Witcher 5e
Witcher 5e
Witcher
A man in dark leather armor
eases his longsword in its scabbard
as he follows a track of bestial foot
prints in the night. His cat-like eyes glow
a soft yellow in the moonlight, allowing him
to see into the mouth of the dark cave where
the creature has its lair. He drinks a cat potion and draws his
longsword as he enters the cave, now clear as day to his eyes.
Dancing away from the swipe of a werewolf´s deadly claw,
a lithe elf expertly strikes with his silvered longsword. After
finally uncovering which villager was infected with
lycanthropy, the experienced cat witcher intends to end the
string of brutal attacks, and earn his pay.
Deftly moving her fingers in a specific gesture, a griffin
witcher sends an aard blast at a swarm of ghouls. The respite
gives her enough time to pull a deadly grapeshot bomb from
her bag and throw it at the undead swarm´s midst. She then
levels her blade, charging in to finish off the pack.
Using different approaches, all of these are monster
hunters in their own right. Mutated by the Trial of the
Grasses and trained in swordplay, magic and alchemy,
witchers hunt monsters that make ordinary men flee in
terror.
Professional Monster Hunters
As professionals in a deadly trade, witchers have a healthy
estimation of their talents´ worth. When determined villagers
or herbal remedies fail to drive out a monster, those in need
will pool their gold and post a contract or spread the word.
These jobs are the lifeblood of witchers, and they spend most
of their time roaming, searching for the next contract.
It´s a life that might seem care-free and enviable to some,
but it involves facing down many a terrifying beast. And
though they are long-lived, very few witchers die in their beds.
Wandering Outcasts
To some, a man or woman who kill mythical creatures for a
living is heroic and admirable. To others, they are as close to
monsters as the creatures they hunt. Most common people
live simple and uneducated lives, and that ignorance can
quickly lead to fear when faced with the strange and
unknown.
For those, a witcher is an an unfamiliar creature, deadly
and unreliable. When they need to hire one, they do it Creating a Witcher
grudgingly, seeing it as a necessary evil. Witchers are often When creating your witcher, the most important aspect to
met with a cold shoulder when people see white hair frame a consider is where and how you received your training. Did
young face, or cat-like eyes on a grizzled woman. This disdain you attend a well-known school from a young age, selected
causes witchers to seldom linger in one place for too long, for the harsh training? Did you encounter a travelling witcher
quickly saddling up and wandering on, looking for their next who decided to take you on as a student? Or maybe you went
contract. to a school of your own volition when you came of age, drawn
Some witchers, especially younger ones, will often seek out to the life of a professional monster hunter?
the company of other traveling adventurers on a similar path. Furthermore, confer with your DM about what place the
The strength of a group can be invaluable when faced with witchering trade and witchers have in your world. Are the
terrible dangers. If a witcher has a particularly hard time schools common and well known? Are witchers respected,
avoiding attention, being in an adventuring group of diverse feared or tolerated? These questions will impact how you
people can lessen the wide-eyed stares and quiet whispers interact with the world.
behind their backs.
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Witcher
Witcher Proficiency Class Sign Sign Alchemical
Level Bonus Features Die Size Dice Items Known
1st +2 Monster Hunter, Trial of the Grasses, Hand Signs d4 2 -
2nd +2 Fighting Style, Alchemy d4 2 4
3rd +2 Witcher School d4 3 4
4th +2 Ability Score Improvement d4 3 4
5th +3 Extra Attack, Witcher Rituals d6 3 5
6th +3 Witcher School Feature d6 3 5
7th +3 Hardened Resolve, Keen Hearing and Smell d6 4 5
8th +3 Ability Score Improvement d6 4 6
9th +4 Greater Potion d8 4 6
10th +4 Witcher School Feature d8 4 6
11th +4 Slayer d8 5 7
12th +4 Ability Score Improvement d8 5 7
13th +5 Accelerated Recovery d10 5 7
14th +5 Witcher School Feature d10 5 8
15th +5 Superior Potion d10 6 8
16th +5 Ability Score Improvement d10 6 8
17th +6 Regeneration d12 6 9
18th +6 Witcher School Feature d12 6 9
19th +6 Ability Score Improvement d12 6 9
20th +6 Master Witcher d12 6 10
Quick Build
You can make a witcher quickly by following these Class Features
suggestions. First, make Strength or Dexterity your highest As a Witcher, you gain the following class features.
ability score, depending on whether you want to focus on
Strength-based melee weapons or on finesse weapons. Your Hit Points
next-highest score should be Constitution for survivability, or Hit Dice: 1d10 per witcher level
Intelligence if you want more powerful hand signs and Hit Points at 1st Level: 10 + your Constitution modifier
alchemical items. Second, choose the folk hero background. Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
modifier per witcher level after 1st
Optional Rule: Multiclassing
If you use the multiclassing rule from the Player's Handbook, Proficiencies
here's what you need to know if you take a level in witcher. Armor: light armor, medium armor
Ability Score Minimum. You must have at least a 13 in Weapons: simple weapons, martial melee weapons,
either Strength or Dexterity, and a 13 in Intelligence to take a crossbows
level in this class, or to take a level in another class if you are Tools: alchemist's supplies
already a witcher. Saving Throws: Constitution, Intelligence
Proficiencies. If witcher isn't your initial class, you gain Skills: Choose two from Arcana, Athletics, Investigation,
proficiency with light armor, medium armor, simple weapons Medicine, Nature, Perception, Religion or Survival.
and martial melee weapons, and crossbows.
