The Witcher v5
The Witcher v5
“Y
ou can't stop a soldier from being
frightened but you can give him
motivation to help him overcome that
fear. I have no such motivation. I can't
have. I'm a witcher: an artificially
created mutant. I kill monsters for
money. I defend children when their
parents pay me to. If Nilfgaardian parents pay me, I'll defend
Nilfgaardian children. And even if the world lies in ruin -
which does not seem likely to me - I'll carry on killing
monsters in the ruins of this world until some monster kills
me. That is my fate, my reason, my life and my attitude to the
world. And it is not what I chose. It was chosen for me.” During the third trial, known as the Trial of Dreams, the
- Andrzej Sapkowski, Krew elfów young witchers are subjected to more alchemical mutations
which mutate their eyes to improve their vision and allow for
hormonal enhancements. As a result of this trial, the young
Childhoods Deprived witcher’s eyes take on a cat- like visage with yellowish irises.
Certain children, typically unwanted or orphans, are adopted It is during this trial that a witcher becomes infertile.
and taken to become witchers. Sometimes, they are chosen After these trials, young witchers are typically taken to one
through what is known as the “Law of Surprise,” wherein a of the witcher schools to undergo training in hunting
person saved by a witcher is expected to offer the witcher a monsters.
boon that is unknown to both parties, but is typically the
person’s firstborn. Upon being chosen to become a witcher, Dispassionate Killers
the child undergoes years of study, training, physical Witchers are said to completely lack emotion, instead letting
conditioning, and genetic mutations. The child faces three
their decisions be guided by logic and the Witcher Code —a
trials to shape them into a monster fighter.
set of principles drilled into them during their trials. While it
First comes the Choice, the young one must live off a diet
is indeed true that witchers are both conditioned and mutated
of certain mushrooms, mosses, and herbs, and endure
in such a way that lowers their emotional responses to
intense physical training. Those children that do not
stimuli, those few who become close friends or associates
complete this trial and don’t die as a result, typically depart
with witchers will eventually see a full range of emotions
with some kind of madness.
from them when they are not putting on appearances for
During the second trial, the young one must undergo what
those they deal with more formally.
is known as the Trial of Grasses. A mixture of alchemical
When witchers are betrayed, they will sometimes show
formulae are administered to the young one. The process is
anger and contempt. When they are satisfied with a situation,
extremely painful and has a 70% mortality rate. Those who
they will sometimes be happy. Witchers do a good job of
survive are granted a boost to their reflexes and nervous
concealing ‘weaker’ emotions such as sadness and fear,
system, but also lose many memories of their childhood.
though witchers have usually seen enough hardship in their
Additionally, the young witcher’s skin becomes a couple
lives to be quite numb to these emotions, even without their
shades paler.
mutations. Some witchers have even been known to fall in
However, when danger arises, the cool-headed predator
emerges. They do not panic, but rather react with a sense of
Witcher Traits
calculated purpose, making sure to recall and apply their Your witcher character has a variety of natural abilities, the
relevant training where others might flee or fight with almost result of your mutations and conditioning.
entirely animal instinct. Ability Score Increase. Either your Dexterity or Strength
score increases by 2. In addition, your Wisdom score is
Mutants increased by 1.
The Trial of Grasses affects a candidate’s nervous system, Age. Witchers have an abnormally long lifespan. They mature
making their adrenal responses sharper in just the right at the same rate as humans, but can live up to 400 years old.
instances, whilst also enhancing their resilience of toxins to Alignment. Witchers have a wide variety of experiences and
rival that of dwarves. The Trial of Dreams enhances a witchers predispositions, but they are conditioned to have a somewhat
senses, heightening them to a supernatural level but also dispassionate outlook on life. They lean toward neutral
makes them infertile. alignments.
Darkvision. Your cat eyes grant superior vision in dark and
dim conditions. You can see in dim light within 60 feet as if
Solitary Lifestyles you were in bright light, and in darkness as if it were dim
During the Trial of Grasses, witchers lose most of their light. You can’t discern color in darkness, only shades of
friends, and are conditioned to not rely on the company of gray.
others. They are expected to carry out their trade as loners, Keen Senses. You are proficient in the Perception skill.
never finding a home or settling with others. Witchers usually Languages. Witchers can read and write in common and
pay for their necessities with coin earned from contracts for one extra language of your choice.
killing monsters, though the coin is hardly ever spent on Regeneration. Witchers have incredibly fast and strong
luxuries, even if a witcher desired such things. Witchers rarely metabolisms. Each hit die you spend during a short rest
work with other witchers, but it has been known to happen restores an additional 2 hit points.
every once in a while. What’s more, one of the reasons Size. Witchers are about the same size as other humans,
witchers live solitary lifestyles is because of the very visible ranging from 5 to 6 feet tall. Your size is Medium.
marks their mutations have left on their bodies and Speed. You have a walking speed of 30 feet.
personalities. Witchers are regularly treated with suspicion, Witcher Fortitude. You have resistance to poison damage.
fear, and contempt, making them outcasts in many places they Additionally, you have advantage on saving throws against
go. being poisoned or diseased.
