Homebrew Witcher (School of The Wolf) Species Details

A Witcher is someone who has undergone extensive training, ruthless mental and physical conditioning, and mysterious rituals (which take place at "witcher schools" such as Kaer Morhen) in preparation for becoming an itinerant monsterslayer for hire. Geralt, the central character in Andrzej Sapkowski's Witcher series and the subsequent games inspired by them, is said in the stories to be one of the greatest Hexers; he is certainly legendary, but whether famous or infamous is more open to interpretation (and/or subject to gameplay, as the case may be).

Taken in as children, Witchers-to-be are subjected to intense alchemical processes, consumption of mutagenic compounds, and relentless physical and magical training to make them dangerous and highly versatile against their vast array of opponents, many of which possess superhuman speed, strength and/or other deadly powers. These procedures ultimately mean that each fully-trained witcher is a mutant built specifically to hunt and kill inhuman prey. The key permanent results of mutations shared by all Witchers include:
•Sterility (which partially explains selection from the outsiders, as they cannot breed to pass on their traits).
•Cat-like eyes that grant very acute nightvision - Hexers can constrict their pupils to see in blinding light or open them to see in near pitch darkness. This nightvision can be further enhanced with the cat potion, but in general, it is good enough by itself to not require further enhancement.
•Tremendous resistance to disease and poisin (which functions in most cases as complete immunity) and a boosted immune system, allowing them to consume large quantities of potions that could prove easily deadly if consumed even in small amounts by a normal man.
•Exceptionally increased strength, speed, reflexes, and endurance, far beyond any normal or well-trained human, that allows them to swiftly end fights with minimal effort, and perform physical feats non-witchers couldn't hope to match. A witcher's physical skills alone are sufficient to defeat most monsters single-handedly if combined with extensive training and proper weaponry, whereas regular men could only hope to accomplish this in large groups. Hexers have also been shown to shrug off hits that would normally render normal men unconscious. Additionally, they have been known to survive the strikes of powerful monsters such as giants, or other beings possessing herculean strength, that would otherwise kill others with a single blow.
•Having the ability to perform simple yet incredibly versatile combat magic in the form of Signs. They also develop a sixth sense that allows them to "feel" things around them, be it items of importance or people's immediate intentions. This explains their uncanny ability to track and hunt people and monsters.
•Accelerated healing granting quick recovery from injuries.
•Incredibly long lifespan and prolonged youth (Vesemir is said to be at least a few centuries old but has the appearance of a middle-aged man).

Witcher (School of The Wolf) Traits

While peasants often claim a Witcher’s only code is gold, some mages and monarchs believe all Witchers obey an ancient code of honor, obligating them to take any monster contract that comes their way. Fact is, there is no single code which unites all Witchers, and often there is tension between their schools over the philosophical tenets of being a Witcher. Whether an individual Witcher strives to follow a code of personal honor and professional conduct is up to the player. Precepts of a Witcher’s personal code might include:

The Contract

Free of Emotion

Knowing Man From Monster

Neutrality

    Witchers try not to get too involved in politics; it usually ends badly and complicates their monster-hunting.

No Dragons

 Witchers don’t normally hunt dragons out of respect for - and perhaps healthy fear of - this sentient Elder Race. In ages past, dragons were hunted to near extinction.

Sanctity of Life

 Humans, elves, dwarves, and sometimes even trolls are not the enemy, and the Witcher should avoid taking a sentient life in all but extreme situations. Likewise, the best way to deal with a monster may not lie in sword or spell.

Witcher Trials

During the Trial of the Grasses, your body underwent amazing and horrifying mutations leaving you sterile, but granting you the following starting:

•You gain Darkvision, if your race did not already possess Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray

•Advantage against poison saving throws, as well as resistance to Poison damage.

•Immunity to disease.

•Your estimated lifespan increases by approximately 400 years

•You gain 10ft of movement speed

•If you lose or break your weapons, buy others cost an additional 100gp at the original price of the weapon. Your weapons are unique.

