Witcher Class v2.0
Witcher Class v2.0
"Indeed, there is nothing more repulsive than these monsters individuals who have undergone intense training and
that defy nature and are known by the name of witcher, as dangerous mutations to make them both capable and
they are the offspring of foul sorcery and witchcraft. They are versatile fighters against a vast array of inhuman opponents.
unscrupulous scoundrels without conscience and virtue, Quick Build
veritable creatures from hell capable only of taking lives. You can make a witcher quickly by following these
They have no place amongst decent and honest folk..." suggestions. First, Dexterity or Strength should be your
- Monstrum, or a Portrayal of Witchers highest ability score, followed by Wisdom. Second, choose
the outlander background.
Witcher
Proficiency Focus
Level Bonus Features Cap
1st +2 Alchemy, Mutations ─
2nd +2 Focus, Signs 2
3rd +2 Witcher School 2
4th +2 Ability Score Improvement 2
5th +3 Extra Attack, Sign (3) 3
6th +3 Studious Eye, Meditation 3
Witcher School Feature,
7th +3 3
Evasion
8th +3 Ability Score Improvement 3
9th +4 Empowered Signs, Sign (4) 4
Witcher School Feature,
10th +4 4
Mutations Improvement
Battle Signs, Focus
11th +4 4
Improvement
12th +4 Ability Score Improvement 4
Quick Wits, Studious Eye
13th +5 5
Improvement, Sign (5)
14th +5 Witcher School Feature 5
15th +5 Foil 5
16th +5 Ability Score Improvement 5
17th +6 Alchemy Expertise 5
18th +6 Mutations Improvement 5
19th +6 Ability Score Improvement 5
20th +6 Adrenaline Rush 5
Class Features Focus
As a witcher, you gain the following class features At 2nd level, you have learned the art of reading your
opponent and the battlefield, allowing you to enhance your
Hit Points attacks and use powerful abilities. Your focus is set to 1 when
Hit Dice: 1d8 per witcher level you roll initiative, and you gain 1 focus each time you
Hit Points at 1st Level: 8 + your constitution modifier successfully hit with a weapon attack, up to your focus cap,
Hit Points at Higher Levels: 1d8 (or 5) + your constitution which is detailed on the witcher class table. You lose all focus
modifier per witcher level after 1st after combat ends.
When you make a weapon attack, you can spend 2 focus to
Proficiencies grant yourself advantage on that attack; if you do so, that
Armor: light armor, medium armor attack cannot generate focus.
Weapons: simple and martial weapons Starting at 11th level, your focus is set to 3 when you roll
Tools: Alchemist's supplies initiative instead of 1.
Saving Throws: Dexterity, Intelligence
Skills: Choose three from Acrobatics, Arcana, Athletics,
Insight, Investigation, Nature, Perception, and Survival
Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
(a) a longsword and a silvered longsword or (b) a silvered
martial weapon
(a) scalemail or (b) leather armor
(a) an explorer's pack or (b) a dungeoneer's pack
(a) a hand crossbow or (b) a simple weapon
alchemist's supplies
Alchemy
At 1st level, you have been trained in the specialized alchemy
used by witchers to prepare themselves for combat. During a
short or long rest, you can use Alchemist's supplies to craft a
potion, oil, or bomb if you have the required ingredients and
know the appropriate recipe, a list of which are found at the
end of this class description. You can carry 2 alchemy
products at any given time, and only you can use the products
you create.
The number of recipes you know is equal to your
proficiency bonus + your Wisdom modifier. At the DM's
discretion, other recipes may be available for purchase or
found in the world.
Mutations
As a witcher, you have undergone mutations to your body
including the perilous Trial of the Grasses. Starting at 1st
level, you gain the following benefits:
Your walking speed is increased by 5 feet. At 10th level,
this bonus increases to 10 feet. At 18th level, this bonus
increases to 20 feet, and you gain a climbing and
swimming speed equal to your walking speed.
