Witcher

A thin human crouches down amongst the dense underbrush. His keen yellow eyes quickly spot the tracks of the werewolf. A dwarf haggles for greater pay with a group of peasants. A ghoul is one thing, but a nest is going to cost extra. Kneeling in meditation, the elf awaits its prey to return to its lair. As toxins flow in his bloodstream his heightened sense pick up the footsteps as it approaches.

These witchers, different as they might be, all share a common history. They have gone through many deadly trials and become the mutated beings known as witchers.

Whether it is hunting monsters or breaking curses these witchers walk the path to make sure that they are the only monsters around.

Mutated Bodies

Witchers have bodies that have undergone harsh trials to become superior to the average person. Beforehand they go through The Choice, which involves dietary changes and physical training. Young witchers are taught sword skills, monster lore and herbalism.

The main trials then follow. The Trial of Grasses, The Trial of Dreams and The Trial of Mountains. Each of these trials is deadly and many a witcher in training has died to them.

This process makes witchers into the mutated creatures they are, granting them improved sight, reflexes and healing. However this process also makes them sterile.

Walk the Path

The Path is a term witchers use to describe traveling the various parts of the world hunting down monsters. Witchers travel the continent looking for contracts to fulfill. A witcher could be tasked with killing a werewolf, eliminating a nest of drowners, or investigating the mysterious deaths of people at the hand of a potential monster. Towards the onset of winter, witchers reconvene at their respective keeps to wait out the cold season.

Witcher Schools

Each witcher belongs to a school where they underwent their training and mutation. Every school differs slightly but all schools walk the path and fight monsters.

There are six known witcher schools, each named for a beast which represents their style. These witcher schools are known as the Bear, Cat, Griffin, Manticore, Viper and Wolf schools respectively. There may be other schools out there that have not been discovered.


Silver for Monsters

Traditionally a witcher carries two weapons with them at all times. One steel longsword for dealing with men and beasts and one silver longsword for monsters.

While some of the information in this guide has been changed to accommodate all styles of play, a silver weapon is too strong an addition to a 1st level character. If you wish to be more faithful to the traditional witcher, talk to your DM about changing the equipment gained at 1st level.

If you wish to purchase your own equipment a witcher can choose to buy starting gear with 5d4 x 10 gold pieces.

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The Witcher
Level Proficiency Bonus Features Formulae Known
1st +2 Witcher Alchemy, Witcher Signs 2
2nd +2 Fighting Style, Monster Lore 3
3rd +2 Toxic Blood, Witcher School 4
4th +2 Ability Score Improvement 6
5th +3 Alternate Aard, Extra Attack 7
6th +3 Witcher School Feature 8
7th +3 Alternate Igni, Evasion 9
8th +3 Ability Score Improvement 11
9th +4 Alternate Yrden, Iconic Formulae 12
10th +4 Witcher School Feature 13
11th +4 Alternate Quen 14
12th +4 Ability Score Improvement, Iconic Formulae 16
13th +5 Alternate Axii 17
14th +5 Witcher School Feature 18
15th +5 Iconic Formulae 19
16th +5 Ability Score Improvement 21
17th +6 Witcher School Feature 22
18th +6 Iconic Formulae 23
19th +6 Ability Score Improvement 25
20th +6 Mutant 26

Creating a Witcher

When creating a witcher character, think about where your character comes from and how they view the world. Talk to your DM about an appropriate origin for your witcher. Were they given to their school willingly or taken? Is their school located in a far off land or in this one? How uncommon are witchers in the setting?

Have you strayed from the Path? Do you enjoy your work? If you had the choice would you still be a witcher? There are many ways that witchers can differ, it is up to you how your one feels and acts.

Quick Build

You can make a witcher quickly by following these suggestions. First, make Strength your highest ability score, followed by Wisdom. (Some witchers who focus on two-weapon fighting make Dexterity higher than Strength.) Second, choose the outlander background. Third, choose the grapeshot and cat formulae.


Class Features

As a witcher, you gain the following class features.

