Witcher

A pale man lies in wait within an empty crypt, slitted eyes glowing in the dark. His prey finally arrives and he leaps into action, drawing a sword of pure silver. The creature runs and he chases it outside into the open night air.

A woman cries for help on the side of the road as bandits assail her and tear at her clothes. A burly man in heavy chain armor rides up, swiftly removing the head of one of the bandits. With a flick of his hand, a wave of force hits the other two men, sending them flying backwards and running off in a panic.

Villagers watch anxiously as their saviour returns from the woods, holding the hand of the rescued young girl in one hand, the head of a monster in the other. The girl runs forward into her mother's embrace. The villagers do not cheer for their cat eyed hero, throwing his reward at him and hissing for him to leave their home.

Witchers are mutants, outcasts of society bred and trained from a young age to hunt and kill monsters. Witchers travel the land finding monsters to kill and demanding payment for their removal. A witcher's destiny lies on the path, and a witcher never stays in one place for too long.

Trained and Deadly

A witcher lives and breathes one thing from the day their training starts—the art of killing monsters. They study the weaknesses, strengths, powers, habitats, and behaviours of the various creatures they hunt, learning how to make potions, bombs, and various other tools to trap and disable these beasts. Witchers are also trained as deadly combatants and are capable of wielding a limited form of magic referred to as signs, allowing them to augment their martial skills in order to give them an edge against the often supernatural creatures they face.

Trial of the Grasses

When a young one is taken as a recruit for the witcher order, usually not of their own choice, they are brought to the castle of a particular witcher school, where they begin training and studying in the ways of the witcher. Once they are determined to be ready, the young witchers in training are subjected to the trial of the grasses, an ordeal where there bodies are torn apart and mutated into the form of a true witcher. Many children don't survive this process, but those that do come out genetically superior to those who have not been mutated.

A witcher mutated by the trial of the grasses gains pale skin, cat like eyes, and is made sterile. Many also suppose that the trial robs them of their emotion, making it easier for them to take money from poor folk and to fight against monsters without showing fear, but this is a topic for debate. One thing remains certain, however— only after the trial of the grasses can a witcher begin his true journey as a monster hunter.

The Witcher
Level Proficiency Bonus Sign Points Signs Known Features
1st +2 Witcher School, Potion Making, Bestiary, Witcher Senses
2nd +2 2 1 Signs
3rd +2 2 1 Bombs, Oils (one use)
4th +2 2 1 Ability Score Improvement
5th +3 3 1 Extra Attack
6th +3 3 2 Witcher School Feature
7th +3 4 2 Evasion
8th +3 4 2 Ability Score Improvement
9th +4 5 2 Decoctions (one use)
10th +4 5 2 Hardy Resilience
11th +4 6 3 Witcher School Feature
12th +4 6 3 Ability Score Improvement
13th +5 7 3 Oil (two uses)
14th +5 7 3 Extra Attack (2)
15th +5 8 4 Witcher School Feature
16th +5 8 4 Ability Score Improvement
17th +6 9 4 Decoctions (two uses), Oil (three uses)
18th +6 9 5 Witcher School Feature
19th +6 9 5 Ability Score Improvement
20th +6 10 5 Master Predator

Creating a Witcher

As you build your witcher, think about your relation to your witcher school and the way that it has influenced your views on the world. Are you a cynic who believes that killing monsters accomplishes nothing but lining your pockets? Are you an idealist who actually tries to help people? Perhaps you're struck with a wanderlust and desire for battle that makes you enjoy your job a little too much. Whatever the reasoning, your witcher has set out on the path, a brutal life of monster hunting and little rest.

Many of the people that a witcher meets view them with fear and misunderstanding. Most common folk see the witchers as just as bad (if not worse) then the monsters they kill. This fear and loathing of their kind leads many witchers to become jaded, embracing their roles as outcasts and misfits and further perpetuating the idea that witchers are emotionless. A witcher carries two swords— one of silver and one of steel— and these are your most valuable possessions.


Quick Build

You can make a witcher quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on if your school focuses on strength based weaponry or finesse based weaponry. Your next-highest score should be Constitution, or Intelligence if you plan to focus heavily on sign or alchemy usage. Second, choose the witcher background.

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 fighter level after 1st.

