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Melee 1D10

Witcher

A Witcher is changed at an early age using mutagens concocted from the monsters that they will one day hunt. The ones that survive the transformation begin their training. When they do make it out into the world they realize that they are pariahs in society as they no longer resemble normal members of their race. From their earliest memories a Witcher was drilled in lore, alchemy, battle, and anything else their Witcher School thinks could keep them alive a bit longer. The only path for a Witcher is a mercenary, contracted to kill monsters and slay the horrors of the land for they know nothing else. Many are taught or find out tragically that the path of the Witcher is their only one as their powers drive them to kill and have robbed them of their ability to reproduce.

They develop a menagerie of abilities from their mutagenic beginning as well as a plethora of skills that are drilled into them. They are taught the secret Witcher magic known as Signs. They are an esoteric version of cantrips that involve quick hand signs and sometimes transcribing the Sign. A good Witcher is always on the move and never allows politics and the pursuit of glory to keep them completing their task.

Most adventurers take on quests as a means to an end. For a Witcher an endless series of quests and jobs is their ideal way of life. If the price is right and doesn’t conflict with the Witcher’s ethics then it's as good as done. Some may toy with the idea of finding who their parents were who most likely abandoned them to a Witcher School but most just soldier on as they slay, banish, and bind the evils of the world. As they leave their Schools and take on jobs they develop skills on their own with some being able to accomplish astonishing things as they cobble together skills on the fly.

Quick Build

You can make a Witcher quickly by following these suggestions. First, make STR your highest ability score (Unless you choose the Cat, Crane, or Viper School in which you should make your highest ability score DEX), followed by WIS. Second, choose the Mercenary Veteran Background.

Class Features

Hit Points

Hit Dice: 1D10 per Witcher level

At 1st level: 10 + Your CON Modifier

At higher levels: 1D10 or 6 if lower than 6, + CON Modifier

Proficiencies

Armor
Light Armor, Medium Armor
Weapons
All Weapons
Tools
Alchemist’s Supplies
Saving Throws
STR, WIS
Skills
Choose two from: Arcana, Athletics, Intimidation, Investigation, Nature, or Survival.
Spellcasting
WIS

