So I finished the Witcher 3 not too long ago and thought that I would try my hand at making a balanced homebrew witcher class.
Keep in mind this is my first time making something like this. But I would like to know if other people feel it is balanced and would be fun to use.
Monsters and Money In the world of D&D monsters and horrifying creatures are a part of ordinary life. Some are devoted to the removal of these unthinkable evils from the everyday life... for a fair payment of coin of course. Witchers exist to kill simple as that and they are very good at it earning a reputation the world round for being the best hunters of unnatural creatures in existence. Though they refuse to kill anything that is sentient enough to reason without trying to talk to a middle ground. Witchers are also known for their impartiality when it comes to affairs of others. As long as they get paid they don't care who they work for or what work they do. They also do little to refute the rumor that the process of becoming a witcher removes all emotion from them.
Creating a Witcher Witchers are for the most part male and human though some rare cases exist for both female and non-human Witchers. Witchers are strictly lawful following a code for how they conduct business and tend to be neutral but there are Witchers that lean towards either good or evil. Witchers tend to be travelers not staying in one place for longer than it takes to do a job and recover from it. Though there are hidden places where Witchers meet and train. Witchers tend to work alone preferring to not have to worry about watching over a companion but it isn't unheard of for a Witcher to have a constant companion. If you want to be a Witcher that is already active and trained start your character at level 3. Otherwise it is like you are a new member of the Witcher caste.
Equipment a)Studded Leather Armor b)Two Long Swords one of which is silver c)Explorer's pack and Alchemists kit
Trial of the Grasses At first level you do ritual that gives a witcher their enhanced abilities 70% of the people that attempt it are killed in the process. Lucky you survived.
When you get this you gain darkvision, resistance to poison, increase your speed by 5 ft, and +1 to dex, str, and con. attributes with a max of 20.
Signs At level two you gain access to signs which are simple spells that a Witcher can cast. The spells are cantrips but you cannot cast more than one in a row without waiting for 2 more of your turns in combat. They require you to have at least one hand free to cast as well as having a somatic component.
Axii -A spell that influences your opponent's mind. You can target a creature within 15 ft of you. The target must make a dc 10+your wisdom modifier wisdom saving throw or be stunned for one turn or until damaged by you or one of your allies. If the target is resistant to or immune to charms that applies to this. You cannot apply this to someone already under its effects. This spell requires concentration. At level 5 this bypasses resistance and immunity and the DC becomes 12+ your wisdom modifier. At level 12 the stun increases to two turns. At level 16 the stun is no longer broken by taking damage.
Aard -A spell that creates a 15x2ft rectangle of force in front of you. This line stops if it hits a creature or structure. A creature in this line must make a DC 10+your wisdom modifier constitution saving throw or take 1d6 force damage and be knocked prone. A successful save halves this damage and is not knocked prone. Any unsecured items in this area are pushed 10ft backwards. At level 5 the damage is increased to 2d6. At level 12 the line now doesn't stop at a creature and width is increased to 5ft. At level 16 the damage is increased to 4d6.
Igni -A spell that causes a cone of fire in front of you. This cone goes out 10 ft and spreads to a length of 15 ft. Creatures caught in this cone must make a DC 10+your wisdom modifier dex saving throw or take 1d8 fire damage. On a successful save they take half as much. On a failed save roll a D20 if you roll 15 or greater they are also set on fire and take 1d4 fire damage a turn until they use an action to put themselves out. At level 5 the damage is increased to 2d8. At level 12 the burning damage increases to 2d6 and you only need to roll a 10 or greater to burn. At level 16 if the enemy is set on fire their AC is reduced by 2 for the rest of the fight. This does not stack.
Quen -A protective spell that creates a barrier around you. This gives you a 8+your con bonus shield around you represented as temp health. When you take damage enough for the shield to break it explodes in a 5ft circle around you that deals force damage equal to the health of the shield before the attack. Anyone in the circle must make a DC 10 + your wisdom modifier dex saving throw. On success they take half as much damage. This shield lasts 2 + your wisdom modifier turns or until it is broken. You can only have one shield active at a time. At level 5 the shield increases to a 10+your con bonus. At level 12 the shield increases to 14+your con bonus. At level 16 the shield increases to 20+your con bonus.