Proficiences


  • Armor: All armor
  • Weapons: Simple weapons, martial weapons
  • Tools: Alchemist's supplies
  • Saving Throws: Strength and Dexterity
  • Skills: Choose three from Acrobatics, Animal Handling, Athletics, Intimidation, Medicine, Nature, Perception, Stealth, and Survival.

Equipment

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

  • (a) leather armor, (b) scale mail, or (c) chain mail
  • (a) a longsword or (b) a battleaxe
  • (a) a silver longsword or (b) a silver battleaxe
  • a hand crossbow and 20 bolts
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • alchemist's supplies

Bestiary

Each witcher carries with him a bestiary, a veritable treasure trove of useful knowledge on monsters and other dangerous creatures. Starting at 1st level, you have advantage on any Intelligence (Nature) check you make to recall information about a monster. If it is a monster you have already fought, you automatically succeed the ability check.

Potion Making

A witcher is adept in creating potions and other mixtures that boost their physical and mental capabilities in order to hone themselves into deadlier monster-killing weapons. You can create a number of potions up to your Intelligence modifier from the witcher potion list when you take a long rest, so long as you have the necessary ingredients and are of a high enough level to create that potion. The total number of bombs and potions you craft during a long rest cannot exceed your Intelligence modifier. A witcher potion has a shelf life of 8 hours, at which point it loses its potency. The DM decides the availability of ingredients for potions and what creatures and merchants those ingredients can be harvested from.

Witcher potions are highly volatile concoctions and only the genetically modified metabolisms of witchers can handle them, but even then only so much. You can drink a number of potions equal to your Constitution modifier per day. For each potion you drink past this limit, your hit point maximum is reduced by an amount equal to twice your level. This reduction lasts until you finish a long rest. Any creature that is not a witcher that tries to drink a witcher potion takes 6d6 necrotic damage immediately and is poisoned for 1 hour.

Witcher Senses

Due to their mutations, witchers have enhanced senses. They train these senses until they can use them to become expert trackers. You gain proficiency in the Survival skill. If you were already proficient, your proficiency bonus for this skill is doubled. You also gain darkvision, if you didn't already have it, up to 120 feet.

Additionally, you have advantage on Wisdom (Perception) and Wisdom (Survival) checks you make to spot or track monsters.

Witcher School

At 1st level, you have graduated from one of the famed (or infamed) witcher schools: school of the Cat, school of the Griffin, or school of the Wolf, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 11th, 15th, and 18th level.

Signs

Witchers practice a primitive form of combat magic commonly referred to as signs. At 2nd level, you have mastered the use of these signs to further augment your combat prowess. You learn one witcher sign of your choice. Your sign options are detailed at the end of the class description. When you gain certain witcher levels, you gain additional signs of your choice, as shown in the Signs Known column of the witcher table.

Additionally, when you gain a level in this class, you can choose one of the sign options you know and replace it with another sign option.

Casting Signs. Signs are a unique form of spellcasting that do not have the raw power akin to real sorcerers and wizards. Signs require only somatic compenents and each sign casting uses one sign point. Casting signs is a somewhat taxing affair. When you use a sign point to cast a sign, you may not do so again until the end of your next turn. Also, when you use a sign point, it is unavailable until you finish a long rest, at the end of which you regain all of your expended sign points


S ign save DC = 8 + your proficiency bonus + your Intellignece modifier

Bombs

Beginning at 3rd level, you gain the ability to craft small explosives that you can throw at your opponents. During a long rest, you can craft a number of bombs up to your Intelligence modifier from the witcher bomb list so long as you have the necessary ingredients and are of a high enough level to craft that bomb. The total number of bombs and potions you craft during a long rest cannot exceed your Intelligence modifier. A bomb lasts for 8 hours, at which point it deteriorates and becomes useless. The DM decides the availability of ingredients for bombs and what creatures and merchants those ingredients can be harvested from.

Oils

Witchers are adept at exploiting the weaknesses of their prey, and to such aim have created special blade coatings called oils that affect the monsters they hunt. Beginning at 3rd level, when you take a long rest, you can craft one blade oil of your choice in addition to your bombs and potions, so long as you have the necessary ingredients and are of a high enough level to craft that oil.