Starting Equipment

  • 1. (a) scale mail, a light crossbow, and a quiver of 20 bolts or (b) leather armor, a longbow, and a quiver of 20 bolts
  • 2. (a) a longsword and a silvered longsword
  • 3. (a) 5 daggers or (b) 2 handaxes
  • 4. (a) a dungeoneer’s pack or (b) an explorer’s pack
  • 5. Alchemist’s Supplies
1D10 Mutagen Effect
1You were infused with otherworldly flesh that still seemed alive and almost felt like it wanted to… speak with you.Your eyes have turned a milky white and you lack an iris and pupil and your hair has become lank and dull purple. In some places you even have discolored patches of rough and slimy skin. You have become distant, feeling like you no longer relate to others. You have disadvantage on Insight checks.
2You were infused with a cocktail of various predators designed so that their instincts would make you an apex predator.Your eyes have turned silvery and your pupil has become a vertical slash much like a cat’s and reflects light in the darkness. Your hair has become silvery/white and your limbs have become just a bit too long to be normal. You feel antsy all the time like you feel the need to hunt. If a creature succeeds on an Intimidation check on you, you must make a WIS saving throw DC 15 and on a failed save you attack them.
3You were infused with a golden elixir that seemed to shine with an inner light. Upon taking it in you felt in your heart that you did something fundamentally evil.Your eyes have golden irises and your hair is pure white and seems to glow at times. Your skin has taken on a metallic sheen. Your psyche jumps from the highest of highs and the lowest of lows as something within you seems to struggle. You have disadvantage on Persuasion checks as your chaotic mind can’t focus long on certain topics.
4You were infused with thick red liquid that scorched your insides and left you with an overwhelming feeling of power and superiority like you could rend your enemies with your claws… erm hands.Your eyes have become yellow and slitted like a snake or something grander. Hard scaly ridges have grown under your brow, sternum, and ribcage. You find money, especially gold to be intoxicating. You have disadvantage on CHA based checks when money or a similar reward is involved.
5You were infused with a thick green mixture that smelled of meadows, musk, and strong alcohol. Upon taking it in you felt you heard a mirthful laugh and a heinous cry simultaneously.Your eyes glow with a radiant yet sickly shade of green. Your features have become undeniably attractive but subtle things are wrong. Your neck may be too long, your eyes too large, or your jaw too angular. Certain things set you off. When nature is threatened you must make a WIS saving throw DC 15 and on a failed save you become confrontational. When you see someone drinking or partaking in certain substances you must make a WIS saving throw DC 15 and on a failed save you join in.
6You were infused with black ichor that writhed and tried to attack you from within the vial. An unsettling grin settled over your face after it seeped into you as a rage and wicked feeling darkened your eyes.Your eyes have become dark orbs with glowing embers flickering within their depths. Your features have grown more attractive but little details like your canines being long and sharp and what seems to be two bony bumps have grown on either side of your head. Greed, lust and anger have tainted your heart giving you a 1D4 penalty to CHA saving throws.
7You were infused with a dense mixture pumped into you of two liquids red and blue that refused to mix. Your muscles swelled and spine cracked as it entered your veins as you felt a deep sense of pride enter your being.In an indescribably painful process you have grown 3D8 +4 inches and your muscles have swollen to give you an overly bulky frame that is almost disgusting to look upon. You feel that you are the strongest and that all should fall before you that challenges you. You must succeed a DC 15 WIS saving throw before you can take the Disengage action and/or otherwise try to leave a fight once it starts.
8You were infused with a chimeric mixture of various monsters forming an unsettling liquid with what appears to be minute shards of magnetic metal. A monstrous hunger grew within you upon taking it in.Your eyes have become a kaleidoscope of colors that seem to barely suppress an infinite hunger. Your jaw has become disjointed allowing it to open too wide and your mouth extends too far back and your teeth have become pointed and serrated. You must make a WIS saving throw DC 15 after slaying a creature and on a failed save you spend one turn devouring it in a frenzy.
9You, unlucky bastard were infused with a nauseating and diabolical mixture of various amorphous creatures and were injected with what only could be described as the contents of a village worth of runny noses. But surprisingly you felt great after the procedure, perhaps too good.Your eyes, skin, hair, and nails have taken on a combination of a blue, green, yellow, or brown tinge. A thin sheen of oil covers you constantly making it appear as though you are damp. You have become gluttonous, requiring you to consume one additional meal worth of food each day.
10You were infused with a pleasant and floral scented mixture of various shades of green. The misleading mixture was anything but pleasant as it burned your veins and eyes making each and every one of your pores sting as if put to a torch.Your eyes have become luminous and your hair has become vinelike and sporelike substances flying off you when you move too fast. On irregular patches on your body your skin has a barklike appearance and texture. You feel a deep and instinctual aversion to fire. When you see fire or take Fire damage you must make a WIS saving throw DC 15 and on a failed save you move 10 ft away from the source of the flames.
School Training
BearYour training granted you the following features: You were trained in Heavy armor and Shields and are proficient with them. You can choose between the following Fighting Styles: Defense, Protection, or Close Quarters Shooter. Endurance: Your training made you tough, your hit point maximum increases by your level. Whenever you gain a level thereafter, your hit point maximum increases by an additional 1 hit point.
CatYour training granted you the following features: You were trained in quick and deadly weapons. You use the Weapon Mastery Properties of a weapon that has the Finesse, Light, or Thrown property. You can choose between the following Fighting Styles: Blind Fighting, Thrown Weapon Fighting, or Two-Weapon Fighting. You have advantage on saving throws against being knocked Prone and you can take the Dodge action as a bonus action a number of times per long rest equal to your Proficiency Bonus.
CraneYour training granted you the following features: You were trained specifically with swords and firearms. You can use the Weapon Mastery Properties of one sword or firearm. By necessity you were trained to brave the depths of the sea. You can hold your breath for up to 15 minutes. You can choose between the following Fighting Styles: Dueling, Thrown Weapon Fighting, and Mariner. In addition you know the following Fighting Style exclusive to the Crane School: Crane Style: While hanging from a rope or tied to a rope you gain a 1D8 bonus to damage when attacking creatures with a Swimming speed as you leverage your weight and momentum into the strike.
GriffinYour training granted you the following features: You are trained in matters of etiquette appropriate for court. You have Expertise with Performance checks and advantage on Performance checks to behave in a lordly manner. Your School heavily emphasises the practice of magic. You learn two Druid or Ranger Cantrips. You can choose between the following Fighting Styles: Defense, Dueling, or Superior Technique.
ManticoreYour training granted you the following features: You are specialized in Alchemy in particular potions and synthesizing metals. Your crafting times are halved for potions and you can synthesize a Silver/Meteoric Steel Hybrid. The process to create this metal costs 50 gp per pound if you have Meteoric Steel or 200 gp per pound otherwise. The mystical metal has the property of damaging Shapechangers such as Vampires and Werewolves along with the Undead. Manticore Shield: Upon graduating you were given a special shield composed of Silver and Meteoric Steel. If a Shapechanger or Undead attacks you while you are using your shield, they take 2D6 Force damage as the metal scorches their body. You can choose between the following Fighting Styles: Blind Fighting, Interception, Protection, or Tunnel Fighter.
ViperYour training granted you the following features: You are proficient with the Poisoner’s Kit as you are taught to coat your blades before battle. You are trained in assassination. You are proficient with Stealth and if you attack a Surprised creature or have advantage on an attack on a creature you have not attacked you deal an additional 3D6 damage. This instance of damage does not stack with other features such as Sneak Attack. You can choose between the following Fighting Styles: Dueling, Thrown Weapon Fighting, or Two-Weapon Fighting.
WolfYour training granted you the following features: Your teaching was well rounded. You know two additional skills and one additional language and one Tool. You can choose one Fighting Style.
School Training
BearFirm Footing: Standing firm provides perfect footing for you to launch devastating attacks. As long as you have not moved from your previous position last turn, you deal an additional 1D8 damage on melee attacks and unarmed strikes. Endurance: Your endurance training allows you to outlast your enemies. As a bonus action you can regain hit points equal to 1D10 + your Witcher level. You can use this feature once per long rest.
CatNimble: You excel at nimble attacks. When you take the Dash, Dodge, or Disengage action you can also make one melee attack as a part of the action. Pester: Harassing those you attack is second nature. When you deal damage to a creature that creature has disadvantage on attack rolls against creatures other than you until the end of its next turn.
CraneLeap into Action: Many of your prey like to remain just out of reach but you have a solution. When you make a jump as a part of your movement you can make an attack on a target that is between where your jump started and ended. You can only make one such attack per turn. Plunging Attack: Your prey likes to be in odd places. When you are falling further than 15 ft you can make one attack on a target within 5 ft of you or directly below you. On a hit the attack deals an additional 1D8 damage. You can make one such attack per turn.
GriffinArcane Knowledge: You study magic extensively and can apply various fields to yourself. Choose Druid, Ranger, or Wizard. You learn one 1st level spell from that Class that you can cast once per long rest without expending a spell slot using WIS as your spellcasting ability. When you gain another Witcher level you can change which spell you know with this feature but not which class you have chosen to learn from.
ManticoreAlchemy Adept: You are skilled at gathering ingredients and applying alchemical creations. During the course of a long rest or one full day of travel you can gather alchemical ingredients worth up to 5 times your Witcher level. In addition you can apply a Witcher Oil to a weapon or 10 pieces of ammunition as a bonus action.
ViperImproved Speed: Your movement speed is increased by 10 ft. Viper Strike: The first time each turn you make an attack with a Light weapon you can make an additional attack.
WolfPrepared: You are a well rounded Witcher. You know one additional Sign and two additional Alchemical Creations. Improved Critical: Your critical hit range is increased by 1 (19-20).
School Training
BearRetribution: You aggressively attack those that strike you. When you are attacked by a creature whether it is successful or not you gain advantage on your first attack your next turn. In addition if you are dealt damage by a target within 5 ft of you, you can use your reaction to make a melee attack. Endurance: You can use your Endurance feature twice per long rest.
CatHasty Retreat: When you take damage you can use your reaction and move up to your movement speed. You do not provoke opportunity attacks with this feature. Persistent: Once per turn when you miss an attack roll you can make an additional melee attack.
CraneAll In: You can make a reckless attack in order to get the job done but it can leave you in a less than optimal position. You can make an attack with advantage and on a hit it deals an additional 3D6 damage and you must make a DC 15 Athletics check and on a failed save you land Prone and your turn ends. You can use this feature once per long or short rest. Sharp Aim: Your targets are often far away. If you hit a creature at the long range of a ranged attack you deal an additional 2D6 damage (The long range is attacking with disadvantage at the edge of the weapon’s range for instance, a weapon with a range of 30/60 ft attacking a creature between 35-60 ft away would be the long range).
GriffinSigns and Combat: When you take the attack action you can forgo an additional attack and make a Sign that costs one action and is not Inscribed.
ManticoreImproved Potions: You incorporate powerful agents that grant you additional stamina in your alchemy creations. When you drink a Witcher potion you gain temporary hit points equal to your Witcher Level + your Proficiency Bonus. Improved Oils: Your Witcher Oils are enhanced with a special concoction you devised causing them to deal an additional 1D6 damage.
ViperImproved Viper Strike: Your attacks are akin to a viper’s speed. When you make a Viper Attack with a Light weapon you can make an additional attack.
WolfAlways Improving: You learn an additional 2 Alchemical Creations. Improved Critical: Your critical hit range is increased by 1 from your previous increase (18-20).
School Training
BearFast Recovery: Your ability to survive becomes astounding. When you start your turn with less than half of your hit points remaining and you have at least one hit point remaining, you regain hit points equal to your CON modifier (Minimum 1) + your Proficiency Bonus.
CatMark Target: You can use your bonus action to mark a target and use all of your experience and knowledge to end its existence. You gain the following features as long as you are within 1 mile of your target or after 24 hours have passed. You have a +3 bonus to attack rolls on your target. Your critical hit range is increased by 2 (18-20) on the target. You deal an additional 2D6 damage on melee attacks and unarmed strikes to the target. You have a 1D12 bonus to saving throws originating from your target. You know the general direction of your target. You can mark a target once per long or short rest. If you mark a new target the previous mark ends.
CraneFoolhardy: When you make an All In attack you deal an additional 5D6 damage. Daring Acrobatics: You can turn a desperate situation into an opportunity. If you fail a STR or DEX saving throw you can use your reaction to make an All In attack without expending a use of the feature. Shaper Aim: If you land an attack at long range you instead deal an additional 2D8 damage.
GriffinSpellcraft: Your studies have granted you more abilities with spells. Choose Druid, Ranger, or Wizard. You learn another 1st level spell and one 2nd level spell from that Class that you can cast once per long rest each without expending a spell slot using WIS as your spellcasting ability. When you gain another Witcher level you can change which spell you know with this feature but not which class you have chosen to learn from. Superior Signs: Your save DC for Signs increases by 1.
ManticoreSwarm Fighting: You are skilled at fighting multiple foes at once. When a creature misses its attack on you you can use your reaction to force it to make a new attack on a creature other than you or itself. An attack made this way has advantage. Shield Adept: You are a master at artfully taking hits with your shield. While you are holding a shield all incoming damage is reduced by 4.
ViperLie in Wait: Like a snake you can wait for the perfect moment. You can forgo your first turn in combat and move on your original initiative minus 10 and take two turns worth of actions. That new initiative becomes your initiative for that combat. Slip in Hits: You can sneak in damage at key moments. When you have advantage on an attack you can forgo advantage on attacks for that turn and make an additional attack.
WolfQuintessential Witcher: You are everything the original Witchers set out to create. You increase one ability score by 2 points and the maximum for that ability score becomes 22. Improved Critical: You increase your critical hit range by an additional 1 from your previous increase (17-20).
School Grandmaster Secret Style
BearArnaghad Style: Named for the creator of the School of the Bear. This style is also known as strong or rending style and emphasizes heavy hits that cleave flesh to the bone. When you deal damage to a creature you can use this style to bear down with all your might dealing an additional 3D6 damage or if the attack was a critical hit the target is Stunned until the end of its next turn instead.
CatGezras Style: Named for the creator of the School of the Cats. This style is also known as manic or unhinged style and emphasizes erratic attacks and movement. When you make a successful attack you can dodge and strike moving up to half your movement speed and make an additional attack as part of the same attack. Moving this way does not provoke attacks of opportunity.
CraneStefan Style: Named for the Witcher Stefan the Crane, the champion of the School. This style is also known as diving or plunging style and emphasises artful maneuvers and a single attack that deals incredible damage. You can use the following two features as if they were separate Grandmaster features for the purpose of how many times you can use it per long rest. Deflect Blow: Your instinct and reflexes are honed to an astonishing level. When you are hit with a nonmagical attack from a source that you can see you can use your reaction and deflect it reducing the amount of damage you would take by 3D12 + your Witcher level (You cannot reduce damage to less than 0 with this feature). Piercing Thrust: Before you make an attack on your turn you can forgo any additional attacks in favor of a single blow that deals massive damage. On a hit you deal an additional 5D10 damage and at the start of the creature’s next turn it takes an additional 3D10 damage if it fails a CON saving throw DC equal to your spell save DC.
GriffinErland Style: Named for the greatest Witcher of the first generation of Griffon Witchers. This style is also known as arcane or Sign style and emphasizes the use of Signs. You can use an action to delve deeply into your arcane reserves or stamina and regain up to regain 8 stamina.
ManticoreIwan Style: Named for the founder of the School of the Manticore. This style is also known as unbreakable or invincible style and emphasizes defense. While you have a shield you can use your reaction to slam a physical attack to the side or deflect it by attempting an Acrobatics or Athletics check (Your choice) equal to the to hit value of the attack and on a success the attack is neutralized. You do not lose a use of this feature if the check is failed.
ViperIvar Style: Named for the founder of the School of the Viper. This style is also known as fast or Evil-eye style in honor of Ivar’s moniker and emphasizes a series of rapid attacks. Once per turn when you take the attack action you can make three attacks as part of the action.
WolfVesemir Style: Named for the most influential and infamous Witcher of the Wolf Witchers. This style is also known as slayer or fang style and emphasizes facing many foes and laying them to waste. When you make an attack and have more than one foe within the range of your weapon you can make a sweeping blow or piercing shot and apply the same to hit value on each creature within a 15 ft arc of you with a melee attack or in a 60 ft line with a ranged attack. You roll damage once and half the damage rounded down for each creature other than the first target you hit.

