Base Class: Fighter
PLEASE NOTE: This subclass has NOT been play-tested. Please speak with your GM before using this subclass and ensure that your GM gives you permission to use this subclass and is aware of its effects and features.
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As humans settled in the northern part of the Continent, they had to deal with a vast array of monsters that inhabited the land and which humans were poorly equipped to deal with. To fix this, the Northern rulers tasked their mages to create magic-wielding warriors to deal with the monsters for them. As a result, the mages carried out experiments at Rissberg and the first Witcher was created. Unfortunately, the Witchers proved to have limited magical potential and were thus deemed failures and banished from the castle. Despite their perceived failure, the Witchers continued in their original purpose, making a name for themselves as the best monster hunters in existence. Though their numbers have dwindled over the centuries, their presence is still known and their skills still sought after.
ADDITIONAL CONTENT FOR PLAYERS AND GMS: This subclass is based off of Andrzej Sapkowski's Witcher Series as portrayed in The Witcher video games, made by CD Projekt Red. As an additional homage to the original writer, as well as the video game developers, with an agreement between the Player and the GM, the Player can make a series of DC 18 Constitution Saving Throws as a requirement to become a Witcher and use this subclass. If the Player fails either the Trial Of The Grasses or the Trial Of The Dreams, the Player must make a DC 20 Constitution Saving Throw or their character dies. If the Player fails either the Trial Of The Mountains or the Trial Of The Swords, their character retains the physical enhancement of the Trial Of The Grasses and Trial Of The Dreams but is considered a failure and cast out of the Witcher Order, forcing them to pick a different Fighter Subclass.
Witcher Training
You have been chosen to undergo the trials and trainings necessary to produce the world's greatest monster hunters. Through these various trials and rigorous trainings you have emerged a Witcher, with the following benefits:
Witcher Trials
Extensive experimentation has been done in order to create these trials for the purpose of heightening the capabilities, senses and awareness of soon to be Witchers.
Starting at 3rd level, you have undergone and passed these trials granting you the following benefits:
- Trial of the Grasses: Your senses of sight, hearing and smell have been elevated to beyond superhuman. You have Expertise in the Perception and Survival Skills. In addition, whenever you make a Wisdom (Perception) Check or Wisdom (Survival) Check, you can treat a d20 roll of 9 or lower as a 10.
- Trial of the Dreams: Your eyes have been altered for a higher sensitivity to the few particles of light that wander in darkness. You have Darkvision out to 60ft, if you don't already have it. If you do have Darkvision, your Darkvision range is extended by 60ft.
- Trial of the Mountains: You have traversed the rough landscape and dealt with the inhabitants of the nearby mountains gaining access to a Circle of Elements that lay at the top. There you have activated your Medallion.
This Medallion takes the shape of the animal head representing the Witcher School you choose (found below). It senses the presence of magic within 30 feet of you and alerts you to the magical presence by vibrating, whether the source be a magical item, the casting of a spell or a creature of magic, such as a mage or a genie. If it senses magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The Medallion can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
- Trial of the Swords: Though you have endured much there remains much to endure. To ensure your survival you have been trained in the art of the sword and upon completing these trials, gifted a Longsword and a Silvered Longsword. You may add these items to your inventory.
Through such training you have found a specific maneuver that suits your needs more so than some others. You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your Proficiency Bonus + your Wisdom Modifier.
You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Martial Masters
You have been trained to wield a sword, but that is not all that has been made available to Witchers. Mixed in with your sword you have been trained to wield a hand crossbow for those monsters that would seek to flee or would attempt to procure an advantageous position in the sky. You have been gifted a Hand Crossbow. You may add this item to your inventory.
Starting at 3rd level, you have honed your martial expertise allowing you to freely flow between melee and ranged combat granting you the following benefits:
- You ignore the loading quality of crossbows with which you are proficient.
- Being within 5 feet of a hostile creature doesn’t impose Disadvantage on your Ranged Attack Rolls.
- When you use the Attack Action and Attack with a One-Handed Weapon, you can use a Bonus Action to Attack with a Hand Crossbow you are holding.
- When you attack with a Hand Crossbow against a creature that is airborne, and you hit, the creature must make a Strength Saving Throw or be grounded and knocked Prone upon landing on the ground.
Renowned Chemists
After having passed the trials and proving yourself with the sword, you have been trained to mix various ingredients into potions, oils and bombs to aid you in your monster slaying endeavors.
