“Indeed, there is nothing more repulsive than these monsters that defy nature and are known by the name of witcher, as they are the offspring of foul sorcery and witchcraft. They are unscrupulous scoundrels without conscience and virtue, veritable creatures from hell capable only of taking lives…”
- Monstrum, or a Portrayal of Witchers, Anonymous
The Witcher is a talented fighter that specializes in the killing of monsters. A mutated, powerful caster of special spells called signs that makes them a fierce opponent for any creature or person to fight. They're swift and cunning, and their services are sought after worldwide.
While humans are the most chosen to be Witchers, and in fact are the majority, it is not unheard of for other races to become Witchers. However, these cases are few and far between due to the nature and survival rate of the Trials.
Witchers are born as normal folk, and are often stolen when they are very young. They often are forced into the life of a Witcher with no choice in the matter, and undergo harsh, painful, agonizing trials that alter their behavior and their bodies, mutating them and granting them the abilities they will use for the rest of their lives. Witchers do not typically have backgrounds outside of being a Witcher. From here they undergo training for their minds and bodies, and learn the way of the sword and sign.
hit dice:
1d10
hit points at 1st level:
10 + your Constitution modifier
hit points at higher levels:
1d10 (6) + your Constitution modifier
armor proficiencies:
All Armor
weapon proficiencies:
Simple Weapons, Longswords, Shortswords, Axes, Hand Crossbows
tools:
Alchemist's Tools
saving throws:
Strength, Wisdom
skills:
Choose two from: Sleight of Hand, Persuasion, Perception, Survival, Insight, Intimidation, Investigation, Arcana, Nature
starting equipment:
You start with the following equipment, in addition to equipment granted by your background, if any:
- Leather Armor, a Chain Shirt, or Ring Mail
- A Steel longsword, shortsword, or battle axe
- A Silvered Shortsword
- A set of Alchemist’s Supplies
- An Explorer’s Pack or a Witcher’s Pack*
- A Bestiary and your School's Witcher Medallion
* A Witcher’s Pack contains a Meditation Mat, an Incense Bowl, An Inkwell, Quill, A waterskin, a wineskin, and 10 days of rations
Witcher's Medallion. A medallion the size of a human palm made from a special metal that reacts with magic. It bears resemblance to the head of the animal by which the Witcher School that forged it is named. If the medallion is within 30ft of a magic spell, object, or creature, it vibrates. If a Witcher holds the medallion in their hand and/or presses on the medallion, they can feel these vibrations. These vibrations do not indicate the type, magnitude, or source of the magic. Those without Witcher Trial Mutations cannot feel the vibrations.
Bestiary. A witcher's bestiary is a simple leather-bound tome containing brief writings and descriptions of various creatures. A witcher can use it to add their proficiency bonus to Intelligence (Arcana -or- Nature) checks to recall basic information on creatures (alignment, type, size).
spellcasting:
At level 1, all Witchers have access to Signs, a unique version of Spellcasting that only they have access to. Witchers can cast signs using their Vigor as detailed in their leveling table. Once a Witcher is out of Vigor, they cannot cast any more Signs. A Witcher regains all their Vigor after a long rest. Wisdom is the spellcasting ability for Witchers. All signs have a Somatic component, and no Material or Verbal Components.
There are 5 signs that a Witcher can cast, Aard, Igni, Yrden, Quen and Axii, all of which are available from level 1. These signs do not improve at later levels or have higher level casting unless an improvement is provided by a School Feature. The details for each spell are below.
Name |
Cast Time |
Range/Area |
Duration |
Save Type |
Damage Type |
Description |
Aard |
1 Act. |
15ft cone |
Instant |
Strength save |
Force |
The caster extends their hand forward and a wave of force pushes outward. Creatures within a 15ft cone in front of you must make a Strength saving throw. On a failed save, the creature takes 1d8 plus your proficiency bonus and Wisdom modifier in force damage, is pushed back 5 feet if possible, and is knocked prone. On a successful save, creatures are not moved or knocked prone, and take half damage. Creatures that are Large or bigger cannot be moved or knocked prone. This blast extinguishes flames within the cone.