Class Features

Lv 1

The Trials of Grasses

You ingest mutagens composed of monster parts and advanced alchemy. Since it didn’t kill you, it granted you many powers at the cost of your appearance, your humanity, and your fertility. You gain the following features and roll on the Transformation table to determine the changes to your appearance and any other minor changes.

Quick: Your adapted body is very fast, you have +5 ft to your movement speed and you can take the Dash action a bonus action a number of times per long rest equal to your Proficiency Bonus.

Heightened Senses: Your ears and nose have grown sharper, you have advantage on Perception checks that rely on smell.

Accelerated Healing: Your body recovers much faster than normal, once per long rest when you finish a short rest you can reduce your Exhaustion level by 1.

Poison Resistance: After taking in the mutagen your system has adapted giving you advantage on saving throws against being Poisoned and Resistance to Poison damage.

Transformation

Witcher School

Each Witcher is claimed by a School and trained beneath them until you have been deemed worthy to go out and hunt on your own. Each School is grueling and intense with many of your Witcher brethren not surviving training or their first missions.

School of the Bear

The School of the Bear is a rough and tumble institution that prioritizes strength and autonomy. They create Witchers only loyal to themselves and those who pay them.

Alignment: Neutral

Witcher Traits: Brutal, savage, survivalists

Ideals: Autonomy above all

Bonds: Your own life matters most

Trial of the Mountain: To become a true Witcher they trainees were stranded deep in the mountains and they made their way back to the keep.

Training: Endurance is key as they trade blow for blow with monsters

Location: Keeps deep in the mountains

Aid: Armor repair

Quests: Monster slaying exclusive

School Relations: None, even within their own School they will fight almost on sight

School of the Cat

The School of the Cat is full of visionaries obsessed with perfecting mutagens. They are divided between freelance mercenaries that will take any job including political ones and crazed monster hunters clinging to their humanity.

Alignment: Evil (True), Chaotic (Failure)

Witcher Traits: Visionary, backstabbing, opportunists

Ideals: Become the ultimate Witcher

Bonds: “True” Cats stick with each other and “Failures” stick with each other

Trial of the Blind: To become a true Witcher trainees are blindfolded and must cross progressively higher tightropes with the highest being certain death upon a fall.

Training: Agility is key as they train to become fast, agile, and precise. Notably they are the only School to train women.

Location: Nomadic towns always on the move

Aid: Weapon repair, hiding places

Quests: Spywork, assassinations, really anything that pays

School Relations: Not much love for other Schools but hatred of the School of the Wolves

School of the Crane

The School of the Crane is full of professionals. They fight dangerous aerial and underwater foes and they do not mess around. They support each other and have a very cooperative School support system.

Alignment: Neutral Good

Traits: Dependable, loyal, bit of a thrill seeker to fight the way they do

Ideals: Professionalism and brotherhood

Bonds: School, then Crane Brothers, then employers in that order

Trial of Wind and Sea: To become a True Witcher trainees must dive to the bottom of the ocean or deepest body of water and retrieve markers dropped or a quest item and then shoot at least 20 falcons out of the sky while they are diving.

Training: Specialization is key as they train with little armor and equipment favoring a single sword and a firearm or crossbrows and many lengths of rope for their specialized fighting style.

Location: Great keeps on the edge of cliffs near the sea or great lakes.

Aid: Most anything can be provided within reason

Quests: Mostly flying and swimming monsters

School Relations: Perfectly cordial with all Schools though they have no love for the Schools of the Cat or Viper

School of the Griffon

The School of the Griffon keeps closest to the original Witchers and their ideals of knightly valor and brotherhood. They are intensely loyal but also do not forgive those that betray them

Alignment: Lawful Good

Traits: Knightly, loyal, lordly

Ideals: The founding ideals of brotherhood, knightly honor, and etiquette at key

Bonds: Order and brotherhood

Trail of the Egg or Trail of the Liber Tenebrum Recitation: Young Witchers are allowed to choose between retrieving a Griffon egg or reciting the entirety of the magical knowledge contained within their libraries.

Training: Preparedness is key. An emphasis on magical and basic training is the foundation of all Griffon Witchers

Location: Grand castles always built atop valuable mines

Aid: Knowledge, additional training, most anything as long as you can provide proper documentation of your works

Quests: Only slaying nonhumanoid monsters and retrieving magical knowledge

School Relations: Cordial with a caveat, they think they are superior to all Witchers and look down upon them

School of the Manticore

The School of the Manticore is fiercely independent of other Witcher Schools and goes to great lengths to keep to areas not operated under any other Schools. They seek out deep ties with the royals of the lands they occupy though they do not undertake missions of a political nature.

Alignment: Lawful Neutral

Traits: Independent, survival centric, intelligent

Ideals: Survival is most important, use every resource that will not compromise your ideals

Bonds: The rulers of every land are integral to successful work and safe living

Trial of the Desert: Witcher trainees are stranded in the desert and are tasked with surviving and they are not to return until they retrieve Meteoric Steel for their signature shields.

Training: Defense it key, it takes time and a lot of investment to make a skilled alchemist out of a trainee and they are valued

Location: Deep within desert or in a prevalent location in a capital city

Aid: Alchemy needs

Quests: Escort quests, fetch quests

School Relations: Very distrusting of other Schools, prefers to work only with other Manticores

School of the Viper

The School of the Viper is secretive and misunderstood. On the surface they are money grubbing assassins that kill humanoids and monsters alike. But that is only a means to an end. Their true purpose is to gather intel and prepare to end the mythical Wild Hunt, a group of powerful Wraith on ghoulish mounts. They train in hidden movement and assassination techniques.

Alignment: Neutral

Traits: Ruthless, Closemouthed

Ideals: Secretly preparing for the Wild Hunt while maintaining neutrality and earning money

Bonds: Wild Hunt, brotherhood, money in that order

Trial of the Obedient: Young Trainees are given a pet when they are inducted and raise it and train alongside it for the duration of their education and to become a true Witcher they are instructed to strangle their pet to death.

Training: A focus on stealth and the art of assassination

Location: Hidden keeps throughout secluded nature and disguised in urban areas

Aid: Poisons, information, and safe houses

Quests: Assassinations, information gathering

School Relations: Rivalry with the Cats since they stay out of politics unlike Cat Witchers.

School of the Wolf

When one thinks of a Witcher, they think of the School of the Wolf. They are the most prevalent of the Witchers and have the most solid reputation and the most numbers. They do nothing special just train really capable Witchers using the basics of fighting and monster slaying.

Alignment: Neutral Good

Traits: Honorable, honest

Ideals: Brotherhood, integrity, going above and beyond

Bonds: Saving people and adhering to the ideals of the Witchers while looking out for their brothers

Trial of the Slayer: Nothing like getting right to it, grab a job like any other Witcher and get it done

Training: A huge focus on fighting with a huge emphasis on monster fighting

Location: Keeps on the fringes of civilization

Aid: Basic aid within reason

Quests: Only monster hunting

School Relations: With the exception of the School of the Cats, the School of the Wolf keeps things friendly with other Schools

School

Lv 2

Beginner Alchemy

All Witchers have a degree of ability with the art of alchemy. You can use your Alchemist’s Supplies to make a Witcher Potion or Witcher Oil. Each alchemical creation takes a degree of skill and practice with a description of their components, substitutions, preparation time, and effects. Witcher products take upkeep to maintain them. You can keep a number of Potions maintained equal to half your WIS modifier (Minimum 1) rounded up and you can keep a number of Oils maintained equal to your WIS modifier (Minimum 1).

You know how to make a number of Potions and Oils equal to twice your Proficiency Bonus. When you gain a Witcher level you can change one Potion or Oil for a new one.

You can use one vial of Witcher Oil to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the Oil takes an action. After being applied the Oil remains potent for 10 minutes.

Terrible things happen to non-Witchers who use Witcher alchemical creations.

If a non-Witcher ingests a Witcher Potion they must make a CON saving throw as indicated on the Potion and on a failed save are Poisoned for one hour and take the indicated amount of Poison damage or half as much on a successful save.

If a non-Witcher works with Witcher Oil the lack of mutagen in their system causes the Oil to become inert and if they fail a DC 15 Sleight of Hand check they take 2D10 Acid damage as the Oil interacts with their flesh.

