Base Class: Fighter
A gloomy world is teeming with nasty monsters like
werewolves, dragons, undead and other cruelty. They
endanger the peaceful life and disturb the free peoples.
Some warriors have made hunting these beasts their
vocation. And these monster chamber hunters call them-
selves Witchers.
Witchers are mutants once developed by mages as the
ultimate magical warriors. But because the Witchers no
longer looked human and showed little magic talent, the
experiment was interpreted as a failure and abandoned
by the mages. Since then, the Witchers themselves have
been dabbling with mutagens and alchemy to train the
offspring.
Since Witcher-Mutation is extremely deadly, individuals
chosen by fate, such as unexpected children, are prefer-
red for these experiments. That is why the demand "Give
me what you find at home without expecting it" is so
common as a reward for witcher services, because if the
client in question actually finds an unwanted newborn
child at home, this offspring would be optimally chosen
by fate.
Witcher’s Bestiarium
During a Witcher’s training, the focus not only lies on
fighting but also on information and lore about the dif-
ferent types of monsters and beasts striding through the
world.
At 3rd level, you gain the ability to peer at a creature
and discern its weaknesses and strenghts. As an action,
choose one creature you can see within 60 feet of you.
You immediately recall whether the creature has any
damage immunities, resistances, or vulnerabilities and
what they are.
You can use this feature a number of times equal to
your Wisdom modifier (minimum of once). You regain
all expended uses of it when you finish a long rest^.
Trial of Grasses
Your body becomes enhanced by alchemical concoctions
you undertake as you become a witcher. At 3rd level
your senses got remarkably strengthened. You gain
proficiency on Perception or Investigation checks (your
choice). Furthermore the proficiency bonus is being dou-
bled on those checks.
Additionally, your ears hugely increased their sensiti-
vity allowing you to perceive conversations and noises a
lot more accurately.
You can use your action in order to concentrate all of
your senses on a specific conversation or a specific noise
within a range of 60 feet. With your heightened senses
you are now capable of eavesdropping and identifying
conversations and noises from 60 feet away as if they
were only 5 feet away from you.
At last your certain mutagen develops itself granting
you Darkvision of 60 feet if you dont already have it.
Sign Magic
Choosing the Witcher subclass at 3rd level allows you to
gain the ability to use special magical signs, which are
quite similar to normal spells. You can use a sign if you
have at least one free hand and can speak. Using a sign
costs you an action and you need your witcher medalli-
on as a material component.
You learn two signs of your choice, which are detailed
under "Signs" below. You learn one additional sign of
your choice at 7th, 10th, and 15th level. You can use your
signs a number of times equal to your Wisdom modifier
plus half your proficiency bonus, regaining expended
uses after you complete a long rest.
The following signs are available to you when you
learn sign magic. If a sign requires a saving throw , your
Sign Magic save DC equals 8 + your proficiency bonus +
your Wisdom modifier.
Aard
You create a kinetic gravity push in the form of
a 20-foot-cone. All creatures in the particular area have
to succeed on a Dexterity saving throw or else, if they
are no more than one size category larger then you, are
pushed 10 feet away from you and knocked prone. If a
creature is in the air and gets hit by this magical sign it
falls to the floor and is also knocked prone. On a success-
ful save it is pushed 10 feet away from you, but doesn’t
get knocked prone.
The size of the cone increases to 30 feet at 10th level
and to 40 feet at 18th level.
Axii
You can cast Axii on an arbitrary creature within a
45 feet range forcing it to make a Wisdom saving throw.
On a failure it’s movement speed is being halved for 1
minute (provided you hold concentration, like concen-
trating on a spell) and the creature is stunned until the
end of its next round (causing it to fall to the ground).
At 10th level you can cast Axii on two creatures at once.
The number of creatures increases to three at 15th level
and to four at 18th level.