You have darkvision, up to a range of 30 feet. At 10th level,
this range increases to 60 feet. At 18th level, this range
increases to 120 feet, and you also gain blindsight to a
range of 30 feet.
You have advantage on Wisdom (Perception) and Wisdom
(Survival) checks based on smell.
You are immune to natural diseases.
You are completely sterile - you can have no children
through natural means.
Your lifespan is extended dramatically - you age at a rate
five times slower than regular members of your race.
2
Signs Ability Score Improvement
Starting at 2nd level, you are able to channel your focus to When you reach 4th level, and again at 8th, 12th, 16th, and
cast a few simple but practical magic hexes used by witchers 19th level, you can increase one ability score of your choice
called signs. You can cast a sign in place of a weapon attack by 2, or you can increase two ability scores of your choice by
when you take the Attack action on your turn. Casting a sign 1. As normal, you can’t increase an ability score above 20
costs 1 focus, and you can only cast one sign on your turn. using this feature.
You can't cast a sign while holding something in each hand or
wielding a weapon with the two-handed property. Extra Attack
Signs are considered 1st level evocation spells with Beginning at 5th level, you can attack twice, instead of once,
somatic components for the purposes of other magical whenever you take the Attack action on your turn.
effects, and are not considered weapon attacks.
You learn two signs at 2nd level, and another at 5th, 9th,
and 13th level.
Sign Save DC = 8 + your proficiency bonus + your
Wisdom modifier
Igni
You blast flames at a creature within 15 feet. It must make a
Dexterity saving throw, taking 2d6 fire damage on a failed
save or half that on a successful save. When empowered, all
creatures in a 15 foot cone are affected instead.
This damage increases by 1d6 at 5th, 11th, and 17th level.
You can also cast the Control Flames cantrip at will.
Quen
You place a protective shield on yourself. For the next minute,
the first time you take damage from a weapon attack, that
damage is reduced by 1d8 + your Wisdom modifier. When
empowered, you can cast this as a reaction to being attacked.
This reduction increases by 1d8 at 5th, 11th, and 17th
level.
Yrden
You place down a magical circle with a radius of 10 feet
around you that lasts one minute. Inside the circle is difficult
terrain for hostile creatures, and enemies resistant to only
nonmagical damage lose this ability. When empowered, all
ranged attacks made by hostile creatures into the circle from
without are made with disadvantage.
Aard
You blow a powerful burst of air at a creature within 15 feet.
It must make a Strength saving throw or be pushed 10 feet
away and knocked prone. When empowered, all creatures in
a 5 foot radius sphere around you are affected instead.
You can also cast the Gust cantrip at will.
Axii
You attempt to cloud the mind of a creature within 15 feet. It
must make a Wisdom saving throw; on a failed save, the
creature has disadvantage on weapon attacks it makes until
the end of its next turn. A creature immune to being charmed
automatically succeeds on its save. When empowered, the
creature is instead stunned until the end of its next turn.
You can also cast the Friends cantrip at will.
Witcher School
At 3rd level, you choose a witcher school whose techniques
and style you wish to employ. Choose between the Wolf,
Viper, Bear, Cat, or Griffin schools, detailed at the end of this
class description. The school you choose grants you features
at 3rd level, then again at 7th, 10th, and 14th level.
3
Empowered Signs
Starting at 9th level, you can use new, more powerful variants
of signs for an enhanced effect. By consuming 2 additional
focus when you cast it, you can cast an alternative form of
each sign as detailed in their descriptions.
Battle Signs
Studious Eye At 11th level, you can incorporate signs more fluidly into your
By 6th level, you have learned to identify certain traits and assault. When you take the Attack action on your turn, you
characteristics in creatures you fight. By either observing a can cast a sign without forgoing any of your weapon attacks.
creature for 1 minute or spending 1 focus as a bonus action, Additionally, at the end of each of your turns, if you haven't
you learn one aspect about the creature of your choice: cast a sign this turn, you gain 1 focus.