Aard can also be used on a very minor scale without using Vigor to snuff out small flames, like a candle or small campfire. |
Igni |
1 Act. |
15ft cone |
Instant |
Dexterity Save |
Fire |
The caster extends their hand forward and a wave of heat and embers blasts outward. Creatures withing a 15ft cone in front of you must make a Dexterity saving throw. On a failed save, a creature takes 1d10 in fire damage and is set on fire. On a successful save, the creature only takes half damage and is not set on fire.
Creatures on fire take 1d6 in fire damage at the start of their turn until they use an action to put themselves out, are targeted by Aard, or otherwise have the flames extinguished.
Igni can also be used on a very minor scale without using Vigor to ignite small flames, like a candle or small campfire. |
Yrden |
1 Act. |
15ft radius circle |
1 minute |
- |
- |
The caster closes their fist and makes a throwing motion towards the ground, causing a circle of purple sigils to appear. This circle is 15ft in radius and is centered on where you were standing when cast.
Creatures entering this circle lose their resistances to bludgeoning, piercing, and slashing damage as long as they remain inside. Additionally, their speed is lowered to half until they exit the circle. The caster is immune to these effects. |
Quen |
Bonus Action |
Self |
1 minute (concentration) |
- |
- |
The caster makes a motion of clenching their fist and twisting it, which envelops their body in a yellowish armor-like energy. This energy acts as a barrier to piercing, slashing, and bludgeoning damage from incoming attacks, and has health equal to twice your Wisdom modifier. Once this health is depleted or the duration ends, the shield disperses. If the shield is dispersed by losing it's HP, the remaining damage from the attack does not damage you. The shield blocks additional effects like elemental damage or poison, but does not block extra effects that alter your position (such as knocking you prone or pushing you back). |
Axii |
1 Act. |
15ft, 1 creature |
1 minute (concentration) |
Wisdom Save |
- |
The caster gently waves their hand and moves their fingers up and down, attempting to bewitch a creature in range. The spell has no effect on constructs. The target must make a Wisdom saving throw. On a successful save, the target becomes aware of the attempt and is immune to the effects for 24 hours.
On a failed save the target becomes bewitched for the duration of the Sign, becoming passive until the Sign ends or they are attacked. Additionally, anyone interacting with a bewitched creature has advantage on Charisma (Persuasion) checks against them. |
class features:
Witcher School
At level 1, you choose which school you belong to. This school is likely a part of your character's background and story, so work with your DM on how your school fits into your character and their world. Once you select your school, you cannot change it. There are five documented Witcher Schools; the Wolf, the Bear, the Cat, the Griffin, and the Viper schools.
Your school grants you a feature when you choose it at level 1, and additional features at level 3, 7, 11, 17, and 20.
Signs
At level 1, you gain access to the Witcher's unique manner of spellcasting, Signs. These are detailed in the "Spellcasting" section.
Witcher Trials
At level 1, the trials that you went through to become a Witcher have altered your body significantly. You gain the following effects:
- You gain immunity to disease.
- You gain resistance to poison if not already granted by your race.
- Your estimated lifespan becomes 500 years.
- While you can copulate as normal, you are sterile and cannot breed.
- You no longer need to sleep, and have been taught Meditation to pass the time and rest your mind and body.
Alchemy
At level 1, you gain access to the Witcher's unique Alchemical talents. A Witcher that has Alchemist's Supplies on hand can prepare a number of their unique alchemical potions, bombs, or oils per day equal to half their Witcher level rounded down (minimum of 1). Consuming a potion, applying an oil, or throwing a bomb takes 1 action and raises your Toxicity by one. Once your Toxicity is equal to your Tolerance level (see the Witcher Leveling Table) you will be unable to use any potions, oils, or bombs until you finish a short or long rest. Thanks to toxicity, oils, bombs, and potions cannot be handled by other classes.
Potions can only be consumed by Witchers, and a Witcher may consume up to their Tolerance level in potions per long rest. When consumed, the prepared potion will refill thanks to an alcohest coating in the bottle, and may be consumed again. If a creature that is not a Witcher attempts to drink a potion, they will vomit the potion immediately. The following table shows what potions can be prepared.
