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Witcher

Witchers, the ideal being for killing monsters. Mutated by the Trial of the Grasses, trained in swordplay, and well versed in nearly every type of monster, they are more than equipped to handle being pitted against whatever goes bump in the night. They fill a necessary niche in the homeland of their craft, killing monsters for those plagued by them, and have taken their services to a new land, only to find a continent with bounties ripe for the taking.
hit dice: 1d10 per Witcher level
hit points at 1st level: 10 + Constitution modifier
hit points at higher levels: 1d10 + Constitution modifier per Witcher level after 1st
armor proficiencies: Light and Medium Armor
weapon proficiencies: Simple Weapons, Longswords, Battleaxes, Light and Hand Crossbows
tools: Alchemist kit
saving throws: Dexterity and Wisdom
skills: Choose three from: Perception, Stealth, Investigation, Survival, Acrobatics, Athletics, Insight, or Intimidation.
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
  • (a) Leather or (b) Scale Mail
  • (a) Silvered and a Normal Longsword or (b) Silvered and a Normal Battleaxe
  • (a) Light Crossbow and 20 bolts or (b) 20 Throwing Knives
  • Alchemist kit
  • Witchers Medallion and Bestiary
  • spellcasting:
    class features:
    Level Proficiency Features Signs Known Vigor Points Toxicity
    1 +2 Witcher Trails, Witcher Artifacts, Specialized Killer, Signs 2 2 0
    2 +2 Fighting Style 2 4 2
    3 +2 Witcher Schools, Witcher Alchemy 2 6 2
    4 +2 Ability Score Improvement, Wither Senses 2 8 3
    5 +3 Extra Attack, Monster Slayer 2 10 3
    6 +3 Empowered Signs, Lesser Runestones 3 12 4
    7 +3 Blade Oils, Witcher School Feature 3 14 4
    8 +3 Ability Score Improvement, Enhanced Witcher Senses, Enhanced Potions 3 16 5
    9 +4 Bomb Crafting, Common Runestones 3 18 5
    10 +4 Greater Empowered Signs 3 20 6
    11 +4 Enhanced Oils, Monstrous Decoctions, Witcher School Features 4 22 6
    12 +4 Ability Score Improvement 4 24 7
    13 +5 Enhanced Bomb Crafting 4 26 7
    14 +5 Witcher School Features 4 28 8
    15 +5 Greater Oils, Greater Runestones, Superior Potions 4 30 8
    16 +5 Ability Score Improvement 5 32 9
    17 +6 Mythic Empowered Sighs 5 34 9
    18 +6 Superior Bomb Crafting, Witcher School Feature 5 36 10
    19 +6 Ability Score Improvement 5 38 10
    20 +6 Master Witcher 5 40 11

    Witcher Trials

    During the Trial of the Grasses, your body underwent amazing and horrifying mutations leaving you sterile, but granting you the following starting:
  • You gain Darkvision if your race did not already possess Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey.
  • Advantage against poison saving throws, as well as resistance to Poison damage.
  • Immunity to disease.
  • Your estimated lifespan increases by approximately 400 years.
  • You gain a plus 10ft of movement speed.
  • If you lose or break your weapons, buy others cost an additional 100gp at the original price of the weapon. Your weapons are unique, you do not gain the attack and damage benefits of any magic weapon you wield.
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    Witcher Artifact

    Pendant

    All Witchers have a pendant in the shape of the symbol of their Witcher school, as well as a Witcher's Bestiary. While wearing said pendant, it vibrates if a Magical creature is within 30 feet of its wearer.

    Notebook

    Across your studies with your enemies, you have always kept track of their vocal and communication patterns. You can learn up to an amount of languages equal to your Intelligence modifier + your Proficiency modifier. You cannot learn druidic or thieves cant in this way.

    Bestiary

    The Witcher's Bestiary is where a Witcher records the strengths and weaknesses of all enemies faced. After you are in combat with a creature and kill/subdue it, it is added to your Witcher Bestiary. When facing a beast or monster recorded in the bestiary, you know about its lore, stats, and abilities, in addition to its damage immunities, resistances, and vulnerabilities. You have four Bestiary dice, which are d8s. A Bestiary die is expended when you use it. You regain all of your expended bestiary dice when you finish a short or long rest. You can expend one bestiary die and add the result to a saving throw made against a ability of a creature listed on the bestiary or you can add as a penalty on a creature saving throw against your abilities. You need to spend 5 minutes after the battle by analyzing the body of a dead creature or the environment where the fight occurred to be able to add it to your bestiary. You gain another Bestiary die at 7th level and one more at 15th level.    