Creature Type, Armor Class, Senses, Damage Vulnerabilities,
Damage Resistances, Damage Immunities, or Condition Quick Wits
Immunities. At 13th level you may learn two aspects of your Starting at 13th level, you are quick to act and ready to leap
choice instead. into combat at an opportune time. When you roll initiative,
Additionally, choose one of Intelligence (Investigation), you may roll the d20 twice and choose which roll to use.
Wisdom (Perception), Wisdom (Insight), or Wisdom
(Survival) that you are proficient in; your proficiency bonus is Foil
doubled for any ability check that uses the chosen skill. At
13th level, you can choose another proficiency from the list. Starting at 15th level, you are capable of foiling the plans of
casters and monsters alike. When a creature forces you or a
Meditation friendly creature to make a saving throw, you can use your
reaction to make a melee weapon attack against it. If your
At 6th level, you can manipulate your metabolism to deeply attack successfully hits, any creature affected automatically
meditate and stave off both hunger and exhaustion. You can succeeds on their saving throw. Once you use this feature,
enter a trance-like state for any number of hours. During this you cannot use it again until you complete a short rest.
time, you accumulate hunger and thirst ten times slower than
normal, and do not require sleep. After 6 hours of largely Alchemy Expertise
uninterrupted meditation, you receive the benefits of a long
rest, as well as those of a lesser restoration spell. By 17th level, you have mastered efficiently using materials
While meditating you cannot see and are less aware of and recycling components in your alchemical crafts. You
your surroundings. You have disadvantage on any Wisdom ignore crafting components when creating Alchemy products.
(Perception) checks but are otherwise conscious. Additionally, you can carry 3 products at a time, instead of 2.
When you gain this feature, you learn 4 new Alchemy recipes
Evasion of your choice.
At 7th level, you can nimbly dodge out of the way of certain Adrenaline Rush
area effects, such as a red dragon’s fiery breath or a lightning
bolt spell. When you are subjected to an effect that allows you At 20th level, you can utilize your adrenaline to burst into a
to make a Dexterity saving throw to take only half damage, rush of action. At the end of your turn, if you have 5 focus
you instead take no damage if you succeed on the saving available, you can choose to immediately take another turn; at
throw, and only half damage if you fail. the end of that turn, you lose all focus. Once you use this
feature, you cannot use it again until you complete a long
rest.
4
Tolerance
Witcher Schools By 10th level, you have become accustomed to metabolizing
Wolf School toxic materials. You have resistance to poison damage, and
advantage on saving throws against the effects of poisons and
Based in Kaer Morhen, the Wolf school is perhaps the most venoms. Additionally, when you consume a potion, the max
renowned and populous school remaining, although it is still hp reduction you suffer is halved.
home to few students. The school focuses on mastering the
basic witcher techniques, complementing them with new Killing Strike
maneuvers to deal with any kind of monstrous prey. At 14th level, you are an expert at opportunistically striking
vulnerable enemies; when you hit with a melee weapon
Battle Trance attack against a creature that is prone, you can choose to
Your focus is sharpened by the danger of combat. Starting at critcally strike. Once you use this feature, you cannot use it
3rd level, you gain 1 focus whenever a creature misses you again until you complete a long rest.
with a weapon attack or you succeed on a save.
Bear School
Spins and Pirouettes
Starting at 7th level, you can nimbly leap across the Honorable and stout, the witchers of the Bear school focus
battlefield to engage opponents. Immediately before making on holding their ground rather than dancing around their
a melee weapon attack or casting a sign, you can move 5 feet foes. Through their unique training, strength, and tenacity,
without spending any of your movement. If this movement Bear school witchers can stand up to powerful warriors and
provokes an opportunity attack, it is made with disadvantage. beasts alike.