Name |
Duration |
Effect |
Black Blood |
1 minute |
Any attack that siphons HP from you deals damage equal to the HP siphoned to the attacker instead. |
Cat |
10 minutes |
Grants Darkvision for 120 feet, even in magical darkness. |
Full Moon |
1 minute |
Grants 10 temporary HP for the duration. |
Golden Oriole |
1 minute |
Grants immunity to poisons and poison damage for the duration. |
Killer Whale |
10 minutes |
Grants the ability to breathe underwater for the duration, and grants Darkvision for 30ft when underwater. |
Maribor Forest |
1 minute |
Grants an Extra Attack (even if you already have an Extra Attack). |
Petri's Philter |
1 minute |
Adds +2 to the save DC for Aard, Igni, and Axii, increases Yrden's radius by 5, and doubles the bonus granted by Quen. |
Swallow |
Instant |
Restores health equal to 1d6 plus the sum of your Wisdom Modifier and Proficiency Bonus. |
Tawny Owl |
1 minute |
Grants expertise in Stength (Athletics) and Deterity (Sleight of Hand, Acrobtics) checks for the duration, if not already present. |
Thunderbolt |
1 minute |
Treat your Strength and Dexterity modifiers as double their original value for damage rolls. |
White Honey |
Instant |
Cures poisons affecting the drinker. |
Wolven Hour |
10 minutes |
All weapons and armor, including improvised weapons, can be treated as if you have proficiency with them for the duration. |
Oils are applied to weapons that the Witcher is wielding, though they can be applied to allied weapons instead if desired. Once an oil is applied, it remains on the weapon for 1 hour or until the weapon lands a certain number of successful melee attacks. The number of attacks that can land before the oil depletes is equal to the sum of half your Wisdom modifier (rounded down) and your proficiency bonus. Oils add 1d4 damage of the weapon's damage type to the weapon they coat, and that bonus increases to 2d4 when attacking a creature that shares the oil's type. Applying an oil to a weapon counts towards your Toxicity. Thanks to the same alcohest coating inside the oil bottles helps them to refill once they've been applied. You may prepare the following oils: Humanoid, Abberation, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Monstrosity, Ooze, Plant, and Undead.
Bombs are thrown objects that explode upon contact with a creature or non-liquid surface. Each bomb provides a different effect, and handling/throwing a bomb raises your Toxicity. The range for all bombs is 20ft/60ft and are treated as thrown weapons with the finesse property. After a bomb is thrown, your Alchemist's Tools will fill another of the same type. Refer to the following table for which bombs you can prepare;
Name |
Area |
Effect |
Dancing Star |
10ft radius |
Creatures in range must make a Dexterity saving throw. On a failed save, the target takes 1d8 fire damage and is set on fire, or half as much damage on a successful one and they are not set ablaze. Targets on fire take an additional 1d8 damage at the start of their turn until they use an action to put themselves out, or the flame is otherwise extinguished. |
Devil's Puffball |
15ft radius |
Creates a toxic cloud 15ft in radius that is centered around the point of explosion. Creatures that start their turn in the cloud must make a Consitution saving throw or take 1d4 poison damage and become poisoned for 24 hours. |
Dimetrium Bomb |
15ft radius |
Creatures within 15ft must make a Dexterity saving throw or have their spellcasting suppressed for 1 minute and any magical effects affecting them dispelled. |
Dragon's Dream |
30ft radius |
Creates a 30ft radius cloud of smoky gas centered around the point of explosion. This cloud obscures the area lightly. If any flames or fire come in contact with the cloud the gas explodes, dealing 1d12 fire damage to any creature inside it. |
Grapeshot |
10ft radius |
Creatures within 10ft must make a Dexterity saving throw or take 1d12 piercing damage from shrapnel, or half as much on a successful one. |
Moon Dust |
15ft radius |
Creatures in range of the explosion must make a Dexterity saving throw. On a failed save, creatures are prevented from utilizing invisibility, teleportations, or transformations for 1 hour. |
Northern Wind |
15ft radius |
Creatures within 15ft must make a Dexterity saving throw or take 1d8 frost damage and have their speed drop to 0 until the end of their next turn as they ice over. Targets take half damage on a successful save and do not have their speed change. |
Samum |
15ft radius |
Creatures within 15ft must make a Constitution saving throw or be blinded for 1 minute. |
Witcher Senses
At level 5, your senses become heightened. You gain proficiency with either Wisdom (Perception) or Wisdom (Survival) checks, and if you had that proficiency before acquiring this feat you gain Expertise in the skill you chose. Additionally, when meditating you cannot be surprised and can sense the presence of creatures within 15 feet of you. You must meditate for at least 10 minutes to get this benefit.