Yrden -You can create a 12ft circle anywhere within 10ft of you. Any enemy in this circle or that walks into it has their movements speed reduced to 5ft, cannot make attacks of opportunity, and each turn they are in the circle they must make a DC 10+ your wisdom modifier, strength save or be unable to move until their next turn and be unable to take bonus actions. If they fail this throw it also counts as loosing concentration for a spell. This circle lasts for 2 rounds. You may only have one circle active at a time. This spell requires concentration. At level 5 the circle diameter increases to 14ft. At level 12 the circle lasts 3 rounds. At level 16 the diameter increases to 16ft.
Alchemy You now at level 2 have a basic understanding of how to make potions. You can spend 10gp worth of materials and 3 hours to make A potion of Troll's healing (deals 3 damage to the drinker then heals 1d10+2 hp) A potion of Falcon's Speed (increases dex by +2 up to 20 for 3 turns deals 7 damage to the drinker) A potion of Bear Strength (increases strength by +2 up to 20 for 3 turns deals 7 damage to the drinker)
Your potions can only be used by Witchers due to the harmful ingredients that would be fatal to a non-Witcher.
Witcher School At level three you pick which Witcher school you are going to join. There are four options: school of the wolf, school of the cat, school of the griffin, and school of the ursine.
School of the Wolf This school is focused on knowing your enemy. It specializes in poisons.
Poison Master At level 3 when you choose this school you gain the ability to make poison for your blade called blade oil. It costs 10gp worth of materials to make and can be applied 3 times with one bottle. It lasts 3 turns while applied. Blade oil (When an enemy is hit by your attack they must make a DC 15 con saving throw or they are poisoned and take 2d6 poison damage for 3 turns)
Specialized poison At level 7 when you know what type of enemy you are going to be facing or have used hunter's eye on the enemy you can for no extra cost modify a poison to be specifically lethal to that type of enemy even if they are immune to normal poison. If you are in combat you can do this as a bonus action. But it makes the poison ineffective against any enemy type other than the one it is prepared for. This poison is specialized oil (When an enemy of the type of oil that you made is hit by one of your attacks they must make a DC 20 con saving throw or are poisoned and take 4d6 poison damage for 3 turns)
Improved Hunter's Eye At level 14 you are specifically good at identifying your enemy's weaknesses when you use hunter's eye you have advantage on your next attack against that target.
Master of Weaknesses At level 19 you are the master of reading your enemy and knowing their weaknesses. They now have disadvantage when rolling against your specialized poison and after you have used hunters eye on them as long as an ally is within 5 feet of that enemy you have advantage on your attack rolls against them.
School of the Cat This school is focused on speed and attack.
Strike Hard At level 3 when you take this school you now land a critical hit on a 19 or 20.
Specialized Attacks At level 7 you gain the ability to use two different types of attacks instead of your normal attack for your action on your turn.
Heavy Strike-You use all your force to channel a blow at without your proficiency but if it strikes your enemy you have advantage on your next three attacks on that enemy
Whirling Blows-You can hit up to three targets within 5 feet of you. Roll each attack separately you do not get to add your proficiency bonus to hit.
Strike Fast At level 14 you gain the ability to an extra attack as a bonus action.
Unwavering Assault At level 19 you now crit on an 18,19,or 20 and have two extra attacks instead of one in your bonus action.
School of the Griffin This school is focused on signs.
Unstoppable Caster When you choose this school at level 3. You can't loose concentration on signs but still have to concentrate on the signs you cast.
Sign Cooldown At level 7 signs require one less turn before you can use another.
Powerful Signs At level 14 add your proficiency to the spell save DC of your signs. Also if the sign deals damage add your proficiency to that damage.
Additional Effects At level 19 your signs now have an additional effect. Axii-Instead of stunning you may instead turn the target into an ally until the two turns are up or they take damage. Aard-The area is now a circle with a 15 ft radius around you. Igni-If the saving roll is failed they are automatically set on fire. Quen-You may cast Quen as a reaction to a successful hit but it is half as powerful. Yrden-Enemies in the circle now take 2d12 worth of thunder damage every round they are in the circle.
School of Ursine This school is focused on defense.
Armored Up When you choose this school at level 3 you gain proficiency in heavy armor and ignore the strength requirements to wear any heavy armor.
Armor Mastery At level 7 you no longer have disadvantage on stealth rolls while wearing heavy armor and you can add up to +2 from your dex to your AC while wearing heavy armor.
Maximum Vitality Your maximum life total is equal to if you rolled maximum for every roll. This changes the life total retroactively as well.