Secret Sign Knowledge

Witchers have a secret and ancient form of magic called Sings. They revolve around tracing the sign on a surface or signing alchemical runes in the air to trigger magical effects. They are similar to cantrips as they grow with the caster in power but they require Stamina to cast. To use a Sign a Witcher needs Stamina and a free hand. A Witcher has Stamina equal to their Witcher level and regains half their Stamina rounded up during a short rest and all Stamina during a long rest. You use your WIS modifier when setting the saving throw DC for a Sign you use and when making an attack roll with one.

Sign save DC = 8 + your Proficiency Bonus + your WIS modifier

Sign attack modifier = your Proficiency Bonus + your WIS modifier

You know signs equal to your WIS modifier (Minimum 1). When you gain a Witcher level you can change which signs you can use.

Signs

Aard

Aard is the alchemical sign for air. It has a variety of effects that deal with manipulating force. At 3rd level it has the following effects

Minor Gust (0 Stamina): You make the Sing of Aard as a bonus action and you can cause a small gust of wind that can cause an unlatched door or window to shut or a similar minor effect.

Repel (1 Stamina): You make the Sign of Aard as an action. You force a target you can see within 10 ft of you to make a STR saving throw and on a failed save the target is knocked back 30 ft.

Knock Down (1 Stamina): You make the Sing of Aard as an action. You knock the feet out from under a target you can see within 10 ft of you. The target must make a DEX saving throw and on a failed save is knocked Prone.

Remove Barriers (2 Stamina): You make the Sign of Aard as an action. You launch a wave of energy that can destroy obstacles in your path. You choose one object, structure, or barrier within 10 ft of you and you deal 4D8 + 10 Force damage to it (Creatures are not valid targets for this version of Aard).

Igni

Igni is the alchemical sign for fire. It is the main offensive tool for Witchers that rely on Signs. At 3rd level it has the following effects

Start Fire (0 Stamina): You can make the Sign of Igni as a bonus action and touch a flammable substance such as a torch and ignite it.

Ignite (2 Stamina): You make the Sign of Igni as an action. A spurt of fire springs from the Sign. The fire forms a 5 ft cone forcing each creature in the area to make a DEX saving throw taking 2D6 Fire damage on a failed save.

Start Fire (1 Stamina, Inscribed): Fire is the ally of all Witchers as it is necessary for survival. You inscribe Igni on a surface as an action. For the next minute a bright and hot fire blazes catching flammable substances on fire immediately and wet yet flammable substances on fire after 1 minute.

Supirre

Supirre is a highly specialized version of Aard that manipulates sound. At 3rd level it has the following effect

Minor Sound (0 Stamina): You can make the Sign of Supirre as a bonus action and cause a sound to emit from a point within 60 ft of you such as a dog’s bark, a creaking stair, or cough. The sound is audible for 10 ft.

Listen (1 Stamina per minute, Inscribed): You inscribe Supirre on a surface as an action. For a minimum of one minute you can listen in on a space you designate when you inscribe the Sign within 120 ft of you that you can see. The inscribed Sign emits all sounds from the designated area audible to a range of 5 ft from the inscribed Sign. Smudging the inscribed Sign ends the effect (No action required).

Lv 3

Speciality

The prey you hunt mold the skills and knowledge you obtain granting you features at levels 3, 7, 11, and 15.

Arcane (R. Cane) Dopper

Arisen

Blood Hunter

Branded

Demolitionist

Dhampir

Dragon Hunter

Eldritch Stalker

Excorcist

→ Choose your subclass below

Monster Lore

You were taught and figured out many monster habits, weaknesses, and behaviors. You specialized in an area of monsters usually where you usually hunt and the common monster types there. Choose between: Arcana, History, Nature, or Religion and you gain advantage on Study checks to remember details about monsters linked to the ability chosen.

Lv 4

Ability Score Increase

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.

Lv 5

Witcher School

The lessons drilled into you take root and you gain the following effects.

School

Extra Attack

You can attack twice when you take the attack action from your hard training and diligence with your weapons.

Lv 6

Loremaster

Your extensive studies have aided you in identifying monsters. You choose another skill with your Monster Lore feature and gain advantage when applying your knowledge with the Study action. Furthermore you can identify monsters of a certain degree of threat easily, you can identify monsters that are not disguised in some way that are of a CR less than or equal to your Witcher level. You know the following information from monsters identified with this feature: Its name, CR, Alignment, and one damage or condition Immunity, Resistance, or Vulnerability you choose when you identify the monster (For instance if you identify an ethereal Undead and are level 6 you can identify a Ghost that is CR 4, Chaotic Evil, and that is Immune to Cold, Necrotic, or Poison damage).

Silverer

It is costly to maintain and purchase new equipment. Between your own studies and your School’s training you are proficient with Smith’s Tools and are able to Silver weapons. You can Silver a weapon at a reduced cost of 50 gps for one weapon or 20 pieces of ammunition.

Monster Slayer

Witchers must be prepared to slay a variety of monsters. If you have identified a monster’s type using your Monster Lore or Loremaster feature or through deduction you can name the creature’s type and place a special enchantment on your weapons. If the creature’s type is identified successfully, you deal an additional 1D6 damage on attacks on the identified creature until you specify a new creature type and successfully identify it with this feature.

Lv 7

Greater Sign Knowledge

You know how to manipulate a Sign’s intensity and duration. You learn more advanced signs and more uses for previous Signs.

Signs

Aard

You learn how to manipulate Aard in the following ways

Repel: The Repel effect’s range is increased to 15 ft.

Knock Down: Knock Down’s range is increased to 15 ft.

Disarm (3 Stamina): You make the Sign Aard as an action and send a wave of accurate force at a weapon or item held by a target within 15 ft of you that you can see. The target must make a STR saving throw and on a failed save drop the designated weapon or item.

Axii

Axii is the alchemical sign for the mind. At 7th level it has the following effects

Calm Person (2 Stamina): You make the Sign Axii as an action and send a wave of calming influence at target you can see within 15 ft of you. The target must make a CHA saving throw and on failed save has one of the following effects

The Charmed or Frightened condition ends immediately. The target has advantage on saving throws against being Charmed or Frightened for 1 hour.

The target becomes indifferent to you or a target of your choice and ceases to be hostile for one minute or until it is attacked or harmed in any way.

Calm Creature (4 Stamina): You make the Sign Axii as an action and send a wave of calming influence at target you can see within 15 ft of you. The target must make a CHA saving throw and on failed save has the following effect. The target becomes indifferent to you or a target of your choice and ceases to be hostile for one minute or until it is attacked or harmed in any way.

Hate-Reflecting Sign (School of the Wolf Exclusive)

The Hate-Reflecting Sign is a highly specialized version of the Axii Sign. It reflects the hate of an inhuman target and turns the hatred into fear. It has the following use

Bloodlust to Fear (3 Stamina): You make the Hate-Reflecting Sign as an action at a creature you can see within 15 ft of you and force the target’s hatred inward (Humanoid targets are invalid for this Sign). The target must make a WIS saving throw and on a failed save becomes Frightened of you for one minute. A creature Frightened this way can only use its action or bonus action each turn. It can repeat the saving throw at the end of each of its turns, ending it on a success. If a creature ends the condition this way it is Immune to this Sign’s effects for 24 hours.

Heliotrope

Heliotrope is the alchemical Sign for protection. At 7th level it has the following effects

Falling Buffer (1 Stamina): As a reaction to taking fall damage you can make the Heliotrope Sign and a cushion of energy forms negating all fall damage to yourself.

Igni

You learn how to manipulate Igni in the following way

Ignite: Ignite’s range is increased to a 10 ft cone and its damage is increased to 3D6.

Somne

Somne is a highly specialized version of the Axii Sign. At 7th level it has the following effects

Sleep (4 Stamina): You make the Somne Sign as an action and imprint feelings of warmth, comfort, and tiredness upon a target within 15 ft of you that you can see. The target must make a WIS saving throw and on a failed save becomes Unconscious for one minute or until it takes damage or someone uses their action to slap the target awake.

Supirre

You learn how to manipulate Supirre in the following way

Echolocation (1 Stamina per minute): You make the Supirre Sign as an action and send soundwaves only perceptive to you and creatures that can hear ultrasonic sounds. For a minimum of one minute you gain Blindsight to a range of 20 ft.

Lv 8

Ability Score Increase

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.

Lv 9

Advanced Alchemy

Your talents have evolved through study and practice and you have learned secrets from your School. You gain the following features

Hidden Ingredient: Each Witcher Potion has two ways to make it, the low way as most know and the high way. The high way involves a hidden ingredient known to only a few. A Witcher can craft a Potion with the appropriate hidden ingredient for the cost of the hidden ingredient plus spirits and basic alchemical ingredients all would have on hand.

Crafty Producer: You can procure ingredients for alchemy at a discount using your credentials as a Witcher and connections you have made through the course of your career. Once every week you can procure one item in a place that it would be able to be purchased at a 25% discount. If you try to use this feature more than once each week there is a 1 in 3 chance (1D6 1-2) that your machinations will be discovered and you will lose the benefits of this feature for 2D4 weeks.

Monster Slayer

Your studies and practical experience have allowed you to deal with monsters with more efficiency. Your damage from your Monster Slayer feature is increased to 1D8.