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Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
(a) scale mail or (b) leather armor
(a) a steel longsword and a silver longsword or (b) one
martial weapon and one silvered martial weapon
(a) light crossbow and 20 bolts or (b) two handaxes
(a) a monster hunter’s pack (CoS) or (b) an explorer’s pack
Monster Hunter
Beginning at 1st level and again at 6th level, you gain
proficiency in one skill of your choice from among: Arcana,
Investigation, Nature and Religion.
When you reach 10th level in this class, choose one of the
skills you gained from this feature. Your proficiency bonus is
doubled for any ability check you make with it.
Trial of the Grasses
At 1st level, you have survived the Trial of the Grasses, a
brutal transformation process using chemicals and elixirs.
Consequently, your body mutates, giving you the following
benefits.
You age at a quarter of the speed you normally would.
You gain darkvision out to a range of 30 feet. If you already
have darkvision, its range increases by 30 feet.
You have resistance against poison damage and advantage
on saving throws against being poisoned or diseased.
You have advantage on Constitution saving throws against
exhaustion.
Physical Changes
Even if your body survived the Trial of the Grasses, it is
invariably scarred. Roll twice or choose two of the following
changes from the table below.
d6 Change
1 Your hair loses all pigment, turning it white.
Your pupils turns vertical and your eyes glow yellow in
2
the dark.
Your core temperature permanently drops and your
3
skin pales.
4
Your emotions become numb, making it rare or Hand Signs. You learn two hand signs of your choice,
difficult for you to have strong emotional reactions. detailed under "Hand Signs" below. Casting a sign requires a
Your reproductive system has been damaged, leaving bonus action unless stated otherwise, somatic components
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you infertile. and a sign die. You learn one additional hand sign of your
choice at 4th, 8th, 12th and 16th level in this class.
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All the hair follicles in your body are dead, causing you Sign Dice. You have two sign dice, which are d4´s. As you
to lose all hair. gain witcher levels, you gain more sign dice, and your sign
dice increase in size, as indicated in the Sign Dice column of
Hand Signs the witcher table. You regain all expended sign dice after a
Also at 1st level, you´ve learned a rudimentary form of magic, short or long rest.
allowing you to quickly produce magical effects through hand Saving throws. Some hand signs require a saving throw to
signs, fueled by sign dice. resist its effect. The saving throw DC is calculated as follows:
Sign Save DC = 8 + your proficiency bonus + your
Intelligence modifier
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Fighting Style Versatile Fighting
When wielding a versatile weapon with two hands you gain a
At 2nd level, you adopt a particular style of fighting as your +2 bonus to damage rolls with that weapon. When wielding a
specialty. Choose one of the following options. You can't take versatile weapon with one hand you gain a +2 bonus to attack
the same Fighting Style option more than once, even if you rolls with that weapon.
get to choose again later.
Arbalist Alchemy
You ignore the loading quality of crossbows and you gain a Also at 2nd level, you learn a number of alchemical items,
bonus to damage rolls with crossbows equal to your Strength listed under "Alchemy". When you gain this feature, pick four
modifier, as you add more stopping power to the draw. alchemical items to learn, choosing from the "Alchemy"
section. You learn additional items of your choice when you
Blind Fighting reach certain levels in this class, as shown in the Alchemical
You have blindsight with a range of 10 feet. Within that range, Items Known column of the Witcher table.
you can effectively see anything that isn't behind total cover, After a long rest, you can produce two items. The number
even if you're blinded or in darkness. Moreover, you can see of items you can produce after a long rest increases to three
an invisible creature within that range, unless the creature at 7th level, and again to four at 14th level in this class.
successfully hides from you. They last until used or until the end of your next long rest.