Hitpoints


  • Hit Dice: 1d10 per witcher level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • HitPoints at Higher Levels: 1d10 (or 6) + your Constitution modifier per witcher level after 1st

Proficiencies


  • Armor: Light armor, medium armor
  • Weapons: Simple weapons, hand crossbows, longswords, scimitars, shortswords
  • Tools: Herbalism kit, witcher's supplies
  • Saving Throws: Strength, Dexterity
  • Skills: Choose three from Animal Handling, Arcana, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

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Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) chain shirt or (b) leather armor
  • (a) two shortswords or (b) a longsword and a dagger
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • A hand crossbow and 20 bolts
  • Witcher's supplies

Witcher Alchemy

As a member of a witcher school you have memorized formulae that you can utilize to create alchemical wonders. See Witcher Formulae for the formulae list.

Formulae Known

You know two formulae of your choice from the formulae list.

The Formulae Known column of the Witcher table shows when you learn more formulae of your choice.

Preparing Formulae

During a long rest you can prepare a number of formulae you know equal to half your witcher level (rounded down) + your Intelligence modifier. You can prepare the same formulae multiple times as long as it is within your limit.

For example, if you're a 3rd-level witcher, you have four formulae known. With an Intelligence of 16, your list of prepared formulae can include four formulae in any combination. If you had the grapeshot formulae you could choose to prepare it three times, allowing you additional uses of it.

Formulae you have prepared lose their potency the next time you choose to prepare formulae during a long rest.

Only a witcher can benefit from the effects of a formulae. If a non-witcher imbibes or seeks to use one of your prepared formulae it fails and loses its potency.

Saving Throws. Some of your formulae require your taget to make a saving throw to resist the formulae's effects. The saving throw DC is calculated as follows:


  • Formulae save DC = 8 + your proficiency bonus + your Intelligence modifier

Toxicity

Some formulae grant you effects that last for a prolonged amount of time, however due to the toxic nature of your formulae you can only be under the effect of a limited number of them at a time. Your limit of consumed formulae equals 1 + your Constitution modifier (minimum one).

Witcher's supplies

Witcher's supplies are special tools, instruments, powders and liquids that are used in Witcher Alchemy.

Such supplies are needed to use Witcher Alchemy. For the most part a witcher collects the necessary ingredients as they travel, but if they ever lose their witcher's supplies they should be able to repurpose a set of alchemist's supplies to create a new set.


Witcher Signs

As a witcher you have learnt a series of intricate signs that allows you to cast limited magic with swiftness. Signs are spells with a somatic component. Some of your signs require your target to make a saving throw to resist its effects. The saving throw DC is calculated as follows:


  • Sign save DC = 8 + your proficiency bonus + your Wisdom modifier

As an action you can cast any sign you know. The number of times you can cast your signs is equal to 1 + your Wisdom modifier. You regain all castings of your signs when you finish a short or long rest.

Aard

The Aard sign is a blast of forceful energy that staggers enemies, leaving them open for attack.

When you cast the Aard sign, choose a target within 20 feet of you. The target must succeed on a Strength saving throw or be knocked prone.

The Aard sign is powerful enough to break down wooden doors or crumbling walls.

Igni

The Igni sign is a directed fiery blast that damages enemies.

When you cast the Igni sign, each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

The fire ignites any flammable objects in the area that aren't being worn or carried. Igni can be used to extinguish such flames.

Yrden

The Yrden sign is a magical trap that slows enemies who enter its area of effect.

When you cast Yrden, terrain within a 5-foot-radius of you acts as difficult terrain to your enemies for 1 minute.

If a creature on the Ethereal Plane enters Yrden's area of effect, it is forcefully brought to the Material Plane.

Quen

The Quen sign is a protective shield that lasts until it has absorbed damage for you.

When you cast the Quen sign you gain temporary hit points equal to your witcher level + your Wisdom modifier.

Axii

The Axii sign befuddles an opponent's mind.

When you cast the Axii sign, you cast the charm person spell.

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Fighting Style

Starting at 2nd level, you adopt a particular style of fighting as your specialty, Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Monster Lore

Beginning at 3rd level, you have studied various creatures from different lores and lands.

You have advantage on Intelligence checks to recall information about any creature if you have found any evidence they have left (such as claw marks).

