The Witcher
| Level | Proficiency Bonus | Features | Adrenaline Cap | Alchemical Items |
|---|---|---|---|---|
| 1st | +2 | Mutations, Witcher School Feature | - | - |
| 2nd | +2 | Alchemy, Fighting Style, Studious Eye | - | 2 |
| 3rd | +2 | Adrenaline, Signs, Witcher School Feature | 2 | 2 |
| 4th | +2 | Ability Score Improvement | 2 | 2 |
| 5th | +3 | Extra Attack, Meditation | 3 | 2 |
| 6th | +3 | Witcher School Feature | 3 | 2 |
| 7th | +3 | Studious Eye (Improvement) | 3 | 3 |
| 8th | +3 | Ability Score Improvement | 3 | 3 |
| 9th | +4 | Hardened Resolve | 4 | 3 |
| 10th | +4 | Witcher School Feature | 4 | 3 |
| 11th | +4 | Slayer | 4 | 3 |
| 12th | +4 | Ability Score Improvement | 4 | 3 |
| 13th | +5 | Agile Dodge, Studious Eye (Improvement) | 5 | 4 |
| 14th | +5 | Witcher School Feature | 5 | 4 |
| 15th | +5 | Magical Defense | 5 | 4 |
| 16th | +5 | Ability Score Improvement | 5 | 4 |
| 17th | +6 | Slayer (improvement) | 5 | 4 |
| 18th | +6 | Witcher School Feature | 5 | 4 |
| 19th | +6 | Ability Score Improvement | 5 | 4 |
| 20th | +6 | Greater Mutations | 5 | 4 |
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, hand crossbows
- Tools: alchemist's supplies, herbalism kit
- Saving Throws: Dexterity, Intelligence
- Skills: Choose 3 from Acrobatics, Arcana, Athletics, Intimidation, Investigation, Nature, Perception, Survival and Medicine
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) scale mail,(b) two martial weapons or (c) chain mail (if proficient)
- (a) a steel longsword and a silver longsword or (b) one martial weapon and one silvered martial weapon
- (a) hand crossbow and 20 bolts or (b) two handaxes or (c) shield (if proficient)
- (a) a monster hunter’s pack (CoS) or (b) an explorer’s pack
- alchemist's supplies
Mutations
As a witcher, you have undergone mutations to your body including the perilous Trial of the Grasses. Starting at 1st level, you gain the following benefits:
- You have darkvision, up to a range of 30 feet or increase current darkvision by 30ft. At 10th level, your darkvision range increases by further 30 ft. At 15th level, you also gain blindsight to a range of 30 feet.
- You have advantage on Wisdom (Perception) and Wisdom (Survival) checks based on smell or hearing.
- Your lifespan is extended dramatically - you age at a rate 4 times slower than regular members of your race.
- Your walking speed is increased by 5 feet. At 10th level,this bonus increases to 10 feet. At 15th level, this bonus increases to 20 feet, and you gain a climbing speed equal to your walking speed.
Physical Changes
Even if your body survived the Trial of the Grasses, it is invariably scarred. Roll d6 twice or choose two of the following changes from the table below.
Changes
| d6 | Physical Change |
|---|---|
| 1 | Your hair loses all pigment, turning it white |
| 2 | Your pupils turn 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 your hair. |
Witcher School
At 1st 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 1st level and again at 3rd, 6th, 10th, 14th and 18th level.
Alchemy
At 2nd level, you learn a number of alchemical formulae, listed under "Alchemical Items".
After a long rest, you can produce a number of items, as indicated in the Alchemical Items column of the witcher table. They last until used or until the end of your next long rest. Creating these items requires you to have alchemist's supplies on your person and one empty flask per potion or oil.
Only you can use the products you create, and 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.
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.
Your alchemy is improved at level 9
Studious Eye
By 2nd level, you have learned to identify certain traits and characteristics in creatures you fight.
By observing a creature for 1 minute, you learn one aspect about the creature of your choice: Creature Type, Armor Class, Senses, Damage Vulnerabilities, Damage Resistances, Damage Immunities, or Condition Immunities.
This feature is improved at 7th and 13th levels.
Fighting Style
Also 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.
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.
Close Quarters Shooter
When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
Defense
While you are wearing armor, 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.