A non-witcher that drinks a potion must succeed on a
Defense Constitution saving throw against your Alchemy save DC or
While you are wearing armor or wielding a shield, you gain a become poisoned for 1 minute. A single potion´s effect does
+1 bonus to AC. not stack with itself during its duration. Ingesting a potion or
Dual Wielder Fighting
applying blade oil requires a bonus action, while throwing a
bomb takes an action. Creating these items requires you to
When you engage in two-weapon fighting, you can add your have alchemist's supplies on your person and one empty flask
ability modifier to the damage of the second attack. Also, you per potion.
can make the second attack as part of the Attack action, Saving throws. Some alchemical items require a saving
instead of using your bonus action. throw to resist its effect. The saving throw DC is calculated
as follows:
Alchemy Save DC = 8 + your proficiency bonus + your
Intelligence modifier
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Witcher School Slayer
At 3rd level, you choose a school of training that best At 11th level, your rigorous training and fighting skill gives a
represents your style of monster hunting: Bear, Cat, Crane, deadly edge to your attacks. You gain a bonus to your weapon
Griffin, Manticore, Viper or Wolf. Your witcher school grants damage rolls equal to your proficiency bonus.
you features at 3rd level and again at 6th, 10th, 14th and 18th
level. Accelerated Recovery
Ability Score Improvement At 13th level, enhanced regeneration from mutations lets you
recover faster from exertion. When you finish a long rest you
When you reach 4th level, and again at 8th, 12th, 16th, and regain all of your Hit Dice, instead of only half.
19th level, you can increase one ability score of your choice Also, whenever you finish a short rest, your
by 2, or you can increase two ability scores of your choice by exhaustion level, if any, is
1. As normal, you can’t increase an ability score above 20 decreased by 1.
using this feature. Alternatively, you can choose a feat.
Extra Attack
Beginning at 5th level, you can attack twice, instead of
once, whenever you take the Attack action on your turn.
Witcher Rituals
Your knowledge of grim magic allows you to break curses
and counteract necromancy. Also at 5th level, you can cast
gentle repose and remove curse as rituals. If the target of
remove curse is a creature that is charmed or possessed,
you can end the effect as part of the ritual.
Hardened Resolve
When you reach 7th level in this class, the terrible
monsters you´ve faced have hardened your resolve.
You gain proficiency in Wisdom saving throws and
you have advantage on saving throws against being
charmed or frightened.
If you already have this proficiency, you gain
proficiency in Charisma saving throws instead.
Keen Hearing and Smell
Also at 7th level, you gain enhanced senses. You have
advantage on Wisdom (Perception) checks that rely on
hearing or smell.
Greater Potion
With increased knowledge of alchemy, you can create
more powerful potions. These potions have a duration
of 1 minute and follow the rules of Alchemy. At 9th level,
when you create alchemical items after a long rest, you also
create one of the following:
Werewolf Decoction. Enhances speed and vigor. Your
walking speed doubles, you have advantage on Dexterity
saving throws and you don´t provoke opportunity attacks.
Stoneskin. Grants potent defensive properties. You
gain resistance to nonmagical bludgeoning, piercing
and slashing damage.
Shrike. Bestows highly increased combat capability.
When you take the Attack action, you can make an
additional attack.
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Superior Potion Regeneration
Further deepening your understanding of alchemy, you are At 17th level, you gain innate regenerative powers. At the
able to create highly potent potions. These potions have a start of each of your turns, if you are below half your
duration of 1 minute and follow the rules of Alchemy. At 15th maximum hit points, you regain hit points equal to your
level, when you create alchemical items after a long rest, you Constitution modifier (minimum of 1). You don't gain this
also create one of the following: benefit if you have 0 hit points.
Blizzard. Greatly improves reaction speed. You can take
one reaction on every turn in combat, and when you are hit Master Witcher
by an attack, you can use your reaction to add your When you reach 20th level in this class, your encyclopedic
proficiency bonus to your AC for that attack. knowledge of creatures and vast experience makes you an
Wolven Hour. Your gain singular focus and killing instinct. unparalleled monster hunter.
You have advantage on weapon attack rolls against any Once on each of your turns, when you hit a creature with a
creature that doesn't have all its hit points. weapon attack, you can cause that creature to gain
Higher Vampire Decoction. Massively enhances physical vulnerability to that attack's damage. A creature cannot gain
prowess. Your Strength and Dexterity scores become 25 if vulnerability to a damage type it is immune to from this
they were lower, and you have advantage on ability checks feature.
and saving throws that use Strength or Dexterity.
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Yrden. Holding your hand towards a point on the ground
Hand Signs within reach, you expend a sign die and create a 15 foot
The presented signs are the magical effects witchers can radius circle of runes centered on that point that lasts for 1
produce through quick hand signs. minute. Creatures except you and your allies treat the circle
as difficult terrain. Creatures can´t benefit from the
Aard. You thrust you hand forward and cause a blast of Incorporeal Movement or Shapechanger traits while in its
telekinetic force. Each creature in a 15-foot cone must make area, and creatures on the Ethereal Plane are treated as if
a Strength saving throw, taking force damage equal to one they are not.
sign die and is pushed back 10 feet on a failed save. On a
successful saving throw it takes half as much damage and
isn´t pushed back. Nonmagical flames in the area are
extinguished.
Igni. You release a burst of flames from your hand. Each
creature in a 15-foot cone must make a Dexterity saving
throw. A creature takes fire damage equal to two sign dice on
a failed save, or half as much damage on a successful one.
A flammable object in the area ignites if it isn´s being worn
or carried.