    Specialized Killers

    Starting at level 1st, a Witcher moves like the wind and strikes swifter than a coursing river. Any unarmed strike can have your dexterity modifier instead of strength. Also, any weapon a Witcher wields that they have proficiency in is considered a Finesse weapon.    

    Signs

    Starting at 1st level, you gain access to Signs, a form of magic only usable by Witchers. All signs require the use of one hand for somatic components (no other components are required). Sign casting is a very strenuous task and requires lots of concentration. At level one, you can only prepare 2 signs for use for the day. This increases with level following the table above. You can change your signs known at the end of a long rest. All signs can be cast consuming one Vigor point. The amount of Vigor points you have is based on the Witcher table. You replenish your used Vigor points when you take a long rest. At 6th level you will gain the ability to use Empowered Signs. Then starting at level 10, you gain the ability to empower your signs with greater potency. To use a Greater Empowered sign, you must spend 3 Vigor points. Then starting at 17th level, you gain access to higher level effects for each sign. When you Empower your signs, you can now choose a Mythic Empowered sign effect to cast. These cost 5 vigor points to use. You may also change out signs you currently know at the end of a long rest. During a short rest you can recover vigor points equal to half of your Witcher level (rounded up) You can only do this once per long rest. Using signs is a strenuous activity. As such, there is a limited amount of times you can cast a sign in a turn. You are only able to use a sign as a bonus action. Sign casting beyond that is possible, but you take a level of exhaustion for each sign cast and it consumes an action, unless the sign is being used as a feature or ability.
  • Sign Save DC = 10 + Proficiency bonus + Wisdom Modifier
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    Fighting Style

    At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
  • 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.
  • Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
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    Witcher Alchemy

    Starting at 3rd level, you can now use your alchemist's kit to craft specialized Witcher Potions and Concoctions. These potions are incredibly toxic for non-Witchers. You need to finish a long or short rest before you can use this feature again. If you pass the toxicity limit, you gain 1 point of exhaustion per Toxicity taken after that. At 8th level you can produce Enhanced version of the potions then at 15th level you can produce Superior version of the potions.    

    Witcher Senses

    Starting at 4th level, The Trial of Grasses has improved your senses to near superhuman levels. Witchers have increased hearing and smell. Witchers can detect creatures within 30 feet by sense of smell. If the creature is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature detects a scent, the exact location is not revealed—only its presence somewhere within range. The creature can take a bonus action to note the direction of the scent. A creature with the scent ability can follow tracks by smell, making a Wisdom check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on the strength of the quarry's odor, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. (This is still affected by passive perception checks for stealth rolls.)    

    Ability Score Increase

    When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you cannot 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. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.    

    Monster Slayer

    Starting at 5th level, when you attack a creature (i.e., All other creatures that do not have the Humanoid category. ) with a silvered weapon, you gain an additional damage die to your damage roll. If you attack a creature that is Humanoid with your silvered weapon you have a -5 to hit. You can pass the magical resistance with this feature, even if your weapon is not magic.    

    Runestones

    Starting at 6th level, you gain the ability to modify your gear with Runestones. You can craft a Lesser Runestone and affix it to your item. Then starting at 9th level, you can craft or enhance pre-existing Runestones, into Common Runestones. Then starting at 15th level, you can craft or enhance pre-existing Runestones, into Greater Runestones. You can have no more than 2 Runes attached to one item, and no more than 6 runes total on all your items. Anyone, not a Witcher can have their gear Runestone enchanted by a Witcher, but they may only have 1 Runestone embedded into the item with a maximum of 3 in total and can only have the base runes affixed. The Witcher may only affix 1 rune onto an already magical item due to the nature of these runes. If you have the same type Runestones on one item or more, the damage from the Runestones does stack, but the later effects the Greater Runestones get do not.    