Witcher Artifact

Pendant
Notebook
Bestiary

Specialized Killers

Starting at level 1, a Witcher moves like the wind and strikes swifter than a coursing river. Any unarmed strike can have your dexterity modifier instead of strength. Also, any Versatile weapon a Witcher wields that they have proficiency in is considered a Finesse weapon. Additionally, switching weapons or switching from one-handed to two-handed on a Versatile weapon requires no action or bonus action.

Witcher Senses

Starting at level 2, The Trial of Grasses has improved your senses to near superhuman levels. Witchers have increased hearing and smell. Witchers can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature detects a scent, the exact location is not revealed—only its presence somewhere within range. The creature can take a bonus action to note the direction of the scent. A creature with the scent ability can follow tracks by smell, making a Wisdom check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on the strength of the quarry's odor, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. You gain the Observant feat and become proficient or double in perception. You can no longer be surprised by any enemy, and any creature trying to frighten you is at disadvantage.

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

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.

Great Weapon Fighting

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. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Witcher Alchemy

Starting at level 2, you can now use your alchemist's kit to craft specialized Witcher potions and concoctions. These potions are incredibly toxic for non-Witchers. You need to finish a long rest before you can use this feature again. If you pass the toxicity limit, you gain 1 point of exhaustion per potion taken after that.

Swallow

Enchanced: At level 8 you can craft Enhanced Swallow, which heals for 2d6 + your Constitution modifier.

 

Elixir of the Cat

Enchanced: At level 15, You can produce enhanced "Elixir of the Cat" potions which heighten your Hexer senses to the point that even magical darkness doesn't hinder you: gain Truesight up to 60 ft. This allows you to see invisible creatures and objects, automatically detect visual illusions and automatically succeed on saving throws against them. The material costs include 250 gold pieces and one hour of gathering materials to produce d6 potions which last for 24 hours duration each.

 

Black Blood

Any creature that attacks with claws, Bite or Beak, or any undead that attacks without a spell or weapon, takes 1d8 poison damage upon dealing damage to the witcher, this increases by 1d8 at 10th and 15th level. The process takes 1 hour to gather materials and craft 2 vials. You need to finish a long rest before you can use this feature again. Toxicity: 2

Enchanced: At level 8, any creature afflicted by your normal Black Blood potion must make a constitution saving throw versus your Constitution modifier + Proficiency Bonus + 8. On a failed saving throw, they are subjected to the poisoned condition and take 1d4 damage at the end of their turn for a number of turns equal to your Constitution modifier.

 

Killer Whale

You can breathe underwater. The process takes 1 hour to gather materials and craft 2 vials. You need to finish a long rest before you can use this feature again. Toxicity: 1

Enchanced: At level 8, your fingers and toes become webbed, giving you a swimming speed double your walking speed. The duration is doubled.

 

White Honey

 

  • If any Witcher potion is consumed by a non-Witcher, they must pass a DC 18 Constitution saving throw. Or it will damage them 3d6 + 5 per hour for 4 hours, Enhanced damages for 3d10 + 5 per hour for 8 hours. This can be removed through lesser restoration. If they succeed the constitution saving throw, they gain the benefits of the potion for half the duration.

Signs

Aard

Prestidigitation: Out of combat, the Witcher can create disturbances in the air that extinguish small flames like torch and bonfires.

Basic: As a bonus action, you blast a 15ft cone with telekinetic force. The first two creatures hit within the area must make a strength saving throw against your Sign save DC. On a failed save the creature is knocked back 10ft, or is knocked prone and dealt an 1d4 force damage. On a save the they takes half damage and are pushed 5ft away. This damage increases by 1d4 at 7th, and 13th. This works against creatures up to 1 size above your own. Creatures 2 sizes or larger only take the damage, and half movement on a failed save.

Empowered: You Empower your Aard Sign to blast a 30ft cone with telekinetic force. All creatures caught in the blast must make a strength saving throw against your Sign save DC. Upon a failed save the creature is thrown back 15 ft, knocked prone, and dealt 1d6 force damage. On a successful save the target is pushed back 10ft and takes half damage. This damage increases by 1d6 at 7th, and 13th. This works against creatures up to 2 sizes above your own. Creatures three sizes or larger only take the damage, and half movement on a failed save.