Quen. A fluid finger movement that covers you in a
protective magical layer. You gain temporary hit points equal
to one sign die + your Intelligence modifier for 1 hour.
Axii. A sign meant to confound an enemies´ faculties.
Whenever you make a Charisma (Deception) or Charisma
(Persuasion) check directed at only one creature, you can
expend a sign die as part of that check and add it to the roll.
You can use this hand sign after you roll, but before you know
whether you succeed or fail.
Heliotrop. A defensive sign capable of rebuffing attacks
entirely. Whenever you are hit by an attack, physical or
magical, you can use your reaction to cross your wrists and
summon a magical barrier against the source. You expend a
sign die and add it to your Armor Class against that attack,
potentially causing it to miss.
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Alchemy Bombs
All bombs can be thrown at an area within 30 feet where it
Potions and Oil will detonate, affecting all creatures within 10 feet.
Maribor Forest. Heightened vigor lightens your step. Your Dancing Star. A flammable concoction that spreads sticky
speed increases by 10 feet for 1 hour. fire. Each creature in the area must succeed on a Dexterity
Earth Elemental Decoction. Your skin toughens and saving throw or be coated with sticky fire. A coated creature
becomes gnarly, giving you a +2 bonus to AC for 1 minute. takes 2d4 fire damage at the start of each of it turns. A
Thunderbolt. Increased strength and adrenaline release creature can use its action to remove the fire.
enhances your combat prowess. For 1 minute, you gain a +1 This damage increases by 2d4 at 5th, 11th and 17th level
bonus to attack and damage rolls with weapon attacks. in this class.
White Raffard. A restorative potion that closes wounds Devil's Puffball. This bomb releases a burst of poisonous
and quickens healing. You regain hit points equal to 1d6 + gas that spreads around corners. Each creature in the area
your witcher level. must succeed on a Constitution saving throw take 1d12
Cat. For 1 hour, the range of your darkvision increases by poison damage and be poisoned until the end of your next
30 feet and you can see in darkness as if it were bright light. turn. On a successful saving throw it takes half as much
Petri´s Philter. The first time you would roll sign dice for damage and suffers no adverse effects.
a hand sign within 1 minute after drinking the philter, instead This damage increases by 1d12 at 5th, 11th and 17th level
of rolling dice, you can use the highest number possible for in this class.
each die. Dimeritium Bomb. This bomb releases a cloud of
Blade Oil. Choose a type of creature: aberrations, beasts, dimeritium slivers, which last for 1 minute. When a creature
celestials, constructs, dragons, elementals, fey, fiends, giants, starts its turn in the area, or enters the area for the first time
monstrosities, oozes, plants, or undead. Alternatively, you can on its turn, it must make a Constitution saving throw. On a
select one race of humanoids (such as gnolls or orcs). You can failed save, it can´t cast spells until the start of its next turn.
use the oil to coat one slashing or piercing weapon or up to Dragons´s Dream. This bomb releases a cloud of
three pieces of ammunition. A creature of the chosen flammable gas that spreads around corners. It lasts for 1
creature type takes 1d4 additional weapon damage when hit minute or until a wind of at least 10 miles per hour disperses
by the weapon. Once applied, the poison retains potency for 1 it. If a spark or fire (such as igni) appears in the area while
hour before drying. the cloud persists, it ignites with a blast of ghost-like fire.
This damage increases to 1d8 at 11th level in this class. Each creature in the area must make a Dexterity saving
throw, taking 2d6 fire damage and 1d6 force damage on a
failed save or half as much on a successful one.
The fire damage increases by 2d6 and the force damage
increases by 1d6 at 5th, 11th and 17th level in this class
Grapeshot. A compact bomb that sprays shrapnel. Each
creature in the area must make a Dexterity saving throw,
taking 2d10 piercing damage on a failed save or half as much
on a successful one.
This damage increases by 2d10 at 5th, 11th and 17th level
in this class.
Moon Dust. A bomb that creates a burst of fine silver
slivers. Each creature in the area must succeed on a
Constitution saving throw or be unable to benefit from the
Shapechanger trait for 1 minute. If a creature that fails the
saving throw is transformed, it returns to its true form.
Northern Wind. A bomb that releases a gust of frigid air.
Each creature in the area must make a Constitution saving
throw, taking 2d8 cold damage and its speed is reduced by 10
feet until the start of your next turn on a failed save. On a
successful saving throw it takes half as much damage and
suffers no adverse effects.
This damage increases by 2d8 at 5th, 11th and 17th level
in this class.
Samum. This bomb creates a burst of blinding light. Each
creature in the area must succeed on a Constitution saving
throw or take 1d8 radiant damage and be blinded until the
end of your next turn. On a successful saving throw it takes
half as much damage and suffers no adverse effects.
This damage increases by 1d8 at 5th, 11th and 17th level
in this class.
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Witcher Schools
All witchers are trained in schools, each with its own way of
training. They differ in mindset and method, but all use their
witcher training to kill monsters.