Battle Trance
At level 6 your body begins to produce larger amounts of adrenaline during combat, leading to fiercer attacks. Each successive melee attack you land in combat increases the damage you deal with your next attack by 1, up to a maximum of 5. At level 13 this increases to an increment of 2 and ups the maximum to 12, and at level 18 increases to increments of 3 up to a maximum of 21. You do not need to target the same creature in order to keep this bonus. The bonus returns to 0 once combat ends, you take a different action on your turn (like cast a sign or use a potion, though bonus actions don't count), or once you miss a melee attack.
At level 13, if you reach your maximum damage bonus, your AC also increases by 1 for as long as you retain it.
At level 18, your damage bonus increases if you are struck by a melee attack, so long as you have a bonus from Battle Trance in effect.
Extra Attack
Beginning at 10th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
subclass options:
Wolf
"...if I'm to choose between one evil and another, then I prefer not to choose at all." - Geralt, pg. 90 The Last Wish (U.S. edition)
Members of the Wolf School of Witchers are among the most widely known. These monster-slaying professionals have a code of honor and neutrality that governs how they operate. Above all else, the Wolf School of Witchers make their coin and their name slaying monsters. Their skills in battle reflect their versatility and hunting prowess.
Wolf School Techniques
At level 1, Witchers of the Wolf School are more adept at understanding monsters. You can add your proficiency bonus to Wisdom (Survival) or Intelligence (Investigation) checks to find traces of and track non-humanoids. When using your Bestiary to aid in recalling information about a creature you can learn their senses, vulnerabilities, and resistances.
Wolf’s Tenacity
At level 3, Wolf School Witchers have learned to hunt and pursue with greater skill. You may still make an attack of opportunity at disadvantage if an opponent disengages or otherwise leaves your melee range, even by magical means. If you land an attack of opportunity, you gain 5ft to your walking speed until the end of your next turn.
Rend
At level 7 your battles have given you insight into how to cripple your opponent with a powerful strike. When you make a weapon attack, you can choose to rend your target, removing your Strength or Dexterity bonus from your damage roll. In exchange, your target starts to bleed or leak fluid, energy, or some other element for 1d4 damage at the start of their turn. This effect lasts 1 minute. Additionally, you begin to recognize this fluid/energy by smell, and the fluid leaves a distinct trail for you to follow until the effect ends. Once you use this feature, you cannot do so again until you finish a long rest.
Fear the Pack
At level 11, Witchers of the Wolf School have learned to coordinate with their allies to hunt and kill their prey. Allies within 15 feet of you also gain your current Battle Trance effect, up to a maximum equal to your proficiency bonus.
Seen This Before
At level 17 your experience in the hunt and Wolf School techniques has given you knowledge of many tactics creatures use. Creatures that you recall information on cannot impose disadvantage on your attacks against them, even via magical means or conditions (prone, blinded, etc). Additionally, you may treat any saving throw those creatures impose upon you as if you have proficiency in that save.
Monster Hunter
At level 20, you've become the apex of hunters and relentlessly pursue and target prey. For creatures that you've recalled information on or any creature currently under the effect of Rend, you gain the following benefits on top of Seen This Before:
- Any attack that creature makes against you cannot have advantage.
- You become constantly aware of the creature's location, up to 200ft away.
- Attacks you make against that creature aren't affected by resistance. (This does not include immunity or features that reduce or absorb damage.)
- Saving throws you make against that creature's attacks or abilities are made with advantage.
- A roll of 19 on your die during an attack roll against that creature can be treated as a Critical.
