Witcher Signs | Feat | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Witcher Signs

Aard

  • Prestidigitation: Out of combat, the Witcher can create disturbances in the air that extinguish small flames like torch and bonfires. As a bonus action, you blast a 15ft cone with telekinetic force dealing 2d6 force damage. The first two creatures hit within the area must make a strength saving throw against your Sign Save DC. On a failed save the creature is knocked back 10ft, on a successful save they are only dealt the damage.
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  • Empowered: You are able to use your reaction to reduce the damage dealt by a ranged weapon by 1d8 + your level + your Dexterity modifier. If the damage is reduced to 0 you can spend 1 vigor point for each ranged shot in order to make a ranged weapon attack and return the projectile with Aard if you possess that sign.
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  • Greater Empowered: You empower your Aard sign to blast out in a 15ft radius emanating from you in all directions. All creatures caught in the blast must make a strength saving throw against your Sign Save DC. Upon a failed save the creature is thrown back 15 ft, knocked prone, and dealt 4d6 force damage. On a successful save the target is pushed back 10ft and takes half damage.
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  • Mythic Empowered: When you empower your Aard sign you can choose for it to have this effect instead. You condense your telekinetic blast into 5 smaller bursts of energy designed to pulverize flesh and break bone. You can shoot these at any creatures within a 60ft area. A creature hit by this blast must make a Strength saving throwing or be knocked prone and dealt 6d6 damage. On a success they take half damage.
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    Yrden

  • Prestidigitation: As a bonus action, you place a magical trap on the ground (20 ft range) in a 10ft radius, lasting 1d4 turns. All non-allies within the area of the trap have half movement speed. You can place a number of traps equal to your wisdom modifier plus 1.
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  • Empowered: When you empower either you're pre-existing Yrden trap, or a new one, the movement speed decrease becomes quarter movement speed, if you empower a pre-existing Yrden trap it resets its duration.
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  • Greater Empowered: When you empower either you're pre-existing Yrden trap or a new one its duration increases by 1d6 turns, in addition any ethereal or invisible creature within or passing through your trap become corporeal/visible.
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  • Mythic Empowered: When you can empower your pre-existing Yrden trap or cast a new Yrden trap, the radius of your Yrden trap increases to a 60ft. While you are inside of the Yrden trap radius you are hasted. While you are hasted your movement speed is doubled, and you gain an additional action. The trap has all effects of the lower levels of the Yrden sign.
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    Igni

  • Prestidigitation: Out of combat, the Witcher manages to create small flames that light candles, torches, and bonfires. As a bonus action you send out a burst of flames in a 10-foot cone, all creatures within the area make a Dexterity saving throw. On a failed saving throw the target takes 2d8 fire damage or half damage on a successful save.
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  • Empowered: You empower your Igni sign, to linger and set a target ablaze. In addition to the original Igni sign's effect the Witcher chooses a target who is in the area of the Igni sign and sets their armor or skin ablaze. The target burns for an extra 1d6 fire damage. This damage occurs every round at the start of their turn for 1d4 rounds. The creature can use an action to put out the flames ending the effect on itself.
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  • Greater Empowered: You gain the ability to focus the energy of the Igni blast into a fire stream to hit a single target to devastating effect. The range of the fire stream is 30ft. An enemy hit by this stream immediately takes 3d10 fire damage. Roll a percentile die, on a 55 or above, the enemy is set ablaze. If set ablaze, the enemy takes 1d8 fire damage per round for 1d4 rounds. The enemy on their turn can use their action to put out the fire. They will continue to take fire damage every round on their turn until the fire is put out or until the effects of the sign ends.
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  • Mythic Empowered: When you Empower your Igni sign you can use the sheer heat of your fire to melt armor and reduce defenses. In addition to the effects of the lower levels of this sign, creatures hit by Igni have their armor class lowered by 2 for the next minute. This does not stack.
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    Quen

  • Prestidigitation: As a bonus action, you can cast Quen. You cast a protective ward around yourself, gaining resistance to bludgeoning, piercing, and slashing damage until you are hit for the first time. This effect last for 2 hits at 6th level, 3 hits at 10th level, 4 hits at 14th level and 5 hits at 18th level. As a reaction to a melee attack that hits but before damage is rolled you can activate this base level of Quen for 2 vigor point, this costs your reaction.
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  • Empowered: You empower your Quen sign to create a more powerful shield around you which grants you 10 plus your vigor point maximum in temporary hit points. The temporary hit point last till a long rest or until depleted. Temporary hit points from this version of the sign only stack twice.
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  • Greater Empowered: in addition to the benefits of regular Quen, you gain resistance to all types of magic damage as well. Additionally, if you take damage from any resistances granted by Quen, your enemy takes half the damage dealt to you.
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  • Mythic Empowered: You create a bubble of potent energy around yourself. You gain immunity to all damage for one round. If you are hit by any melee attacks, ranged attacks, breath weapons or spells, you gain 1d8 temporary hit points. These hit points last until used or once you have taken a long rest. Walking while using this sign is considered as being over difficult terrain.
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    Axii

  • Prestidigitation: As a bonus action you blast a target's mind with psychic energy, the target must make a Wisdom saving throw against your Sign Save DC. Upon a failed save the target is stunned until the start of your next turn and dealt 2d6 psychic damage. If the target succeeds the save, they are unaffected by the Sign and gain advantage against this Sign for 1d4 rounds.
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  • Empowered Axii: When you make a Charisma check, you can use the mind-altering powers of Axii to influence the conversation. You gain advantage on your charisma check.
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  • Greater Empowered: You empower your Axii sign, to instead control the target's actions. The target must make a Wisdom saving throw against your Sign Save DC. Upon a failed save the target is under your control. You can command the target as a single free action. The target can remake the saving throw at the end of each of its turns, a successful save ends this effect on itself. When the Sign ends the target is dealt 4d6 psychic damage. If the target succeeds their saving throw, they are only dealt half the psychic damage and have advantage on the save against this Sign for 1d4 turns.
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  • Mythic Empowered: You assault up to 2 targets minds with psychic energy. Targets must make a Wisdom saving throw. They take 6d6 psychic damage upon a failed save, and half damage upon success. If this damage would kill the target, they are instead put to sleep for 1 hour. If they are put to sleep, they must make a Wisdom saving throw against your Sign save DC. Upon a failed save the targets memory of the past 24 hours is erased.

  • Created by

    Lord Mcberry.

    Statblock Type

    Feat

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