School of the Bear
Witchers from the school of the bear rely on heavy armor and
a forceful fighting style. Rather than evading attacks, they let
their armor and powerful build absorb the damage. This
allows them to be up-close and personal with their enemy,
launching powerful counterattacks. A witcher of the bear
school is typically strong, direct and brave.
Heavy Steel
When you choose this school at 3rd level, you gain proficiency
in heavy armor. Also, you have advantage on saving throws to
resist being grappled, knocked prone or moved against your
will.
Brutal Strike
Additionally at 3rd level, you can leverage your considerable
strength in combat to strike a powerful blow. Once on each of
your turns when you hit a creature with a melee attack,
you can increase the weapon´s damage by 1d4.
This damage increases to 1d6 at 6th level, 1d8 at 10th
level, and 1d10 at 14th level in this class.
Brace
Starting at 6th level, you learn how to best steel yourself to
absorb incoming blows. You gain proficiency in Strength
saving throws.
Also, as a bonus action on your turn, you can grant
yourself temporary hit points equal to your Constitution
modifier (minimum of 1). You lose any temporary hit points
gained from this feature after 1 minute.
Mettle
At 10th level, you can withstand harsh effects, such as a
green dragon's poison breath or a blight spell. When you are
subjected to an effect that allows you to make a Constitution
saving throw to take only half damage, you instead take no
damage if you succeed on the saving throw, and only half
damage if you fail.
Furious Retaliation
Starting at 14th level, when you take damage from a creature
that is within 5 feet of you, you can use your reaction to make
a melee weapon attack against that creature. If you are below
half your maximum hit points after taking that damage, you
have advantage on the attack roll.
Juggernaut
At 18th level, your ferocity and strength makes you a
formidable opponent. You can now deal damage from Brutal
Strike whenever you hit a creature with a melee attack, not
just once per turn.
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School of the Cat
Quick and precise, cat witchers use their remarkable agility
to its fullest potential in combat. Combined with the variant
of the Trial of the Grasses performed on recruits at Cat
schools, it makes for an efficient killer. This Trial is infamous
in its effect, quelling even more emotions from the mind.
However, how each person responds to the Trial varies. Some
might have a wide range of emotions but never feel strongly.
Others could be left with a few specific emotions that govern
their decisions and morality.
Form Over Force
When you choose this school at 3rd level, you gain proficiency
in the Acrobatics skill. Your proficiency bonus is doubled for
any ability check you make that uses that skill.
Also, a weapon without the heavy property gains the
finesse property when you wield it.
Deadly Critical
Also at 3rd level, your weapon attacks score a critical hit on a
roll of a 19 or 20. You can roll one additional weapon damage
die when determining the extra damage for a critical hit with
a weapon that has the finesse property.
Dulled Emotions
Starting at 6th level, your mutations make your emotions
unnaturally stable and reliable. You gain proficiency in the
Deception and Intimidation skills. Additionally, when you
make an ability check with either of those skills you can treat
a d20 roll of 9 or lower as a 10.
Ruthless Opportunist
Starting at 10th level, you capitalize on openings in your
opponents´ defenses. When a creature misses you with an
attack, falls prone, becomes incapacitated or restrained while
within your reach, you can use your reaction to make an
attack against it.
Also, you can roll one additional weapon damage die when
determining the extra damage for a critical hit with a weapon
that has the finesse property.
Agile Dodge
Starting at 14th level, you can quickly move out of the way of
area effects, such as a green dragon's poison breath or a
fireball spell. When a spell or other effect would have you
make a saving throw due to being in an area of effect, you can
use your reaction to move up to half your movement speed,
potentially moving you outside the effect’s area.
Killer Instinct
Starting at 18th level, whenever you score a critical hit or
reduce a creature to 0 hit points with an attack on your turn,
you can immediately move up to half your speed and make an
attack. This can only trigger once per turn.
Also, your weapon attacks now score a critical hit on a roll
of an 18 - 20.
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School of the Crane
When a ship prepares a voyage through monster infested
waters, any captain worth his salt hires a crane witcher
for protection.
They excel when battling monsters of the open air and sea,
and are famed for facing massive monsters. While all
witchers are impressive fighters, crane witchers perform
particularly daring feats, leaping through the sky, felling
giants or fighting leviathans in the open sea. The nature of
the jobs crane witchers perform more often have witnesses,
occasionally giving rise to heroic myths and legends.
Hunter of Air and Sea
When you choose this school at 3rd level, you have trained
yourself to move and fight at sea. You gain proficiency in
Acrobatics, Athletics or Survival. Also, choose one of the
following now and again at 10th level:
Climber. You gain a climbing speed equal to your
walking speed and when you take falling damage you can
reduce the damage by an amount equal to your witcher level,
if you are not incapacitated (to a minimum of 0).
Mariner. You gain a swimming speed equal to your
walking speed and you can hold your breath for up to 30
minutes.