Oil options are detailed at the end of the class description. Oils last for 8 hours, at which point they deteriorate and lose all beneficial effects. You can spend one minute applying an oil to a blade. Once applied, an oil lasts for 1 hour. You can craft two oils during a long rest at 13th level, and you can craft three oils at 17th level.

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.

Extra Attack

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

Evasion

Beginning at 7th level, you have honed your instincts to avoid 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.

Decoctions

Starting at 9th level, you have mastered the skills of potion making and can now create advanced potions known as decoctions. When you take a long rest, you can craft one decoction in addition to your bombs and potions, so long as you have the necessary ingredients and are of a high enough level to craft that decoction. Decoction options are detailed at the end of the class description. Decoctions last for 8 hours, at which point they deteriorate and lose all beneficial effects. You can drink only one decoction at a time safely, as they are highly volatile and dangerous compounds. If you ingest a decoction or a witcher potion while you already have a decoction active in your system, or if you ingest a decoction while you have a witcher potion active in your system, your maximum hit points are decreased by an amount equal to four times your level. This reduction lasts until you finish a long rest. You can craft two decoctions during a long rest at 17th level.

Hardy Resilience

At 10th level, your exposure to diseases, poisons, and the elements has hardened your constitution further. You gain proficiency in Constitution saving throws.

Additionally, you gain resistance to poison damage as well as advantage on saving throws against poison and disease.

Master Predator

At 20th level, you are a living weapon honed to destroy monsters. Your Strength and Dexterity scores increase by 4. Your maximum for those scores is now 24.

Witcher Schools

A witcher school is the foundation of a witcher's training. Witchers spend most of their adolescent and young adult lives within the castle of their school being molded into weapons. The nature of their training has a noticable effect on their psyche, as well as their chosen style of fighting.

Your Witcher School

Each Witcher School has its own distinct style and flavor that sets them apart from the other schools. In the end, though, all witchers are still sent on the same path regardless of which school you belong to.

School of the Cat. Cat witchers tend to have a penchant for havoc, focusing on deadly precision and speed. Witchers of this school try to finish their prey before they can react, favoring lighter armor and quick but potent attacks. The cat witchers have a bad reputation due to their willingness to accept human contracts and their betrayal of the wolf school.

School of the Griffin. Little is known about this cryptic school. As a griffin witcher, you favor magic and an enhanced ability to use signs. Witchers of this school have been said to have the best social graces as far as witchers go.

School of the Wolf. Perhaps the most well known of the witcher schools, the school of the wolf is home to Geralt of Rivia. Wolf school witchers are versatile fighters who makes use of every option at their disposal to eliminate their foes. These witchers tend to have a distinct sense of honor and loyalty, but this could just be a product of their learning environment.

School of the Cat

The school of the cat is filled with pariahs, even by witcher standards. You are a deadly warrior that focuses on striking quickly, precisely, and powerfully. Cat school witchers are light on their feet, favoring light armor and acrobatic defensive techniques to avoid harm.

Cat Style

Starting when you choose this school at 1st level, you are trained in the elegant fighting style of the cat. When you are a wielding a longsword in one hand and no other weapons, you can use Dexterity instead of Strength for the attack and damage rolls made with that weapon.

Additionally, you can take the Dodge action as a bonus action on your turn. You can do this a number of times equal to your Intelligence modifier. You regain all expended uses of this feature when you take a long rest.

Swift Takedown

You prefer to take enemies down before they have chance to strike back. Beginning at 6th level, you have advantage on initiative checks as long as you are not surprised. You also have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet.

Deadly Strikes

Starting at 11th level, when you take the Attack action on your turn and use all of the attacks provided on one creature, you can make one additional attack against that creature as a bonus action. You can use this feature a number of times equal to your Intelligence modifier. You regain all expended

uses when you finish a short or a long rest.

Cat's Grace

Starting at 15th level, your speed increases by 10 feet and other creatures have disadvantage on opportunity attack rolls against you. These effects don't apply if you are wearing medium or heavy armor.

In addition, when you hit the same creature three or more times in a single turn with weapon attacks, you can spend two sign points to daze the target. A dazed target has disadvantage on attack rolls against you until the start of your next turn.

Precision Kill

Starting at 18th level, when you hit a creature that is below half of its hit point maximum, you can turn the hit into a critical hit.

Once you use this feature, you must finish a short or a long rest before you can use it again.