Lv 10

Witcher School

The lessons drilled into you take root and you gain the following effects.

School

Lv 11

Superior Sign Knowledge

You know how to further manipulate a Sign’s intensity and duration. You learn more advanced signs and more uses for previous Signs.

Signs

Aard

You learn how to manipulate Aard in the following ways

Repel: The effect’s range is increased to 20 ft.

Knock Down: The effect’s range is increased to 20 ft.

Disarm: The effect’s range is increased to 20 ft.

Stun (5 Stamina): You make the Aard Sign as an action and barrage a target within 20 ft of you with force. The target must make a STR saving throw and on a failed save are Stunned until the end of their next turn.

Axii

You learn how to manipulate Axii in the following ways

Calm Person: The effect’s range is increased to 20 ft.

Calm Creature: The effect’s range is increased to 20 ft.

Hex (7 Stamina): You make the Axxii sign and confuse and enrage a target within 20 ft of you that you can see. On a failed WIS save the target is Charmed. A creature Charmed this way must use its action before moving on each of its turns against a creature other than yourself of your choice. The creature can repeat the saving throw at the end of each of its turns ending it on a successful save.

Manipulate (2 Stamina): You make the Axii Sign as an action and muddle and confuse the mind of a target within 20 ft of you that you can see. The target must make an INT saving throw and on a failed save the target has one of the following effects

Muddle: You muddle the mind of the target giving it disadvantage on ability checks and attack rolls for the next minute.

Psychic Barbs: You launch psychic barbs into its psyche dealing 5D8 Psychic damage or half as much on a successful save.

Hate-Reflecting Sign (School of the Wolf Exclusive)

You learn how to manipulate Hate-Reflecting Sign the following way

Bloodlust to Fear: The effect’s range is increased to 20 ft.

Heliotrope

You learn how to manipulate the Heliotrope Sign the following way

Instant Barrier (5 Stamina): You make the Heliotrope Sign as a reaction and form a barrier that protects you from physical blows giving you Resistance to non Psychic damage until the end of your turn.

Igni

You learn how to manipulate Igni in the following way

Ignite: The effect’s range is increased to a 15 ft cone and its damage is increased to 4D6.

Quen

Quen is the alchemical sign for Earth. At 11th level is can be used in the following ways

Protection (Sonic) (4 Stamina): You make the Quen Sign and a barrier forms around you that protects you from sound based attacks and gives you Resistance to Thunder damage. The barrier remains until you make an attack, cast a spell, or make a Sign.

Absorb Damage (5+ Stamina, Inscribed): You inscribe the Quen Sign as an action and a barrier forms around you. The barrier fails if there are creatures other than you within it when you create it. The barrier forms a dome around you 15 ft in radius and absorbs all incoming damage in the area. The barrier is destroyed if you leave the barrier, make an attack, cast a spell, or make a Sign. The barrier can absorb damage equal to 10 times the Stamina used when inscribing it.

Somne

You learn how to manipulate the Somne Sign in the following way

Sleep: The effect’s range is increased to 20 ft.

Hypnotism (4 Stamina): You make the Supirre Sign as an action and place a target you can see within 20 ft of you in a suggestive state. The target must make a WIS saving throw and on a failed save the target is Charmed. A creature has advantage on this saving throw if you have attacked them in the last 24 hours. A creature Charmed this way cannot lie and will answer all questions to the best of their ability. If the question is indirect or unclear or has multiple interpretations the target will respond with silence as it does not understand.

Supirre

You learn how to manipulate Supirre in the following way

Echolocation: The echolocation grants you Blindsight to a range of 25 ft.

Lv 12

Ability Score Increase

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.

Lv 13

Buckle Down

When push comes to shove your grit and determination can turn the odds to your favor. When you fail a D20 test you can use your reaction to reroll the D20 test with advantage and take the new result.

You can use this feature once per long rest.

Lv 14

Pain Tolerance

Your mind and body have become used to being wounded. You gain Resistance to one damage type and you gain a 1D10 bonus to one saving throw of your choice. You cannot change your choices at a later point unless the Wish spell or similar effect is used.

Lv 15

Supreme Sign Knowledge

You have gained mastery over many Signs and know the highest and most powerful of the Signs. You can manipulate all Signs the following ways

Multiple Target: For single Target Signs you can expend an additional 2 Stamina and target another creature in range to a maximum of 3.

Extend: For a Sign with a range you can expend an additional 2 Stamina and double the duration of the Sign.

Signs

Aard

You learn how to manipulate Aard in the following ways

Repel: The effect’s range is increased to 30 ft. You can expend an additional 3 Stamina and instead replace the range to all creatures within 15 ft of you.

Knock Down: The effect’s range is increased to 30 ft. You can expend an additional 3 Stamina and instead replace the range to all creatures within 15 ft of you.

Disarm: The effect’s range is increased to 30 ft.

Stun: The effect’s range is increased to 30 ft.

Axii

You learn how to manipulate Axii in the following ways

Calm Person: The effect’s range is increased to 30 ft. If the target succeeds the saving throw they are not aware that someone attempted to affect them.

Calm Creature: The effect’s range is increased to 30 ft. If the target succeeds the saving throw they are not aware that someone attempted to affect them.

Hex: The effect’s range is increased to 30 ft. You can expend an additional 1 Stamina and empower the target giving it a 2D6 bonus to damage while it is Charmed this way.

Manipulate: The effect’s range is increased to 30 ft. Your Psychic Barb feature’s damage is increased to 7D8 Psychic damage.

Hate-Reflecting Sign (School of the Wolf Exclusive)

You learn how to manipulate Hate-Reflecting Sign the following way

Bloodlust to Fear: The effect’s range is increased to 20 ft.

Heliotrope

You learn how to manipulate the Heliotrope Sign the following way

Slow (6 Stamina, Inscribed): You inscribe 3 Heliotrope Signs on a surface as an action and create an area where the air itself is stilled and limbs become heavy. Creatures other than you within 30 ft of the inscribed Signs have their movement speeds halved and their AC reduced by 2 and cannot use their reactions. Targets in the area can only make one melee attack each turn. A creature can use its action to destroy one Sign. The effect ends after all 3 inscribed Signs are destroyed or after one minute has passed.

Igni

You learn how to manipulate Igni in the following way

Ignite: The effect’s range is increased to a 25 ft cone and its damage is increased to 5D6. If a target fails their saving throw by 5 or more they are thrown back 10 ft.

Quen

You learn how to manipulate Quen in the following ways

Protection: For an additional 2 Stamina you can choose any damage type in place of Thunder and the barrier protects you from it.

Reflect Damage (8 Stamina, Inscribed): You inscribe the Quen Sign as an action and a reactive barrier forms around you. The barrier fails if there are creatures other than you within it when you create it. The barrier forms a dome around you 15 ft in radius and absorbs and reflects all incoming damage in the area. Any damage dealt to you in this barrier is halved and you can direct the remaining damage to a target within 30 ft of the barrier. The barrier is destroyed if you leave the barrier, make an attack, cast a spell, or make a Sign. The barrier can absorb 80 damage before being destroyed.

Somne

You learn how to manipulate the Somne Sign in the following way

Sleep: The effect’s range is increased to 30 ft.

Hypnotism: The effect’s range is increased to 30 ft.

Supirre

You learn how to manipulate Supirre in the following way

Echolocation: The echolocation grants you Blindsight to a range of 30 ft.

Yrden

Yrden is the alchemical sign for spirit. You know how to manipulate it in the following ways

Spirit Barrier (8 Stamina, Inscribed): You use an action inscribing the Yrden Sign and create a powerful barrier. The barrier extends in a dome 30 ft a radius centered on the Sign. The barrier has the following effects

Creatures hostile to you must make a WIS saving throw if they start their turn in the barrier or move into it. On a failed save the creature becomes Frightened for one minute repeating the saving throw at the end of each of their turns, ending it on a success. While in the barrier the creature has disadvantage on the saving throw. A creature Frightened this way has their movement speed halved, AC reduced by 2, and they cannot take reactions or make more than one attack each turn.

Undead and Fiends in the barrier lose all damage Resistances to physical damage (For instance a Ghost would take Bludgeoing, Piercing, and Slashing damage normally from magical and nonmagical weapons).

Impassible Barrier (10 Stamina, Inscribed): You can spend one minute inscribing 3 Yrden Signs in a line. The Signs must be within 10 ft of each other and upon completing the final Sign a barrier forms that prevents all creatures and effects from passing through the barrier (This affects incorporeal creatures and creatures on the Astral and Ethereal plane). The barrier remains for 1 hour or until all 3 Signs are destroyed.

Lv 16

Ability Score Increase

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.

Lv 17

Bluff

You can mask your pain, lie, and perform masterfully to bluff your foes. If a creature is applying a spell to you that requires Concentration you can attempt a Performance check DC 10 + the spell’s level as an action and on a successful check your bluff is convincing enough that they are sure that you are no longer under the spell’s effect and drop Concentration on the spell.

You can use this feature once per long rest.