Arrow Deflection Heavy Gear Training
By 10th level, you have learned to defend yourself from Starting at 3rd level, you can ignore the somatic requirement
projectiles by parrying them. When a creature makes a of signs while using weapons with the two-handed property.
ranged weapon attack against you, you can use your reaction Additionally, you gain proficiency with heavy armor.
and spend 1 focus to make an attack roll with a melee Vitalic Blows
weapon you are holding; if your total is higher than the At 7th level, you can imbue your strikes with your unnatural
creature's attack roll, their attack misses. vigor; when you hit with a melee weapon attack, you can
Aggressive Maneuvers expend 2 focus to spend one of your hit dice and add it to
At 14th level, you can use your focus to execute especially your damage of that attack. Starting at 14th level, you can
aggressive attacks. You learn the following maneuvers, which choose to expend 2 hit dice instead. When you use this
you can use as an action by expending 3 focus. feature as part of the Attack action, you can make a Shove
Whirl - You whirl around, attacking all creatures around attack as a bonus action for the rest of your turn.
you. Make a melee weapon attack against each creature of Thick Skin
your choice within 5 feet. By 10th level, you have developed natural defenses on your
Rend - You take a heavy swing at a creature's weakspot. body to defend you from the elements; you are resistant to
Make a melee weapon attack; if it hits, the attack adverse effects due to extreme weather and temperatures,
automatically critically strikes and the target creature must and have resistance to fire and cold damage.
make a DC 20 Constitution saving throw. On a failed save,
the creature's AC is reduced by 2 for one minute. This Ursine Tenacity
reduction does not stack. By 14th level, your ability to withstand damage and resist
malignant effects has been improved through intense
Viper School conditioning. You gain proficiency in Constitution and
Based in an unknown location and possibly dissolved, the Strength saving throws; additionally, when you fail a saving
Viper school is a secretive organization, its students few and throw at which you are proficient, you can choose to succeed
scattered. The school is known for doing whatever needs to instead. Once this feature is used, it cannot be used again
be done for a contract, specializing in hit and run tactics until you complete a long rest.
some may call dirty fighting.
Dual Wielder
Starting at 3rd level, you can adopt the traditional two-
weapon fighting technique of the Viper School. You can
ignore the somatic requirement of signs while using two-
weapon fighting; additionally, you gain the Two Weapon
Fighting fighting style.
Slippery
At 7th level, you are hard to keep in place and adept at
escaping sticky situations. You can expend 1 focus to
Disengage or Dash as a bonus action; if you do, you can also
remove the restrained or grappled condition from yourself.
5
Deadly Flurry
At 14th level, you can use your focus to unleash a flurry of
blows. When you take the attack action, you can expend 3
focus to make two additional weapon attacks as part of that
action. Once you use this feature, you cannot use it again
until you complete a long rest or critically strike with a
weapon attack.
Griffin School
With honor and dignity, members of the Griffin school pride
themselves on dispatching enemies and fulfilling contracts
with utmost efficiency. Witchers of the Griffin school focus on
enhancing their utilitarian magical spells and weaving them
into their combat techniques.
Total Focus
At 3rd level, you can close out all irrelevant sensory
information to take in the battlefield. As a bonus action, you
can focus on a creature to mark it; the marked creature has
disadvantage on saves against all your signs. You can only
mark a new creature after either killing the currently marked
creature or removing the mark as an action. Additionally,
your focus cap increases by 1.
Sign Intensity
Starting at 7th level, you can channel additional energy into
your signs to grant them new applications. When you cast a
sign, you can expend 1 additional focus to add an extra effect
as listed below:
Igni: Creatures that fail their saving throw against your
Igni sign drop any weapons or held items that are made of
metal or flammable materials. Creatures resistant to fire
damage are unaffected by this.
Cat School Quen: A creature that triggers your Quen shield with a
The only school known to accept contracts on humans, the melee attack is pushed back 5 feet. If the attack's damage is
Cat school has largely become ostracized by their fellow reduced to zero, the attacker is also knocked prone.
witchers for this breach of their honor code. The school's Yrden: Hostile creatures take 1d12 force damage when
effectiveness, however, cannot be doubted. Aggressive and they start their turns inside or enter the circle.
flexible, the school focuses on landing many strikes to exploit Aard: Creatures that fail their saving throw against your
weaknesses while avoiding damage through mobility. Aard sign also take 1d10 cold damage and have their
movement reduced by half until the end of their next turn.
