Homebrew Witcher Species Details

The Witcher is a human variant, to put it simply, they're monster hunters. They roam the Continent and the lands that has a variety of Magical Beasts, Undead and Monsters. Some notable examples include the walking spirit of a forest called the leshen that's made up of plants, animal pelts and skulls, and the bruxa, a powerful female vampire who has a deafening scream. Witcher's are mostly hired mercenaries who kills Monsters, Magical Beasts and the Undead, but have known to be adventurers from time to time. Witcher's are not born, they are created. Orphaned kids make up many of the monster hunters, and they are trained at schools located in different parts of the world. Each one is represented by a different animal clan, Wolf, Cat, Viper, Griffin, Bear, Manticore, and Crane. Witcher's are trained to dispose of these monsters using a variety of tools and weapons at their disposal. Their most useful is silver, Magic and Magic weapons because the metal or magic are usually the most effective against unholy beasts. Those training to become a Witcher learns about magic, weapons and fighting techniques. Once ready, a student will partake in a Trial of the Grasses where they're strapped to a table and are given different chemicals called Grasses. This process is what gives a Witcher several physical advantages such as poison resistance, the ability to see in the dark, superior strength and Magic sight. The trial is painful and dangerous with most wannabe Witcher's dying in the process. And if the student survives, they become a full-fledged Witcher once the trials are over. They will then travel across the lands hunting monsters for money, being despised by others for their unique appearance. As well after the Trial of the Grasses the Witcher because sterilized and can't have children as a safeguard that the world does not get populated with Witcher's. Witcher's are also reluctant to train new recruits as they are too familiar with the pain from these trials. Most Witcher's don't see themselves as Humans all though they started their life out as a Human child.

Side note

The Grasses chemicals is a closely guarded secret by a very small select few who knows how to make it and has taken a oath to keep the knowledge of the Grasses a secret, and those who may break their oath and reveal the secret of the Grasses are put to death. The knowledge of the Grasses must be kept a secret at all costs.

 

 

Witcher Traits

It’s hard to make generalizations about Witcher's, but your Witcher character has these traits.

Languages

You can speak, read, and write Common and one extra language of your choice. Witcher's typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.

Superior Strength

After surviving the Trial of the Grasses you was given superior strength to help you fight monsters and magical beasts. The superior strength is different between different Witchers, some are very strong while some are weaker then other Witchers, but nevertheless this still gives them a edge in combat with most monsters and magical beasts. All though the Trial of the Grasses dose not always give you super strength if you survive, but it dose still help in giving you a edge. +3 Strength Score Increase.

Age

Through the Trial of the Grasses when the Human teen is being transformed into a Witcher, their lifespan is extended to 200 years and the effects of aging are slowed down. But Father Time eventually catches up with the Witcher at the age of 133 years and then they start aging like a normal human.

Size

Witchers vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Speed

Your base walking speed is 30 feet.

Darkvision

After going though the Trial of the Grasses you have superior vision in dark and dim conditions that no other Humans has to help aid you in your fight against magical beasts and monsters. You can see in dim light within 60 feet of you as if it were bright light, and 30 feet in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Magic Sight

After surviving the Trial of the Grasses, you have been given the ability to see magic and magical beasts up to 30 feet, you can use this ability three time and must have a long rest to regain this ability again. This magic sight works like the Detect Magic spell.

Poison Resistance

After surviving the Trial of the Grasses, your body ends up having resistance to all poisons and you have an advantage on all saving throws against poison. 

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