Buckle Down

Your efforts are almost never frustrated. You can use your Buckle Down feature once per long or short rest.

Lv 18

Witcher School

The lessons drilled into you take root and you gain the following effects.

School

Killing Blow

You can deal a precise and devastating blow using your great skill and power. When you land a critical hit you can choose one of the following options

Stagger: The target is Stunned until the end of its next turn (This effect cannot be applied multiple times and stack).

Lacerate: You strike a key point dealing an additional 3D12 + 10 damage.

Lv 19

Epic Boon

You gain an Epic Boon feat for which you qualify.

Lv 20

Grandmaster

The highest rank of the Witchers, the same rank as the founders of the Schools and their greatest champions. Out of deference their fighting styles are forever named after them. You can learn one such fighting style from your School. These styles are their greatest resource and secret. Using these styles takes a great toll on your body. You can use your Grandmaster feature a number of times per long rest equal to your Proficiency Bonus.

Grandmaster

Alchemical Creations

Witcher Oil

Bellower’s Bane

Components: Draconic Tissue (50 gps), Bear Fat (1 cp)

Substitutions: Assorted ingredients worth 25 gps

Time: Long Rest (8 Hours)

Effect: While applied to your weapon or ammunition, your attacks deal an additional 1D10 + your WIS modifier in damage to Draconic creatures.

Cold Iron Salve

Components: Bear Fat (1 cp), Iron Fillings (1 cp)

Substitutions: Assorted ingredients worth 1 gp

Time: Short Rest (1 Hour)

Effect: While applied to your weapon or ammunition, your attacks deal an additional 1D8 + your WIS modifier in damage to Fey creatures.

Distilled Mullein

Components: Bear Fat (1 cp), Feywild Plant Matter (20 gps)

Substitutions: Assorted ingredients worth 40 gps

Time: Short Rest (1 Hours)

Effect: While applied to your weapon or ammunition, your attacks deal an additional 1D8 + your WIS modifier in damage to Aberrations.

Element’s Scream

Components: (Bear Fat (1 cp), Mercury (1 gp)

Substitutions: Assorted ingredients worth 2 gps

Time: Short Rest (1 Hour)

Effect: While applied to your weapon or ammunition, your attacks deal an additional 1D8 + your WIS modifier in damage to Elementals.

Feral’s Poison

Components: Bear Fat (1 cp), Wolfsbane (Herb) (5 gps)

Substitutions: Assorted ingredients worth 10 gps

Time: Long Rest (8 Hours)

Effect: While applied to your weapon or ammunition, your attacks deal an additional 1D8 + your WIS modifier in damage to Beasts.

Frightful’s Nightmare

Components: Bear Fat (1 cp), Monstrosity Tissue (8 gps)

Substitutions: Assorted ingredients worth 20 gps

Time: Long Rest (8 Hours)

Effect: While applied to your weapon or ammunition, your attacks deal an additional 1D8 + your WIS modifier in damage to Monstrousities.

Hanged Man’s Venom

Components: Bear Fat (1 cp), Local Poisonous Plants (3 gps)

Substitutions: Assorted ingredients worth 8 gps

Time: Long Rest (8 Hours)

Effect: While applied to your weapon or ammunition, your attacks deal an additional 1D8 + your WIS modifier in damage to Humanoid creatures.

Lycan’s Agony

Components: Bear Fat (1 cp), Iron Fillings (1 cp), Feral’s Poison

Substitutions: Assorted ingredients worth 20 gps

Time: Long Rest (8 Hours)

Effect: While applied to your weapon or ammunition, your attacks deal an additional 1D10 + your WIS modifier in damage to Lycanthropes and other Shapechangers.

Pious Tears

Components: Bear Fat (1 cp), Celestial Blood (50 gps)

Substitutions: Assorted ingredients worth 75 gps

Time: Long Rest (8 Hours)

Effect: While applied to your weapon or ammunition, your attacks deal an additional 1D10 + your WIS modifier in damage to Fiends.

Sacramental Wine

Components: Holy Water (25 gps), Bear Fat (1 cp)

Substitutions: Assorted ingredients worth 50 gps

Time: Long Rest (8 Hours)

Effect: While applied to your weapon or ammunition, your attacks deal an additional 1D8 + your WIS modifier in damage to Undead creatures.

Sinner’s Blood

Components: Bear Fat (1 cp), Fiend Blood (50 gps)

Substitutions: Assorted ingredients worth 75 gps

Time: Short Rest (1 Hour)

Effect: While applied to your weapon or ammunition, your attacks deal an additional 1D10 + your WIS modifier in damage to Celestials.

Storm King’s Ruin

Components: Bear Fat (1 cp), Hanged Man’s Venom

Substitutions: Assorted ingredients worth 6 gps

Time: Short Rest (1 Hour)

Effect: While applied to your weapon or ammunition, your attacks deal an additional 1D8 + your WIS modifier in damage to Giants.

Tinker’s Backup

Components: Bear Fat (1 cp), Conductive Fluids (1 sp)

Substitutions: Assorted ingredients worth 5 sps

Time: Short Rest (1 Hour)

Effect: While applied to your weapon or ammunition, your attacks deal an additional 1D8 + your WIS modifier in damage to Constructs.

Witcher Potion

Battle Elixir (Lv 6)

Components: Spirits (1 gp), Celestial Tissue (350 gps - CR 3 or more creature), Silver (75 gps), Crystallized Lighting (275 gps)

Hidden Ingredient (Lv 9): Fossilized Blue Dragon Breath

Time: 24 hours

Effect: Upon drinking this harsh and spicy liquid your body becomes tense with vigor and energy, you gain the effects of the spell Haste without requiring concentration. During the duration your attacks deal an additional 1D6 damage. After the Potion’s duration you gain 2 levels of Exhaustion instead.

Non-Witcher Effect: A non-Witcher drinking this must make a DC 15 saving throw taking 3D6 Poison damage or half as much on a successful save.

Black Blood (Lv 6)

Components: Spirits (1 gp), Ooze Fluids (350 gps - CR 3 or more creature), Iridium (75 gps), Inktar (75 gps)

Hidden Ingredient (Lv 9): Iota of the Abyss

Time: 24 hours

Effect: Upon drinking this bitter and tarlike liquid you turn your blood to a caustic liquid. A living creature that deals melee damage to you within 5 ft of you takes 2D6 Poison damage. A non-living creature that deals melee damage to you within 5 ft of you takes 1D10 Acid damage. This effect lasts until completing a long rest or your hit points are reduced to 0, expelling the potion.

Non-Witcher Effect: A non-Witcher drinking this must make a DC 15 saving throw taking 3D6 Poison damage or half as much on a successful save.

Black Seagull (Lv 12)

Components: Spirits (1 gp), Draconic Tissue (300 gps - CR 10 or more creature), Giant Tissue (200 gps - CR 10 or more creature), Adamantine (250 gps), Drop of the River Styx (750 gps), Drop of the River Oceanus (250 gps)

Hidden Ingredient (Lv 9): Oil of the Gray Trees of Hades

Time: 1 Week

Effect: Upon drinking this oily and sour liquid your body becomes hardened and your sense of pain dulled. For the next minute you have Resistance to all Bludgeoning, Piercing, and Slashing damage. After the duration of the potion wears off you take 3D12 Necrotic damage as the delayed pains of the battle engulf you.

Non-Witcher Effect: A non-Witcher drinking this must make a DC 16 saving throw taking 4D6 Poison damage or half as much on a successful save.

Elemental Tincture (Lv 12)

Components: Spirits (1 gp), Aberration Tissue (500 gps - CR 10 or more creature), Electrum (250 gps), Bottled Spark of Lighting Elemental (375 gps), Jug of Magma Elemental Fluids (375 gps)

Hidden Ingredient (Lv 9): Orb of Slime from the Elemental Plane of Ooze

Time: 1 Week

Effect: Upon drinking this sour and crackling liquid your body takes on a reactive almost fluid form. You choose two damage types upon drinking it and incoming damage to you from those damage types is reduced by 10 for the next hour (Damage cannot be reduced to less than zero with this Potion).

Non-Witcher Effect: A non-Witcher drinking this must make a DC 16 saving throw taking 4D6 Poison damage or half as much on a successful save.

Elixir of the Bear (Lv 2)

Components: Spirits (1 gp), Dire Bear Liver (25 gps)

Hidden Ingredient (Lv 9): Hell Bear Eye

Time: 1 Hour

Effect: Upon drinking this rich and savory liquid your body gains an overflowing of health that shields you. You gain 15 temporary hit points for one hour (Schoof of the Bear exclusive).

Non-Witcher Effect: A non-Witcher drinking this must make a DC 12 saving throw taking 2D4 Poison damage or half as much on a successful save.

Elixir of the Bear (Supreme) (Lv 17)

Components: Spirits (1 gp), Monstrosity Tissue (2,500 gps - CR 13 or more creature), Brass (1,000 gps), Alpha Abyssal Bear Heart (1,000 gps), Storm Giant Liver (500 gps)

Time: 2 weeks

Effect: Upon drinking this hearty liquid full of salty umami your body swells with strength and health. You gain 50 temporary hit points and your STR score becomes 27 for one hour (School of the Bear exclusive).