Improved Critical Axii: A creature that fails its saving throw against your Axii
Starting at 3rd level, you critical strike on a roll of 19 or 20 on sign has disadvantage on all saves to maintain its
the d20. Additionally, whenever you critically strike you gain concentration on a spell until the end of its next turn.
focus up to your cap. Opulence
Tumble At 10th level, you can channel the royal pride of a griffin to
Starting at 7th level, you can quickly respond to attacks by command an air of authority. You gain proficiency in the
tumbling out of harm's way. When you would be hit by a Persuasion skill. Additionally, when you make a Charisma
melee weapon attack, you can use your reaction to spend 1 saving throw, you can expend 2 focus to grant yourself
focus and move 5 feet directly away from your attacker. If you advantage.
do, the creature must roll the attack again, potentially Elemental Flow
missing. Beginning at 14th level, your mastery of signs allows you to
Impeccable Instinct use the energy they release to charge your weapon with
At 10th level, your instincts prevent you from being caught arcane power. After you cast a sign, you may charge a weapon
flatfooted. You can add your proficiency bonus to initiative that you are holding provided it is not already charged with
rolls, and cannot be surprised. Additionally, when you make a this feature. The next time you hit with a weapon attack using
Dexterity saving throw, you can expend 2 focus to grant that weapon, that attack deals an additional 1d6 fire,
yourself advantage. lightning, or cold (your choice) damage and generates an
additional 1 focus. If unused, this effect fades after one
minute.
6
Alchemical Recipes
Potions
Swallow
Ingredients: The brain of a creature with the monstrosity or
abberation type, various herbs worth 10gp, 5gp of alcohol.
A light red, sweet liquid. When consumed as a bonus
action, your maximum health is reduced by your level until
your next short or long rest. For one minute, so long as your
health is not reduced to zero, you recover 4 + your
Constitution modifier (min 0) hp at the start of each of your
turns.
Starting at 9th level, you can double the max health
reduction and healing of this potion when crafting it.
Thunderbolt
Ingredients: Flesh or bones of a creature with the undead
type, various herbs worth 10gp, 5gp of alcohol.
A transparent green, sour liquid. When consumed as a
bonus action, your maximum health is reduced by your level
until your next short or long rest. For one minute, so long as
your health is not reduced to zero, your weapon attacks deal
an additional 1d4 damage.
Starting at 9th level, you can double the max health
reduction and and increase the attack bonus of this potion to
1d8 when crafting it.
Petri's Philter
Ingredients: Dust from the remains of a creature that has
resistance or immunity to nonmagical damage, various herbs
worth 10gp, 5gp of alcohol.
An opaque white, tasteless liquid. When consumed as a
bonus action, your maximum health is reduced by your level
until your next short or long rest. For one minute, so long as
your health is not reduced to zero, your signs' effects act as if
you were 6 levels higher, and your Sign Save DC is increased
by 2.
Tawny Owl
Ingredients: Blood of a creature with the beast type, various
herbs worth 10gp, 5gp of alcohol.
A bitter, deep purple liquid. When consumed as a bonus
action, your maximum health is reduced by your level until
your next short or long rest. For one minute, so long as your
health is not reduced to zero, you gain 1 focus at the start of
each of your turns.
Starting at 9th level, you can double the max health
reduction and focus generation of this potion when crafting it.
Blizzard Sword Oil
Ingredients: Remains of a creature with the elemental type, Ingredients: Remains of a creature of the desired type,
various herbs worth 10gp, 5gp of alcohol. various herbs worth 5gp.