Starting at 3rd level, you gain proficiency with the Herbalism Kit and Tinker's Tools if you don't already have it and you may learn 3 potion recipes of your choice from the Witcher Potions Table, 3 oil recipes of your choice from the Witcher Oils Table and 2 bomb recipes of your choice from the Witcher Bombs Table (all found below). At higher levels, you gain 2 additional recipes of your choice from each table whenever you reach 7th, 10th, 15th, and 18th level.
Crafting such mixtures requires materials and you have been trained to keep a keen eye out for these materials on your journeys. Whether found within shops of the town you're traveling through or in deep wilderness on one of your hunts, your training keeps you on the lookout for the necessary ingredients, granting you proficiency in the Survival Skill.
To craft these concoctions, you must first acquire the ingredients, which consists of various types of flora. To do so, you may make a Wisdom (Survival) Check to attempt to find the necessary ingredients in the wild, if your surroundings would allow for it, or you may spend the required amount of Gold Pieces to acquire the materials from various shops (denoted within each table).
(Please note: Both the Wisdom (Survival) DC and Gold Piece Prices are based off of the assumptions that you have access to moderately forested and wild areas and that Gold is the only currency in use. If you do not have access to moderately wild areas or Gold is not the only currency in use, feel free to work with your GM about altering the Wisdom (Survival) DCs and Gold Piece Prices as seen fit in order to better represent and utilize the terrains and currencies in use.)
Once the ingredients have been gathered, whether through the use of your keen eye or the bartering of common coin, you may use your newfound ingredients to craft one of the potions, oils or bombs you know the recipe for. Make a DC 13 Wisdom (Survival) Check to craft the potion, oil or bomb. If you do not succeed the ability check, you still craft a potion, oil or bomb, but it is considered a Failed Potion, a Mystery Oil, or a Failed Bomb respectively. The effects of a Failed Potion, Mystery Oil, or Failed Bomb are determined by rolling 1d4 on the Failed Potion Table, Mystery Oil Table, or Failed Bomb Table whenever you first use the potion, oil, or bomb whether by a creature ingesting the failed potion, striking a creature or object with the mystery oil applied to a weapon, or throwing the failed bomb.
Starting at 3rd level, you may only be under the influence of 1 Potion at any one time. At 7th level, you may only be under the influence of 2 Potions at any one time. At 10th level, you may be under the effects of any 3 separate Potions at any one time. At 15th level, you may be under the effects of any 4 separate Potions at any one time. At 18th level, you may be under the effects of any 5 separate Potions at any one time.
If you ever ingest more Potions than your blood allows for, the newly ingested Potion causes an overstimulation of toxins, rendering all the Potions you ingested useless, ending all their effects instantly, and you immediately suffer 50 Poison Damage, become Poisoned and suffer 2 levels of Exhaustion. The Potion "White Honey" is the only potion that will not trigger this overstimulation effect if you are already at your maximum toxicity. In addition, any creature that ingests a Witcher Potion, whether voluntarily or involuntarily, that is not a Witcher immediately suffers 75 Poison Damage, becomes Poisoned and suffers 3 levels of Exhaustion. If the ingested Potion was a Failed Potion, the creature suffers the effect of the Failed Potion also.
As for oils, each individual weapon you carry may only ever be under the influence of 1 Oil at any one time. If you wish to apply an alternate oil to a weapon while it is still under the effects of its original oil, you must spend 1 Minute to remove the original oil, ending its effects and apply the new oil, gaining its effects. The original oil that was removed is lost and must be remade in order to benefit from it again. (You may coat up to 20 Arrows with 1 flask of oil).
As for bombs, you may carry up to 3 bombs at any one time. At 7th level, your carry capacity increases to 4. At 10th level, your carry capacity increases to 5. At 15th level, your carry capacity increases to 6. At 18th level, your carry capacity increases to 7. Whenever you throw a bomb, the bomb explodes immediately upon contact with a solid surface
You must use an Action to consume a Potion, apply an Oil or Throw a Bomb. Starting at 10th level, you may use a Bonus Action instead of an Action to consume a Potion, apply an Oil or Throw a Bomb.
