Base Class: Fighter
Witchers are warriors that undergo extensive training, ruthless physical and mental conditioning, and mysterious rituals in preparation for becoming an itenerant monster slayer for hire. Taken in as children, witchers-to-be are subjected to intense alchemical processes, consumption of mutagenic compounds, and relentless physical and magical training. These procedures ultimately mean that each fully-trained witcher is a mutant built specifically to hunt and kill inhuman prey.
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast Witcher Signs. See Spells Rules for the general rules of spellcasting and the Sign List for the Witcher specific signs list.
Signs
You can learn three signs of your choice from the list at 3rd level. You learn additional signs at 5th, 7th and 10th level.
Sign casting Ability
Charisma is your signcasting ability for your witcher signs, since you draw your magic through your mutated attunement to nature. You use your wisdom whenever a spell/sign refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a witcher sign you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Witcher Sign Progression
Fighter Level |
Signs Known |
|||||
---|---|---|---|---|---|---|
Vigor(Spell) Points per Level
|
Toxcity Points per Level
|
|||||
3rd |
3 |
4 |
3(+con modifier) |
|||
4th |
3 |
6 |
3 |
— |
— |
— |
5th |
4 |
6 |
4 |
— |
— |
— |
6th |
4 |
6 |
4 |
— |
— |
— |
7th |
5 |
14 |
5 |
— |
— |
— |
8th |
5 |
14 |
5 |
— |
— |
— |
9th |
5 |
14 |
6 |
— |
— |
— |
10th |
6 |
17 |
6 |
— |
— |
— |
11th |
6 |
17 |
7 |
— |
— |
— |
12th |
6 |
17 |
7 |
— |
— |
— |
13th |
6 |
27 |
8 |
— |
— |
— |
14th |
6 |
27 |
8 |
— |
— |
— |
15th |
6 |
27 |
9 |
— |
— |
— |
16th |
6 |
32 |
9 |
— |
— |
— |
17th |
6 |
32 |
10 |
— |
— |
— |
18th |
6 |
32 |
10 |
— |
— |
— |
19th |
6 |
38 |
11 |
— |
— |
— |
20th |
6 |
38 |
11 |
— |
— |
— |
Witcher Adept
At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two. As long as the bonded weapons are your witcher swords, if magical they no longer take attunement slots.
Starting at level 3, 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. You can only carry up to 3 of each potion on your person at any one time
Basic Witcher Elixir
At first glance the most humble of a Witcher's Alchemical forumulas, as stated above the Witcher must imbibe this daily, at no toxicity cost to maintain his Witcher abilities. The process to craft takes 1 hour to gather materials, 5cp in other materials and can craft 1d8+Wisdom Modifier Elixirs.
A Witcher can imbibe an additional basic Elixir. This grats a +2 to Strength or Dexterity and a +1 to all attack and damage roles for 2d10+Wisdom Modifier minutes. The effects stack. Toxcicity: 3 Toxicity from additional Basic Witcher Elixir cannot be cleared with White Honey. Only a long rest can remove this toxicity
Swallow
The process takes 1 hour to gather materials and costs 5cp materials to craft 1d6 vials of a potion called Swallow. You need to finish a long rest before you can use this feature again. Swallow potions, if consumed by a Witcher, heal 1d6 + your Constitution modifier at the end of your turn for 4 turns. Toxicity: 2
Enchanced:
At level 8 you can craft Enhanced Swallow, which heals for 2d6 + your Constitution modifier.
Elixir of the Cat
The Witcher can produce 1d4 potions which double the Witcher's natural dark vision range to 120 feet, and allow the sight of color in the dark for one day. The process takes 1 hour to gather materials and costs 5cp to craft 2 vials. You need to finish a long rest before you can use this feature again. Toxicity:1
Enchanced:
At level 8, 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 8 hours duration each.
Black Blood
Duration: 30 minutes 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 and costs 5cp 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
Duration: 15 minutes. You can breathe underwater. The process takes 1 hour to gather materials and costs 5cp to 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
Regain all of your toxicity points, cancels active potion effects. Only one dose per brew made. You may not take any potions for 1 hour after you drink this. The process takes 1 hour to gather materials and costs 100gp and craft 2 vials.
Non-Witcher Usage
- 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.
Thunderbolt Potion Crafting:
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 Griffin. Your Witcher school grants abilities at 7th, 11th, 14th and 18th level. Once chosen this cannot be changed.