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, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Interception
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Versatile Fighting
When wielding a versatile weapon with two hands you gain a +2 bonus to damage rolls. When wielding a versatile weapon with one hand, and nothing in your other hand, you gain a +2 bonus to attack rolls. In addition, as a bonus action you can make an unarmed strike or shove attack if you have a free hand to do so.
Adrenaline
At 3rd level, you have learned the art of reading your opponent and the battlefield, allowing you to enhance your attacks and use powerful abilities.
Your Adrenaline Points are set to 1 when you roll initiative, and you generate 1 Adrenaline Point every turn outside of Combat to a maximum of 1.
You gain 1 Adrenaline Point each time you successfully hit with a weapon attack, up to your Adrenaline Point cap, which is detailed on the Witcher class table. You lose all Adrenaline Points after combat ends.
When you make a weapon attack, you can use 2 Adrenaline Points to grant yourself advantage on that attack; if you do so, that attack cannot generate Adrenaline Points.
Signs
Starting at 3rd level, you are able to channel your Adrenaline to cast a few simple but practical magic hexes used by witchers called signs.
You can cast a sign as a bonus action, unless stated otherwise, by spending 1 Adrenaline Point. You can only cast one sign on your turn.
You can't cast a sign while holding something in each hand or wielding a weapon with the two-handed property.
Signs are considered level 1 spells with somatic components for the purposes of other magical effects, and are not considered weapon attacks.
Some 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
Aard
You blow a powerful burst of air at a Large or smaller creature within 15 feet. It must succeed on a Strength saving throw. On failure, the creature is pushed back up to 10 feet and knocked prone. On success, they are only pushed back 5ft instead and do not fall prone.
Axii
A creature within 30 feet must make a Wisdom saving throw. On a failed save, you can add your Intelligence Modifier to all Charisma checks directed at the creature for 10 minutes. Alternatively, you may add this bonus to Animal Handling checks. If you attack the creature or target it with a harmful spell or ability, the effect ends. On a successful saving throw, the creature knows you attempted to influence it.
Heliotrop
Whenever you are hit by a weapon attack, or subjected to a Strength or Dexterity saving throw from a physical force (falling rock, flooding water, forest fire), you can use your reaction to cross your wrists and summon a magical barrier against the source. Doing so adds half of your Proficiency Bonus (rounded up) to your AC or Saving Throw, potentially causing you to avoid the harm.
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 1d6 fire damage on a failed save, or half as much damage on a successful one. A flammable object in the area ignites if it isn't being worn or carried. This damage increases by 1d6 at 5th, 11th, and 17th level.
Quen
You place a protective shield on yourself. For the next minute, the first time you take damage from a weapon attack, that damage is reduced by 1d6. This reduction increases by 1d6 at 5th, 11th, and 17th level.
Yrden
Holding your hand towards a point on the ground within reach, 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 change their form (shapechange) while in its area, and creatures on the Ethereal Plane are treated as if they are not. You can only have 1 Yrden active at a time.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Extra attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Meditation
At 5th level, you can manipulate your metabolism to deeply meditate and stave off both hunger and exhaustion. You can enter a trance-like state for any number of hours. During this time, you accumulate hunger and thirst ten times slower than normal, and do not require sleep. After 6 hours of largely uninterrupted meditation, you receive the benefits of a long rest.
While meditating you cannot see and are less aware of your surroundings. You have disadvantage on any Wisdom (Perception) checks but are otherwise conscious, although excessive mental activity will halt meditation.
Studious Eye Improvement
At 7th level, you choose one of Intelligence (Investigation), Wisdom (Perception), Wisdom (Insight), or Wisdom (Survival) that you are proficient in; your proficiency bonus is doubled for any ability check that uses the chosen skill.
Additionally, you can now spend 1 Adrenaline Point in combat as a bonus action, to learn one aspect about the creature of your choice: Creature Type, Armor Class, Senses, Damage Vulnerabilities, Damage Resistances, Damage Immunities, or Condition Immunities.
This feature is improved at 13th level.
Hardened Resolve
When you reach 9th 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.
As a bonus action, you can spend 2 Adrenaline Point and end the Charmed or Frightened condition affecting you.
Improved Alchemy
At 9th level, you can craft potent Toxic versions of your potions. These potions double the Maximum HP reduction but offer significant improvements.