School of the Griffin

Witchers of the school of the griffin have trained their magical abilities to use enhanced forms of signs. Griffin witchers tend towards medium armor and a balanced form of combat that relies in equal parts on magic and swordplay.

Bonus Proficiency

When you choose this school at 1st level, you gain proficiency in Arcana.

Griffin Style

At 1st level, you have learned to channel magical energy and use it more effectively in combat. When you hit with a weapon attack, you can add your Intelligence modifier to the damage roll. You can use this feature twice and regain the ability to do so when you finish a short or a long rest.

Enhanced Signs

Beginning at 6th level, your mastery over the magical energy used to cast signs has grown. You can now cast enhanced signs. Casting the enhanced version of a sign requires two sign points.

Sign Mastery

At 11th level, choose a witcher sign that you know to gain complete mastery over. You can cast this sign without expending a sign point. Casting the enhanced version of this sign only costs one sign point.

Griffin's Resistance

Starting at 15th level, your attunement to the magical energy inside you has given you a natural resistance to magic. You have advantage on saving throws against spells and other magical effects.

Superior Griffin Style

At 18th level, you have learned to channel your innate magical energy into your weapon strikes. You can add your Intelligence modifier to any melee weapon attack you make.

School of the Wolf

The school of the wolf teaches its students to be crafty and reliable, using whatever tools they have at their disposal to defeat their enemies (even if it sometimes isn't quite as pretty or flashy). A witcher of the wolf school is determined to get the job done and will do whatever it takes to make that goal a reality.

Bonus Proficiency

When you choose this school at 1st level, you gain proficiency in Athletics.

Wolf Style

Starting at 1st level, you gain access to special maneuvers of the wolf style. When you take the Attack action on your turn to make a melee weapon attack, you may choose to use one of the following special attacks in place of that weapon attack:

  • Crippling Blow. Make a melee weapon attack. On a hit, you deal no damage and, if the target is a Large or smaller creature, subect it to one of the following conditions: blinded, deafened, or restrained.

  • Precision Attack. Make a melee weapon attack. On a hit, add your ability modifier to the damage roll of the attack twice, instead of once.

  • Tripping Strike. Make a melee weapon attack. On a hit, if the target is a Large or smaller creature, it is knocked prone.

Once you use one of these special actions, you can't use that action again until you finish a short or long rest.

Cunning Crafter

Beginning at 6th level, the maximum amount of potions or bombs you can make during a long rest is increased by one.

Additionally, the amount of potions you can drink in one day is also increased by one.

Quick Action

At 11th level, you are adept at using multiple tools all at once. When you use your action to throw a bomb or drink a potion, you can make one weapon attack as a bonus action.

Master of Tactics

Starting at 15th level, you have access to upgraded versions of the special attacks provided by the wolf style. When you use those attacks, they are upgraded in the following ways:

  • Disabling Blow. When you hit a creature with a crippling blow, you may apply two conditions to the target, rather than one

  • Pinpoint Attack. You can now add your ability modifier three times, rather than two, to the damage roll of the

attack

  • Dazing Strike. When you knock a creature prone with this attack, it must also make a Constittion saving throw or be stunned until the start of your next turn.

Hastened Metabolism

At 18th level, you have trained your metabolism and are used to pushing it past its normal limits. While you have a decoction active in your system, you can ingest and benefit from one witcher potion without suffering any negative effects. Alternatively, you can ingest a decoction while you have a witcher potion active in your system without suffering any negative effects.

Witcher Signs

Witchers learn to weave magic by creating signs in the air with their hands. Signs are nowhere near as potent as true spells cast by trained magic users, but they are still capable of posing a moderate threat while in the heat of battle.

Aard


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

You send a blast of arcane force out in a 15-foot cone in front of you. Each creature in the cone must make a Strength saving throw. On a failed save, the creature takes 1d8 force damage, is pushed 10 feet away from you, and is knocked prone. On a successful save, the creature takes no damage, is pushed back 5 feet, and isn't knocked prone.

Enhanced Sign. When you cast this sign in its enhanced form, the damage increases by 1d8 and a creature that fails its saving throw is also deafened for 1 minute.

Axii


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: S
  • Duration: 1 round

You influence the mind of one creature you can see within range. That creature must make a Wisdom saving throw. On a failed save, the creature is stunned until the start of your next turn. On a successful save, the target is not stunned.