Bear
"The School of the Bear... Little is known about it, yet one look at their custom armor reveals telling details of the witchers who wear it. A hardy quilted gambeson, heavy mail extending to the knees, plate armor spaulders to protect the shoulders..." - Season of the Bear Scroll 1, Gwent: The Witcher Card Game
The Bear School of Witchers focuses on strength, grit, and autonomy from organization. Its Witchers are typically loners without connection to anyone, even fellow students from their school. Their abilities mainly focus on combat prowess and advantage, and resistance to incoming force.
Bear School Techniques
At level 1, members of the Bear School of Witchers have a tougher build than other schools. You are now proficient in Constitution saving throws. Additionally, your Hit Dice become d12s.
Bear’s Heart
At level 3 Bear School Witchers have strengthened their body and will through battle. You have advantage on saving throws against Fear effects and may choose to gain resistance to one of the following damage types: Cold, Fire, or Force.
Crushing Blow
At level 7 your Bear School Techniques have given you insight into crippling opponents. When you make a melee attack against a target you can make it a Crushing Blow. The target’s speed drops to 0 when they are struck by this attack. Additionally, the enemy automatically loses concentration on spells and they have disadvantage on Strength and Dexterity saving throws until the end of your next turn. Once you use this feature you cannot use it again until you finish a long rest.
Terrifying Presence
At level 11, your time in battle has left you rugged and intimidating. You gain proficiency in Charisma (Intimidation) checks, expertise if you had that proficiency already. When you kill an enemy, you can choose to attempt to Frighten anyone who witnessed the kill. The DC for this is equal 8 plus your Charisma (Intimidation) modifier. Enemies that succeed on a Charisma save against this are not affected and are immune to the effect for 24 hours. If they fail, they become Frightened.
Walking Tank
At level 17, you've become hardened by battle to the extent that taking blows is hardly a concern. Attack rolls that score exactly on your AC deal no damage as if they've missed. Additionally, when you are below 25% of your maximum health (rounded down) your AC increases by 2 and you cannot be critically hit.
Spirit of the Bear
At level 20 you've become a towering presence of power. You can now make 2 Crushing Blows, and recover their uses on a short rest.
Additionally, when you frighten a creature using Terrifying Presence they also take 2d10 psychic damage. When you target a creature that is Frightened of you with a melee attack, you can inflict a Crushing Blow regardless of remaining uses. If you hit a Frightened creature with a Crushing Blow, you can choose to expend one of your hit dice to recover HP as if you'd expended it during a short rest. This recovery is not affected by any abilities or spells (such as Song of Rest).
Cat
"Each witcher school holds a unique reputation. Bears – sulkers and firebrands. Wolves – traditionalists. And Cats? Prone to use steel swords more often than silver." - Season of the Cat Scroll 1, Gwent: The Witcher Card Game
Few organizations are as feared as the Cat School of Witchers. Famously willing to pick sides and accept contracts on humanoids rather than just monsters, Cat School Witchers are usually in it for the coin or the killing. Whatever their motives, they are practiced acrobats and rogues, and their abilities focus on speed and precision.
Cat School Techniques
At level 1, members of the Cat School have been honing their dexterity more than others. Cat School Witchers gain proficiency in Dexterity (Acrobatics) checks. Additionally, their climbing speed increases by 5ft.
Cat’s Dexterity
At level 3 those who’ve studied under the Cat School have learned to better utilize their footwork and acrobatics. They now have a natural +2 bonus to their initiative rolls. If you are prone or sitting you can choose to stand up as a bonus action. Additionally, you can Disengage as a bonus action.
Precision Strike
At level 7 a Cat School Witcher uses their dexterity to risk precise strikes. When you make an attack roll, you can choose to roll a Dexterity (Sleight of Hand -or- Acrobatics) check against the opponent's AC. On a success, your attack deals extra damage equal to twice your Dexterity modifier (minimum of 1). On a failure, your attack misses. You must announce the attempt before your attack roll. Once you use this feature you cannot do so again until you finish a short or long rest.
Height Advantage
At level 11 your experience with the teachings of the Cat School have allowed you to utilize the high ground. If you are at least 5 feet vertically above a target, you may double your proficiency bonus for attack rolls you make against that creature. If you travel at least 5 feet while in the air before an attack roll, you can make it a Precision Strike without expending its use.