Additionally, during the short rest, you can exchange one crafted alchemical component to make a different one.
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 half your proficiency bonus (rounded up). This bonus damage increases to your proficiency bonus when you reach 17th level in this class.
Agile Dodge
At 13th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or a lightning bolt 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 expend 2 Adrenaline Points to move up to half your movement speed, potentially moving you outside the effect’s area.
Perfected Studious Eye
At 13th level, whenever you observe a creature, you may learn two aspects of your choice instead of 1. Additionally, you can choose another proficiency from the list.
Magical Defense
At 15th level, your experience fighting wielders of dark magic has made you skilled at resisting magical attacks. So long as you are not incapacitated, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.
Greater Mutations
At 20th level, the mutations from your trial have made profound changes in your physiology. You are immune to poison damage, all diseases and the poisoned condition. Also, choose two of your ability scores. Those ability scores each increase by 2, to a maximum of 22.
Alchemy
Potions
Potions are a dangerous affair overall. But witcher potions even more so. Even a seasoned witcher thinks twice before consuming a vile and toxic concoction. Though the rewards of imbibing one pay back in spades.
Upon drinking a potion, your maximum HP is decreased by your level, until you complete a short or long rest. Toxic potions decrease your max HP by twice your level.
Thunderbolt
Increased strength and adrenaline release enhances your combat prowess. You gain a +1 bonus to attack and damage rolls for 10 minutes.
Toxic: Bonuses are doubled.
Petri’s Philter
For one minute, so long as your health is not reduced to zero, your signs' effects act as if you were 6 levels higher (if possible.)
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.
Toxic: The range of darkvision is increased to 60, and you can discern color with your darkvision.
White Raffard
A restorative potion that closes wounds and quickens healing. You regain hit points equal to 1d6 + your witcher level.
Toxic: The amount of hit points regained equals to 1d6 + twice your witcher level.
Swallow
For one minute, so long as your health is not reduced to zero, you recover 4 + your Constitution modifier (min 0) hp at the start of each of your turns, if you have no more than half of your hit points left.
Toxic: 4 + Twice your constitution modifier.
Blade Oils
(Blade Oil is neither Bomb nor Potion)
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 in this flask to coat one melee weapon or 20 pieces of ammunition.
A creature of the chosen creature type takes 1d4 additional weapon damage when hit by the weapon. Once applied, the oil retains potency for 1 hour before drying.
Bombs
Dancing Star
When lobbed up to 30 feet as an action, the bomb detonates dealing 2d6 fire damage to each creature within a 10 foot radius, or half as much damage on a successful Dex save. The bomb creates a 10 foot radius patch of fire, dealing 1d6 fire damage to creatures that enter it or start their turn in it. The fire lasts 1 minute or until extinguished.
Devil’s Puffball
When lobbed up to 30 feet as an action, the bomb detonates releasing poisonous gas in a cloud of radius 10 feet 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. The cloud disperses after 1 minute.
Dimeritium
When lobbed up to 30 feet as an action, the bomb detonates releasing grains of magic-nullifying Dimeritium into a cloud of radius 10 feet. Creatures inside the cloud cannot cast spells. 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 failure, the creature loses concentration on any spell it was concentrating on. The cloud disperses after 1 minute.
Grapeshot
When lobbed up to 30 feet as an action, the bomb detonates releasing dangerous shrapnel flying in a sphere of 20 ft radius feet. 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.
Moondust
When lobbed up to 30 feet as an action, the bomb detonates releasing finely powdered silver into a cloud of radius 10 feet. Creatures inside the cloud cannot transform. Shapechangers additionally must make a Constitution saving throw. On failure, shapechangers revert back to their normal form. The dust disperses after 1 minute.
Creatures that enter or start their turn in the cloud must make a Dexterity saving throw. On failure, they are coated in a fine silver dust, preventing them from benefiting from invisibility.
Samum
When lobbed up to 30 feet as an action, this bomb creates a burst of blinding light. Each creature in the area must succeed on a Constitution saving throw, 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.
School of the Bear
Heavy Gear Training
When you choose this school at 1st 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.
Thick Skin
By 3rd level, you have developed natural defenses on your body to defend you from the elements; you are resistant to adverse effects due to extreme weather and temperatures.
