Witcher

Class Features

As a Witcher, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light Armor, Medium Armor
  • Weapons: Simple Weapons, Martial Weapons
  • Tools: Herbalist tools

  • Saving Throws: Constitution, Intelligence
  • Skills: Choose two from Acrobatics, Athletics, Insight, Intimidation, Investigation, Perception and Survival

Equipment

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

  • (a) Chain Shirt (b) Leather (c) Studded Leather
  • (a) Longsword (b) Greatsword (c) Spear
  • (a) Hand crossbow and 20 bolts (b) Short bow and 20 arrows
  • Explorer's pack

Witcher medallion

Upon choosing a school a witcher receives a medallion representing that school. The bond between a witcher and his medallion is personal and grows over time. Whilst a witcher medallion registers as a magical item it’s impossible for someone else to use it’s magical properties. A witchers medallion counts as an attuned magical item. When you wear your medallion and there are monsters within 100 feet that you cannot see you can make a perception check DC 10 to notice your medallion shaking alerting you to their presence. However you do not know how many, exact location or type of the monsters. You can create a new medallion, the price for this is 500 gold in materials and takes 1 hour to craft. After you crafted the medallion you need to perform an 8 hour ritual to bind with the medallion which will sever the bond with your old medallion. The new medallion you create is always of the same school you represent. In the next month after you bind with a new medallion all signs you cast require an intelligence check of DC 15 or fail.

Witcher senses

At 2nd level, choose one of the following skills: investigation, perception or survival. You gain advantage on skill checks of the chosen skill. At 8th level your witcher senses are further honed and you can choose a second skill to gain the bonus on. At 14th level you reach the pinacle of your witcher senses and gain advantage on all three skill checks.


The Notary
Level Proficiency Bonus Features Potions known Signs Known
1st +2 Witcher school, Witcher medallion, Witcher potions, Harvest monsters 1 0
2nd +2 Witcher senses 1 0
3rd +2 Witcher Signs, Witcher school feature 2 1
4th +2 Ability score improvement 2 1
5th +3 Extra attack 3 2
6th +3 Ability Score Improvement 3 2
7th +3 Witcher school feature 3 3
8th +3 Ability Score Improvement 3 3
9th +4 4 4
10th +4 Witcher school feature 4 4
11th +4 Extra attack (2) 4 4
12th +4 Ability Score Improvement 4 4
13th +5 5 5
14th +5 Ability Score Improvement 5 5
15th +5 Meditation 5 5
16th +5 Ability Score Improvement 5 5
17th +6 6 6
18th +6 Witcher school feature 6 6
19th +6 Ability Score Improvement 6 6
20th +6 Witcher master 6 6

Harvest monsters

You can harvest monster parts using herbalist tools. The parts that you can harvest are the eyes, brains, heart, liver and poison glands (if any). Harvesting a monster part requires a successful DC 15 intelligence check. On a fail the monster part is unusable.

Witcher potions

Max toxicity is equal to your proficiency bonus + constitution modifier. Witcher potions are toxic to non-witchers. Whenever a creature that hasn’t undergone the trial of grasses to become a witcher drinks a witcher potion it takes 2d10 points of poison damage each round for a number of rounds equal to the toxicity of the witcher potion. A witcher loses 1 toxicity point every 4 hours.


Brewing a witcher potion takes one hour. The ingrediens used for these potions are parts from monsters and 1 flask of alcohol. A monster part from a normal sized monster provides enough for 3 doses of 1 potions. Each size category smaller provides for 1/3rd the amount of doses, each size category bigger provides for 3 times the amount of doses. Once brewn a potion holds it's effect for a month.

Blizzard

When you drink this potion, you gain the effect of the Haste spell for 1 minute (no concentration required).


  • Requirement: you must be level 9 to learn this potion
  • Toxicity: 3
  • Enhanced: All attacks against you have disadvantage for 1 minute.

Cat

When you drink this potion, you gain darkvision out to a range of 120 feet for 1 hour. The potion makes you susceptible to sunlight and you have disadvantage on all attack rolls and saving throws while in bright light while under the effect of this potion.