Graceful Leaps
At level 17 you've become adept at attacking in midair. You can use your Dexterity bonus for making long and high jumps, rather than your Strength. You can make a melee attack while in the air that benefits from Height Advantage, even if you aren't high enough to benefit from it normally.
Nine Lives
At level 20 you've learned to weave just a bit of luck into all your feats of daring do. If you fall to 0 hit points as a result of an attack, trap, spell, or ability that requires you to make a Dexterity saving throw, you can drop to 1 HP instead. The same works for falls, unless the damage the fall deals to you exceeds double your remaining HP. Additionally, missing an attack roll no longer breaks your Battle Trance.
Griffin
"Students are offered two choices to complete their final trial. They either locate and retrieve a griffin's egg, or recite the entirety of liber Tenebararum verbatim. However, none has ever chosen the latter." - Griffon School Trial
The School of the Griffin is one of the few Witcher Schools that could be considered posh. While no strangers to the bloodiness of battle, those under this School learn etiquette and respect on a level others don’t. These magic adept, noble Witchers wouldn’t be far from home in high society.
Griffin School Techniques
At level 1, Griffin School students have learned to channel more energy into their Signs. With the exception of Quen, the range of your Signs and the radius of Yrden is increased by 5ft.
Griffin’s Roost
At level 3, those in the Griffin School learn to draw on small reserves of magic within them. On a short rest, Griffin School Witchers can regain Vigor by half their Intelligence modifier (minimum of 1). Once they use this ability, they cannot do so again until they finish a long rest.
Enhanced Signs
At level 7, you begin to understand Signs at brand new level. You may select 2 of your 5 signs, and you will obtain a feature to enhance each one, as described below. You can take another at level 11, level 17, and level 20, and you cannot take the same one twice.
- Empowered Sigils. Yrden grows in intensity when you take this feat, doubling in duration. Additionally, you recover health equal to your Wisdom modifier plus your Proficiency Bonus when you cast a Sign within Yrden’s effect.
- Shimmering Shield. Quen has grown in intensity. The shield granted now has twice its normal HP and blocks position-changing effects. Additionally, should the shield be broken, the attacking enemy takes 1d6 magic damage as it bursts.
- Gale Blast. Aard now pushes creatures back 10 feet, can now push large creatures 5ft and knock them prone, and deals an extra die of damage. You may now cast Aard as a bonus action.
- Heat Wave. Igni now deals an extra die of damage for both its initial blast and its damage over time. Enemy AC is lowered by 1 while they are on fire.
- Heavy Influence. Axii now allows you to give Bewitched enemies specific commands, including attacking allies. If a second creature is within 5ft of the target creature, you can choose to target it as well.
Magic Trance
At level 11, you've learned to channel your adrenaline into your Signs. When you cast a Sign, you can apply up to your Proficiency Bonus of your current Battle Trance effect to it. For Aard and Igni, this increases the initial damage. For Quen, this increases the HP of the shield. For Yrden, this increases the duration by 1 round (6 seconds) per point of proficiency. For Axii, the bonus is halved and applied to the Save DC. Casting a Sign still removes your Battle Trance effect, but this feature takes place first.
Arcane Codex
At level 17, your knowledge of arcane arts and various magics have been improved. Touching your Witcher's Medalion now gives you insight into the school of magic affecting the nearest magical object, spell, or creature. It does this by changing in temperature. Additionally, you have advantage on Saving Throws against magical effects, and may choose an immunity to one of the following conditions; Charmed, Frightened, Deafened, or Blinded. Enemies cannot gain advantage on attacks against you via magical means like Faerie Fire (though being hidden by Invisibility or a similar spell still grants the bonus) or gain advantage on saving throws against your Signs.
Magister Cantus
At level 20 you've used your arcane preference to acquire surging power. You may now regain an additional point of Vigor during short rests. You may additionally sacrifice a point of your maximum Tolerance to acquire another point of Vigor when you prepare your potions, oils, and bombs, up until you have no Tolerance left. Finally, casting a Sign no longer breaks your Battle Trance, while keeping the benefits of Magic Trance.
