level


When your barrier shatters you can use your reaction to expend a spell slot and immediately recast Heliotrope.

Reflective Shield

Prerequisite: 18th level


When your barrier takes acid, cold, fire, lightning, poison, or thunder damage from spell attacks, half of the damage taken is reflected back onto the creature that dealt it.

Upending Shatter

Prerequisite: 10th level


When your barrier shatters you can use your reaction to channel the explosive energy downward. All creatures within 5 feet of you must succeed on a Constitution saving throw or be knocked prone.

Igni Enhancements

Enduring Flame

Prerequisite: 6th level, Firestream form of Igni


When you use the alternate form of Igni and a creature that has been damaged by the spell is still in range on your next turn, you can continue the stream of fire and force it and any other creatures previously affected by Igni in range of the newly cast spell to fail their saving throw. When you do so, you must cast Igni in its alternate form at the same spell level as the previously cast Igni.

Firestream


When you cast Igni you can choose to cast an alternate form of the sign. This changes the spell's range from a 10-foot cone to a 20-foot long and 5-foot wide line.

Melt Armor

Prerequisite: 14th level


When you cast Igni you can choose one target that has failed its saving throw and focus the inferno on them. If the target is wearing armor or has natural armor, their Armor Class is permanently reduced by 1. Their Armor Class can continue to be reduced by a maximum of 5.

This only affects armor while it is worn, and a creature can replace their affected armor to restore their Armor Class rating. If this sign is cast using a spell slot of 2nd level or higher, the value by which the creature's Armor Class is reduced increases by 1 for each slot level above 1st.

Searing

Prerequisite: 18th level


When you cast Igni, all targets in range suffer from its burning condition regardless of whether they succeed on their Dexterity saving throw.

Quen Enhancements

Active Shield

Prerequisite: 6th level


When you cast Quen you can choose to cast an alternate form of the sign. This allows you to absorb half of any bludgeoning, piercing, and slashing damage the barrier takes from weapon attacks as health.

Burst Shatter

Prerequisite: 6th level


When your barrier shatters you can use your reaction to cause it to explode into shards of light. All creatures within 5 feet of you must succeed on a Constitution saving throw or suffer 1d6 force damage. If this sign is cast using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Gale Shatter


When your barrier shatters you can use your reaction to cause it to burst outwards. All creatures within 5 feet of you must succeed on a Constitution saving throw or be blown back 10 feet.

Reactive Shield

Prerequisite: 14th level


When your barrier shatters you are able to use your reaction to expend a spell slot and immediately recast Quen.

Reflective Shield

Prerequisite: 18th level


When your barrier takes bludgeoning, piercing, or slashing damage from weapon attacks, half of the damage taken is reflected back onto the creature that dealt it.

Upending Shatter

Prerequisite: 10th level


When your barrier shatters you can use your reaction to channel the explosive energy downward. All creatures within 5 feet of you must succeed on a Constitution saving throw or be knocked prone.

19
Class | Witcher

Somne Enhancements

Nightmare


When you cast Somne you can choose to cast an alternate form of the sign. This forces a target that fails its Wisdom saving throw to take 1d6 psychic damage once it falls asleep. The target continues to take 1d6 psychic damage at the beginning of each of its turns until it wakes up. This damage does not cause the target to awaken. If this sign is cast using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Sleep Like Death

Prerequisite: 18th level


When a target fails it's Wisdom saving throw you can attempt to sap all of its energy. The target must roll a d100. On a 2 or lower, its health drops to 0 and it falls unconscious. If this sign is cast using a spell slot of 2nd level or higher, the range for the d100 roll needed to activate this feature increases by 2 for each spell slot level above 1st.

Slumbering Masses

Prerequisite: 10th level


You are able to affect two targets with Somne at the same time. Additionally, when you cast Somne you can choose to affect one additional target within 5 feet of your original target.

Yrden Enhancements

Arcane Static

Prerequisite: 14th level, Magic Trap form of Yrden


When you use the alternate form of Yrden and activate a glyph that successfully deals damage to a creature, the target also becomes stunned until the end of their next turn.

Magic Trap

Prerequisite: 6th level


When you cast Yrden you can choose to cast an alternate form of the sign. This changes the 15-foot sphere centered on you into 3 glyphs that you place in spaces you can see within 30 feet of you. The glyphs connect by straight lines to form the spell's area of effect. As a bonus action you can activate one of these glyphs to send an arc of violet lightning at a creature within Yrden's area of effect. The target must succeed on Dexterity saving throw or take 1d8 lightning damage.

When a glyph is used it dims and can no longer be activated in this way, although it continues the normal effects of the sign. If this sign is cast using a spell slot of 2nd level or higher, you may place 1 additional glyph and the damage increases by 1d8 for each slot level above 1st.

Spell Ward

Prerequisite: 10th level


When you cast Yrden, spells that target you while you are within the spell's area of effect or that are casted by a creature within the spell's area of effect go awry. Spells of an equal level or lower than the slot level used to cast Yrden are dispelled.

Supercharge


When a creature first enters the spell's area of effect or starts its turn there, it suffers 1d8 lightning damage. If this sign is cast using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

20
Class | Witcher

Playing a Witcher

When you create your witcher character, and as you continue to play them, be sure to communicate with your DM about ways of working your class into the campaign both mechanically and flavorfully. Below are a set of suggestions to streamline the process and allow for an authentic experience as a witcher. These suggestions are not required for use with the Witcher class in your campaign, only ideas to be taken into consideration for fun and for balance. You can adopt any, all, or none of them as you and your DM see fit.