Witcher Potions Table
|
Potion |
Effect |
Duration |
Ingredient Wisdom (Survival) DC |
Ingredient GP Cost |
|
Bindweed |
Resistance to Acid Damage |
1 Minute |
13 |
6 |
|
Black Blood |
Deal 2d6 Acid Damage to any Creature that ingests your blood |
1 Minute |
15 |
10 |
|
Blizzard |
Add 2d4 to all Dexterity Saving Throws |
1 Minute |
14 |
8 |
|
Cat |
See in Darkness, both physical and magical, out to 60ft |
1 Hour |
13 |
6 |
|
De Vries’ Extract |
See Invisible Creatures, gain Blindsight to 20ft |
1 Minute |
15 |
10 |
|
Full Moon |
Increase Maximum Hit Points by 75 |
4 Hours |
15 |
10 |
|
Golden Oriole |
End Poison Condition and gain Resistance to Poison |
1 Minute |
14 |
8 |
|
Kiss |
Resistance to Piercing Damage |
1 Minute |
13 |
6 |
|
Maribor Forest |
Increase Movement (Walking) Speed by 10ft |
1 Minute |
14 |
8 |
|
Perfume |
-5 to all Attack Rolls |
1 Minute |
13 |
6 |
|
Petri’s Philter |
Add 2d4 to all Sign Damage Rolls |
1 Minute |
15 |
10 |
|
Shrike |
Deal 2d6 Weapon Damage whenever hit by a Creature |
1 Minute |
15 |
10 |
|
Swallow |
Regain 10 Hit Points at the end of every Turn |
1 Minute |
14 |
8 |
|
Tawny Owl |
Use the Dash Action as a Bonus Action |
1 Minute |
13 |
6 |
|
Thunderbolt |
Double all Damage dealt but you cannot take Reactions or the Dodge Action |
1 Minute |
15 |
10 |
|
White Honey |
End all Potion Conditions |
Instant |
13 |
6 |
|
White Raffard’s Decoction |
Regain 3d4 Hit Points |
Instant |
14 |
8 |
|
Willow |
You cannot be Stunned or Knocked Prone |
1 Minute |
13 |
6 |
|
Wive’s Tears |
End alcohol intoxication |
Instant |
13 |
6 |
|
Wolf |
Score a Critical Hit on an Attack Roll of 18-20 |
1 Minute |
15 |
10 |
|
Wolverine |
Add 3d6 Damage to Weapon Damage Rolls whenever your Hit Points fall below Half |
1 Minute |
15 |
10 |
Failed Potion Effects Table
|
1d4 |
Effect |
Duration |
|
1 |
Become Poisoned |
1 Minute |
|
2 |
Become Blind |
Permanent |
|
3 |
Take 5d12 Damage |
Instant |
|
4 |
Die |
Instant |
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Witcher Oils Table
|
Oil |
Oil Duration |
Effect |
Effect Duration |
Ingredient Wisdom (Survival) DC |
Ingredient GP Cost |
|
Crinfrid Oil |
1 Minute |
Target must make a Constitution Saving Throw or all Attacks are made with Disadvantage, Movement Speed is halved and Target cannot take the Dodge Action or Reactions |
Until Dispelled (Target may make an additional Saving Throw at the end of each of its turns) |
15 |
10 |
|
Hanged Man’s Venom |
1 Minute |
Target must make a Constitution Saving Throw or become Poisoned |
Until Dispelled (Target may make an additional Saving Throw at the end of each of its turns) |
15 |
10 |
|
Argentia |
1 Minute |
If applied to a Silvered Weapon add an extra 2d6 Damage / If applied to a Non-Silvered Weapon subtract 2d6 Damage |
Instant |
15 |
10 |
|
Aberration Oil |
1 Minute |
Add 2d6 Damage whenever you hit a Creature that is an Aberration |
Instant |
14 |
8 |
|
Beast Oil |
1 Minute |
Add 2d6 Damage whenever you hit a Creature that is a Beast |
Instant |
13 |
6 |
|
Celestial Oil |
1 Minute |
Add 2d6 Damage whenever you hit a Creature that is a Celestial |
Instant |
14 |
8 |
|
Construct Oil |
1 Minute |
Add 2d6 Damage whenever you hit a Creature that is a Construct |
Instant |
13 |
6 |
|
Dragon Oil |
1 Minute |
Add 2d6 Damage whenever you hit a Creature that is a Dragon |
Instant |
15 |
10 |
|
Elemental Oil |
1 Minute |
Add 2d6 Damage whenever you hit a Creature that is an Elemental |
Instant |
14 |
8 |
|
Fey Oil |
1 Minute |
Add 2d6 Damage whenever you hit a Creature that is a Fey |
Instant |
13 |
6 |
|
Fiend Oil |
1 Minute |
Add 2d6 Damage whenever you hit a Creature that is a Fiend |
Instant |
14 |
8 |
|
Giant Oil |
1 Minute |
Add 2d6 Damage whenever you hit a Creature that is a Giant |
Instant |
13 |
6 |
|
Humanoid Oil |
1 Minute |
Add 2d6 Damage whenever you hit a Creature that is a Humanoid |
Instant |
13 |
6 |
|
Monstrosity Oil |
1 Minute |
