The Witcher

A Ranger Conclave

The Witcher

Stalkers of Evil

In a world where monsters threatened civilization as a whole, alchemists and mages alike united under the banner of salvation for a solution, paving the way for the creation of the Witchers.

Taken in as children, witchers-to-be are subjected to intense alchemical processes, consumption of mutagenic compounds, and relentless physical and magical training to make them dangerous and highly versatile.



Witcher Training

As a witcher, you may replace your current fighting style with the Witcher Swordsmanship fighting style, your spell list is expanded and you know the Prestidigitation cantrip.

Ranger Level Spells
3rd Aard, Heliotrope, Quen, Somne
5th Axii, Igni
9th Yrden

You also have Monstrosities as an additional favored enemy. It becomes a Greater Favored Enemy at 6th level.

Witcher Swordsmanship

Your mutations have granted you supernatural-like agility. When you are wielding a single finesse weapon and no other weapons or shields, and you are not wearing heavy armor, your armor class is increased by 2.

In addition, you may treat longswords as a finesse weapon.

Vatt'ghern

At 3rd level, your mutations have granted you immunity against non-magical diseases and superior perception. You gain proficiency in perception. If you are already proficient in perception, you add double your proficiency bonus.

Alchemy

You have learned how to concoct powerful elixirs that are crucial to your survival in your profession. You use the Herbalism kit to brew potions, and gain proficiency with it.

Alchemy Rank

The quality of your elixirs are determined by your rank in alchemy, which is determined by your level in this class.

Ranger Level Rank
3rd level Novice
7th level Expert
15th level Master

You passively collect ingredients throughout your travels, and amass enough to prepare a number of distinct potions equal to your Wisdom modifier between each long rest.

Each potion has a set amount of doses that define how many times you can drink it per long rest. While long resting, you're maintaining and refilling your potions.


Toxicity

Witcher elixirs are extremely toxic, and often lethal when imbibed by ordinary humans. Whenever you drink a witcher potion, you spend toxicity points.

The amount of toxicity points you have is equal to twice your Constitution modifier

Whenever you spend more toxicity points than you have, you take 4d6 (14) poison damage for a number of rounds equal to the amount of toxicity points spent. This damage can't be reduced in any way.

You regain all your toxicity points by long resting. Any class other than the witcher has 0 toxicity points.

Recipes known

Your rank in alchemy determines what recipes you know. You know all recipes you can craft.

Extra Attack

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

Iron Mind

At 7th level, you gain proficiency in Wisdom saving throws.

Witcher's Flurry

At 11th level, you can Attack (one weapon attack only), Disengage or Use an Object using your bonus action.

Superior Witcher's Defense

At 15th level, you gain one of the following features of your choice.

Evasion: When you are subjected to an effect, such as a red dragon’s fiery breath or a Lightning Bolt spell, 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.

Stand Against the Tide: When a hostile creature misses you with a melee Attack, you can use your reaction to force that creature to repeat the same Attack against another creature (other than itself) of your choice.

Stalker's Dodge: Whenever a creature attacks you and does not have advantage, you can use your reaction to impose disadvantage on the creature’s attack roll against you. You can use this feature before or after the attack roll is made, but it must be used before the outcome of the roll is determined.

Alchemy

Cat


  • Casting Time: 1 action
  • Toxicity: 1
  • Dosage: 3 doses
  • Duration: 2 hours

Novice

Your darkvision increases by 60 ft.

Expert (+1 toxicity)

You have advantage on perception checks that rely on hearing or sight, and you can see in the darkness as if it were bright light.

Black Blood


  • Casting Time: 1 action
  • Toxicity: 3
  • Dosage: 2 doses
  • Duration: 1 hour

Expert

Any creature that gets your blood in their system while attacking you must make a DC 15 constitution saving throw. On a failed saving throw, the target is poisoned for 4 rounds and takes 3d4 +3 poison damage every round. This damage can't be reduced in any way.

Master

Damage increases to 3d6+3, the target is stunned on the first round and the DC 17 saving throw is made with disadvantage.

Golden Oriole


  • Casting Time: 1 bonus action
  • Toxicity: 2
  • Dosage: 2 doses
  • Duration: 20 minutes

Novice

Upon drinking, all poisons in your system are nullified.

Expert

You gain resistance to poison damage, and you have advantage on constitution saving throws against the poisoned condition.