Additionally, your Max HP increases by 3, and whenever you gain a level thereafter, your hit point maximum increases by an additional 1 hit point.
Toxic Anatomy
When a witcher potion would reduce your Max HP by your level, it instead reduced it by half your level (rounded down). The same applies to Toxic versions, which now only reduce your Max HP by your level.
Whenever your Max HP is reduced due to a witcher potion, you deal an additional 1d4 damage with your weapon attacks, and take 1d4 reduced damage from Piercing, Slashing and Bludgeoning damage.
For every additional witcher potion, that is reducing your HP maximum, increase the die size of this feature by 1 step (2 potions - 1d6, 3 potions - 1d8, 4 potions - 1d10).
At level 11, during a short rest, you can brew 1 Witcher Potion.
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.
Furthermore, you become proficient in Constitution saving throws.
Furious Retaliation
Starting at 10th level, when you take damage from a creature that is within 5 feet of you, you can spend 2 Adrenaline Points to make a melee weapon attack against that creature. This attack generates no Adrenaline Points.
If you are below half your maximum hit points after taking that damage, you have advantage on the attack roll.
Ursine Endurance
You can add up to half your proficiency (rounded up) to Saving Throws you are not proficient in. Additionally, when you fail a saving throw at which you are proficient, you can choose to succeed instead. Once this feature is used, it cannot be used again until you complete a long rest.
School of the Cat
Form Over Force
When you choose this school at 1st level, you critically strike on a roll of 19 or 20 on the d20. Also, a melee weapon without the heavy or two-handed property gains the finesse property when you wield it.
Hunters Rush
Starting at 3rd level, you can dash or disengage as a bonus action if you spend 1 Adrenaline Point. Additionally, when you critically strike you gain Adrenaline up to your cap.
Heartless
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.
Also, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a weapon attack that has the finesse property.
Hemorrhaging Critical
Upon reaching 10th level, whenever you score a critical hit on an attack with a melee weapon, the target additionally suffers half of the damage rolled on the damage dice for the attack at the end of its next turn.
Killer Instinct
Starting at 14th level, whenever you score a critical hit or reduce a creature to 0 hit points with a melee attack on your turn, you can immediately move up to half your speed and make a melee attack. This can only be triggered once per turn. Also, your weapon attacks now score a critical hit on a roll of a 18 - 20.
Deadly Flurry
At level 18, you can use your focus to unleash a flurry of blows. When you take the attack action, you can expend 3 focus to make two additional weapon attacks as part of that action. These attacks cannot generate Adrenaline. Once you use this feature, you cannot use it again until you complete a long rest or critically strike with a weapon attack.
School of the Crane
Marksman’s Eye
You gain climbing and swimming speed, equal to your normal speed. You can ignore the somatic requirement of signs while holding a weapon in each hand. Additionally, you gain proficiency in water vehicles.
Mariner’s Precision
Beginning at 3rd level, when you make an attack with a one handed light melee weapon on your turn, you can use a bonus action to attack with a light ranged weapon you are holding in your other hand. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative or you have the two weapon fighting fighting style.
When you fire a weapon with the ammunition property this way, you can reload the weapon using the hand holding your light melee weapon as part of the attack.
Marksman’s Stance
Once you reach 6th level, you learn to steady your footwork and never miss a beat. You're unaffected by difficult terrain and spells and other magical effects cannot reduce your speed while you aren't incapacitated. You have advantage on saving throws against effects that would knock you prone.
Quick Strike
At 10th level, when a creature enters within 5 feet of you, you can use your reaction to immediately move up to half your speed without provoking opportunity attacks. Before or after using this reaction, you can attack the creature with a weapon of your choice.
Ear to the Ground, Eyes to the Sky
When a creature approaches within 30ft of you, you can immediately take a ranged attack of opportunity against them. If this creature would then approach within 5ft of you, you can use Quick Strike, even if your reaction is already expended.
Absolute Precision
At 18th level you have mastered your swashbuckling abilities. When you miss with a melee or ranged weapon attack, your next weapon attack on the same turn of the other type is made with advantage.
School of the Griffin
Well Educated
When you choose this school at 1st level, you have spent time studying lore and mingling with higher society. You gain proficiency in two skills of your choice from among Arcana, History, Nature or Religion.