If you successfully recall the creature you have advantage on Wisdom (Survival) checks to track them.

Toxic Blood

By 3rd level, the toxins in your blood keep other debilitations away. You are immune to disease.

Witcher School

At 3rd level, you choose the school that you hail from. Witcher schools are detailed at the end of the class description. This school effects how you have been trained and grants you features at 3rd level and again at 6th, 10th, 14th and 17th levels.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Alternate Aard

Starting at 5th level when you cast the Aard sign you can choose to use this alternate effect in place of its original one.

When you cast Aard each creature within 5 feet of you must make a Strength saving throw. On a failed save the creature is knocked prone.


Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Alternate Igni

Starting at 7th level when you cast the Igni sign you can choose to use this alternate effect in place of its original one.

When you cast the Igni sign choose against a target you can see within 30 feet or you. The target makes a Dexterity saving throw. On a failed save, the target takes 2d6 fire damage and catches on fire. At the start of each of its turns it takes an additional 1d6 fire damage.

A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.

Evasion

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Alternate Yrden

Starting at 9th level when you cast the Yrden sign you can choose to use this alternate effect in place of its original one.

When you cast Yrden you place a magical sigil in the air. This sigil lasts for 1 minute. If a hostile creature ends their turn within 5 feet of the sigil they take force damage equal to your witcher level + your Wisdom modifier.

Iconic Formulae

Starting at 9th level you have formulae you are known for and are never without. Choose one formula you know. When you prepare your formulae during a long rest you can prepare your chosen formula once without it counting against your preparation limit. You choose additional formulae for this feature at 12th, 15th, and 18th level.

Alternate Quen

Starting at 11th level when you cast the Quen sign you can choose to use this alternate effect in place of its original one.

When you cast the Quen sign, you create a shield around you and can concentrate for up to 1 minute to maintain it. While the shield persists any creature has disadvantage on attack rolls against you.

Alternate Axii

Starting at 13th level when you cast the Axii sign you can choose to use this alternate effect in place of its original one.

When you cast Axii, you cast the dominate person spell.

You must finish a long rest before using Axii in this way again.

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Mutant

You have fully mutated and become a true witcher. At 20th level you gain the following benefits:

  • You gain darkvision out to 60 feet. If you already have darkvision this improves it to 120 feet.
  • Your Dexterity score increases by 4. Your maximum for that score is now 24.
  • At the end of a long rest you regain all spent Hit Dice.

Witcher Schools

Every witcher is raised in a witcher school, none of which are the same. While they all fight monsters some focus their attention and training on different aspects of a witchers arsenal.

School of the Cat

The Cats (or Felines) were witchers who developed fighting styles focusing on speed, precision, and agility.

Unfortunately, some members of the School of the Cat proved as flexible in terms of morals and politics as they did in combat. These witchers were known to take contracts on people, as well as monsters.

Fiery Dancer

At 3rd level you have become adept at using the fast style of fighting, also known as the Fiery Dancer.

You can use Dexterity instead of Strength for the attack and damage rolls of a longsword.

Feline Reflexes

Starting at 6th level you have almost supernatural instincts when danger is near. You can add your proficiency bonus to your initiative rolls.

In addition if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.

Danger Sense

Beginning at 10th level you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger.

You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.

Uncanny Dodge

Starting at 14th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Opportunist

At 17th level, you can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.


School of the Griffin

The Griffins were witchers who developed fighting styles with sweeping arcs that could incorporate their signs into combat.

Although little is known about the School of the Griffin it was obvious that they used magic more often than the other schools.

Nine Sun Swords

At 3rd level you have become adept at using the group style of combat, also known as the Nine Sun Swords.

When you hit a creature with a melee weapon attack, choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the ability modifier used in the attack.

Sign Combat

Beginning at 6th level you have learned to weave your signs in between strikes. When you use your action to cast a sign, you can make one weapon attack as a bonus action.

Heliotrop

At 10th level you learn to cast the Heliotrop sign. The Heliotrop sign is a protective ward against danger.

When you cast the Heliotrop sign you gain resistance to all damage until the start of your next turn.