Silver Sword
As part of proving yourself on the Path and choosing(and being accepted into) a particular Witcher School, your school grants you a Silver Sword(or Axe). This weapon will bear markings particular to the school as well as magical runes engraved upon the blade. These runes give the otherwise soft metal the properties of Adamantine. They have no further enchantment. If the sword is lost or destroyed it will cost 1000GP above the cost of the base weapon to fashion a new one. In addition the Witcher will need to spend a full day meditating upon the blade and spend two full days of Vigor points to imbue it with its magical properties.
Starting at level 3, 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, beyond that, a long rest is required to use it again. Thunderbolt potions, if consumed by a Witcher, allow you to roll an additional damage die with all attacks for the next 3 rounds.
Enhanced Thunderbolt:
At level 6 you can create enhanced Thunderbolt, which, for the next 5 rounds, allow you to roll an additional 2 damage die with all attacks
Superior Thunderbolt:
At level 15, you can create Superior Thunderbolt, which, for the next 10 rounds, allow you to roll an additional 2 damage die with all attacks, and you may reroll any ones. These effects do not stack.
The Witcher's Bestiary is where a Witcher records the strengths and weaknesses of all enemies faced. After you are in combat with a creature and kill/subdue it, it is added to your Witcher Bestiary. When facing a beast or monster recorded in the bestiary, you know about its lore, stats, and abilities, in addition to its damage immunities, resistances, and vulnerabilities. This gives you a +1 to attack and damage rolls. You have four Bestiary dice, which are d8s. A Bestiary die is expended when you use it. You regain all of your expended bestiary dice when you finish a long rest. You can expend one bestiary die and add the result to a saving throw made against a ability of a creature listed on the bestiary or you can add as a penalty on a creature saving throw against your abilities. You need to spend 10 minutes after the battle by analyzing the body of a dead creature and the environment where the fight occurred to be able to add it to your bestiary. You gain an additional Bestiary die at 7th level and one more at 15th level.(Sentient Humanoid Races such as Elves, Dwarves, Humans, ect cannot be added to the Bestiary).
Starting at level 3 , The Trial of Grasses, and the continued usage of Witcher Elixir have improved your senses to near superhuman levels. Your improved senses of sight, hearing and smell allow you to notice things that most people normally miss. At level 3 you gain expertise in one of the following(or proficiency if not already proficient):
- Investigation
- Perception
- Survival
You are also able to chose of of the following feats:
- Alert
- Dungeon Delver
- Observant(exluding its ability score increase)
You gain improvements again at 7th and 11th level. These improvements are also subject to Elixir Withdrawl as outlined above. You only lose the Feats after a full week of Withdrawl, but the other abilities become effected immediately.
Eyes of the Wolf
At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
Enhanced Senses and Witcher School Features
Starting at level 7, 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 take only half damage on a failed save, and no damage on a successful save. This does not count against your number of signs known.
Reflexes of the Wolf
Starting at level 7, 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.
Starting at level 7, you can use an action to coat your blade in a specially crafted oil that is harmful to the recipient. If you have a monster of a certain type recorded in your beastiary, (aberrations, beasts, celestials, dragons, elementals, fey, fiends, giants, humanoids, monstrosities, oozes, plants or undead) you can take 1 hour to craft a single blade oil that will affect all creature of that type with your alchemists kit. When you apply this oil, for the next 20 attack rolls you make with that weapon, you roll an additional d8 when you strike a creature of the matching type with your sword. The blade oil is used up in the process. Even when attacking a none matching your counter goes down but you do not gain any advantage.
Should a non Witcher attempt to apply one of these oils the must take a DC 17 constitution roll or suffer the poisoned condition for 2d6 hours.
Witcher Precision
At 10th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.
Burning Heart
Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.
Master Witcher: Aden Anye
This is known as the fast style, or the Fiery Dancer. This style emphasizes fast and agile strikes that would quickly wear your opponents down. You may now use your attack to make a melee attack against up to 3 enemies in your movement range. You do not provoke opportunity attacks against yourself when moving in between targets. You make separate attack rolls for each attack, and should they hit, each attack induces 1d6 bleeding damage at the end of their turns. The bleeding effect lasts for 3 turns. This attack costs 2 vigor points and your entire attack action. If used two turns in a row, take one level of exhaustion.
- Note that you can attack one enemy 3 times and induce 3d6 bleeding damage at the end of their turn for 3 turns. If done again when they have counters they will stack to as much as 6d6 bleeding damage. It can be easier to think of them as applying tokens that last for three turns and deal 1d6 bleeding damage each to an enemy.
where signs?????