Enhanced Sign. When you cast this sign in its enhanced form, a creature that fails its saving throw is influenced further by the sign's magic, becoming charmed by you until the start of your next turn. While the creature is charmed in this way and if it can understand you, you can issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

Igni


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

You release a quick blast of fire in a 15-foot cone in front of you. Each creature in the cone must make a Dexterity saving throw. On a failed save, the creature takes 2d6 fire damage and is set on fire. A creature set on fire in this way takes 1d6 fire damage at the start of its turns. This fire remains until it is snuffed out or a character takes an action to do so. On a successful save, the creature takes half damage and is not set on fire.

Enhanced Sign. When you cast this sign in its enhanced form, the fire damage increases by 2d6. A creature set on fire by this sign now takes 2d6 fire damage at the start of its turns.

Quen


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S
  • Duration: 1 minute

You create a protective barrier of magical energy that glows a dull orange color around you. You gain temporary hit points equal to your level + your Intelligence modifier.

Enhanced Sign. When you cast this sign in its enhanced form, you gain resistance to all damage until the start of your next turn.

Additionally, you have advantage on all saving throws that would cause you to move against your will as long as you still have temporary hit points gained from this sign.

Yrden


  • Casting Time: 1 bonus action
  • Range: Self (10-foot radius)
  • Components: S
  • Duration: 1 minute

You press your palm to the ground below you, creating a ring of glyphs in a 10-foot radius circle centered on you. Each creature other than you that enters the circle for the first time on a turn or starts its turn there has its movement speed halved.

Additionally, teleportation and planar travel fail to work in the circle, whether the circle is the destination or the departure point for such magical travel. Any effect that would cause a creature to become invisible is suppressed within the circle. The time that such an effect spends suppressed counts against its total duration.

Enhanced Sign. When you cast this sign in its enhanced form, each creature other than you that enters the circle now has its movement speed reduced to 0.

Additionally, creatures in the circle other than you can take an action or a bonus action on their turn, but not both.

Potions

Witchers have access to a wide variety of alchemic formulae for which to craft the potions that they use to enhance their capabilities. Drinking a witcher potion requires an action.

Black Blood

Your blood becomes toxic and volatile. For 1 minute after you drink this potion, any creature that hits you with a melee attack while within 5 feet of you takes 2d6 poison damage. A creature that drinks the blood instead takes 12d6 poison damage.

Blizzard

Drinking this potion increases your reaction times and reflexes, allowing you parry and dodge with ease. For 1 minte after drinking this potion, you have advantage on Dexterity saving throws against effects you can see.

Additionally, you can add your proficiency bonus to your AC for the duration.

Cat

Your vision is enhanced to supernatural extremes. For 10 minutes after drinking this potion, you can see heat signatures of any living creature within 60 feet of you. This vision penetrates 1 foot of stone, 1 inch of metal, or 3 feet of wood or dirt.

Full Moon

You gain boosted vigor and constitution while this potion is active in your system. For 1 minute after drinking this potion, you gain advantage on all Constitution saving throws.

Additionally, your max hit points are increased by 2d10 for the duration and you gain hit points equal to the increased amount. If your current hit points are greater than their original maximum when this effect ends, your hit points return to their original maximum. If your hit points are below their original maximum when this effect ends, they do not change.

Golden Oriole

You become naturally resistant to poisons and their effects. For 10 minutes after drinking this potion, you have resistance to poison damage and you gain advantage on saving throws made to resist poison.

If you are currently affected by a poison when you drink this potion, the effects of that poison end.

Maribor Forest

You are instilled with stamina and endurance well beyond normal limits. For 10 minutes after drinking this potion, you have advantage on Constitution saving throws made to resist the effects of exhaustion.

Additionally, you can take the dash action a number of times equal to twice you Constitution modifier before getting tired.

Petri's Philter


Prerequisite: 6th level


This potion bolsters the magical energy within you, increasing the power of your signs greatly. For 1 minute after drinking this potion, whenever you cast a sign, you instead cast the enhanced version of that sign.


Shrike


Prerequisite: 7th level


You gain pinpoint reaction when attacking, allowing you to attack with more efficiency. For 1 minute after drinking this potion, you score a critical hit on an attack roll of 19 or 20.