    Blade Oils

    Starting at 7th level, you can use a bonus action to coat your blade in a specially crafted Blade Oils that is harmful to the recipient. If you have a monster of a certain type recorded in your bestiary you may craft using you Alchemist's kit, Lamp oil and the required ingredients to make 3 vials of the oils. At 11th level, you are able to create Enhanced Oils, and then at 15th level, you are able to create Superior Oils. These oils last for 20 hits. Even when attacking a none matching your counter goes down, but you do not gain any extra damage. Should a non-Witcher attempt to apply one of these oils the must take a DC 17 constitution roll or suffer the poisoned condition for 2d6 hours.    

    Enhanced Witcher Senses

    Starting at 8th level your senses are enhanced to their peak as your mutations begin to finalize. You gain the Observant feat and become proficient perception or expertise if you already are as well as gaining the "Evasion" class feature. You can no longer be surprised by any enemy and gain immunity to the Frightened condition, Upon catching a scent you can use your bonus action to make a survival roll of DC 15 to determine what type of being it is. You gain advantage on tracking (Survival) checks.    

    Bomb Crafting

    Starting at 9th level, you can craft Bombs using your alchemist kit. You can only carry 3 of each bomb at any given time. As a bonus action, you can light and throw the bomb with a range of 30ft. At 13th level you can produce Enhanced version of the bombs and amount is increased to 4 then at 18th level you can produce Superior version of the bombs and amount is increased to 5.    

    Physical Mutation Finalization

    Starting at 10th level your mutations have finalized physically, your movement speed increases by an additional 10 and you gain advantage on Strength (Athletics) and Dexterity (Acrobatics) checks.    

    Monstrous Decoctions

    Starting at 11th level, when you slay a monster and record it in your beastiary, or if you already have it in your beastiary, you may take one hour to craft a special decoction based on the monsters ability using your alchemists kit. When you consume this potion, you can use one stat, damage resistance, damage immunity, condition immunity, or sense from the creature’s stat block as your own for the next minute. This decoction costs 4 toxicity points.    

    Master Witcher

    At 20th level your training is finally "complete", you have achieved the rank of Master. Due to the vastness of everything you have seen on your journey, nothing phases you anymore. You are immune to all illusion spell effects or conditions (I.E. Charmed, Slept, ETC). You have also picked up some special fighting techniques in your travels and you may perform the somatic components of a sign even when your hands are full. Choose one of the following specialized Witcher fighting styles to adopt. You may change your chosen style at the dawn of each day.
  • Temerian Devil: This is known as the strong style. This style emphasizes hard and heavy hits that often leave an opponent stunned. While wielding a weapon that has the reach and two-handed properties, you can make two attacks against one target, spinning your weapon before jumping in the air to bring down another attack. You make two attack rolls, and if both hit, the target is stunned for 1d4 turns. If only one hit, then the target is knocked prone and takes 1d4 extra bludgeoning damage. This attack costs 2 vigor points and your entire attack action.
  • Addan Anye: This is known as the fast style or the Fiery Dancer. This style emphasizes fast and agile strikes that would quickly wear your opponent’s down. You may now use your attack to make a melee attack against 3 enemies in your movement range. You do not provoke opportunity attacks against yourself when moving in between targets. You make separate attack rolls against each enemy, and should they hit, they induce 1d6 bleeding damage at the start of their turns. This lasts for 1d4 turns, or until they take an action to staunch the wound. This attack costs 2 vigor points and your entire attack action.
  • Viroledan Naev’de Feaine Glaeddyv: This is known as the group style or the Nine Sun Swords. It is designed to fight a multitude of foes. You can now use your attack to make a melee weapon attack against all hostile creatures within your weapon's reach. If you do so, you make a single attack roll and compare the result to each target's AC, and you make a single damage roll for all creatures you hit with the attack. This attack costs 2 vigor points and your entire attack action.
  • subclass options:

    Witcher School

    Starting 3rd level, Witchers decide what school they want to follow. Each school offers a variety of different skills Witchers can use to enhance their monster tracking and slaying abilities. Your Witcher school grants abilities at 7th, 11th, 14th, and 18th level.

    Created by

    Lord Mcberry.

    Statblock Type

    Class Features

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