Non-Witcher Effect: A non-Witcher drinking this must make a DC 18 saving throw taking 6D8 Poison damage or half as much on a successful save.

Elixir of the Cat (Lv 2)

Components: Spirits (1 gp), Saber-Tooth Heartstring (25 gps)

Hidden Ingredient (Lv 9): Dire Lion Alpha Tongue

Time: 1 Hour

Effect: Upon drinking this light and airy liquid your eyes are sharpened. You gain the ability to see creatures on the Ethereal plane and Invisible creatures and objects for one hour (School of the Car exclusive).

Non-Witcher Effect: A non-Witcher drinking this must make a DC 12 saving throw taking 2D4 Poison damage or half as much on a successful save.

Elixir of the Cat (Supreme) (Lv )

Components: Spirits (1 gp), Aberration Tissue (2,500 gps - CR 13 or more creature), Oricalcum (1,000 gps), Celestial Lion Eyes (1,000 gps), Perfectly Clear Crystal (500 gps)

Time: 2 weeks

Effect: Upon drinking this fluffy and sweet liquid your eyes are opened to all. You gain Truesight 120 ft for one hour and you automatically succeed Investigation and Perception checks during this time (School of the Cat exclusive).

Non-Witcher Effect: A non-Witcher drinking this must make a DC 18 saving throw taking 6D8 Poison damage or half as much on a successful save.

Elixir of the Crane (Lv 2)

Components: Spirits (1 gp), Bones of an Albino Crane (25 gps)

Hidden Ingredient (Lv 9): Bulb of a Gilded Lily

Time: 1 Hour

Effect: Upon drinking this sweet and sour liquid or inhaling its pungent aroma for 1 minute (Expending the Potion) your joints become incredibly flexible for one hour allowing you to use half of your movement speed to escape any nonmagical binding or end the Restrained or Grappled condition on yourself (School of the Crane exclusive).

Non-Witcher Effect: A non-Witcher drinking this must make a DC 12 saving throw taking 2D4 Poison damage or half as much on a successful save.

Elixir of the Crane (Supreme) (Lv 17)

Components: Spirits (1 gp), Fiend Tissue (2,500 gps - CR 13 or more creature), Copper (1,000 gps), Spinal Fluid of 10 Chokers or 3 Mind Flayers (1,000 gps), Root of a Bilblong Tree (500 gps)

Time: 2 weeks

Effect: Upon drinking this tart liquid or inhaling its acrid aroma for 1 minute (Expending the Potion) you gain the same effects of a normal Elixir of the Crane and wings sprout from your back giving you a Flying speed of 40 ft and gills and fins grow on you giving you a Swimming speed of 50 ft and you can breathe underwater. These changes last for 1 hour and during this time your movement does not provoke attacks of opportunity (School of the Crane exclusive).

Non-Witcher Effect: A non-Witcher drinking this must make a DC 18 saving throw taking 6D8 Poison damage or half as much on a successful save.

Elixir of the Griffon (Lv 2)

Components: Spirits (1 gp), Griffon Heart and Liver (25 gps)

Hidden Ingredient (Lv 9): Eye of a Dire Griffon

Time: 1 Hour

Effect: Upon drinking this salty liquid you regain 3 Stamina (School of the Griffon exclusive).

Non-Witcher Effect: A non-Witcher drinking this must make a DC 12 saving throw taking 2D4 Poison damage or half as much on a successful save.

Elixir of the Griffon (Supreme) (Lv 17)

Components: Spirits (1 gp), Fiend Tissue (2,500 gps - CR 13 or more creature), Platinum (1,000 gps), Adult or Older Gold or Red Dragon Draconis Funadamentis (1,000 gps), Cloud Giant Brain Fluid (500 gps)

Time: 2 weeks

Effect: Upon drinking this minty and cooling liquid you regain half of your Stamina rounded up and for the next hour the next instance you would expend Stamina you do not expend the Stamina (School of the Griffon exclusive).

Non-Witcher Effect: A non-Witcher drinking this must make a DC 18 saving throw taking 6D8 Poison damage or half as much on a successful save.

Elixir of the Manticore (Lv 2)

Components: Spirits (1 gp), Desert Bloom Cactus Fruit (25 gps)

Hidden Ingredient (Lv 9): Lesser Manticore Tail Vertebre

Time: 1 Hour

Effect: Upon drinking this fiery liquid your body becomes dense and more able to survive. For the next minute you reduce all incoming instances of nonmagical damage by 2. (School of the Manticore exclusive).

Non-Witcher Effect: A non-Witcher drinking this must make a DC 12 saving throw taking 2D4 Poison damage or half as much on a successful save.

Elixir of the Manticore (Supreme) (Lv 17)

Components: Spirits (1 gp), Dragon Tissue (2,500 gps - CR 13 or more creature), Gold (1,000 gps), Grand Acacia Heartroot (1,000 gps), Mantimera Eyes (500 gps)

Time: 2 weeks

Effect: Upon drinking this hot and spicy liquid your body grows a thick brown hide. For the next hour your AC is increased by 2 and you reduce all incoming instances of non Psychic damage by 5 for the duration (School of the Manticore exclusive).

Non-Witcher Effect: A non-Witcher drinking this must make a DC 18 saving throw taking 6D8 Poison damage or half as much on a successful save.

Elixir of the Viper (Lv 2)

Components: Spirits (1 gp), Venom of 3 Difference Species of Snakes (25 gps)

Hidden Ingredient (Lv 9): Dire Sand Viper Venom Gland

Time: 1 Hour

Effect: Upon drinking this sour and bitter lemon flavored liquid your legs and muscles become taunt and full of vigor, your movement speed(s) are doubled for one minute.

Non-Witcher Effect: A non-Witcher drinking this must make a DC 12 saving throw taking 2D4 Poison damage or half as much on a successful save.

Elixir of the Viper (Supreme) (Lv 17)

Components: Spirits (1 gp), Fiend Tissue (2,500 gps), Platinum (1,000 gps), Cobra Hydra Heart (1,000 gps), Stewed Quickling Elder Fluids (500 gps)

Time: 2 weeks

Effect: Upon drinking this fizzy and sour liquid your body enters a hyperactive state. For the next hour your movement speed(s) are doubled and your movement does not provoke attacks of opportunity. You have advantage on STR and DEX saving throws.

Non-Witcher Effect: A non-Witcher drinking this must make a DC 18 saving throw taking 6D8 Poison damage or half as much on a successful save.

Elixir of the Wolf (Lv 2)

Components: Spirits (1 gp), Dire Wolf Eye (25 gps)

Hidden Ingredient (Lv 9): Albino Wolf Fat

Time: 1 Hour

Effect: Upon drinking this thick and sweet liquid your heart beats quickly and your muscles swell and your vision sharpens. You have a +2 bonus to hit and damage with melee attacks and unarmed strikes for the next minute.

Non-Witcher Effect: A non-Witcher drinking this must make a DC 12 saving throw taking 2D4 Poison damage or half as much on a successful save.

Elixir of the Wolf (Supreme) (Lv 17)

Components: Spirits (1 gp), Monstrosity Tissue (2,500 gps - CR 13 or more creature), Iron (1,000 gps), Frost Giant Everlasting One Liver (1,000 gps), Celestial Eagle Eyes (500 gps)

Time: 2 weeks

Effect: Upon drinking this thick and ultrasweet and salty liquid your heart thrums deep within you and your muscles become engorged and defined. You have a +6 bonus to hit and damage with melee attacks and unarmed strikes for the next hour.

Non-Witcher Effect: A non-Witcher drinking this must make a DC 18 saving throw taking 6D8 Poison damage or half as much on a successful save.

Golden Oriole (Lv 4)

Components: Spirits (1 gp), Fey Tissue (75 gps - CR 3 or more creature), Medicinal Herbs (75 gps)

Hidden Ingredient (Lv 9): Golden Honey

Time: 8 Hours

Effect: Upon drinking this sweet and fragrant liquid your body and mind become protected from certain threats. Choose two of the following Conditions: Blinded, Charmed, Deafened, Frightened, or Poisoned. Upon drinking it one or both chosen Conditions end and you have advantage against saving throws for the chosen Conditions for the next 24 hours.

Non-Witcher Effect: A non-Witcher drinking this must make a DC 13 saving throw taking 3D4 Poison damage or half as much on a successful save.

Healing Elixir (Lv 2)

Components: Spirits (1 gp), Assorted Medicinal Herbs (50 gps)

Hidden Ingredient (Lv 9): Snow Lily Root

Time: 1 Hour

Effect: Upon drinking this mellow and pleasant liquid you can expend hit dice up to your Proficiency Bonus as if you completed a short rest.

Non-Witcher Effect: A non-Witcher drinking this must make a DC 12 saving throw taking 2D4 Poison damage or half as much on a successful save.