Additionally, when you score a critical hit while under the effects of this potion, you can roll two additional weapon damage dice when determining the extra damage for a critical hit with a melee attack

Swallow

Your body's metabolism quickens and your natural healing process speeds up dramatically. For 1 minute after drinking this potion, you regain hit points equal to your level at the start of each of your turns.

Tawny Owl


Prerequisite: 2nd level


The energy you use to cast your signs is replenished. Immediately after drinking this potion, you regain sign points equal to half your level (rounded down). Sign points recovered in this way cannot exceed your maximum sign points.

Thunderbolt


Prerequisite:


You are infuse with an unearthly strength and precision in your attacks. For 1 minute after drinking this potion, your weapon attacks deal an additional 2d8 damage of the weapon's type.

White Rafford's Decoction


Prerequisite: 5th level


Despite the name, this potion is not an actual decoction. Drinking it immediately restores a number of hit points equal to three times your level

Willow

You become a pillar of strength and resistance, refusing to move without consent. For 1 minute after drinking this potion, any attempt to move you against your will automatically fails.

Additionally, you gain immunity to the prone and stunned conditions.

Bombs

A witcher's arsenal is not complete without explosives, and the bombs of a witcher often have specific effects invaluable in defeating certain monsters. Throwing a witcher bomb requires an action.

Dancing Star

You throw the bomb at a point you can see within 30 feet, creating a 10-foot radius explosion centered on that point. Each creature in the explosion must make a Dexterity saving throw, taking 4d8 fire damage on a failed save, or half as much on a successful one.

Enhanced Dancing Star


Prerequisite: 9th level


You throw the bomb at a point you can see within 30 feet, creating a 10-foot radius explosion centered on that point. Each creature in the explosion must make a Dexterity saving throw, taking 8d8 fire damage on a failed save, or half as much damage on a successful one.

Devil's Puffball

You throw the bomb at a point you can see within 30 feet, creating a 10-foot radius sphere of poisonous, green fog centered on that point. The fog spreads around corners. It lasts for the 1 minute or until a strong wind disperses the fog. Its area is lightly obscured.

When a creature enters the fog's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 2d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.

Enhanced Devil's Puffball


*Prerequisite: 9th level


You throw the bomb at a point you can see within 30 feet, creating a 10-foot radius sphere of poisonous, green fog centered on that point. The fog spreads around corners. It lasts for the 1 minute or until a strong wind disperses the fog. Its area is lightly obscured.

When a creature enters the fog's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.

Dimeritium Bomb


Prerequisite: 15th level


You throw the bomb at a point you can see within 30 feet, creating a 10-foot radius invisible anitmagic sphere that blocks all magical effects. The sphere lasts for 1 minute. The sphere functions as an antimagic field

Dragon's Dream

You throw the bomb at a point you can see within 30 feet, creating a 10-foot radius sphere of barely visible gas centered on that point. The gas spreads around corners. It lasts for 1 minute or until strong wind disperses the gas.

When a creature enters the gas for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw, or become poisoned for 1 minute. A creature can repeat this saving throw at the end of each of its turns as long as it is not standing in the gas when it's turn ends.

The gas is flammable, and any effect that would cause it to catch fire creates an explosion in the area, ending the effects of the gas cloud. Each creature standing in the cloud when it is ignited must make a Dexterity saving throw, taking 2d8 fire damage on a failed save, or half as much damage on a successful one.

Enhanced Dragon's Dream


*Prerequisite: 13th level


You throw the bomb at a point you can see within 30 feet, creating a 10-foot radius sphere of barely visible gas centered on that point. The gas spreads around corners. It lasts for 1 minute or until strong wind disperses the gas.

When a creature enters the gas for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw, or become stunned for 1 minute. A creature can repeat this saving throw at the end of each of its turns as long as it is not standing in the gas when it's turn ends.

The gas is flammable, and any effect that would cause it to catch fire creates an explosion in the area, ending the effects of the gas cloud. Each creature standing in the cloud when it is ignited must make a Dexterity saving throw, taking 6d8 fire damage on a failed save, or half as much damage on a successful one.