Sterile. The process that creates a witcher also leaves the
Witcher Names person sterile.
Witchers typically keep the first name (but not their surname)
given to them.
Variant Non-Human Witchers Gnome. Gnome witchers could be a subset of gnomes that dabbled
If your campaign is set in a place where the more traditional D&D too much with alchemy, creating mutants both reviled and relied
races exist, you may want to include the option for witchers created upon to keep their settlements safe. Gnome witchers are small size
from races other than humans, on the continent the only known instead of medium, and their speed is reduced to 25 feet, they also
witchers have been humans although at least a few rumours suggest gain the Gnome Cunning racial feature as per the Players Handbook.
that there may have been at least some half-elves in the Cat School Half-Elf. Of all the racial varients, half-elves are the most likely to
at one point. The gold dragon Villentretenmerth once told Geralt of exist on the continent, they likely would be witchers for similar
Rivia he was akin to a witcher for dragon kind. reasons to elves or humans in your setting. They gain the Fey Ancestry
If you wish to represent a witcher that was not human, replace and Skill Versatility racial features as per the Players Handbook.
their ability bonuses with: Half-Orc. Half-orcs are likely to have become witchers for the same
Ability Score Increase. Your Dexterity or Strength score increases reason as humans would, perhaps they were abandoned at a witcher
by 1, your Wisdom score is also increased by 1. school due to being a crossbreed. They gain the Relentless Endurance
racial feature as per the Players Handbook.
Each race instead provides the following: Halfling. A halfling may not seem the obvious choice to become a
Dragonborn. The dragonborn witcher gains the Draconic Ancestry witcher, but many settings have halflings as unlikely heroes. Perhaps
and Breath Weapon rules as per the dragonborn race from the one such halfling created a process that would make him better able
Players Handbook. to fight and slay monsters? Halfling witchers are small size instead of
Dwarf. Perhaps dwarven witchers use even stronger alcohol in the medium, and their speed is reduced to 25 feet, they also gain the
creation of potions than even traditional witchers do. They are Lucky and Halfling Nimbleness racial features as per the Players
sturdy and tough, increase their constitution by 1, they also retain Handbook.
the natural understanding of rocks, gaining Stonecunning, however Tiefling. As with half-orcs, its likely a tiefling has been made into a
their speed is only 25 feet. witcher due to being abandoned at a witcher school. They gain the
Elf. Elven witchers might be part of an ancient tradition of Hellish Resistance racial feature as per the Players Handbook and also
monster hunters serving the same purpose as human witchers do know the Thaumaturgy cantrip.
on the continent. They gain the Fey Ancestry racial feature and
either Fleet of Foot or Cantrip racial feature from the Players Female Witchers
Handbook. On the continent, all witchers are male, although the School of the
Drow. might be trained more to hunt humanoids than monsters, Wolf had at least considered creating a female witcher with Ciri, but
they gain the Drow Magic, Fey Ancestry and Sunlight Sensitivity were told it would not be possible. However, that does not mean a
racial features as per the Players Handbook. female witcher couldn’t exist if it fits the campaign you are involved
in.
Witcher (class)
“H
Though not wielding the raw power of a full sorcerer,
elp me! Help!” The merchant cries
witchers learn magic that is simple, yet effective with their
from beside his ruined cart. He
hears the clop of hooves fighting styles, designed to augment their weapon attacks
approaching, but also the sounds of rather than substitute for them. Witchers also learn alchemy
the griffon feasting on his horse. A with very simple ingredients. These formulae, passed down
silver blade is unsheathed as the as secrets to new witchers, are such quick and easy attempts
pale-skinned hunter rushes forward at the real thing that they are essentially unusable to almost
with inhuman speed to slice the griffin across its underside anyone else, but witchers build up a tolerance for their
as it tries to take off. special potions, and make an art of their crafty bombs.
The griffin, still bleeding from the silver-inflicted wound,
rises up quickly makes a dive at the hunter. The hunter
dodges out the way with the grace of a feline, the griffin Class Features
missing him and continuing its flight. It makes a second dive Hit Points
for the hunter, but instead merely snatches up the dead horse
Hit Dice: 1d10 per witcher level
in its talons, sensing that further confrontation with this
Hit Points at 1st level: 10 + your Constitution modifier
hunter would be its end.