Perfect Defense While wearing heavy armor you cannot be critically hit and have proficiency in all saving throws.
Unaging Body At level 5 due to the effects of the trial of the grasses you age significantly more slowly and your lifespan increases to 300 years more than your expected lifespan.
Hunters Eye At level 6 you now know how to read your opponents. As a bonus action on your turn you can analyze an enemy to determine their resistances and weaknesses if they have them. This can only be used once per enemy.
Sign Cooldown Decreases the amount of turns between sign casts by one.
Alchemy Improvement At level 9 you now know how to make better potions. They still take the same amount of materials and time as before. A potion of Improved Trolls healing (deals 3 damage to the drinker then heals 2d10+2 hp) A potion of Improved Falcons Speed (increases dex by +2 up to 22 for 3 turns deals 7 damage to the drinker) A potion of Improved Bear Strength (increases strength by +2 up to 22 for 3 turns deals 7 damage to the drinker)
These potions are still toxic to a non-Witcher.
Adrenaline At 10th level you have learned to harness your body's natural produced adrenaline. You can use this adrenaline to double an attacks damage once per long rest.
Mutagen Enhancement At 13th level you have learned to create a concoction made from a monster's various parts. These concoctions last until you drink a different one. The concoctions require parts specifically from the type of monster the concoction is named after.
Dragon Concoction-Gain resistance to whatever damage type that the dragon the heart came from used as well as gaining the the ability to add a d6 of whatever damage that dragon did to your weapon as a reaction when hitting an attack this can be used twice per short rest.
Zombie Concoction-You gain the ability to when reduced to zero hitpoints return yourself to half hp once per long rest.
Demon Concoction-You gain proficiency in deception, intimidation, and performance checks. This proficiency goes away when off of the potion. You also gain flying speed equal to your walking speed but cannot start and end your turn in the air during combat.
Alchemy Improvement At level 15 you figured out how to make your potions non-lethal for anyone.
Improved Rest At level 18 when taking a short rest regain all your hit points.
Improved Adrenalin At level 20 you now can use Adrenalin 3 times before a long rest.
Just a couple things to keep this in-line with other 5e classes.
-Ability Score Increases always happen at levels 4,8,12,16,19
-Signs- The DC is weird, you have it as 10+WIS mod, it should be 8+WIS mod+prof. bonus. Otherwise your max DC is 15 and that is far too low for high levels.
Those are just the first things I saw when I glanced at it. No offence, but I stopped reading there.
Good foundation for this class is the elderich knight. I would have replaced the signs with spells, I wouldn’t have added alchemy, the schools are a nice touch, and the mutagen I also would have taken out. It looks like it could be a good class but there is way to much to this class. One thing that can help look at the other classes they’re very simple with few things added at each level, only what is needed to make the class unique. It looks good but nothing I would play, sorry.
Just a couple things to keep this in-line with other 5e classes.
-Ability Score Increases always happen at levels 4,8,12,16,19
-Signs- The DC is weird, you have it as 10+WIS mod, it should be 8+WIS mod+prof. bonus. Otherwise your max DC is 15 and that is far too low for high levels.
Those are just the first things I saw when I glanced at it. No offence, but I stopped reading there.
Just a couple things to keep this in-line with other 5e classes.
-Ability Score Increases always happen at levels 4,8,12,16,19
-Signs- The DC is weird, you have it as 10+WIS mod, it should be 8+WIS mod+prof. bonus. Otherwise your max DC is 15 and that is far too low for high levels.
Those are just the first things I saw when I glanced at it. No offence, but I stopped reading there.
The fighter has a different ABI scale.
They have more, but ALL classes have those 5 I listed.
Fantastic class, but unfortunately, I am a complete new comer to DMing.
How would you integrate this class to DDB? There's no homebrew for classes, just subclasses, and extremely limited at that. Maybe I am missing something.
You cannot for 2 reasons : (1) you cannot make HB classes on D&DBeyond (2) it is copyright-infringing material since WotC have no rights to the Witcher name or brand identity.
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So I finished the Witcher 3 not too long ago and thought that I would try my hand at making a balanced homebrew witcher class.
Keep in mind this is my first time making something like this. But I would like to know if other people feel it is balanced and would be fun to use.