Add 2d6 Damage whenever you hit a Creature that is a Monstrosity |
Instant |
15 |
10 |
|
Ooze Oil |
1 Minute |
Add 2d6 Damage whenever you hit a Creature that is an Ooze |
Instant |
14 |
8 |
|
Plant Oil |
1 Minute |
Add 2d6 Damage whenever you hit a Creature that is a Plant |
Instant |
13 |
6 |
|
Undead Oil |
1 Minute |
Add 2d6 Damage whenever you hit a Creature that is an Undead |
Instant |
14 |
8 |
Mystery Oil Table
|
1d4 |
Effect |
Duration |
|
1 |
Subtract 2d6 Damage from your Weapon Damage Roll |
1 Minute |
|
2 |
Double all Damage Dealt |
1 Minute |
|
3 |
Add 2d6 Damage to your Weapon Damage Roll |
1 Minute |
|
4 |
Halve all Damage Dealt |
1 Minute |
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Witcher Bombs Table
|
Bomb |
Throw Range / Effect Duration |
Effect |
Ingredient Wisdom (Survival) DC |
GP Cost |
|
Dancing Star |
60ft / Instant |
All Targets within 10ft of the Bomb's Detonation Space must make a DC 13 Dexterity Saving Throw and take 4d6 Fire Damage or Half as much on a Successful Save |
13 |
6 |
|
Devil’s Puffball |
60ft / Cloud Remains for 1 Minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it |
Create a Poison Cloud with a Radius of 15ft / All Targets that either Start or End their Turn within the Poison Cloud takes 2d6 Poison Damage and must make a Constitution Saving Throw against your Save DC or be Poisoned |
14 |
8 |
|
Dimeritium Bomb |
60ft / 1 Minute |
Create an Anti-Magic Field with a Radius of 15ft |
17 |
15 |
|
Dragon’s Dream |
60ft / Cloud Remains for 1 Minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it |
Create a Flammable Cloud with a Radius of 15ft / This Cloud explodes if any kind of Fire Source enters its radius dealing 4d6 Fire Damage to all Targets within the Cloud's radius |
15 |
10 |
|
Grapeshot |
60ft / Instant |
All Targets within 10ft of the Bomb's Detonation Space must make a DC 13 Dexterity Saving Throw and take 3d6 Piercing Damage and 2d4 Fire Damage |
13 |
6 |
|
King and Queen |
60ft / Instant |
All Targets within 10ft of the Bomb's Detonation Space must make a Wisdom Saving Throw or become Frightened of you for 1 Minute |
13 |
6 |
|
Moon Dust |
60ft / 1 Minute |
All Targets within 10ft of the Bomb's Detonation Space are immediately reverted to their true state of being and cannot Transform or Shape-Shift by any means, whether Physical or Magical (This blocks spells such as Polymorph and abilities such as the Druid's Wild Shape) |
13 |
6 |
|
Northern Wind |
60ft / Petrified Until the End of its Next Turn |
All Targets within 10ft of the Bomb's Detonation Space must make a DC 13 Dexterity Saving Throw or be Petrified / All Attacks made against a Petrified Creature deal an additional 2d4 Damage |
15 |
10 |
|
Samum |
60ft / Stunned Until the End of its Next Turn |
All Targets within 10ft of the Bomb's Detonation Space must make a DC 13 Constitution Saving Throw or be Stunned |
13 |
6 |
|
Zerrikanian Sun |
60ft / Blinded Until the End of its Next Turn |
All Targets within 10ft of the Bomb's Detonation Space must make a DC 13 Constitution Saving Throw or be Blinded |
15 |
10 |
Failed Bomb Table
|
1d4 |
Throw Range / Effect Duration |
Effect |
|
1 |
60ft / Instant |
All Targets within 10ft of the Bomb's Detonation Space must make a DC 13 Dexterity Saving Throw and take 2d6 Fire Damage or Half as much on a Successful Save |
|
2 |
60ft / Instant |
No Effect |
|
3 |
60ft / Instant |
Create a Fog Cloud with a Radius of 15ft that lasts for 1 Minute or until a wind of 10 or more miles per hour disperses it |
|
4 |
0ft / Instant (Bomb Explodes In Your Hand) |
You and all Targets within 10ft of you must make a DC 13 Dexterity Saving Throw and take 2d6 Fire Damage or Half as much on a Successful Save |
Practical Magicians
Witchers are trained in simple magic called Signs, drawing on the basics of various magical schools. Though you have access to magic in its simplicity, you remain unable to utilize more complex spells.
