Homebrew Geralt of Rivia Species Details
Ability Score Increase
Geralt’s agility and endurance are unmatched. Your Dexterity score increases by 2, and your Constitution score increases by 1.
Slow Aging
Due to your mutations, you age at an extremely slow rate.
Size
Geralt stands tall and lean, with a hardened physique. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Darkvision
Geralt’s mutations grant him superior vision in dim light. You can see in dim light within 60 feet as if it were bright light and in darkness as if it were dim light.
Witcher Senses
Geralt’s perception is razor sharp. You have proficiency in the Perception skill. In addition, once per short or long rest, you can heighten your awareness for 1 minute, gaining advantage on Perception and Investigation checks.
Trial of the Grasses
Geralt’s body is altered by mutagens:
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You have advantage on saving throws against poison and disease.
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You have resistance to poison damage.
Accelerated Recovery
Geralt heals faster than ordinary men. At the start of each of your turns in combat, you regain 1 hit point. Outside of combat, you regain 5 hit points every 30 minutes.
Signs*
Geralt can use the following magical signs, simple but effective in combat. Each sign can be used a number of times equal to your proficiency bonus per long rest. You regain all uses after completing a long rest.
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Aard. As a bonus action, Geralt unleashes a telekinetic blast in a 15-foot cone. Each creature in that area must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or be knocked prone.
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Igni. As an action, Geralt hurls a burst of flame at a creature within 30 feet. The target must make a Dexterity saving throw. On a failed save, it takes 2d8 fire damage, or half as much on a successful one. The damage increases to 3d8 at 5th level, 4d8 at 11th, and 5d8 at 17th.
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Yrden. As an action, Geralt places a magical trap on the ground in a 10-foot radius centered on a point within 30 feet. The trap lasts for 1 minute and requires concentration (as if concentrating on a spell).
Any creature of your choice that enters the area or starts its turn there must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or have its speed halved until the start of its next turn. On a failed save, the creature also has disadvantage on saving throws against spells while it remains in the area.
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Quen. As a bonus action, Geralt surrounds himself with a protective shield. Until the start of your next turn, you have temporary hit points equal to 1d10 + your level.
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Axii. As an action, Geralt targets one creature he can see within 30 feet. The target must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn. While charmed, the creature is incapacitated.
Dual Swords
Geralt always carries two swords: one of steel and one of silver. You are proficient with longswords and greatswords. Additionally, your weapon attacks are treated as magical for the purpose of overcoming resistance and immunity to nonmagical attacks.
Geralt of Rivia Traits
The following traits reflect Geralt’s unique abilities, gained through the Trial of the Grasses and his life as a witcher.
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