Somne

At 14th level you learn to cast the Somne sign. The Somne sign is used to put a target to sleep.

When you cast the Somne sign, choose a creature you can see within 30 feet of you. The creature makes a Wisdom saving throw. On a failed save, the sign sends the creature into a magical slumber.

A creature affected by this sign falls unconscious for 1 minute or until the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake.

Undead and creatures immune to being charmed aren't affected by this sign.

Witching Strike

At 17th level, you learn how to make your weapon strikes undercut a creature's resistance to your signs. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

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School of the Bear

The Bears were fierce witchers who favored strength and defense over agility, and this was reflected in the brutal way they fought their foes.

Unlike other witcher schools equipment from the School of the Bear was heavy and restricted mobility.

Temerian Devil

At 3rd level you have become adept at using the strong combat style, also known as the Temerian Devil. You gain proficiency with heavy armor.

In addition when you are wielding a melee weapon in two hands, you gain a +1 bonus to damage rolls with that weapon. This bonus increases to +2 at 9th level and +3 at 16th level.

Bear's Endurance

Starting at 6th level, while you are under the effects of the Quen sign you have resistance to all damage except psychic damage.

Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature.


Undying Warrior

Starting at 14th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest.

Survivor

At 17th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.

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Witcher Formulae

The following is the list of formulae that a witcher can learn.

Bombs

Bombs are alchemical creations that a thrown by witchers for various effects. When you prepare a bomb you know only create one, which is destroyed on use. Therefore you must prepare bombs multiple times if you wish to use them frequently. Bombs are thrown as a bonus action.

Dancing Star

The dancing star bomb produces a fiery explosion that burns nearby creatures.

Choose a target you can see within 30 feet of you. That target and all creatures within 5 feet must make a Dexterity saving throw. On a failed save, creatures take 2d6 fire damage and half as much on a successful save.

Devil's Puffball

The devil's puffball releases a cloud of poison on impact.

Choose a target you can see within 30 feet of you. That target and all creatures within 5 feet must make a Constitution saving throw. On a failed save, creatures take 1d12 poison damage. On a successful save they take half as much damage.

Dimeritium Bomb

The dimeritium bomb releases a cloud of dimeritium slivers that blocks spell casting.

Choose one creature that you can see within 30 feet of you. That creatures must make a Dexterity saving throw. On a failed save, the creature cannot cast spells for 1 minute or until they spend an action to shake off the dimeritium.

Dragon's Dream

The dragon's dream releases a noxious cloud on impact.

Choose one creature that you can see within 30 feet. That creature makes a Constitution saving throw. If it fails, the target is poisoned for 1 minute. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the effect ends.

Grapeshot

The grapeshot bomb releases shrapnel to damage foes within its explosion.

Choose a target you can see within 30 feet of you. That target and all creatures within 5 feet must make a Dexterity saving throw. On a failed save, creatures take 2d8 piercing damage and half as much on a successful save.

Samum

The samum bomb blinds foes who are caught in its explosion.

Choose one creature that you can see within 30 feet. That creature makes a Constitution saving throw. If it fails, the target is blinded for 1 minute. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the effect ends.


Northern Wind

The northern wind bomb releases a blast of frozen air, chilling foes who are caught in its explosion.

Choose a target you can see within 30 feet of you. That target and all creatures within 5 feet must make a Constitution saving throw. On a failed save, creatures take 1d10 cold damage and its speed is reduced by 10 feet until the start of your next turn. On a successful save they take half as much damage.

Decoctions

Decoctions are powerful potions that have long lasting effects. Created using part of the creature that shares its name, each decoction has a unique effect. Imbibing a decoction takes an action. Decoctions last for 1 hour.

Arachas Decoction

The arachas decoction allows you to use armor to its fullest potential.

While wearing light armor, bludgeoning, piercing, and slashing damage that you take from non-magical weapons is reduced by 1. Damage is decreased by 2 while wearing medium armor and 3 while wearing heavy armor.

Basilisk Decoction

The basilisk decoction protects you against a basilisks greatest weapon.

You are immune to petrification.