Additionally, you can use your Intelligence for Charisma checks.
Tireless Evoker
Your Adrenaline Points are set to 2 when you roll initiative, and you generate 1 Adrenaline Point every turn outside of Combat to a maximum of 2.
Furthermore, your Adrenaline Point cap increases by 1 at 3rd, 6th, 10th, 14th and 18th level.
Sign Intensity
When you cast a sign, you can expend 1 extra Adrenalin Point to add an extra effect as listed below.
- Igni: When empowered, you can release a continuous stream of fire when casting Igni, as if you are concentrating on a spell, in a 15ft long, 5ft wide line. If you do, you can maintain Igni on each of your subsequent turns without expending Adrenaline, but you must use one of your Attacks to cast it and you can ́t use the same hand for anything else. You can maintain this effect for up to 1 minute.
- Quen: A creature that triggers your Quen shield with a melee attack is pushed back 5 feet. If the attack's damage is reduced to zero, the attacker is also knocked prone.
- Yrden: When empowered, Ranged attack rolls against creatures inside the ring, or ranged attacks at creatures across it are made at disadvantage.
- Aard: When empowered, all creatures in a 10 foot radius sphere around you are affected instead.
- Axii: When empowered, whenever a creature affected by your Axii targets you with an attack or a harmful spell or effect, it must succeed on a Wisdom saving throw or choose a different target.
- Heliotrop: When empowered, the bonus Heliotrop provides now equals your proficiency bonus.
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 d6 and add the number rolled to the check's total. Additionally, whenever you are subject to a feature that would make you act against your core values (such as the Command spell), you can immediately make a saving throw against it with advantage.
Elemental Flow
Beginning at 14th level, your mastery of signs allows you to use the energy they release to charge your weapon with arcane power. After you cast a sign, you may charge a weapon that you are holding provided it is not already charged with this feature. The next time you hit an enemy with a weapon attack using the charged weapon, that attack deals an additional 1d6 fire, lightning, or cold (your choice) damage and generates an additional 1 Adrenaline Point. If unused, the charge fades after one minute.
Battlemage
At 18th level, you can roll an additional sign die when casting Aard, Igni or Quen. Also, once per turn when you take the Attack action on your turn, you can forego one attack and instead cast a Sign.
School of the Manticore
Protector Training
Starting at 1st level, you gain proficiency with shields and learn the Protection Fighting Style. Additionally, you can ignore the somatic requirement of signs while using shields.
Defend the Weak
When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated, you die or if someone else marks the creature.
While the marked creature is within 5 feet of you, it has disadvantage on any attack roll that doesn’t target you.
Warriors that Fight together…
Following the same rules, you can cast Heliotrope and Quen signs on an ally within 30ft of you, with them as the source. Additionally, you can use the Help action as a bonus action. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you.
…Live to see Another Day
You learn new ways to protect and assist your allies. When you cast Axii on a creature outside of combat, both you and your allies benefit from this sign. Alternatively, when a creature you can see attacks a target other than you that is within 15 feet of you, you can use your reaction to cast Axii for 2 Adrenaline Points. Doing so imposes disadvantage on the attack roll. When your ally is subjected to a spell or effect with an area of effect, you can target that ally with Aard as a reaction for 2 Adrenaline Points. They can choose to willingly fail the saving throw, causing them to be pushed 10ft away from you and not being knocked prone, possibly causing them to be pushed outside the area of effect. When you cast Igni, allies within it’s area of effect automatically succeed on the saving throw, taking no damage as the result and suffering no adverse effects.
Helping Hands
Whenever your ally benefits from your Signs, Help action or Protection Fighting Style, you immediately gain 1 Adrenaline Point. Additionally, at the end of a long rest you can designate one ally as your Valuable Asset. When your Valuable Asset hits a creature marked by Defend the Weak feature, they deal an additional 1d6 damage. Additionally, using Aard or Axii to protect your Valuable Asset as stated in the Live to see Another Day feature costs only 1 Adrenaline Point.