Master

You gain immunity to poison damage and the poisoned condition.

Petri's Philter


  • Casting Time: 1 action
  • Toxicity: 3
  • Dosage: 2 doses
  • Duration: 1 hour

Expert

You gain a +2 bonus to your spell save DC.


Swallow


  • Casting Time: 1 bonus action
  • Toxicity: 2
  • Dosage: 3 doses
  • Duration: 24s

Novice

You heal d4 +1 HP for 4 turns.

Expert

You heal d6 +2 HP for 4 turns.

Master

You heal 2d4 +3 HP for 4 turns.

Tawny Owl


  • Casting Time: 1 action
  • Toxicity: 2
  • Dosage: 2 doses
  • Duration: 2 hours

Novice

Your movement speed is increased by 15 ft.

Expert

While affected by this potion, you can't feel the effects of exhaustion.

Thunderbolt


  • Casting Time: 1 action
  • Toxicity: 3
  • Dosage: 2 doses
  • Duration: 20 minutes

Expert

Your attack and damage rolls increase by 1.

Master

Your attack and damage rolls increase by 2. Additionally, you can choose to magically enhance the potion, spending a 5th level spell slot, allowing you to attack twice, instead of once, whenever you use your bonus action to attack for 1 minute.

White Raffard's Decoction


  • Casting Time: 1 action
  • Toxicity: 3
  • Dosage: 1 dose
  • Duration: Instantaneous

Master

You heal 6d4 +4 HP for 1 turn.

Signs

Aard

1st-level Evocation


  • Casting Time: 1 bonus action
  • Range: Self (15-foot cube)
  • Duration: Instantaneous

A directed blast of telekinetic energy sweeps at your target with violence in a 15 foot cone. All targets within the area must make a strength saving throw. On a failed save, a creature is pushed 10 feet and knocked prone.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.


At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can choose to make the blast a 20 foot sphere centered around you, or channel a violent gust of air. This gust of air takes an action and concentration to cast, and on a failed saving throw, it pushes creatures 15 feet in a 20 foot cone for as long as you remain channeling and their speed is set to 0. Targets that succeed on the saving throw have their speed reduced by 15 ft, and aren't pushed.

Axii

2nd-level Enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Duration: Concentration, up to 8 hours

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.

The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration.

For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t performed. If you or any of your companions damage the target, the spell ends.


At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature. The creatures must be within 30ft of each other when you target them.

Heliotrop

1st-level Abjuration


  • Casting Time: 1 reaction, which you take whenever you take damage
  • Range: Self
  • Duration: 1 round

This sign acts as a buffer against physical and magical attacks, reducing the intensity of the attack. You gain resistance to all damage coming from a single attack, spell or environmental hazard such as fall damage.

Igni

2nd-level Evocation


  • Casting Time: 1 action
  • Range: Self (15-foot cone)
  • Duration: Instantaneous

As you draw the igni sign with your fingers, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone originating from you must making a dexterity saving throw. On a failed save, a creature takes 2d6 fire damage and is set on fire. On a successful save, the creature takes half as much damage and isn't set on fire. Creatures that are on fire take 2d6 fire damage at the start of their turn, and have disadvantage on attack rolls and ability checks. The fire lasts for a number of rounds equal to your Wisdom modifier, or until the creature puts out the fire using an action.

The fire ignites any flammable objects in the area that aren’t being worn or carried.


At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage from the fire condition increases by 1d6 for each slot above 2nd.

Quen

1st-level Abjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Duration: 1 hour

A barrier of magical force appears and protects you. It protects you against 1d4 + 4 damage, and then vanishes. You may only have one instance of this shield active at a time.


At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.

Somne

1st-level Enchantment


  • Casting Time: 1 action
  • Range: 90 feet
  • Duration: 1 minute

This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creatures’ hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

Undead and creatures immune to being charmed aren’t affected by this spell.


At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

Yrden

3rd-level Transmutation


  • Casting Time: 1 action
  • Range: 120 feet
  • Duration: Concentration, 1 minute

You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.

An affected target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.

If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted.

A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.

Cantrips

Prestidigitation


  • Casting Time: 1 action
  • Range: 10 feet
  • Duration: up to 1 hour

This spell is a minor magical trick that novice spell-casters use for practice. You create one of the following magical effects within range:

  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
    If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.