Ekimmara Decoction

The ekimmara decoction allows you to sap the strength of your foes.

When you hit with a melee weapon attack the target takes an extra 1d4 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt.

Fiend Decoction

The fiend decoction fills you with unholy might.

Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.

Grave Hag Decoction

The grave hag decoction gives you vigor each time a foe falls by your hands.

When you reduce a hostile creature to 0 hit points, you gain hit points equal to your Wisdom modifier.

Katakan Decoction

The katakan decoction allows you to strike with deadly precision.

Your weapon attacks score a critical hit on a roll of 19 or 20.

Leshan Decoction

The leshan decoction harms anyone who strikes you.

When a creature within 5 feet of you hits you with a melee attack, the attacker takes piercing damage equal to your Wisdom modifier.

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Nekker Warrior Decoction

The nekker warrior decoction fills you with fearlessness. Or stupidity, sometimes it is hard to tell.

You are immune to being frightened.

Noonwraith Decoction

The noonwraith decoction wards you against that which may take away your senses.

You are immune to being blinded, charmed, and deafened.

Succubus Decoction

The succubus decoction makes you irresistibly charming.

You have advantage on all Charisma ability checks.

Werewolf Decoction

The werewolf decoction grants you unearthly mobility.

Your jump distance is tripled and your speed increases by 10 feet.

Oils

Oils are mixtures that are applied to a weapon in preparation of fighting a specific foe. Applying an oil is a bonus action. An oil lasts 1 minute.

Beast Oil

When this oil is applied to a weapon, that weapon deals an extra 1d6 poison damage to beasts.

Cursed Oil

When this oil is applied to a weapon, that weapon deals an extra 1d6 poison damage to aberrations.

Draconid Oil

When this oil is applied to a weapon, that weapon deals an extra 1d6 poison damage to dragons.

Elementa Oil

When this oil is applied to a weapon, that weapon deals an extra 1d6 poison damage to elementals.

Hanged Man's Venom

When this oil is applied to a weapon, that weapon deals an extra 1d6 poison damage to humanoids.

Hybrid Oil

When this oil is applied to a weapon, that weapon deals an extra 1d6 poison damage to monstrosities.

Necrophage Oil

When this oil is applied to a weapon, that weapon deals an extra 1d6 poison damage to undead.

Ogroid Oil

When this oil is applied to a weapon, that weapon deals an extra 1d6 poison damage to giants.

Relict Oil

When this oil is applied to a weapon, that weapon deals an extra 1d6 poison damage to fiends.


Potions

The potions that witchers utilize have powerful effects that are only attainable by having the mutations that witchers have undergone. Each potion is unique and has its own benefits and duration. Imbibing a potion is an action.

Blizzard

The blizzard potion improves your reflexes.

You gain a +2 bonus to your Dexterity score for 1 hour.

Cat

The cat potion grants you sight in the darkest of places.

You gain darkvision out to 60 feet for 8 hours. If you already have darkvision this improves it to 120 feet for the duration.

Full Moon

The full moon potion bolsters your vitality.

Your hit point maximum increases by 1d10 + your Constitution modifier for 24 hours.

Golden Oriole

The golden oriole potion immunizes you against various poisons.

You have advantage on saving throws against poison, and you have resistance against poison damage for 8 hours.

Killer Whale

The killer whale potion grants you the ability to survive in the ocean.

You can breathe underwater for 8 hours.

Petri's Philter

Petri's philter increases the users magical capacity.

You gain a +2 bonus to your Wisdom score for 1 hour.

Swallow

The swallow is a sign of spring and rebirth, symbolizing the restorative nature of this potion.

You regain hit points equal your Constitution modifier each round for 1 minute.

Tawny Owl

The tawny owl potion restores the users magical energy.

You regain all castings of your signs as if you had taken a short rest.

Thunderbolt

The thunderbolt potion increases your might.

You gain a +2 bonus to your Strength score for 1 hour.

White Honey

White honey is a purifying concoction.

Removes all effects from your formulae that you are currently under.

White Raffard's Decoction

This potion instantly heals the user.

You regain hit points equal to 1d10 + your Constitution modifier.

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