Grapeshot

You throw the bomb at a point you can see within 30 feet, creating a 10-foot radius explosion of shrapnel. Each creature in the area must make a Dexterity saving throw, taking 2d8 piercing damage and 2d8 fire damage on a failed save, or half as much damage on a successful one. This bomb deals double damage to objects and structures.

Enhanced Grapeshot


Prerequisite: 9th level


You throw the bomb at a point you can see within 30 feet, creating a 10-foot radius explosion of shrapnel. Each creature in the area must make a Dexterity saving throw, taking 4d8 piercing damage and 4d8 fire damage on a failed save, or half as much damage on a successful one. This bomb deals double damage to objects and structures and immediately destroys objects made of wood.

Moon Dust

You throw the bomb at a point you can see within 30 feet, creating a 10-foot radius explosion of silver dust. Each creature in the area must make a Dexterity saving throw, taking 3d8 piercing damage on a failed save, or half as much damage on a successful one. A shapechanger that takes damage from this bomb can't assume a different form for 1 minute.

Northern Wind


Prerequisite: 11th level


You throw the bomb at a point you can see within 30 feet, creating a 10-foot radius explosion of freezing wind. Each creature in the area must make a Constitution saving throw, taking 4d8 cold damage on a failed save, or half as much damage on a successful one.

A creature that fails it's saving throw is frozen until the start of their next turn. A creature frozen in this way is considered paralyzed and gains vulnerability to bludgeoning and slashing damage.

Samum

You throw the bomb at a point you can see within 30 feet, creating a 10-foot radius flash of light that blinds creatures within it. Each creature in the area must make a Constitution saving throw or be blinded and deafened for 1 minute. A creature can repeat this saving throw at the end of each of its turns.

Enhanced Samum


*Prerequisite: 11th level


You throw the bomb at a point you can see within 30 feet, creating a 10-foot radius flash of light that blinds creatures within it. Each creature in the area must make a Constitution saving throw or take 4d8 thunder damage and be blinded and deafened for 1 minute. A creature that succeeds on its saving throw takes half damage and isn't blinded or deafend. A creature can repeat this saving throw at the end of each of its turns.

Decoctions

Decoctions are similar in functionality to potions, but are significantly more potent and, in turn, more toxic. Drinking a decoction takes an action.

Ancient Leshen Decoction


  • Effect Duration: 1 minute

Whenever you cast a sign while under the effects of this decoction, you regain hit points equal to twice your level.

Archgriffin Decoction


  • Effect Duration: 1 minute

When you make a weapon attack while this decoction is active, you can spend a sign point to roll one additional damage die of the weapon's type per sign point spent.

Doppler Decoction


  • Prerequisite: 15th level
  • Effect Duration: 1 minute

Your weapon attacks score a critical hit on a roll 18-20 while this decoction is active. Additionally, you can roll two additional damage dice when determining the extra damage for a critical hit with a melee attack.

Earth Elemental Decoction


  • Prerequisite: 13th level
  • Effect Duration: 1 minute

While this decoction is active, you gain resistance to bludgeoning, piercing, and slashing damage.

Additionally, any critical hit against you becomes a normal hit.

Ekimmara Decoction


  • Effect Duration: 1 minute

When you reduce a creature to 0 hit points while under the effects of this decoction, you gain temporary hit points equal to your level + your Intelligence modifier.

Fiend Decoction


  • Effect Duration: 1 hour

You have advantage on Strength checks and Strength saving throws and your Strength score increases by 2 for the duration of this decoction.

Nightwraith Decoction


  • Prerequisite: 17th level
  • Effect Duration: 10 minutes

Whenever you reduce a creature to 0 hit points while this decoction is active, your maximum hit points increase by an amount equal to your level. You also gain hit points equal to this increase.

If your current hit points are greater than your original maximum when this effect ends, your hit points return to their original maximum. If your hit points are below your original maximum when this effect ends, they do not change.

Troll Decoction


  • Prerequisite: 11th level
  • Effect Duration: 1 minute

You regain 10 hit points at the start of each of your turns if you have at least 1 hit point.

Werewolf Decoction


  • Effect Duration: 1 hour

Your speed increases by 15 feet and your jump distance is tripled.

Wyvern Decoction


  • Prerequisite: 13th level
  • Effect Duration: 1 minute

Whenever you hit a creature with a melee weapon attack, the damage you deal with that weapon increases by one additional damage die. This effect resets each time you take damage.