Fell the Mighty
Creatures of the open air and sea rely on their speed and Press the Advantage
power to overwhelm unfortunate victims. Also at 3rd level, Also at 6th level, when you make an attack roll with
you learn abilities to counter those strengths. Those abilities advantage, you can choose to forgo the advantage. If you do,
require a saving throw to resist their effects. The saving you impose disadvantage on the saving throw if you hit and
throw DC is calculated as follows: use Fell the Mighty.
Fell the Mighty Save DC = 8 + your proficiency bonus + Improved Fell the Mighty
your Strength or Dexterity modifier (your choice)
At 10th level, you gain the following upgrades to Fell the
Once on each of your turns when you hit a creature with a Mighty:
weapon attack, you can use one of the following abilities. Crushing Topple. If the creature hits the ground when it
Topple. You try to bring a creature down. The creature falls prone, it takes 1d8 bludgeoning damage for each size it
must succeed on a Strength saving throw or be knocked is above Medium.
prone. Hemorrhaging Bleed. While suffering from the bleeding
Bleed. You inflict a gruesome bleeding wound. The effect, the creature can´t regain hit points.
creature takes necrotic damage equal to one roll of its hit die Exposing Rend. When the creature is hit by an attack
at the start of each of its turns for each time you´ve wounded while its AC is reduced by this effect, it takes an additional
it in this way. It can then make a Constitution saving throw, 1d6 damage from the attack.
ending all wounds on a success. Constructs and undead are
immune to this effect. Nimble Escape
Rend Scales. You attempt to damage a creature´s armor.
The creature must succeed on a Dexterity saving throw or You know that to be caught for a single moment by the
have its AC reduced by 1, to a minimum of 10 + its Dexterity monsters you face can prove fatal. Starting at 14th level, you
modifier, until the beginning of your next turn. If the creature can take the Disengage action as a bonus action on your turn,
has natural armor, you instead reduce its AC by 1d4. and whenever you are grappled you can use a bonus action to
escape from the grapple, even if you are also restrained by
Leviathan Scaler the grapple.
At 6th level, the minimum size difference for you to attempt to Eviscerate
climb onto a larger creature is one size, instead of two. When
you climb onto a larger creature, you gain advantage on any At 18th level, when a creature fails a saving throw against Fell
ability check or saving throw related to climbing onto or the Mighty, you can make another attack against that creature
staying on the creature. as a bonus action. This attack can benefit from Fell the
Mighty even if you have already used it this turn.
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School of the Griffin Expanded Lore
Proud and knowledgeable, witchers of the griffin school have Starting at 14th level, you uncover magical lore from either
a deeper understanding of magic than most witchers. As religion, nature or occultism. Choose Cleric, Druid or
such, hand signs are their strongest weapon in combat. They Warlock when you gain this feature. Whenever you finish a
adhere to old codes of honor and knightly chivalry, which long rest you can choose a spell of 4th level or lower from the
grant them respect and high social statuses among both the spell list of the chosen class to memorize. You can cast that
nobility and the commonfolk. spell once before you have to complete another long rest, and
you have to meet all the requirements for casting the spell.
Well Educated Intelligence is your spellcasting modifier for it. If you choose
a spell of 1st, 2nd or 3rd level, you can cast it at 4th level. You
When you choose this school at 3rd level, you have spent time can only have one spell prepared in this way at a time.
studying lore and mingling with higher society. You gain
proficiency in two skills of your choice from among Insight, Battlemage
History, Performance and Persuasion. Additionally, you learn At 18th level, you can roll an additional sign die when casting
to speak, read and write one language of your choice. Aard, Igni (standard only), Quen or Axii (stagger only).
Improved Hand Signs Also, once on each of your turns when you take the Attack
action, you can forgo one attack and instead cast a hand sign
Additionally at 3rd level, your extensive knowledge of the without consuming
arcane empowers your hand signs or grants them alternate a sign die.
effects.
Aard - Empowered. A Large or smaller creature that fails
the saving throw is also knocked prone.
Igni - Fire Brand. Instead of its normal effect, you can heat
up a metal melee weapon that you or another willing creature
within 5 feet of you is holding to a white-hot glow. For 1
minute, a creature hit with that weapon takes additional
fire damage equal to one sign die.
Quen - Resistive Shield. While you have temporary
hit points from Quen, you also gain a +2 bonus to AC
and all saving throws.
Axii - Stagger. Instead of its normal effect, you can
attempt to stagger a creature. A creature within 30
feet of you must make a Wisdom saving throw, taking
psychic damage equal to one sign die on a failed save,
or half as much damage on a successful one. On a
failed save, it can´t take a reaction and its speed is
halved until the end of its next turn.
Yrden - Arcane Grip. A creature in the circle when
it appears must succeed on a Strength saving throw or
be restrained by magical force until the end of its next turn.
Heliotrop - Cushioning Barrier. If the attack still hits
you, reduce the damage by an amount equal to the roll
of the sign die (down to a minimum of 0 damage).