  • Toxicity: 1
  • Enhanced: You additionaly gain blindsight out to a range of 30 feet

Golden oriole

When you drink this potion, you gain the effect of Protection from poison for 1 hour.


  • Toxicity: 1
  • Enhanced: You gain resistance to fire and cold damage for 1 hour

Swallow

When you drink this potion, you regain 1d4 + your constitution modifier hit points at the end of your turn for an amount of turns equal to your proficiency bonus.


  • Toxicity: 2
  • Enhanced: you regain 2d4 + your constitution modifier hit points at the end of your turn for an amount of turns equal to double your proficiency bonus instead.

Thunderbolt

When you drink this potion, you gain +5 to attack and damage rolls for 1 minute.


  • Requirement: you must be level 7 to learn this potion.
  • Toxicity: 2
  • Enhanced: The bonus is increased to +10.

White honey

When you drink this potion, you lose all your toxicity points and all witcher potion effects immediately end. Witcher potions have no effect on you for the next hour.


  • Enhanced: The time that witcher potions have no effect on you decreases to 10 minutes.

Signs

At 3rd level a witcher learns how to cast signs. Signs are spell-like abilities that require a witcher medallion, the ability to speak and at least 1 free hand to cast. The witcher has a number of sign points equal to his constitution modifier. Each sign costs 1 sign point to cast. A witcher regains 2 sign points during a short rest and all her sign points during a long rest. Sign save dc: 8 + proficiency bonus + intelligence modifier

Aard


  • Casting time: 1 action, after casting this sign you can make a weapon attack as a bonus action.
  • Duration: instantaneous

A blast of telekinetic force shoots forth from your hand. All creatures within a 15 foot cone of you are pushed back 5 feet and must make a strength saving throw, on a failed save they are pushed back an additional 5 feet and are knocked prone.

Enhanced: Creatures take 1d4 points of bludgeoning damage. The damage increases by 1d4 at 6th, 9th, 12th, 15th and 18th level.

Axii


  • Casting time: 1 action
  • Duration: 1 turn
  • Range: 10 ft

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if your command is directly harmful to it.

Enhanced: You cast suggestion as a 2nd level spell.

Igni


  • Casting time: 1 action, after casting this sign you can make a weapon attack as a bonus action.
  • Duration: instantaneous
  • Range: 60 ft

A bright streak flashes from your palm to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 5-foot-radius sphere centered on that point must make a dexterity saving throw. A target takes 1d8 fire damage on a failed save, or half as much damage on a successful one. The damage increases by 1d8 at 6th, 12th, 15th and 18th level. Alternatively this sign can be used to light up a flameable object up to the size of a small campfire.

Enhanced: The damage die becomes a d10. If a creature fails it’s saving throw it also catches on fire and takes 1d6 fire damage on the start of it’s turn. The creature can use it’s action to smother the flames.

Heliotrope


  • Casting time: 1 reaction
  • Duration: instantaneous
  • Requirement: you must be at least level 13 to take this sign

Immediately after a creature that you can see casts a spell that targets you or includes you in its area of effect, you can use your reaction to make a constitution saving throw equal to 10 + the spell’s level. On a successful save you negate the spell’s effect on you although other’s in the spell’s radius might still be affected.

Enhanced: You can make an arcana check DC equal 10 + the spell’s level to determine what spell is cast before deciding if you use this sign. Additionally you may choose to fully negate the spell’s effect.

Quen


  • Casting time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
  • Duration: instantaneous

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from the spell magic missile.

Enhanced: You can cast quen as a bonus action instead of a reaction. Additionally you receive half damage from all sources until the start of your next turn.

Yrden


  • Casting time: 1 action
  • Duration: 1 minute
  • Requirement: you must be at least level 13 to take this sign

Glowing runes outline a 10 foot circle around you. Each creature other than the caster of the sign in the circle when the sign is cast or that enters the circle must succeed on a wisdom saving throw or be affected by the sign’s effect. An affected creature’s is under the effect of slow.