Killer Whale Elixir (Lv 2)

Components: Spirits (1 gp), Heart of a Dire Orca (30 gps)

Hidden Ingredient (Lv 9): Scales of a King Barracuda

Time: 1 Hour

Effect: Upon drinking this salty and iron tasting liquid your body feels warm and gills and webbing grows on you. You can breathe underwater for 6 hours and gain a Swimming speed of 40 ft.

Non-Witcher Effect: A non-Witcher drinking this must make a DC 12 saving throw taking 2D4 Poison damage or half as much on a successful save.

Metabolism Elixir (Lv 2)

Components: Spirits (1 gp), Nectar of a Guam Fruit (30 gps)

Hidden Ingredient (Lv 9): Whole Cafrin Nut

Time: 1 Hour

Effect: Upon drinking this harsh and sugary liquid your body feels energized and invigorated. You gain advantage on CON saving throws for 1 hour and you do not gain the next instance of Exhaustion for the duration. Experienced Witchers drink a Metabolism Elixir before a battle where they intend to use a Battle Elixir.

Non-Witcher Effect: A non-Witcher drinking this must make a DC 12 saving throw taking 2D4 Poison damage or half as much on a successful save.

Swallow Elixir (Lv 4)

Components: Spirits (1 gp), Fey Tissue (75 gps - CR 3 or more creature), Feather from a Celestial creature (100 gps)

Hidden Ingredient (Lv 9): Eyes of an Emperor Swallow

Time: 8 Hours

Effect: Upon drinking this ultra sweet liquid your heart beats hard and your breathing quickens accelerates. You regain 1D6 + your CON modifier (Minimum 1) hit points at the end of each of your turns as long as you have at least 1 hit point remaining for the next 1D6 turns.

Non-Witcher Effect: A non-Witcher drinking this must make a DC 13 saving throw taking 3D4 Poison damage or half as much on a successful save.

Thawny Owl Elixir (Lv 12)

Components: Spirits (1 gp), Monstrosity Tissue (500 gps - CR 10 or more creature), Mithril (250 gps), Silver Holly Bark (150 gps), Root of an Awakened Holy Bush (100 gps)

Hidden Ingredient (Lv 9): Liver of an Silver Owl Alpha

Time: 1 Week

Effect: Upon drinking this thick and fresh tasting liquid your energy reserves swell. You regain 2 Stamina and then for the next minute at the start of each of your turns you regain 2 Stamina.

Non-Witcher Effect: A non-Witcher drinking this must make a DC 16 saving throw taking 4D6 Poison damage or half as much on a successful save.

Thunderbolt Elixir (Lv 12)

Components: Spirits (1 gp), Giant Tissue (500 gps - CR 10 or more creature), Bronze (250 gps), Grey Render Spleen (850 gps), Thunder Topaz (500 gps)

Hidden Ingredient (Lv 9): Bottled Bronze Dragon Lightning

Time: 1 Week

Effect: Upon drinking this sulfurous and biting liquid energy crackles along your muscles and spring onto your weapons. For the next minute you gain a +4 bonus to damage rolls made with unarmed attacks and melee weapons.

Non-Witcher Effect: A non-Witcher drinking this must make a DC 16 saving throw taking 4D6 Poison damage or half as much on a successful save.

White Honey (Lv 4)

Components: Spirits (1 gp), Monstrosity Tissue (75 gps - CR 3 or more creature), Honey from Rot Bees (75 gps)

Hidden Ingredient (Lv 9): Eyes of an Albino Celestial Bee

Time: 8 Hours

Effect: Upon drinking this sumptuous, bitter-sweet liquid you end the Poisoned condition on yourself as well as any nonmagical diseases (Unless specified by your DM).

Non-Witcher Effect: A non-Witcher drinking this must make a DC 13 saving throw taking 3D4 Poison damage or half as much on a successful save.

White Seagull (Lv 6)

Components: Spirits (1 gp), Fiendish Tissue (350 gps - CR 10 or more creature), , Stygian Iron (75 gps), Drop of the Astral Sea (100 gps)

Hidden Ingredient (Lv 9): Oil of the White Trees of Elysium

Time: 24 Hours

Effect: Upon drinking this heady and luxurious liquid you fall Unconscious and enter a rapturous state full of pleasure and strange visions. It acts as though you cast the spell Clairvoyance. You must make a DC 15 WIS saving throw and on a failed save you become addicted and desire to craft and drink another White Seagull at all costs unless the spell Ceremony (Atonement) or a similar effect is used. The DC for the WIS saving throw is increased by 2 each time you drink White Seagull.

Non-Witcher Effect: A non-Witcher drinking this must make a DC 15 saving throw taking 3D6 Poison damage or half as much on a successful save.

Witcher Speciality

Witcher Subclasses (24)

Choose your subclass at the level indicated in the class table above.

Arcane (R. Cane) Dopper Being a skilled alchemist is a slippery slope. Some Witchers use their skills to craft drugs to make their harsh life more bearable and end up addicted. These addicts gain arcane powers along with their dependency more… Arisen A few lucky Witchers are killed and then reborn to fulfill a divine mandate. They go forward full of holy power to face the darkness that killed them and overcome it. Regardless of who they were before, they become an… Blood Hunter Your blood has been altered with a dark rite in order to fight even greater darkness. Your body becomes payment to destroy the evils that lurk in the night. Your blood is now a powerful catalyst for curses that can be… Branded Those that are formally banished from their School are branded with an arcane brand that is specific to each School. The brand disfigures them and prevents them from using Signs but that is a price some gladly pay for… Demolitionist A few Witchers have a vendetta against Constructs and found that their weapons just weren’t doing the job. They developed new ways to deal with those metallic pests mainly by blowing them up. They use their alchemy… Dhampir The most common and powerful enemies of Witchers are fearsome Lycanthropes and powerful Vampires. The Witcher Schools set aside their differences for a time in order to make the Dhampir program where the mutagens of… Dragon Hunter Dragon Hunter Witchers are the most prone to death and the most prone to being remembered as the best of the best and the most wealthy if they survive. Though that is a big if. They develop specialized tactics to… Eldritch Stalker Some Witchers draw the short straw and are forced to take on tasks well beyond human comprehension. They must decide to fight the madness and die or embrace it and hunt the aberrations that creep in the evil places of… Exorcist Undead are a constant problem but can be lucrative for Witchers that can deal with them. Exorcists use a variety of means to communicate with, banish, and destroy the Undead. They are laden with bits and bobs they use… Failure The School of the Cat was made to improve upon Mutagens but many of their attempts ended in failures creating unhinged but mighty Witchers that in most cases were abandoned and left for dead. These Failures are horribly… Field Alchemist Those that rely heavily upon alchemy in battle learn ways to quickly throw together less potent versions of the Witcher Oils that many Witchers use to hunt their prey. A quick squeeze and application of prepared… Fiend Hunter Many Witchers have had unpleasant interactions with Fiends but a few have had reason to become the means of their complete and utter destruction. Fiend Hunters train their minds and souls and become an insurmountable… Illrigger It is said that “the enemy of my enemy is my friend”. Illriggers take that to the next level. They make otherworldly pacts with the denizens of Hell to further their fight against evil. They wade through temptation and… Iron Knight Fey are some of the most annoying creatures to deal with. Luckily iron and a few tricks seem to work on them well enough. Iron Knights train in strength and endurance in order to wear their thick and menacing iron… Inquisitor A few Witchers stray from the core tenets of brotherhood and monster hunting and become hunters of man. Inquisitors specialize in finding, torturing, and punishing traitorous Witchers and whoever else they are paid to… Investigator A few Witchers have had more brains than brawn or simply have a sharp intellect. These Witchers use their talents to solve mysteries as well as discover new information for the Witchers and identify new threats. They… Monster Bane The quintessential Witcher. If one thinks of a Witcher, they think of a Monster Bane. They are so prevalent that the Monster Bane term is rarely used as it is understood that unless specified a Witcher is a Monster… Profaner The Profaners are never spoken of. Any respectable Witcher would never even admit to their existence. A Profaner’s speciality is slaying Celestials. They are marked by a thick black cape hiding an abomination. Each… Order of Jack Once upon a time a child slayed a giant. In his old age he pioneered the methods and strategies to fell giants. He was posthumously named a Grandmaster after his death even though he never was a Witcher but for his… Rift Sealer Portals are a plague to Witchers. They unleash a flood of beasties that need exterminating. While the job security is nice there is no amount of money that can stem the infinite swarms from Elemental Rifts. Rift Sealers… Ronin Though they were given mutagens and were inducted into a School the Ronin refused the teachings and blazed their own path. They do not gain anything further than the introduction to their School but have founded their… Shadow Stalker The School of the Viper rarely will produce an exceptional individual that has great promise. They entrust them with Shadow Arts granting them supernatural powers related to stealth and assassination techniques. They… Sign Expert Signs are an integral part of Witcher combat. They are secret arts that are then honed and mastered by the School of the Griffon. They learn the deeper secrets behind Signs and know how to further manipulate and empower… Spook Not all threats can end the world or erase a town. The humble Spook focuses on more mundane yet important threats that the common man is unable to face but the average hero would deem unworthy of their time. The deal…