Chivalry
Starting at 6th level, whenever you make a Charisma
check and don´t knowingly tell a lie to the creatures
involved, you can roll a d4 and add the number rolled
to the check's total.
Tireless Evoker
At 10th level, you have a seemingly endless wellspring
of magical energy. When you roll initiative and have less
than your maximum number of sign dice, you regain 1 sign
die.
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School of the Manticore Shield Warrior
Witchers from the School of the Manticore seperate When you choose this school at 3rd level, you gain proficiency
themselves from their fellow witchers by focusing on in shields. You can hold a non-weapon object (such as a
protection, rather than hunting. Originally settled in areas torch) and perform somatic components with a hand holding
consisting of vast plains, deserts and savannahs, they trained a shield, as well as drink potions.
to meet the demand for caravan and convoy guards. Often Additionally, you can use a shield as a martial melee
seen with a shield and a bandolier of potions round their weapon, dealing 1d4 bludgeoning damage on a hit. You can
torso, manticore witchers are elite protecters with the deadly use two-weapon fighting with a shield even when the shield
arsenal of a witcher. or weapon you are wielding aren't light.
Phalanx Tactics
You focus your skill on protecting yourself and those around
you. Also at 3rd level, you gain the following benefits:
You gain the benefit of half cover while wielding a shield. If
you move more than half your movement on your turn,
you lose this benefit until the start of your next turn.
When a creature within 5 feet of you is hit by an attack,
you can use your reaction to interpose yourself and
become the target of the attack, if it hits.
Potion Specialist
At 6th level, whenever you drink a potion from the Alchemy
feature, you gain temporary hit points equal to 1d10 + your
Intelligence modifier.
Also, when you create Alchemical items after a long rest,
you can create one additional item so long as that item is a
potion (not greater or superior).
Ambush Response
You are always alert and on the lookout for danger. At 10th
level, you can´t be surprised so long as you are conscious.
Also, when you roll initiative and are not surprised, you can
choose a number of other willing creatures up to your
Intelligence modifier (minimum of 1) that are within 30 feet
of you and can see or hear you. You can move yourself and
those creatures up to 10 feet each.
Shield Warrior Improvement
Also at 10th level, the damage you deal with a shield
increases to 2d4 bludgeoning damage.
Counterattack
Starting at 14th level, when you use your reaction to become
the target of an attack with Phalanx Tactics, you can also
make an attack against the attacking creature. If your attack
hits, you halve the attack's damage against you.
Phalanx Master
You are a flurry of shield and steel in combat. When you
reach 18th level, you gain the following benefits.
Manticore Fighting Styles
You have advantage on attack rolls you make when it is
If you plan on taking school of the manticore as not your turn.
your subclass, all fighting styles are viable, not just
Defense and Versatile Fighting. The 3rd level
When you have half cover from your Phalanx Tactics
feature Shield Warrior makes Dual Wielder Fighting
feature, you can extend that benefit to allies within 5 feet
possible while using a shield.
of you.
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School of the Viper
Viper witchers are feared for their expertise in poison and
assassination tactics. In combat they use a fast, dual wielding
fighting style, aiming to overwhelm opponents. Unlike
witchers from most schools, vipers are known to take
contracts on humanoids as well as monsters.
Viperous Repertoire
When you choose this school at 3rd level, you gain proficiency
in the poisoner's kit and the Stealth skill. Your proficiency
bonus is doubled for any ability check you make that uses
Stealth. Also, you can perform somatic components with a
hand holding a melee weapon.
Exploit Weakness
Also at 3rd level, your attacks are even deadlier when you
strike unaware or debilitated creatures. Each time you hit an
incapacitated, paralyzed, poisoned, restrained, stunned,
surprised or unconscious creature with a weapon attack, it
takes an additional 1d4 damage from the weapon.
Poison Crafter
Starting at 6th level, you learn one alchemical item from the
"Poisons" list below. When you learn additional alchemical
items as you level up, you can choose to learn one of these
instead of an item from the "Alchemy" section.
You can apply poison to a weapon or piece of ammunition
as a bonus action, instead of an action. Also, damage you deal
with poisons, from Alchemy or otherwise, ignore resistances.
Creeping Death
At 10th level, you have trained yourself to move lightly and
unseen. You can take the Hide action as a bonus action on
your turn, and you have advantage on Dexterity (Stealth)
checks to avoid being heard.
Twin Fangs
Starting at 14th level, you can attack twice instead of once
with your off-hand attack when you engage in two-weapon
fighting. If you would add your ability modifier to the damage
roll of the first attack, do so for the second as well.