Enhanced: On a failed save the creature is stunned instead, it can make a new wisdom saving throw at the end of it’s turn to end the stunned effect. Each creature other than the caster of the sign within the circle is under the effect of slow.

Concoctions

Brewing a concotion takes one hour. Applying a concoction to a weapon takes one action.

Monster oil


  • Ingredients: Monster part of the corresponding creature type

When you create monster oil choose a creature type. While applied to your weapon, attacks made with this weapon deal an additional 1d4 + intelligence modifier acid damage to creature of the chosen type. This oil stays active for 1 hour after applying it.


Basilisk venom


  • Ingredients: Eyes of a basilisk

While applied to your weapon, your first attack that hits with this weapon the target must make a constitution saving throw against your sign save DC. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration.

Centipede poison


  • Ingredients: Centipede poison glands

While applied to your weapon, your first attack that hits with this weapon the target must make a constitution saving throw against your sign save DC. On a failed save, it takes 2d4 poison damage and is Poisoned for 24 hours. On a successful save, the creature takes half damage and isn’t Poisoned.

Scorpion poison


  • Ingredients: Scorpion poison glands

While applied to your weapon, your first attack that hits with this weapon the target must make a constitution saving throw against your sign save DC. On a failed save, it takes 6d4 poison damage and is Poisoned for 24 hours. On a successful save, the creature takes half damage and isn’t Poisoned.

Spider venom


  • Ingredients: Spider poison glands

While applied to your weapon, your first attack that hits with this weapon the target must make a constitution saving throw against your sign save DC. On a failed save, it takes 4d4 poison damage and is Poisoned for 24 hours. On a successful save, the creature takes half damage and isn’t Poisoned.

Black adder venom


  • Ingredients: Black adder poison glands

While applied to your weapon, your first attack that hits with this weapon the target must succeed on a constitution saving throw against your sign save DC or take 4d6 poison damage, and must repeat the saving throw at the start of each of it’s turns. On each successive failed save, the character takes 2d6 poison damage. After three successful saves, the poison ends.

Wasp venom


  • Ingredients: Wasp poison glands

While applied to your weapon, your first attack that hits with this weapon the target must make a constitution saving throw against your sign save DC. On a failed save, it takes 2d4 poison damage. On a successful save, the creature takes half damage and isn’t Poisoned.

Black widow poison


  • Ingredients: Black widow poison glands

While applied to your weapon, your first attack that hits with this weapon the target must succeed on a constitution saving throw against your sign save DC or take 2d6 poison damage, and must repeat the saving throw at the start of each of it’s turns. On each successive failed save, the character takes 1d6 poison damage. After three successful saves, the poison ends.

Bebilith’s rot


  • Ingredients: Bebilith's poison glands

While applied to your weapon, your first attack that hits with this weapon the target must succeed on a constitution saving throw against your sign save DC or take 6d6 poison damage, and must repeat the saving throw at the start of each of it’s turns. On each successive failed save, the character takes 3d6 poison damage. After seven successful saves, the poison ends.

Meditation

By meditating for a minute a witcher can regain all her sign points. You must finish a long rest before you can use this ability again.

Witcher master

You learn how to hold the trial of grasses. During an 8 hour ritual you can attempt to make someone a witcher. The costs of this ritual is 1000 gold in materials. At the end of the ritual the target makes a constitution saving throw DC 20 – the witcher’s intelligence modifier. On a failed save the target dies. On a successful save the target becomes a witcher and can start progressing in the witcher class. The new created witcher is part of the same school as the one performing the ritual. Additionally increase the target’s strength, dexterity and constitution by 2 to a maximum of 20.

Witcher school

School of the bear

As a member of this school you gain proficiency in nature checks

Armored

Beginning at 3rd level, you gain the proficiency to wear heavy armor.

Bear’s hide

Beginning at 7th level, your hit point maximum increases by an amount equal to your level when you gain this feature. Whenever you gain a level thereafter, your hit point maximum increases by an additional hit point.