Vorg
You master an ancient and long forgotten witcher sign, Vorg. As a bonus action, you can expend 3 Adrenaline to create a 15 ft. straight line on the ground. Creatures that you deem hostile to you or your Valuable Asset must make a Strength Saving throw if they attempt to cross the line. On failure, they are knocked back 5ft. Additionally, ranged attacks from creatures that you deem hostile to you or your Valuable Asset, have disadvantage if they cross through the Vorg line.
School of the Viper
Viperous Repertoire
When you choose this school at 1st 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. Additionally, when you use Blade Oil, you can coat two melee weapons instead of 1.
Exploit Weakness
Also at 3rd level, your attacks are even deadlier when you strike unaware or debilitated creatures. Each time you hit an incapacitated, blinded, paralyzed, poisoned, restrained, stunned, surprised, prone or unconscious creature with a weapon attack, it takes an additional 1d4 damage from the weapon.
Creeping Death
Your Blade Oil is significantly more deadly. Your Blade Oil additionally to its normal effects, counts as a poison, coating the blade for 1 hour. When you strike a creature with a weapon coated by Blade Oil, they must make a Constitution Saving throw, becoming poisoned on failure. While poisoned in such a way, your Exploit weakness deals an additional 1d4 damage.
Additionally, when a creature makes a saving throw against a poison you use, you can choose to apply your Alchemy Save DC instead of the inherent poison DC.
Killing Strike
Starting at 10th level, your strikes are specialized at finishing off weakened enemies. Whenever you hit a creature whose current health is less than half its max health with a weapon attack, your attack deals an additional 1d4 damage of your weapon's type. Additionally, once per turn when you kill a creature, you gain 2 focus and can make an additional weapon attack as a part of your Attack action.
Twin Fangs
Starting at 14th level, your two-weapon fighting bonus action attack can be made as part of the attack action, without consuming a bonus action.
Evil Eyes
At the start of your turn, you can spend 3 Adrenaline Points to enter the state of higher awareness.
- Until the start of your next turn, whenever you make a weapon attack against a creature, you treat their AC as 10 + their Dexterity modifier or 15, whichever is higher.
- You gain truesight with a range of 30ft.
- Creatures have disadvantage on saving throws against your signs.
- While moving, Attacks of Opportunity against you are made with disadvantage.
However this heightened state is straining on even a witcher’s body. As such you can only do it once per short rest without repercussions.
However, you can use this feature again, taking 3d12 force damage in the process, for every time you have used Evil Eyes after the first.
School of the Wolf
Professional Contractor
Starting at 1st 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 any Wisdom (Perception) or Wisdom (Survival) check you make to find creatures of that type. Once on each of your turns when you hit a creature of that type with a weapon attack it takes an additional 1d6 damage from the weapon.
You can only have these benefits against one creature type at a time.
Battle Trance
Your razor sharp focus guides your attacks in combat. Starting at 3rd level, your weapon attacks deal additional damage equal to your current Adrenaline Points.
Spins and Pirouettes
Starting at 6th level, you can nimbly leap across the battlefield to engage opponents. Before or after making a melee weapon attack, you can move 5 feet without spending any of your movement. If this movement provokes an opportunity attack, it is made with disadvantage.
Wolven Storm
At 10th level, whenever you would use your reaction to make an Attack of Opportunity, you can instead choose to keep your reaction and spend 1 Adrenaline Point instead. If you make use of this feature, the Attack of Opportunity doesn’t generate Adrenaline Points. A single effect can only trigger a single reaction, and you can use this feature only once per round.
Aggressive Maneuvers
At 14th level, you can use your adrenaline to execute especially aggressive attacks. You learn the following maneuvers, which you can use as an action by expending 3 Adrenaline Points. Whirl - You whirl around, attacking all creatures around you. Make a separate melee weapon attack against each creature of your choice within 5 feet. Rend - You take a wide, heavy swing at a creature. Make a melee weapon attack; if it hits, the attack automatically critically strikes and the target creature must make a DC 20 Constitution saving throw. On a failed save, the creature's AC is reduced by 2 for one minute. This reduction does not stack.
Once per round, whenever you hit an enemy with a weapon attack, you generate 1 additional Adrenaline Point.
Adrenaline Rush
At 18th level, you can utilize your adrenaline to burst into a rush of action. At the end of your turn, if you have 5 focus available, you can choose to immediately take another turn; during that turn you cannot generate focus. Once you use this feature, you cannot use it again until you complete a long rest.