Monsters and Money
In the world of D&D monsters and horrifying creatures are a part of ordinary life. Some are devoted to the removal of these unthinkable evils from the everyday life... for a fair payment of coin of course. Witchers exist to kill simple as that and they are very good at it earning a reputation the world round for being the best hunters of unnatural creatures in existence. Though they refuse to kill anything that is sentient enough to reason without trying to talk to a middle ground. Witchers are also known for their impartiality when it comes to affairs of others. As long as they get paid they don't care who they work for or what work they do. They also do little to refute the rumor that the process of becoming a witcher removes all emotion from them.
Creating a Witcher
Witchers are for the most part male and human though some rare cases exist for both female and non-human Witchers. Witchers are strictly lawful following a code for how they conduct business and tend to be neutral but there are Witchers that lean towards either good or evil. Witchers tend to be travelers not staying in one place for longer than it takes to do a job and recover from it. Though there are hidden places where Witchers meet and train. Witchers tend to work alone preferring to not have to worry about watching over a companion but it isn't unheard of for a Witcher to have a constant companion. If you want to be a Witcher that is already active and trained start your character at level 3. Otherwise it is like you are a new member of the Witcher caste.
Level Proficiency Features
1st +2 Trial of the Grasses
2nd +2 Signs,Alchemy
3rd +2 Witcher School
4th +2 Ability Score Improvement
5th +3 Unaging body, Sign Improvement
6th +3 Hunters Eye
7th +3 Witcher School Ability
8th +3 Sign Cooldown
9th +4 Alchemy Improvement
10th +4 Adrenalin
11th +4 Ability Score Improvement
12th +4 Sign Improvement
13th +5 Mutagen Enhancement
14th +5 Witcher School Ability
15th +5 Alchemy Improvement
16th +5 Sign Improvement
17th +6 Ability Score Improvement
18th +6 Improved Rest
19th +6 Witcher School Ability
20th +6 Improved Adrenalin
Class Features
Hit Dice: 1d10 per Witcher Level
Proficiencies
Armor: Light Armor, Medium Armor
Weapons: Long Sword
Tools: Alchemist Kit
Saving Throws: Strength, Dexterity
Skills: Athletics, Perception, Investigation, Nature
Equipment
a)Studded Leather Armor
b)Two Long Swords one of which is silver
c)Explorer's pack and Alchemists kit
Trial of the Grasses
At first level you do ritual that gives a witcher their enhanced abilities 70% of the people that attempt it are killed in the process. Lucky you survived.
When you get this you gain darkvision, resistance to poison, increase your speed by 5 ft, and +1 to dex, str, and con. attributes with a max of 20.
Signs
At level two you gain access to signs which are simple spells that a Witcher can cast. The spells are cantrips but you cannot cast more than one in a row without waiting for 2 more of your turns in combat. They require you to have at least one hand free to cast as well as having a somatic component.
Axii
-A spell that influences your opponent's mind. You can target a creature within 15 ft of you. The target must make a dc 10+your wisdom modifier wisdom saving throw or be stunned for one turn or until damaged by you or one of your allies. If the target is resistant to or immune to charms that applies to this. You cannot apply this to someone already under its effects. This spell requires concentration.
At level 5 this bypasses resistance and immunity
and the DC becomes 12+ your wisdom modifier.
At level 12 the stun increases to two turns.
At level 16 the stun is no longer broken by taking
damage.
Aard
-A spell that creates a 15x2ft rectangle of force in front of you. This line stops if it hits a creature or structure. A creature in this line must make a DC 10+your wisdom modifier constitution saving throw or take 1d6 force damage and be knocked prone. A successful save halves this damage and is not knocked prone. Any unsecured items in this area are pushed 10ft backwards.
At level 5 the damage is increased to 2d6.
At level 12 the line now doesn't stop at a creature
and width is increased to 5ft.
At level 16 the damage is increased to 4d6.
Igni
-A spell that causes a cone of fire in front of you. This cone goes out 10 ft and spreads to a length of 15 ft. Creatures caught in this cone must make a DC 10+your wisdom modifier dex saving throw or take 1d8 fire damage. On a successful save they take half as much. On a failed save roll a D20 if you roll 15 or greater they are also set on fire and take 1d4 fire damage a turn until they use an action to put themselves out.
At level 5 the damage is increased to 2d8.
At level 12 the burning damage increases to 2d6
and you only need to roll a 10 or greater to burn.
At level 16 if the enemy is set on fire their AC
is reduced by 2 for the rest of the fight. This
does not stack.