Greater Empowered Aard You Empower your Aard Sign to blast out in a 20ft radius emanating from you in all directions. All creatures caught in the blast must make a strength saving throw against your Sign save DC. Upon a failed save the creature is thrown back 15 ft, knocked prone, and dealt 3d8 force damage. On a successful save the target is pushed back 10ft and takes half damage. The additional damage increases at level 15 (4d8). This works against creatures up to 3 sizes above your own. Creatures four sizes or larger only take the damage, and half movement on a failed save.

Mythic Empowered Aard In addition to the Empowered or Greater Empowered Aard Sign's, you gain the following benefits. The range increases to 30ft, the damage dice increases to 5d8 force, and any creature that fails the strength saving throw is knocked prone and stunned until the start of the next Witcher turn. This works against all sized creatures.

 

Yrden

Basic: As a bonus action, you place a magical trap on the ground (5ft range) in a 10ft radius, lasting 1d4 turns. All non-allies within the area of the trap have half movement speed. (Moving 1 foot inside the trap costs 2 feet of speed). You may only have three instance of this sign active at a time.

Empowered: You Empower either your preexisting Yrden trap, or a new one, to a 25ft radius. In addition to the original Yrden Sign's effect, all non-allies within the area of the trap must make a wisdom saving throw, If they fail, they gain a -1 to ac. And can no longer use there reaction ability. If they succeed they only receive the half movement while in the trap.

Greater Empowered Yrden When you empower either your preexisting Yrden trap or a new one a creature who failed its wisdom saving throw experiences a sapping effect on its life force. For every turn spent within the Yrden trap the creature will take 2d6 necrotic damage. Attacks are made at advantage against these creatures. The duration of the trap becomes 1d6 turns. To walk inside the trap costs 3x movement.

Mythic Empowered Yrden When you can empower your preexsiting Yrden trap or cast a new Yrden trap, the radius of your Yrden trap increases to a 60ft. In addition to the Greater Empowered Yrden Sign's, while you are inside of the the Yrden trap radius you are hasted. Your speed is doubled, gain a +2 bonus to AC, advantage on Dexterity saves, and gain an additional action on each of your turns. The action can be used to attack (one weapon attack only), dash, disengage, hide, or use an object. To walk inside the trap costs 4x movement.

 

Igni

Prestidigitation: Out of combat, the Witcher manages to create small flames that light candles, torches and bonfires.

Basic: As a bonus action you send out a burst of flames in a 10ft cone, all creatures within the area make a Dexterity saving throw. On a failed saving throw the target takes 1d10 fire damage or half damage on a successful save. This damage increases by 1d10 at 7th, and 13th

Empowered: You empower your Igni Sign, to a 15ft cone and set a target ablaze. In addition to the original Igni Sign's effect the Hexer chooses a target who is in the area of the Igni Sign and sets their armor or skin ablaze. The target burns for an extra 1d6 fire damage. This damage occurs every round at the start of their turn for 1d4 rounds. The creature can use an action to put out the flames ending the effect on itself. This damage increases by 1d6 at 7th, and 13th

Greater Empowered Igni You gain the ability to focus the energy of the Igni blast into a fire stream to hit a single target to devastating effect. The range of the fire stream is 30ft. An enemy hit by this stream takes 4d10 fire damage. Roll a percentile die, on a 50 or above, the enemy is set ablaze. If set ablaze, the enemy takes 2d8 fire damage per round for 1d4 rounds. The enemy on their turn can use their action to put out the fire. They will continue to take fire damage every round on their turn until the fire is put out or until the effects of the Sign ends.

Mythic Empowered Igni When you Empower your Igni Sign, all creatures caught in a 30ft radius around yourself must succeed on a dexterity saving throw, or receive 5d10 fire damage and are burning for 2d8 fire damage. This burning damage occurs every round at the start of their turn for 1d6 rounds. On a successful save the receive half damage, and 1d8 burning damage for 1d4 rounds.