Igni
You conjure up deadly flames in the form of a
15-foot-cone originating from you. All creatures within
the cone have to make a Dexterity saving throw. A target
takes 1d8 fire damage on a failed save and is burning
until the end of its next turn, due to which the target
takes an additional 1d8 of fire damage at the beginning
of its next turn.
On a successful save it only takes half the damage and
is not burning.
The damage increase to 2d8 on 10th level, to 4d8 on
15th level and to 6d8 on 18th level.
Quen
A little orb circles around yourself protecting you
from attacks. If you are hit by an attack the orb shatters
and you can reduce the damage by 1d6 + your level as a
fighter. If more than one orb is circling around yourself,
you can decide how many orbs shatter. The orbs disap-
pear after 1 minute if they don't get shattered in that
time.
On 10th level the defensive strength of the orbs is
raised to 1d8. On 15th level you can conjure up two orbs
instead of one. On 18th level the defensive strength is
raised to 1d10 and you can conjure up three orbs.
Yrden
As an action, you can use this sign in order to
create a magical trap having a cylinder form with a
5-foot-radius, being 10-foot-tall. The trap consists of
pure magical energy and is centered on a point upon the
ground that you can see within 15 feet of you until the
end of your next turn. Glowing runes appear wherever
the cylinder intersects with the floor or other surface
A creature that is or ends its turn in this trap has to make
a Wisdom saving throw or else is restrained for 1 Minute
(provided you hold concentration, like concentrating on
a spell). If the creature succeeds the saving throw it is not
restrained, but its movement speed is being halved until
the end of its next turn. The creature can reroll the saving
throw at the end of each turn.
Furthermore ghosts lose their resistances, should they
have some, if they are restrained in the magical trap.
Also the area of the trap is difficult terrain for every non-
humanoid creature.
At 10th level the radius of the cylinder increases to 10-
feet, the height increases to 20-feet. At 18th the cylinder
increases to 15-feet, the height increases to 30-feet and
every creature caught in the magical trap looses its resis-
tances for the time they are restraint by the trap.
Witcher Strike
At 7th level, when you use your action to use one of
your signs, you can make one weapon attack as a bonus
action.
Witcher Elixirs
When choosing this option at 10th level you gain profi-
cency with the Alchmists Supplies, if you don't already
have it. You learn to craft 4 powerful witcher elixirs,
listed in the appendix at the end.
Once you have gathered the costs for appropriate ma-
terials (ask your DM if you have to collect the different
materials or if you just have to pay the material costs),
it generally takes some time to craft the elixir and you
need a safe place to conduct these experiments. After the
set amount of time has passed to create the item, you roll
a Wisdom (Alchemist's Supplies) check and consult the
DCs of the item you created. The higher the result of the
check, the more potent the item you created.
If you acquire an alchemical potion, you can use your
alchemist's supplies to analyze it. lt takes one hour of
quiet, careful work to analyze an alchemical potion and
the item is destroyed in the process. At the end of the
work period, roll an Wisdom (Alchemist's Supplies)
check. lf you meet the DC required to craft the potion,
you learn the recipe. Otherwise, you have learned not-
hing and the potion is destroyed.
Swallow
Swallow is an elixir of healing and the main bread and
butter for any fighting witcher. lt cost 25 gold in raw
costs and once learned is easy to reproduce consistently.
A mixture of water, common herbs and elven blossoms
that are very rare. As a bonus action the elixier can be
swallowed the regenerate hit points as listed below.
Material Cost: 25 gp per attempt
Materials: Elven blossoms, vermilion, aether, quebrith
Crafting Time: 4 hours
When the Alchemist's Supplies check is 22 or higher, the
elixir restores 3d6 +6 hit points. When the alchemists
supplies check is over 18, the elixir restores 2d6 +4 hit
points. A check below 18 results into an elixir that re-
stores 1d6 +2 hit points.
Weapon Oils
This colorful oils are used by witchers to amplify or in-duce a certain damage type that helps to use a monster’s weakness against it. As a bonus action the oil can be shed upon a blade or similar weapon and lasts for one minute.