Bear’s endurance

Beginning at 10th level, you can make your skin nearly impregnable. When you are hit by an attack you can use your reaction to halve all damage taken until the start of your next round. You can do this a number of times equal to your constitution modifier after which you must finish a short or long rest before you can use this ability again.


Bear’s rage

Beginning at 18th level, you can as a bonus action rage like a bear for 5 minutes. At the start of your rage you gain temporary hit points equal to half your total hit points rounded up. You also grow in size. Your size doubles in all dimensions, and your weight is multiplied by eight. This growth increases your size by one category - from Medium to Large, for example. If there isn't enough room for you to double your size, you attain the maximum possible size in the space available. For the duration, you also have advantage on Strength Checks and Strength saving throws. Your weapons also grow to match your new size. While these weapons are enlarged, your attack with them deal 1d4 extra damage. You must finish a long rest before you can use this ability again.

School of the cat

As a member of this school you gain proficiency in stealth checks

Pounce

Beginning at 3rd level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll. The damage increases by 1d6 at 5th, 9th, 13th and 17th level.

Catlike reflexes

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm 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.

Catlike balance

Beginning at 10th level, while wearing light armor you gain advantage on all acrobatic skill checks. You only take half fall damage and cannot be knocked prone if you are not paralyzed, incapacitated or restrained.

Cat’s precision

Beginning at 18th level, your weapon attacks score a critical hit on a roll of 18-20. Furthermore if you score a critical hit the target starts bleeding out. During the start of it’s turn it takes 1d8 necrotic damage. Any subsequent critical hit increases the damage by 1d8. At the end of it’s turn it can attempt a constitution saving throw against your sign save dc. On a successful save the bleeding damage decreases by one die. Creature’s with no blood (constructs for example) are immune to the bleeding effect.

School of the griffin

As a member of this school you gain proficiency in arcana checks

Mind over muscle

Beginning at 3rd level, increase your maximum sign points by 2. Increase your maximum sign points by 2 at level 11 again.

Magically adept

Beginning at 7th level, due to your vigorous training in the use of signs you can cast the enhanced version of signs.

Mental fortitude

Beginning at 10th level, you gain advantage on all intelligence, wisdom and charisma saving throws against magic.

Sign weaver

Beginning at 18th level, you can cast signs so fast that you can weave 2 of them together. If you cast a sign you can cast the basic version of another sign as a bonus action. Furthermore your sign save DC increases by 2.

School of the viper

As a member of this school you gain proficiency in deception checks

Aspiring concoctionist

Beginning at 3rd level, you learn how to brew concoctions. The number of concoctions you can have on you is equal to your proficiency bonus. Concoctions function as poisons.

Viper strike

Beginning at 7th level, you can use your bonus action to apply poison to a weapon.

Alchemical genius

Beginning at 10th level, you can make the enhanced version of witcher potions. Additionally any poison or concoction you make is even more toxic, add 3d4 poison damage to any poison or concoctions you create.

Lab rat

Beginning at 18th level, you are immune to poison damage and have resistance to acid. Furthermore you regain 1 toxicity point every 2 hours in stead of every 4 hours.

School of the wolf

As a member of this school you gain proficiency in animal handling checks

Great Weapon Fighting

Beginning at 3rd level, 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.

Dodge

Beginning at 7th 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.


Insightful strike

Beginning at 10th level, you can use your bonus action to make an insight check to learn the vulnerabilities of a monster you can see. The DC is equal 10 + half the monster's CR. On a successful check the target loses all resistances, if any, against your weapon attacks and takes an extra 1D4 piercing damage. The damage increases by 1D8 at 14th and 18th level.

Jack of all trades

Beginning at 18th level, you learn how to brew the enhanced version of 2 potions. Furthermore you learn how to cast the enhanced version of 2 signs. Your maximum sign points increases by 2. Choose one ability score, you gain proficiency in saving throws using the chosen ability.