Starting at 3rd level, you have learned to cast these Witcher Signs. Your Spell Casting Ability is Wisdom.
Your Spell Save DC is 8 + Proficiency Bonus + Wisdom Modifier. (You will use this Save DC for all Saves you force).
- Aard: As an Action, you can emit a telekinetic blast in front of you. Each target in a 10-foot cone must make a Strength Saving Throw. A target is pushed back 5ft and knocked prone on a failed save or pushed back and not knocked prone on a successful one. If a target is mounted then both the mount and the mounted target must make a Strength Save. If both the mounted target and the mount succeeds its throw the mounted target remains mounted and the mount is pushed 5ft backwards. If the mounted target fails its throw then it is dismounted and knocked prone. If the mount fails its throw then it is knocked prone and the mounted target is dismounted and knocked prone with it, regardless if it succeeded its own Strength Saving Throw. In addition, the blast is able to destroy obstacles such as stacked barrels and crumbling walls.
At Higher Levels: At 7th level, the range is extended by 5ft, forming a 15ft Cone and creatures take 2d4 Force Damage, or half as much on a successful save. At 10th level, the range is extended by another 5ft, forming a 20ft Cone and each creature makes their Saving Throw at Disadvantage. At 15th level, the damage is increased to 3d6 Force Damage. At 18th level, the range is increase by another 5ft, forming a 25ft Cone and the damage is increased to 3d8 Force Damage.
- Yrden: As an Action, you can create a magical trap on the ground around you that has a radius of 15ft. Any incorporeal target becomes material and any type of displacement feature or spell (such as the Cloak of Displacement, Mirror Image or Blink) a target may be using is rendered ineffective while that target is within the magical trap. In addition, the terrain within the magical trap is considered Difficult Terrain. This trap remains on the ground for 1 Minute or until you cast this Sign again.
At Higher Levels: At 7th level, any ranged weapon attack or ranged spell attack that is made against you or one of your allies that are within the magical trap is made at Disadvantage. In addition, any hostile creature that starts or ends its turn within the trap takes 2d4 Psychic Damage. At 10th level, the radius of the magical trap is increased by 10ft and the Psychic Damage dealt is increased to 3d6. At 15th level, the radius of the magical trap is increased by 10ft and you can place up to 2 separate magical traps on the ground at once. At 18th level, you can place up to 3 separate magical traps on the ground at once and the Psychic Damage dealt is increased to 3d8.
- Igni: As an Action, you can project a thin sheet of flames from your outstretched fingertips. Each target in a 10-foot cone must make a Dexterity Saving Throw. Mounted targets make the saving throw at Disadvantage. A target takes 2d6 Fire Damage on a failed save, or half as much damage on a successful one. In addition, the fire ignites any flammable objects in the area that aren’t being worn or carried.
At Higher Levels: At 7th level, you may choose to shoot a stream of flames at a single target and increase the damage dealt to that target by 2d6. At 10th level, whenever you hit a target with Igni you may decrease their Armor Class by 1. At 15th level, you may increase the damage dealt by Igni by an additional 2d6. At 18th level, whenever you hit a target with Igni you may decrease their Armor Class by 2 instead of 1.
- Quen: As an Action, you can produce a faint shield that swirls around you. This effect lasts for 1 Minute or until the first time you are hit. The first time you are hit while this shield is active, the incoming damage is reduced to 0 causing the shield to dissipate, ending its effect.
At Higher Levels: At 7th level, when you are hit while Quen is active, the shield explodes forcing each target within 5ft of you to make a Strength Saving Throw or be pushed back 10ft. At 10th level, you may now also use your Reaction to cast Quen against an attack made against you. In addition, whenever you are hit while Quen is active, you regain a number of hit points equal to the incoming damage. At 15th level, whenever you are hit while Quen is active, or if you use your Reaction to cast Quen, the damage that would be dealt to you is instead dealt to the attacker. At 18th level, whenever you are hit while Quen is active, or if you use your Reaction to cast Quen, the hit points restored and the damage dealt back at the attacker are both doubled.
- Axii: As an Action, you can force a target within 15ft of you to make an Intelligence Saving Throw. If the target fails the Saving Throw it becomes Stunned until the end of its next turn. Alternatively, you may cast this Sign as a Bonus Action granting you Advantage on Intimidation and Persuasion Checks.