Evil Eye
At 18th level, one of your eyes mutates and takes on a deep
red color, with the pupil narrowing to a small slit, like that of Ivar Evil-Eye´s Curse
a snake. You gain truesight out to a range of 30 feet. The founder and first leader of the Viper school,
Also, as an action choose a creature that you can see Ivar Evil-Eye, was subjected to further mutations
within 30 feet of you that you subject to terrible mental during his Trial, in a similar fashion to the famous
images. It takes 14d6 psychic damage. If it has less than 50 Geralt of Rivia. These mutations resulted in his
hit points after taking the damage, it is stunned until the "Evil Eye", allowing him to see other worlds, but
beginning of your next turn. also witnessing the terrors of the Wild Hunt. He
Once you use this feature, you can't use it again until you dedicated his life, even founded the Viper school
finish a long rest. with the true purpose of defeating the Hunt.
Ultimately though, he had no means of reaching
them and was forced to live out his life watching
from afar.
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Ghoul Ichor
Poisons If the creature subjected to this poison is not an undead or
Listed below are a number of Alchemical items exclusively construct, it must succeed on a Constitution saving throw or
available to the Viper subclass. become paralyzed for 1 minute. For each round the creature
is paralyzed, the wound quickly spreads rotting skin, dealing
Basilisk Breath 1d8 necrotic damage. The creature may repeat the saving
When a creature inhales the Basilisk Breath, it must succeed throw at the end of each of its turns, ending the effect on
on a Constitution saving throw or begin turning to stone and itself on a success.
be restrained. It must repeat the saving throw at the end of its Delivery Method: Contact
next turn. On a success the effect ends. On a failure, the
creature is petrified for 24 hours. Hanged Man´s Venom
Delivery Method: Inhaled You can use the poison in this vial to coat one slashing or
piercing weapon or up to three pieces of ammunition. A
Essence of Bloodleaf humanoid hit by the poisoned weapon or ammunition takes
A creature subjected to this poison must succeed on 1d4 acid damage. Once applied, the poison retains potency
Constitution saving throw, taking 8d6 poison damage on a for 1 hour before drying. The same weapon or ammunition
failed save, or half as much damage on a successful one. If cannot be coated by this and Blade Oil simultaneously.
the saving throw fails by 5 or more, the shock to the creature This damage increases to 1d8 at 11th level in this class.
´s system is so great that it suffers temporary cardiac arrest, Delivery Method: Injury
and is stunned until the end of its next turn.
This damage increases by 4d6 at 11th and 17th level in Tears of the Infernal
this class. A creature subjected to this poison must succeed on a
Delivery Method: Injury Constitution saving throw, taking 4d8 acid and 4d6 fire
damage on a failed save, or half as much damage on a
success.
The acid damage increases by 2d8 and the fire damage by
2d6 at 11th and 17th level in this class.
Delivery Method: Contact
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School of the Wolf Wolven Storm
Witchers from the school of the wolf are widely respected for At 10th level, you gain an additional reaction each round,
their professionalism and efficiency. Although they are which can only be used to make an Attack of Opportunity or
versatile and flexible with their tools and skills, wolf witchers to use the Preemptive Strike ability. A single effect can only
excel at close combat, adapting to any foe. trigger a single reaction.
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Full Moon. Your current and maximum hit points increase
Expanded Potions by an amount equal to your witcher level for 1 hour. When the
This section includes an extensive list of potions you can effect ends, any hit points you have above your hit point
include under Alchemical Items you can learn as part of maximum become temporary hit points.
Alchemy. All potions presented here have a duration of 1 Hag Decoction. A rotten-smelling potion that lets you feed
minute, unless stated otherwise. Some have a minimum level on death. When a creature within 5 feet of you is reduced to 0
prerequisite stated in parenthesis. hit points, you gain temporary hit points equal to 1d6 + your
Couatl Decoction. When you cast a hand sign, you gain Intelligence modifier (minimum of 1 temporary hit point).
temporary hit points equal to 1d8 + your Intelligence The temporary hit points increase by 1d6 when you reach
modifier. 11th level in this class.
The temporary hit points increase by 1d8 when you reach Golden Oriole (9th level). For 1 hour, you gain immunity
11th level in this class. to poison damage, disease and the
Arachnid Decoction. Grants increased flexibility to dodge poisoned condition.
attacks, but bulky armor reduces the benefit. Bludgeoning,
piercing and slashing damage you take from nonmagical
attacks is reduced based on your armor: heavy armor (1),
medium armor (2), light armor (3) or no armor (4).
Black Blood. A potion that turns your blood acidic, and is
especially effective against vampires. Whenever a creature
deals slashing or piercing damage to you while within 5 feet
of you, it takes 1d6 acid damage. If that attack was a bite
attack, the creature takes double the damage and can´t
regain hit points from the attack.
This damage increases to 2d6 at 11th level in this class.
Gorgon Decoction. You have advantage on saving throws
to resist being stunned, paralyzed or petrified.
Elminister´s Extract (5th level). For 1 hour, you can see
invisible creatures, as well as objects and creatures in the
ethereal plane (which appear ghostly and translucent).
Scorpion. When you score a critical hit with a weapon
attack, you gain a bonus to that weapon's damage roll equal
to your level in this class.
Inspiration:
WWW.GMBINDER.COM
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