Alchemy Prices

The gold cost of alchemy items are flexible to fit into the average cost of similar items in the world of D&D, with a reduction compared to most standard items to give this class feature an extended lifespan while playing your character. Your DM is free to lower or raise the cost of alchemy items as they see fit, so long as the prices follow a tiered cost pattern similar to the one presented in this document.

Remember that potions made by a witcher are usable exclusively by witchers, but nothing is stopping a witcher from handing a teammate a bomb or offering up weapon oils before a major battle. As such, you will want to find a balance between keeping the incentive to use witcher items rather than store bought ones and making alchemy a crutch for the entire party to lean on.

Acquiring Formulae In-Game

As the class is presented a witcher is presumed to gain access to new formulae through no particular means in their narrative. When your character reaches a level that grants them new formulae, you or your DM may consider approaching it as a roleplaying opportunity. Maybe your witcher stumbles across these formulae as written by witchers that have come before them, or perhaps they write these new formulae themselves after experimenting with the formulae they already know. It could be that a merchant has come into possession of a particularly potent potion recipe, or your witcher happened to cross paths with one from another school and the two of you decided to share what you know.

Homebrewed Wildlife

The weapon oils witchers brew are designed to bypass known resistances or exploit weaknesses of the monsters they face. That said, these damage types were chosen based on a general observation of monsters presented in official materials. If your campaign makes heavy use of homebrew monsters, have your DM take this into consideration in case their creatures fall outside the norm of what can be found in the Monster Manual or other official sourcebooks. Weapon oil damage types can be changed if the majority of a creature type in your campaign is otherwise immune to or resists their cooresponding oil.

Multiclassing

If your DM allows for multiclassing into the Witcher class here is what you gain if you take it as one of your classes:

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

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

Spell Slots. Add half your levels (rounded up) in the witcher class to the appropriate levels from other classes to determine your available spell slots.

You gain Witcher Class Features as you gain levels in this class, with a few additional rules for Alchemical Formulae, Inhuman Biology, and Alchemy Blitz.

Because you are presumably entering witcher training in adulthood, it is ill-advised that you undertake the Trial of the Grasses. You therefore would not benefit from ingesting witcher potions or the mutations granted to traditional witchers. However, determined adult witchers may choose to ignore such advice and allow themselves to be mutated.

Late-Mutation Witchers

If you are already physically matured and choose to undergo mutations regardless of the risks, refer to the alternate class features listed below.

Alchemical Formulae

Your Toxicity can never be reduced below 2. If you join the School of the Manticore and gain the Increased Toxicity Threshold feature, your Toxicity can never be reduced below 4.

Inhuman Biology

You gain resistance to disease rather than immunity to it.

Non-Mutated Witchers

If you choose to forgo mutations altogether during your Trials, refer to the alternate class features listed below.

Alchemical Formulae

Your lack of mutations renders the ingestion of witcher potions potentially fatal. You can continue to craft bombs, oils, and potions as normal, but you suffer the same negative effects when ingesting a potion as a non-witcher.

Inhuman Training

Rather than gain the Inhuman Biology feature you gain the Inhuman Training feature.

The training you underwent during your Trials strengthens your body, granting you almost preternatural abilities. The inability to see a target doesn't impose disadvantage on attack rolls against it, and when you would suffer from exhaustion due to nonmagical means you may use an action to attempt a Constitution saving throw to put off the effects of exhaustion for up to an hour. The DC of the saving throw is determined by the DM, and if you suffer from conditions that continue to exhaust your body you must repeat the saving throw each time, increasing the DC by 2 with each attempt.

21
Class | Witcher

Alchemy Blitz

Rather than the original potion-centric Alchemy Blitz feature you gain an alternate bomb-centric feature.

When you engage in two-weapon fighting, you can use a bomb as the weapon for your second attack. Once you do so this feature cannot be used again until you finish a short rest.

Scavenging for Ingredients

No specific Wisdom (Survival) check DCs are presented in the description for the Alchemical Formulae feature as an invitation for flexibility. If your DM prefers a predetermined system, use the following suggestions:

Scavenging for ingredients to make a standard alchemy item has a DC of 10. Scavenging for Enhanced and Superior versions of these items have a DC of 13 and 16, respectively. When scavenging in places of abundant foliage or barren wastes, lower or raise the DC by up to 3.

It is also important to note that a witcher may come into possession of alchemical ingredients through two primary methods: purchasing them in towns and gathering the ingredients themselves. Because the prices of witcher alchemy items can reach as high as 300 gold it is expected that at least half of a witcher's stock comes from the wild free of charge. Suggested amounts to be scavenged per attempt are provided below.

Character Level Scavenged Ingredients Price
1-4 5-30gp
5-10 50-150gp
11-16 150-300gp
17-20 250-400gp

Additionally, the amount of time being spent gathering ingredients could play a factor. A witcher that is hastily carving out monster organs is more likely to ruin the parts they need than one who is taking their time. In this case the DM can favor either end of the suggested range accordingly.

Silver Weapons

Rules for obtaining silver weapons and ammunition - a staple in any witcher's arsenal - already exist in the Player's Handbook on page 148. As such, you may wish to start your adventure with a silver weapon already in your possession as silver weapons are excellent at bypassing resistance or immunity to nonmagical weapons.


Class created by /u/Aesahaettr_

Artwork Used

Forest, woodland, wood and mist by Sebastian Unrau (p1)
Needles on blurry tree branches by Amanda Mocci (p2)
All other artwork has been gathered from official art and in-game images from The Witcher series of video games, and from the spin-off game Gwent. They belong to the original artists at CD Projekt Red.