A refreshing and cold, clear blue liquid. When consumed as You can create and apply to one of your weapons an oil for
a bonus action, your maximum health is reduced by your slaying creatures of a specific type (besides humanoid). Until
level until your next short or long rest. For one minute, so your next long rest, when attacking creatures of that type,
long as your health is not reduced to zero, your AC increases your weapon attacks with that weapon deal an additional 1d4
by 1. damage of the weapon's type. Applying another oil replaces
Starting at 9th level, you can double the max health any oils previously applied.
reduction and AC bonus of this potion when crafting it. This bonus damage increases to 1d6 at 9th level.
7
Bombs
Dancing Star
Ingredients: Salts worth 10gp Credits
When lobbed up to 30 feet as an action, the bomb Artwork used, in order of appearance:
detonates dealing 2d6 fire damage to each creature within a Wallpaper on CD Projekt Red's Witcher website
10 foot radius, or half as much damage on a successful DC (Illustrator unknown)
14 Dex save. The bomb creates a 10 foot radius patch of fire, "Vesemir" by Bartlomiej Gawel
dealing 1d6 fire damage to creatures that enter it or start (https://www.artstation.com/artwork/gyroe)
their turn in it. The fire lasts 1 minute or until extinguished. "Quen Sign" from Gwent: The Witcher Card
Game, illustrated by Lorenzo Mastroianni
Devil's Puffball "Ciri Meditating" by Wojtek Fus
Ingredients: Salts worth 5gp, herbs worth 5gp (https://www.deviantart.com/wojtekfus/art/Ciri-
When lobbed up to 30 feet as an action, the bomb Meditating-The-Witcher-3-Wild-Hunt-
detonates releasing poisonous gas in a cloud of radius 10 570279619)
feet. Creatures that enter or start their turn in the cloud take "The Witcher 3" by Patrick Brown
2d8 poison damage, or half as much on a successful DC 14 (https://www.deviantart.com/patrickbrown/art/The-
Witcher-3-483461541)
Con save. The gas disperses after 1 minute. "Witcher" by A BUBU
(https://www.artstation.com/artwork/6goZV)
Dimeritium Bomb "Thunderbolt" from Gwent: The Witcher Card
Ingredients: Salts worth 5gp, dimeritium dust worth 150gp Game, illustrated by Aleksandra Wojtas and Anna
When lobbed up to 30 feet as an action, the bomb Podedworna
detonates releasing grains of magic-nullifying dimeritium into "Northern Wind" from Gwent: The Witcher Card
a cloud of radius 10 feet. Creatures inside the cloud cannot Game (Illustrator unknown)
cast spells, and magic items inside the cloud temporarily lose Based on the world and characters of Andrzej
their magical properties. Any ongoing magical effects from Sapkowski and CD Projekt Red
spells of 6th level or lower are dispelled within the cloud. The
cloud disperses after 1 minute.
Moondust
Ingredients: Salts worth 5gp, 10gp of Quicksilver
When lobbed up to 30 feet as an action, the bomb
detonates releasing finely powdered silver into a cloud of
radius 10 feet. Creatures inside the cloud cannot transform,
and shapechangers affected by this revert to their normal
form. The dust disperses after 1 minute.
Northern Wind
Ingredients: Salts worth 5gp, a pearl worth 5gp, acidic
solution worth 5gp
When lobbed up to 30 feet as an action, the bomb
detonates releasing freezing cold gas in a cloud of radius 10
feet. Creatures that enter or start their turn in the cloud take
1d8 cold damage, or half as much on a successful DC 14 Con
save. Creatures that fail their save have their movement
reduced by half until the end of their turn. The gas disperses
after 1 minute.
Samum
Ingredients: Salts worth 5gp, herbs worth 5gp
When lobbed up to 30 feet as an action, the bomb
detonates in a bright flash. Creatures within 10 feet of the
explosion take 1d8 radiant damage and must make a DC 14
Con save or be blinded until the end of their next turn.
Crafting Costs
These costs may not be appropriate for the income
level in your game; your DM might adjust the price
of Alchemy ingredients, and where they are found.