 

Quen

Basic: With a bonus action, or if you hit a creature with a melee attack you can cast Quen. ou cast a protective ward around yourself, gaining resistance o any form of damage as well until you are hit for the first time or until the end of your next turn. This effect last for 2 hits at level 7 and 3 hits at level 13.

Empowered: You empower your Quen sign to create a more powerful shield around. In addition to the original Quen Sign's, you add your Wisdom modifer bonus to AC. You also take no damage from Magic Missile. Now Quen lasts for 3 turns or until hit

Greater Empowered Quen In addition to the original Quen Sign's, you which grants you 5 + your vigor point maximum in temporary hit points. The temporary hit point last till a long rest or until depleted. Temporary hit points from this version of the sign do not stack. Additionally, if you take damage from any resistances granted by Quen, your enemy takes half the damage dealt to you.

Mythic Empowered Quen You create a bubble of potent energy around yourself. You gain immunity to all damage for one round. If you are hit by any melee attacks, ranged attacks, or spells, you gain 1d8 temporary hit points. These hit points last for 1d4 rounds and if they aren't lost then they are gained as regular hit points. You are immobile for the duration of this effect, but can end the effects early with an action and regain 2 Vigor points.

 

Axii

Basic: As a bonus action you blast a target's mind with psychic energy, a target in line of sight must make a Wisdom saving throw against your Witcher save DC. Upon a failed save the target is stunned until the start of your next turn, or until taken damage. If the target succeeds the save they are unaffected by the Sign and gain advantage against this Hex for 1d4 rounds.

Empowered: You empower your Axii Sign, to instead control the target's actions. The target must make a Wisdom saving throw against your Hexer save DC. Upon a failed save the target is charmed and under your control. The creature attacks any creature that is hostile to you, if there is no hostile creature nearby, he is stunned by 2 turns. The target can remake the saving throw at the end of each of its turns, a successful save ends this effect on itself. If the target fails saving throw, on your turn, you can use your bonus action to keep the control. When the Sign ends the target is dealt 2d4 psychic damage. If the target succeeds their saving throw they are only dealt half the psychic damage and have advantage on the save against this Sign for 1d4 turns.

Greater Empowered Axii When you empower your Axii Sign, it instead instead controls up to two targets. The targets must make a wisdom saving throw. Upon a failed save the targets are charmed and under your control. The creatures attacks any creature that is hostile to you, if there is no hostile creature nearby, they are stunned by 2 turns. They add your wisdom modifier to their damage rolls. The target can remake the saving throw at the end of each of its turns, a successful save ends this effect on itself. If the target fails saving throw, on your turn, you can use your bonus action to keep the control. When the Sign ends the target is dealt 3d4 psychic damage. If the target succeeds their saving throw they are only dealt half the psychic damage and have advantage against the Sign for 1d4 turns.

Mythic Empowered Axii You assault a single targets minds with psychic energy. Targets must make a Wisdom saving throw or take 6d6 psychic damage. If this damage would kill the target they are instead put to sleep for 1 hour. If they are put to sleep they must make a Wisdom saving throw against your Sign save DC. Upon a failed save the targets memory of the past 24 hours is erased. Additionally, the Witcher can use an action to learn contents of the memories regardless of the results of the saving throw.

Witcher School

Starting at level 3, Witchers decide what school they want to follow. Each school offers a variety of different skills Witchers can use to enhance their monster tracking and slaying abilities. There are five schools to choose from: The School of the Wolf, Cat, Viper, Bear, and Griffon. Your Witcher school grants abilities at 7th, 11th, 14th and 18th level. You gain a silvered weapon.

Ability Score Increase

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Due to your hard training physically and mentally, your dexterity and wisdom can exceed a maximum of 20, and can reach a maximum of 22 using this feature and due to being a witcher and how dedicated you have to be with your craft your intelligence and charisma cannot exceed 14 using this feature.

Swift of Arm and Clear of Mind

Starting at level 4, you are able to use your reaction to reduce the damage dealt by a ranged weapon by 1d8 + your level + your Dexterity modifier . If the damage is reduced to 0 you can spend 1 Vigor for each ranged shot in order to make a ranged weapon attack and return the projectile with Aard if you possess that sign.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Monster Slayer

Monsters

In low magic campaigns you only get the initial bonus.