At Higher Levels: At 7th level, if a target fails its Saving Throw it becomes Charmed by you rather than Stunned. The newly charmed target must use its action on each of its turns to make an attack against a target other than itself that you mentally choose, moving toward the chosen target if necessary. The charmed target can act normally on its turn if you choose no target or if none are within its reach, though it remains charmed by you removing any hostility it would normally have toward you. The charmed target may make the Intelligence Saving Throw at the end of each of its turns. On a success, or after 1 Minute, the effect ends. At 10th level, when a charmed target would make a Saving Throw to end the effect at the end of its turn, it does so at Disadvantage. At 15th level, any creature you force to make an Intelligence Saving Throw makes the Save at Disadvantage. At 18th level, Charmed targets no longer make a Saving Throw at the end of their turn. They remain Charmed until the effect is dispelled by a Dispel Magic or Remove Curse spell or the target is killed.
Paranormal Scholars
Witchers were created for the purpose of slaying monsters and in their wisdom have sought out the weaknesses and vulnerabilities of all the monsters they come across. You have been taught how to find these weaknesses and was gifted a book of your own to track and maintain such information.
Starting at 3rd level, you have a Bestiary in which you can denote facts and information about the various monsters you come across. You have advantage on any ability check when recalling information that relates to a creature's stat block that you have already learned and denoted in your Bestiary.
In addition, if you spend 1 minute analyzing or interacting with a creature outside combat, or you spend 1 minute to perform a post-combat field autopsy, you can discern 2 of the following attributes of the creature:
- Strength Score
- Dexterity Score
- Armor Class
- Current HP
- Total Class Levels (if any)
- Fighter Class Levels (if any)
Specialized Training
Though you have been trained in the fundamentals of Witcher knowledge, various Witcher Schools have emerged focusing their training on specific elements or fighting styles of combat.
Starting at 3rd level, you have concentrated on a particular style of combat from one of the Witcher Schools. Choose one of the Witcher Schools granting you the benefits of that particular Witcher School.
School of the Bear
You have focused on the harder and heavier side of combat granting you the following benefits:
- Increase your Strength score by 2, to a maximum of 20.
- While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by 3.
- 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.
School of the Cat
You have focused on the more nimble and flexible side of combat granting you the following benefits:
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- When you are prone, standing up uses only 5 feet of your movement.
- Climbing doesn't cost you extra movement.
- You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
- Your speed increases by 10 feet.
- When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
- When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
- You may use a Bonus Action to make 2 attacks against a target if you are wielding a Light weapon.
School of the Crane
You have focused on the more exotic and hard-to-reach aspects of combat granting you the following benefits:
- When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
- Movement (Swimming) Speed of 30ft
- You can hold your breath a number of Minutes equal to your Constitution Modifier
- You do not suffer Disadvantage when making attacks under water
- You have been gifted a pair of Winged Boots
- You have proficiency in Navigator's Tools if you don't already have it.
- You have proficiency in Pistols and Muskets.
School of the Griffin
You have focused on the more mystical and stunning side of combat granting you the following benefits:
- Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list. In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again. Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
- You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
School of the Leshen
You have focused on the aspects of environmental and ranged combat granting you the following benefits:
- You may choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.
You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
- You may use a Bonus Action instead of an Action to set a Hunting Trap.
- Gain Expertise in the Survival Skill if you don't already have it.
- When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +2 bonus to attack rolls on ranged attacks.
School of the Manticore
You have focused on the more feral and close-quarters side of combat granting you the following benefits:
- You have advantage on attack rolls against a creature you are grappling.
- You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
- Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
- At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
- While you are wearing armor, you gain a +1 bonus to AC.
School of the Viper
You have focused on the sly and crafty side of combat granting you the following benefits:
- When you make a damage roll dealing Poison Damage, you ignore resistance to Poison Damage.
- You can coat a weapon in poison as a Bonus Action, instead of an Action.
- You gain proficiency with the Poisoner's Kit if you don't already have it. With one hour of work using a Poisoner's Kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your Proficiency Bonus. Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 Minute. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a DC 14 Constitution saving throw or take 2d8 Poison Damage and become poisoned until the end of your next turn.
- You gain Proficiency in Stealth if you don't already have it.
- You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
- When you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
School of the Wolf
You have focused on the perfection of your skills and equipment of combat granting you the following benefits:
- Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks.
- When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.
- Choose 1 ability score by and increase it by 1, to a maximum of 20. In addition, you gain proficiency in saving throws using that chosen ability.