Quen
-A protective spell that creates a barrier around you. This gives you a 8+your con bonus shield around you represented as temp health. When you take damage enough for the shield to break it explodes in a 5ft circle around you that deals force damage equal to the health of the shield before the attack. Anyone in the circle must make a DC 10 + your wisdom modifier dex saving throw. On success they take half as much damage. This shield lasts 2 + your wisdom modifier turns or until it is broken. You can only have one shield active at a time.
At level 5 the shield increases to a 10+your con bonus.
At level 12 the shield increases to 14+your con bonus.
At level 16 the shield increases to 20+your con bonus.
Yrden
-You can create a 12ft circle anywhere within 10ft of you. Any enemy in this circle or that walks into it has their movements speed reduced to 5ft, cannot make attacks of opportunity, and each turn they are in the circle they must make a DC 10+ your wisdom modifier, strength save or be unable to move until their next turn and be unable to take bonus actions. If they fail this throw it also counts as loosing concentration for a spell. This circle lasts for 2 rounds. You may only have one circle active at a time. This spell requires concentration.
At level 5 the circle diameter increases to 14ft.
At level 12 the circle lasts 3 rounds.
At level 16 the diameter increases to 16ft.
Alchemy
You now at level 2 have a basic understanding of how to make potions.
You can spend 10gp worth of materials and 3 hours to make
A potion of Troll's healing (deals 3 damage to the drinker then heals 1d10+2 hp)
A potion of Falcon's Speed (increases dex by +2 up to 20 for 3 turns deals 7 damage to the drinker)
A potion of Bear Strength (increases strength by +2 up to 20 for 3 turns deals 7 damage to the drinker)
Your potions can only be used by Witchers due to the harmful ingredients that would be fatal to a non-Witcher.
Witcher School
At level three you pick which Witcher school you are going to join. There are four options: school of the wolf, school of the cat, school of the griffin, and school of the ursine.
School of the Wolf
This school is focused on knowing your enemy. It specializes in poisons.
Poison Master
At level 3 when you choose this school you gain the ability to make poison for your blade called blade oil. It costs 10gp worth of materials to make and can be applied 3 times with one bottle. It lasts 3 turns while applied.
Blade oil (When an enemy is hit by your attack they must make a DC 15 con saving throw or they are poisoned and take 2d6 poison damage for 3 turns)
Specialized poison
At level 7 when you know what type of enemy you are going to be facing or have used hunter's eye on the enemy you can for no extra cost modify a poison to be specifically lethal to that type of enemy even if they are immune to normal poison. If you are in combat you can do this as a bonus action. But it makes the poison ineffective against any enemy type other than the one it is prepared for. This poison is
specialized oil (When an enemy of the type of oil that you made is hit by one of your attacks they must make a DC 20 con saving throw or are poisoned and take 4d6 poison damage for 3 turns)
Improved Hunter's Eye
At level 14 you are specifically good at identifying your enemy's weaknesses when you use hunter's eye you have advantage on your next attack against that target.
Master of Weaknesses
At level 19 you are the master of reading your enemy and knowing their weaknesses. They now have disadvantage when rolling against your specialized poison and after you have used hunters eye on them as long as an ally is within 5 feet of that enemy you have advantage on your attack rolls against them.
School of the Cat
This school is focused on speed and attack.
Strike Hard
At level 3 when you take this school you now land a critical hit on a 19 or 20.
Specialized Attacks
At level 7 you gain the ability to use two different types of attacks instead of your normal attack for your action on your turn.
Heavy Strike-You use all your force to channel a blow at without your proficiency but if it strikes your enemy you have advantage on your next three attacks on that enemy
Whirling Blows-You can hit up to three targets within 5 feet of you. Roll each attack separately you do not get to add your proficiency bonus to hit.
Strike Fast
At level 14 you gain the ability to an extra attack as a bonus action.
Unwavering Assault
At level 19 you now crit on an 18,19,or 20 and have two extra attacks instead of one in your bonus action.
School of the Griffin
This school is focused on signs.
Unstoppable Caster
When you choose this school at level 3. You can't loose concentration on signs but still have to concentrate on the signs you cast.
Sign Cooldown
At level 7 signs require one less turn before you can use another.
Powerful Signs
At level 14 add your proficiency to the spell save DC of your signs. Also if the sign deals damage add your proficiency to that damage.
Additional Effects
At level 19 your signs now have an additional effect.