 

Humans and Non-Humans

In low magic campaigns you only get the initial bonus.

Bomb Crafting

Grapeshot Bomb
Dancing Star Bomb
Dimeritium Bomb
Samum Bomb
Moon Dust

Unnatural Persuasion

Starting at level 9, whenever you attempt a Persuasion, Deception, or Intimidation check, you use the mind-altering powers of Axii to influence the conversation. If you spend 1 vigor point when you roll, you gain advantage on said checks. This feature cannot be used if you don't have the Axii sign currently selected as one your signs.

Witcher Smithing

Starting at level 13, you can use Witcher blacksmithing secrets to add a +1 AC to any armour of your choice. Requires 12 hours of preparation, once complete the armour retains this bonus permanently. This ability can only be used once per set of armour.

Heightened Witcher Senses

At level 15, you become proficient with all Wisdom-related skills. Or you can choose 2 Wisdom proficiencies and 1 expertise in a wisdom based skill.

Witchers Cunning

At level 19 increase your Charisma or Wisdom scores by 2 points each to a maximum of 20.(Wisdom can be increased to a max of 22)

Master Witcher

At level 20 your training is finally "complete", you have achieved the rank of Master. Due to the vastness of everything you've seen on your journey, nothing phases you anymore. You gain immunity to the frightened condition. Additionally, you can use Empowered forms of any Sign without a Vigor cost. Greater empowered and Mythic signs still incur a cost to Vigor however, but only 1 and 3 points as opposed to the original 3 and 5. Throughout your journey you have near perfected the art of combat in your given school and may use their special combat form as listed below.

School of The Wolf

School of The Wolf

Witchers of the School of the Wolf excel at adaptability. They are resourceful warriors, always preparing before they engage in combat, allowing them to defeat monsters much stronger than them. When you choose this School at the second level, you gain proficiency on Insight and Investigation, or double proficiency if you already have it.

Reflexes of the Wolf

Starting at level 3, you gain the agility of a wolf. When an attacker you can see makes an attack that would hit you, you can instead spend 2 points of Vigor and add half your dexterity modifier, rounding up, to your AC. If it then misses, you may then use your reaction to make a single attack or cast a Sign at any target within range. This can only be used once per round of combat.

Thunderbolt Potion Crafting

Starting at level 7, you can now use your alchemist's kit to craft specialized Witcher potions and concoctions. These potions are incredibly toxic for non-Witchers. The process takes 1 hour to gather materials and craft 1d4 vials of a potion called Thunderbolt. You may only use this feature once per day. Thunderbolt potions, if consumed by a Witcher, allow you to roll an additional damage die with all attacks for the next 3 rounds. At level 14 you can create enhanced Thunderbolt, which, for the next 5 rounds, allow you to roll an additional damage die with all attacks, At level 19, you can create Superior Thunderbolt, which, for the next 10 rounds, allow you to roll an additional 2 damage die with all attacks. These effects do not stack. Toxicity: 2

Burning Heart of The Wolf

Starting at level 11, as a bonus action, you can overclock your Igni sign at the cost of 4 vigor points to take the form of a wolf. The wolf lunges into one target within 30 ft of you, and continues on to attack 3 more targets, each within 30 ft of the last target hit. All targets must make a Dexterity saving throw. Upon a failed save, the target takes 8d8 Fire damage, or half damage if the target saves. Due to the extremely taxing nature of this ability, you cannot use the Igni sign again until you take a short rest.

Dire Wolf's Hide

Starting at level 14, you gain Dire Wolf's Hide. Permanently increase your AC by 1. In addition, you become immune to freezing temperatures and gain resistance to cold damage.

Heliotrop Sign

Starting at level 18, the Witcher learns the Heliotrop Sign. When you are forced to make a save as part of a spell or breath attack, you can use your reaction as well as 3 Vigor points to cast the Heliotrop Sign. When you do so, you automatically save and gain resistance to the damage the spell or breath attack would inflict until the beginning of your next turn.

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