- When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Longswords are considered Finesse weapons for you.
Alchemical Genetic Exploits
Through the use of your oils and potions, you have learned the genetic strands of the materials you use to craft them. Applying your own understanding of brewing and the genetic mutations you have undertaken in becoming a Witcher, you have discovered the possibility of creating minor DNA strand variants that can potentially further your own mutations and enhance your own abilities.
Starting at 7th level, whenever you craft an oil or a potion, you may use the residue materials to attempt to create a Mutagen. To do this, make a DC 17 Wisdom (Medicine) Check. If you pass this Skill Check you successfully create a Mutagen.
After successfully creating a Mutagen, make a Percentile Dice roll and consult the Base Mutagen Table (found below) revealing the type of Mutagen your genetic manipulation created. After discovering the type of Mutagen produced, you may inject the Mutagen into your blood stream and gain its effects.
Starting at 7th level, you may only be under the influence of 2 Mutagens at any one time. Introducing a 3rd Mutagen into your blood stream causes an overstimulation of toxins, rendering the 1st Mutagen you injected useless, ending its effects. Whenever a Mutagen is nullified, you do not regain it for later use, as your body breaks it down and disposes of it for good.
At 10th level, you may be under the effects of any 3 Mutagens at any one time. At 15th level, you may be under the effects of any 4 Mutagens at any one time. At 18th level, you may be under the effects of any 5 Mutagens at any one time. At 20th level, you may be under the effects of any 6 Mutagens at any one time.
In addition, your increased understanding of gene manipulation allows you to alter the recipe of a Potion or the mRNA of a Mutagen to attempt to give the Potion or a Mutagen to another creature, potentially granting them its benefits instead of you. To do this, the chosen creature must be willing to ingest the Potion or inject the Mutagen, otherwise you must make an Attack Roll against the creature. Upon ingestion of the Potion or injection of the Mutagen, if the creature has not been genetically modified by the Witcher Trials to safely consume Witcher Potions or host spawned Mutagens, the creature must make a DC 25 Constitution Saving Throw. If the creature succeeds its saving throw, the Potion or Mutagen is temporarily accepted by the host and the creature immediately gains the benefits of the Potion or Mutagen. A consumed Potion's effects last for 1 Minute, at the end of which forces the effected creature to make a DC 20 Constitution Saving Throw or suffer 1 level of Exhaustion.
As for Mutagens, an accepted Mutagen's effects last for the next 24 hours, at the end of which, the creature must make a 25 DC Constitution Saving Throw or the host's immune system attacks the Mutagen, breaking it down and ending its effects. The damage of the manipulated DNA causes the creature to suffer a permanent decrease of 1 Ability Score and its Maximum of your choice by 1, immediately suffers 50 Poison Damage, becomes Poisoned and suffers 2 levels of Exhaustion. This damage bypasses any immunity or resistance to Poison the creature may have. If the creature succeeds the Constitution Saving Throw however, the base DNA of the creature is altered to instead prolong its acceptance of the Mutagen, granting the effects of the Mutagen for another 24 hours. The creature may continue making the Constitution Saving Throw at the end of each 24 hour period for 3 days. If the creature fails any of the Constitution Saving Throws, the Mutagen and its effects are lost, causing the creature to suffer the effects of the Mutagen's DNA erosion as stated above. If the creature succeeds every Saving Throw for the next 3 days, the Mutagen and its effect is retained indefinitely, or the creature's normal DNA state is restored by some means.
A creature that has not been mutated by the Witcher Trials can never be under the effects of more than 1 Potion or Mutagen at any one time. If another Potion or Mutagen is ever introduced to a creature that is already under the effects of a Potion or Mutagen, then both the previous and new Potions or Mutagens are destroyed within the creature's body removing any benefits the creature gained or would have gained from either Potion or Mutagen causing the creature to immediately suffers 75 Poison Damage, becomes Poisoned and suffers 2 levels of Exhaustion. This poisoning effect bypasses any resistance or immunity the creature may have to Poison Damage or the Poisoned Condition.