Material Cost: 10 gp per attempt
Materials: specific ingredient, vermilion, hydragenum, quebrith, aetherCrafting
Time: 2 hours
Damage Type | Ingredient |
---|---|
Acid | common acid |
Cold | arctic mushrooms |
Energy | fey blood or holy water |
Fire | fiend blood or salamander blood |
Lightning | angels root |
Nekrotic | bones of an undead |
Psychic | soulmushroom |
Radiant | sunberries |
Thunder | bat spleen |
With an Alchemist's Supplies check of less than 18 the damage of the weapon changes to the choosen type. With a result of at least 18 the damage does not only change but also increases by 1d4. With a result of 22 or higher the damage changes and increases by 2d4.
Werewolf's Wrath
Mixing together werwolf fur and typical potion ingre-dients, a potent mixture that strenghtens the senses of a witcher is brewed. As an bonusaction, you can inhale this vile mixture and be able to discern the location of any magical item as if you are under the effects of a De-tect Magic spell though you do not see an aura of magic. as you can only smell it. Additionally you get advantage on Perception checks and your darkvision is increased by 60 feet.
Material Cost: 10 gp per attempt
Materials: Werwolf fur, vermilion, hydragenum, que-brith, aether
Crafting Time: 4 hours
When the Alchemist's Supplies check is 22 or higher, the duration of the effect is 10 minutes. When the alchemists supplies check is over 18, the duration is 5 minutes. A check below 18 results into a duration of 1 minute.
Zerrikanian Smoke
A black rod of alchemical clay that can be lit as a bonus-action and releases a hau of obscuring smoke. All crea-tures inside of the smoke are heavily obscured A strong wind can end the effect early.
Material Cost: 25 gp per attempt
Materials: sulfur, vermilion, hydragenum, quebrith
Crafting Time: 2 hours
With an Alchemist's Supplies check of less than 18 the smoke creates a 5 foot radius cloud that lasts until the start of your next turn. With a result of at least 18 the smoke creates a 10 foot radius cloud that lasts for 1d4 rounds. With a result of 22 or higher the smoke creates a 20 foot radius cloud that lasts for 2d4 rounds.
Hunter's Mode
As you become more used to the current hunt on mons-
ters you develop a certain routine when it comes to
tracking down creatures. At 15th. level you can go into a
special condition that is called hunter's mode.
As an action you can phase shift into this condition.
The hunter's mode lasts for 6 hours. It ends when the
time is up or when you choose to end it, no action requi-
red.
Being in the hunter's mode gives you certain benefits:
- You have now advantage on Survival checks in
order to find and track down creatures. - You gain resistance against poison damage
- You gain advantage on initiative rolls
- You cannot be surprised by creatures or traps, as
you are constantly aware of your surroundings. - When scouting an area for at least one minute you
gain knowledge upon creatures, that passed the
area in the last 24 hours. You learn their size, num-
ber, rough outer appearance, direction they moved
to and the time they passed by or where in the
area. In open space (like forests or hillsides) this
area can be up to 120 feet radius. In closed spaces
(like castles or ruins) this area can include no more
than 60 feet radius.
Ruthless Hunter's Mode
Starting at 18th level your eager will to hunt and kill
monsters has developed itself into a manic strive.
Your body and mind are hardened unimaginable for
humanoid creatures. Your senses and reactions have de-
veloped so strongly that you are able to shift phase from
your hunter's mode into a ruthless hunter's mode.
This takes a bonus action and lasts for 1 hour or until
you end it, with no action required.
You can choose to go into a mindless pursuit in order to
hunt down your enemies and gain the following bene-
fits.
- Your movement speed is increased by 10 feet
- You gain advantage on Acrobatics, Athletics and
Perception checks. - You gain an additionally +1d8 on every damage
roll you make against a monster you know the
resistances, vulnerabilties and immunities from - You ignore the effects of exhaustion for the dura-
tion of the ruthless hunters mode - You now can peform your magic signs as a bonus
action
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