Base Class: Ranger
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.
Monster Slayer Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Monster Slayer Spells
Ranger Level | Spell |
---|---|
3rd | protection from evil and good |
5th | zone of truth |
9th | magic circle |
13th | banishment |
17th | hold monster |
Bestiary
As you come across new creatures all of the information you know about them is entered into this book. This Information can be found out by simply finding and engaging the monster or by reading certain books.
Records weaknesses observed while fighting monsters, Tracks of monster granting advantage on (Survival) Tracking checks to find monster, and what type of monster classification it is. EXP. (Fey, Demon, Aberration, ECT...)
Witcher School
The school your Witcher is associated with.
School of the Bear
Heavy armor Proficiency, heavy armor doesn't impose disadvantage on stealth or acrobatics checks, +1AC while wearing a shield, and Expertise in Athletics.
School of the Cat
Your movement speed increases by 10ft, Darkvision out to 60ft, and Expertise in Acrobatics.
School of the Griffin
You gain 3 additional spells from the Wizards spell list you may change these anytime you take and ability score improvement or Feat, you use your WIS spellcasting modifier to cast these spells, and Expertise in Arcana.
School of the Manticore
You gain Thrown weapon fighting style, One potion of choice from 11th level potions feature, one additional oil preparation, Expertise with Alchemy Kit. In addition, at 11th level when you gain Potions your toxicity cap is increased by 50%.
School of the Viper
Gains Rogues Sneak attack and Expertise in Stealth
School of the Wolf
Great sword Proficiency, Great weapon fighting style, and Expertise in (Survival) Tracking checks.
Witcher Oils
Oils provide specific, though temporary, additional qualities to Weapons
Some oils are sword specific, while others are general purpose.
- Only one oil can be applied per sword at a time. The effects do not stack. Using a new oil on a sword will replace any current oil and its corresponding effects.
- You may use one action to apply oil on a weapon of choice
- Once applied oils last 5 minutes or 10 Successful strikes
- Strikes made with weapons that have these oils applied count as magical for the sake of overcoming resistances.
Oils can be prepared once per day and expire 24 hours after the preparation, but they cost nothing to make
. Note: At you DMs discretion you may forgo the expiration of oils at the cost of using materials to make your oils, or to make oils more powerful. EXP: using Purple Worm venom to improve Hanged Man's oil. raising the DC to 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.
ALL Purpose Oils
Blood oil: This brown oil accelerates bleeding creatures who lack circulation are unaffected by this oil. whenever you hit a creature with this oil, they must make a DC 14 constitution save on a failed save the creature begins heavily bleeding taking 2d6 damage at the beginning of its turn from excessive blood loss. You may stack this effect up to 2 times on one creature for each failed save. taking a maximum of 4d6 bleeding damage.
Cinfrid oil: A blade coated with this oil causes crippling pain to a wounded creature. creature who dont feel pain are immune. Critical hit with this oil cripple a creature reducing their speed by half. When a creature is hit with this oil it takes and additional 2d6 necrotic damage.
Hanged Man's Venom: Creature hit with this oil must make a CON 15 saving throw or become Poisoned. Taking 2d6 poison damage on a failed save and half as much on a successful one.
Enhancement oil: Blades coated in this oil gain a +1 to damage and removes corrosion.
Oils for monsters
Aberration, Beast, Celestial, Dragon, Fey, Elemental, Fiend, Demon, Monstrosity, Plant, and Undead. The oils made for these are all different but have the same effect. When you hit one of chosen creatures with these oils double your weapons damage dice.
Note: These do not double effects damage dice. EXP: Sneak attack, divine smite, poison, ECT...
Witcher Potions
Potions Grant various effects but come at the cost of Toxicity.
Consult your dungeon master for ingredients needed to make these.
Toxicity is fairly serious you may consume 3 low grade, 2 medium, or one high grade. Gaining additional toxicity at 15th and 19th level.
Consuming more than this causes serious damage as it destroys the inside of your body. Dealing 4D10 undefined damage as there is no resistance to this and 1D10 at the start of each round until you are unconscious or receive healing that neutralizes diseases. Receiving healing that neutralizes diseases removes the effects of all potions taken.
Any creature other than the witcher who takes one of these potions must make a CON 18 saving throw. Taking 4D10 Damage and 1D10 every minute or half as much on a successful save. As the potion tears through their body.
NAME |
Effect |
Duration |
Toxicity |
Bindweed |
resistance to acid and acid-based poisons. |
8 Hours |
Medium |
Black Blood |
Turns imbiber's blood Acidic; blood becomes lethal to creatures. When hit with an attack the creature takes 1D8 acid damage. |
8 hours |
High |
Blizzard |
Boosts reflexes and reaction time, improving chance of parrying and evading attacks. Allows you to take an additional reaction. |
20 min |
Medium |
Cat |
Grants Darkvision 60 FT |
8 hours |
Low |
De Vries’ Extract |
Makes hidden opponents visible. Advanced night vision; Ability to detect invisible beings |
1hour |
Medium |
Full moon |
Greatly increases maximum Maximum hit points. Gain 50 Temporary hit points |
8 hours |
High |
Golden Oriole |
resistance to poison. Neutralizes the effects of any previously imbibed poisons. |
8 Hours |
Medium |
Petri’s Philter |
Deal an additional die of damage when casting a spell, But attacks against you have advantage |
8 Hours |
High |
Shrike |
When hit with a melee attack target takes 1d8 necrotic damage |
8 hours |
High |
Swallow |
You regenerate 1D8 Hp at the start of your turn |
2 Hours |
Medium |
ThunderBolt |
Deal 1 Die extra of weapon damage, but attacks against you have advantage. |
8 Hours |
High |
White Honey |
Reduces Toxicity to 0. Removes Effects of active potions |
Instant |
none |
White Raffards |
Heals 50 HP |
Instant |
High |
Willow |
This potion grants immunity to the stun and knockdown effects. |
8 Hours |
High |
Wives Tears |
Neutralizes Alcohol |
Instant |
Low |
Wolf |
Increases Critical Chance. Score Crits on 19 and 20. |
8 Hours |
Medium |
Slayer’s Counter
At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack’s normal effects.
Previous Versions
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7/23/2022 12:36:27 AM
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Coming Soon
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