Base Mutagen Table
|
Percentile |
Mutagen |
Effect |
|
1-16 |
Red |
Add 1d4 Damage to Weapon or Unarmed Damage Rolls |
|
17-32 |
Violet |
Increase the Range of your Signs by 5ft |
|
33-48 |
Blue |
Add 1d4 Damage to Sign Damage Rolls |
|
49-52 |
Special |
Roll an additional Percentile Roll and Consult the Special Mutagen Table |
|
53-68 |
Green |
Increase your Maximum HP Value by 20 |
|
69-84 |
Yellow |
Your Weapon Attacks score a Critical Hit on a Roll of 19 or 20 |
|
85-100 |
Orange |
Increase your Armor Class by 1 |
Special Mutagen Table
|
Percentile |
Special Mutagen |
Effect |
|
1-10 |
Bear |
Increase your Strength Score by 1, to a Maximum of 26 |
|
11-20 |
Dragon |
Increase your Intelligence Score by 1, to a Maximum of 26 |
|
21-30 |
Cat |
Increase your Movement (Walking) Speed 5ft |
|
31-40 |
Leshen |
Increase your Dexterity Score by 1, to a Maximum of 26 |
|
41-50 |
Wolf |
Your Weapon Attacks score a Critical Hit on a Roll of 18, 19 or 20 |
|
51-60 |
Wraith |
Choose one of your Ability Scores and gain Proficiency in that Ability Score's Saving Throws |
|
61-70 |
Griffin |
Increase your Wisdom Score by 1, to a Maximum of 26 |
|
71-80 |
Manticore |
Increase your Armor Class by 2 |
|
81-90 |
Viper |
Increase your Constitution Score by 1, to a Maximum of 26 |
|
91-100 |
Rakshasa |
Increase your Charisma Score by 1, to a Maximum of 26 |
Insightful Monster Slayer
Your experience with hunting and slaying monsters has become second nature to you, to the point where you can read into a creature's strengths and weaknesses on the fly and adapt as necessary to overcome such abominations.
Starting at 10th level, whenever you are within 60ft of a creature, you can use your Bonus Action to gain insight to their various conditions and abilities. You learn 2 of the following aspects of your choice. You may use this ability a number of times equal to your Wisdom Modifier. You regain half of your uses (rounded up) after finishing a Short Rest and all your uses after finishing a Long Rest.
Upon the activation of this ability, have your GM reveal to you the first item listed in the chosen category as listed on the creature's stat block. If you choose a category in which you already know one or more of the listed items, have your GM reveal the next unknown item. If there are no more items to reveal within the chosen category, have the GM reveal to you that you have mastered that particular category of the creature's stat block.
- 1 Ability Score of Your Choice
- 1 Saving Throw and its Bonus
- 1 Skill and its Bonus
- 1 Damage Immunity
- 1 Damage Resistance
- 1 Sense and its Range
- 1 Attack Type and its Bonus to Hit
- 1 Legendary Action
Pack Leader
Having fully grasped the ability to adapt on the fly to the monsters that you encounter, you have learned to instill such information into the core of others around you, altering their agility and boosting their resolve to be able to handle the creatures you face to their fullest extent.
Starting at 15th level, as a Bonus Action you can give yourself and up to 5 of your allies immunity to being Frightened, advantage on an Ability Saving Throw of your choice and Resistance to a chosen damage type. This effect lasts for 1 Minute. You can use this ability a number of times equal to your Proficiency Bonus. You regain half of your uses after you finish a Short Rest and all your uses after you finish a Long Rest.
Apex Predator
Your mutations have fully matured instilling in you a vigor like you've never known before.
Starting at 18th level, you may increase your Strength, Dexterity, and Constitution Scores and Maximums by 2. In addition, you may increase your HP Maximum by an additional 40 points and choose one Ability Score and gain proficiency in Saving Throws of that chosen ability.
In addition, starting at 18th level, your Signs have fully matured mixing together to form another Sign that was thought to have been lost to the Witchers.
Heliotrope: As either an Action or a Reaction, you create a magical bubble that appears as a translucent 40-foot sphere, altering time for all hostile creatures caught within. An affected creature's speed is halved, it takes a -2 penalty to AC, all Dexterity Saving Throws are made at Disadvantage, 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. Any hostile creature that enters the bubble is also affected in this way. If you, or one of your allies, take the Attack Action against creatures within the bubble all attacks are made at Advantage and any Attack Roll of 17, 18, 19 or 20 is considered a Critical Hit. In addition, any magical spell or effect that is cast from outside the 40-foot sphere at a target within the 40-foot sphere immediately dissipates when the effect reaches the perimeter of the bubble.
The Heliotrope remains in effect for 1 Minute. You can use this Sign a number of times equal to Half of your Proficiency Bonus. If you have expended all your uses of this feature you may make a DC 18 Wisdom Saving Throw to regain 1 use whenever you finish a Short Rest. You regain all other uses after finishing a Long Rest.
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