Axii-Instead of stunning you may instead turn the target into an ally until the two turns are up or they take damage.
Aard-The area is now a circle with a 15 ft radius around you.
Igni-If the saving roll is failed they are automatically set on fire.
Quen-You may cast Quen as a reaction to a successful hit but it is half as powerful.
Yrden-Enemies in the circle now take 2d12 worth of thunder damage every round they are in the circle.
School of Ursine
This school is focused on defense.
Armored Up
When you choose this school at level 3 you gain proficiency in heavy armor and ignore the strength requirements to wear any heavy armor.
Armor Mastery
At level 7 you no longer have disadvantage on stealth rolls while wearing heavy armor and you can add up to +2 from your dex to your AC while wearing heavy armor.
Maximum Vitality
Your maximum life total is equal to if you rolled maximum for every roll. This changes the life total retroactively as well.
Perfect Defense
While wearing heavy armor you cannot be critically hit and have proficiency in all saving throws.
Unaging Body
At level 5 due to the effects of the trial of the grasses you age significantly more slowly and your lifespan increases to 300 years more than your expected lifespan.
Hunters Eye
At level 6 you now know how to read your opponents. As a bonus action on your turn you can analyze an enemy to determine their resistances and weaknesses if they have them. This can only be used once per enemy.
Sign Cooldown
Decreases the amount of turns between sign casts by one.
Alchemy Improvement
At level 9 you now know how to make better potions. They still take the same amount of materials and time as before.
A potion of Improved Trolls healing (deals 3 damage to the drinker then heals 2d10+2 hp)
A potion of Improved Falcons Speed (increases dex by +2 up to 22 for 3 turns deals 7 damage to the drinker)
A potion of Improved Bear Strength (increases strength by +2 up to 22 for 3 turns deals 7 damage to the drinker)
These potions are still toxic to a non-Witcher.
Adrenaline
At 10th level you have learned to harness your body's natural produced adrenaline. You can use this adrenaline to double an attacks damage once per long rest.
Mutagen Enhancement
At 13th level you have learned to create a concoction made from a monster's various parts. These concoctions last until you drink a different one. The concoctions require parts specifically from the type of monster the concoction is named after.
Dragon Concoction-Gain resistance to whatever damage type that the dragon the heart came from used as well as gaining the the ability to add a d6 of whatever damage that dragon did to your weapon as a reaction when hitting an attack this can be used twice per short rest.
Zombie Concoction-You gain the ability to when reduced to zero hitpoints return yourself to half hp once per long rest.
Demon Concoction-You gain proficiency in deception, intimidation, and performance checks. This proficiency goes away when off of the potion. You also gain flying speed equal to your walking speed but cannot start and end your turn in the air during combat.
Alchemy Improvement
At level 15 you figured out how to make your potions non-lethal for anyone.
Improved Rest
At level 18 when taking a short rest regain all your hit points.
Improved Adrenalin
At level 20 you now can use Adrenalin 3 times before a long rest.
I'm definitely going to use this. Thanks!
Just a couple things to keep this in-line with other 5e classes.
-Ability Score Increases always happen at levels 4,8,12,16,19
-Signs- The DC is weird, you have it as 10+WIS mod, it should be 8+WIS mod+prof. bonus. Otherwise your max DC is 15 and that is far too low for high levels.
Those are just the first things I saw when I glanced at it. No offence, but I stopped reading there.
I like this! Was wanting to create a witcher for a while now
Good foundation for this class is the elderich knight. I would have replaced the signs with spells, I wouldn’t have added alchemy, the schools are a nice touch, and the mutagen I also would have taken out. It looks like it could be a good class but there is way to much to this class. One thing that can help look at the other classes they’re very simple with few things added at each level, only what is needed to make the class unique. It looks good but nothing I would play, sorry.
The fighter has a different ABI scale.
I have a weird sense of humor.
I also make maps.(That's a link)
They have more, but ALL classes have those 5 I listed.
Great effort mate! Will defo be using this. Thanks for the work you put into it 👍
Fantastic class, but unfortunately, I am a complete new comer to DMing.
How would you integrate this class to DDB? There's no homebrew for classes, just subclasses, and extremely limited at that. Maybe I am missing something.
You cannot for 2 reasons : (1) you cannot make HB classes on D&DBeyond (2) it is copyright-infringing material since WotC have no rights to the Witcher name or brand identity.