Long ago, in a time where Monsters dominated Mankind, a group of mages sought to create monsters to contest them.
Witchers are mutated (usually) humans, who underwent a multitude of trials, training, and torment to become what they are now.
The School of The Wolf focuses on nothing in particular, Geralt of Rivia hails from this school, and even the snarling Wolf Medallion is enough to send foes running
- Skill Proficiencies: Animal Handling, Survival, and Insight or Medicine
- Tool Proficiencies: Alchemist Supplies
- Equipment: Silver Sword (Any type)
Riding Horse (With Tack and Saddlebags)
Alchemist Supplies
Pouch Containing 10gp
Witcher Medallion
Most Witchers utilize a set of simple spells called Signs.
| d5 | Witcher Signs |
|---|---|
| 1 | Aard - Thunderwave - 1/short rest |
| 2 | Axii - Animal Friendship/Charm Person - 1/short rest |
| 3 | Igni - Burning Hands - 1/short rest |
| 4 | Quen - Shield - 1/short rest |
| 5 | Yrden - Faerie Fire (Centered on Self, Choose Targets) - 1/short rest |
A Witcher is subject to mutations at a young age, gaining the following benefits, and drawbacks.
Enhanced Physique
On top of racial benefits, Witchers gain a +2 to Strength, or Dexterity. As well as Constitution. To a maximum of 17.
Enhanced Metabolism
Witchers can go up to four days without eating, however they must still drink water, and sleep daily.
Witchers are resistant to Poison Damage
Witchers are capable of imbibing Witcher Potions (See Alcheminomicon)
Toll on Body and Mind
a Witcher is mostly incapable of empathy, and therefore have a -4 to Charisma, to a minimum of 7
Witchers are impotent, whether or not that is a drawback or a benefit is up to you.
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