Viper
"It is oft said that witchers took on the characteristics of their schools' namesake creatures. Without a doubt, this was true of the Viper School. They were agile, quick, and frequently made use of deadly poisons." - Season of the Viper Scroll 1, Gwent: The Witcher Card Game
The School of the Viper houses some of the more strange Witchers amongst the Schools. While these Witchers are no stranger to taking out contracts on humanoids, they retain a sense of neutrality and tend to stay out of business that isn’t theirs. Proficient with smaller blades and alchemy, these Witchers are notoriously unpredictable in battle.
Viper School Techniques
At level 1, students of the Viper School have learned to use their alchemical knowledge to their advantage. They have advantage on Wisdom (Medicine) or Intelligence (Nature) checks to detect, identify, or treat poisons and chemicals using their Alchemist’s Supplies.
Viper’s Instinct
At level 3, those who studied Viper School techniques have learned to trust their instincts. Viper School Witchers may now prepare 2 additional potion, oil, or bomb types. Additionally, if a creature targets you with an attack roll that scores lower than your passive Insight, you can use your Reaction to gain advantage on your next attack against that creature.
Venomous Oil
At level 7, Viper School Witchers can imbue their oils with an additional toxin. Creatures struck by a weapon you’ve applied oil to take an additional 1d4 of poison damage on top of the oil’s effect. This damage is affected by resistance and immunity unless the oil’s type matches the creature.
Versatile Powders
At level 11 your study into Viper School techniques has allowed you to alter the function of your bombs. When you acquire this feature, you choose between the following 5 powder effects and can exchange the effect once per day when preparing your potions, oils, and bombs;
- Propulsion Powder. Extends the radius of your bombs and effects by 5ft.
- Pixie Powder. Magic-infused powder means your allies can choose to automatically succeed on saving throws against your bombs.
- Volatile Powder. Damaging bombs have their damage die increased by 1. Enemies always have disadvantage on saves against your bombs that deal no damage.
- Muffle Powder. Noise from your bombs is reduced, and can only be heard if you are within 60ft of them.
- Element Powder. Imbues your bombs with flecks that deal an additional 1d4 elemental damage for bombs that deal damage, and 1d8 damage for those that don’t. This can be Fire, Cold, Acid, Lightning, or Necrotic damage, which you choose when preparing the powder.
Varied Concoctions
At level 17 you've learned how to effectively combine potions together. If you have at least 2 potions prepared, you may use your action to mix and imbibe them, gaining their effects at the same time. When performing this feat, you take 2 points of Toxicity. Drinking a single potion can now be done as a Bonus Action, which also means it doesn't break your Battle Trance.
Value of Improvisation
At level 20 your ability to switch gears on the fly is remarkable. You may choose to switch which potions, oils, and bombs you've prepared during a short rest. You can only do this once per long rest. This also allows you to change your bomb powder enhancement. Additionally, you can sacrifice up to your Wisdom Modifier in Vigor points to increase your Tolerance when you prepare alchemy for the day. Finally, your Venomous Oil's damage increases by one damage die.
Level | Prof. Bonus | Class Features | Vigor | Tolerance |
---|
1 | +2 | Witcher School, Witcher Trials, Signs (Spellcasting), Alchemy | 1 | 1 | |
2 | +2 | - | 2 | 1 | |
3 | +2 | School Feature | 2 | 2 | |
4 | +2 | Ability Score Improvement | 3 | 2 | |
5 | +3 | Witcher Senses | 3 | 2 | |
6 | +3 | Battle Trance | 3 | 3 | |
7 | +3 | School Feature | 3 | 3 | |
8 | +3 | Ability Score Improvement | 4 | 3 | |
9 | +4 | - | 4 | 4 | |
10 | +4 | Extra Attack | 4 | 4 | |
11 | +4 | School Feature | 5 | 4 | |
12 | +4 | Ability Score Improvement | 5 | 5 | |
13 | +5 | Battle Trance Improvement | 5 | 5 | |
14 | +5 | - | 6 | 5 | |
15 | +5 | - | 6 | 6 | |
16 | +5 | Ability Score Improvement | 6 | 6 | |
17 | +6 | School Feature | 7 | 6 | |
18 | +6 | Battle Trance Improvement | 7 | 6 | |
19 | +6 | Ability Score Improvement | 8 | 6 | |
20 | +6 | School Feature | 9 | 6 | |