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
modifier per witcher level after 1st
Knowledgeable Hunters
One of the key principles of being a witcher is knowing your Proficiencies
enemy. Witchers spend countless hours studying the works of Armor: Light armor
scholars and master witchers, as well as reflecting on their Weapons: Simple weapons, martial weapons
personal experiences with their quarry. A witcher’s mind is a Tools: Herbalism kit
vast archive of knowledge pertaining to monsters and Saving Throws: Constitution, Strength
fighting. Skills: Choose two skills from: Arcana, Athletics, Insight,
Investigation, Nature, Perception, Survival
Equipment • (a) silver longsword, (b) a silver shortsword, or (c) a silver
greatsword
You start with the following equipment, in addition to the
• A witcher medallion, herbalism kit, component pouch
equipment granted by your background;
and bestiary
• (a) leather armor, (b) scale mail, or (c) chain mail (if
• (a) dungeoneer’s pack, or (b) an explorer’s pack
proficient)
If you opt for “starting wealth” instead of class equipment,
• A martial weapon
you start with 5d4 x 10 gp.
The Witcher
Proficiency Signs Sign Max Sign Formulae Crafts
Level Bonus Features Known Points Level Known Carried
1st +2 Alchemy, Medallion, Witcher 2
School
2nd +2 Signs, Fighting Style 2
3rd +2 School Feature, Bestiary 2
4th +2 Ability Score Improvement 2
5th +3 Extra Attack 3
6th +3 Witcher Senses 3
7th +3 School Feature 3
8th +3 Ability Score Improvement 3
9th +4 Hurried Alchemy (one use) 4
10th +4 Iron Will 4
11th +4 School Feature 4
12th +4 Ability Score Improvement 4
13th +5 Hurried Alchemy (two uses) 5
14th +5 Bestiary Understanding 5
15th +5 School Feature 5
16th +5 Ability Score Improvement 5
17th +6 ─ 6
18th +6 Enhanced Witcher Senses 6
19th +6 Ability Score Improvement 6
20th +6 Adrenaline Burst 6
Sign Table
Sign Level Sign Cost
1st 2
2nd 3
3rd 5
4th 7
Signs Known
You know the base version of aard, axii, igni, quen and yrden
at 2nd level, you learn an additional sign or amplification
effect at 6th, 10th, 14th, 17th and 20th level.
Spellcasting Ability
Wisdom is your spellcasting ability for your witcher signs;
Fighting Style your enhanced awareness allows you to wield these spells
with superior skill. You use your Wisdom whenever a witcher
You adopt a particular style of fighting as your specialty. sign refers to your spellcasting ability. In addition, you use
Choose one of the following options. You can’t take a Fighting your Wisdom modifier when setting the saving throw DC for a
Style option more than once, even if you later get to choose witcher sign you cast and when making an attack roll with
again. one.
Spell save DC = 8 + your proficiency bonus + your Wisdom
Dueling modifier
When you are wielding a melee weapon in one hand and no Spell attack modifier = your proficiency bonus + your
other weapons, you gain a +2 bonus to damage rolls with that Wisdom modifier
weapon.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your
ability modifier to the damage of the second attack.
Ability Score Improvement Witcher Schools
When you reach 4th level, and again at 8th, 12th, 16th and 19th
level, you can increase one ability score of your choice by 2, or Once, there were many witcher schools, but both the need and
the practice has become less common as years have gone by,
you can increase two ability scores of your choice by 1. As
now there are six schools and each of those are still few in
normal, you can’t increase an ability score above 20 using this
number. The school a witcher comes from determines
feature.
fundamental things about their approach to witchers work.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once,
when you take the Attack action on your turn.
Witcher Senses
School of the Bear
At 6th level, your senses have been sharpened to an
astonishing degree. You can no longer be surprised while you Trained in frozen tundra, witchers from the School of the Bear
are awake. Additionally, if you are not already proficient in the favor defense and strong attacks over agility. They are
Perception skill, you gain proficiency in it. If you are already particularly suited for dealing with larger monsters that require
proficient, your proficiency bonus in that skill is doubled. more blows to fell.
Adrenaline Burst
Starting at 20th level, if you attack twice on your turn and
both attacks hit, you may cast a 1st level sign (that may be
amplified) as a bonus action without losing the sign points.
School of the Cat School of the Griffin
Though the School of the Cat has been regarded with some The School of the Griffin teaches well-rounded techniques,
contempt amongst witchers from other schools for the with an emphasis on using spells to augment the witcher’s
duplicitous behavior of some of its adherents, there is no combat abilities. These witchers are known for their
denying the efficacy of its teachings. discipline and knowledge of the arcane.
Witchers from the School of the Cat are more agile and
learn to strike with greater precision. They also tend to
employ ‘dirty’ fighting techniques and surprise attacks. Bonus Proficiencies
Coming from the School of the Griffin, at 1st level, you have
proficiency in medium armor and you know one
Bonus Proficiencies
amplification for a sign on gaining the Signs class feature.
Coming from the School of the Cat, at 1st level, you have
proficiency in acrobatics and thieves’ tools.
Group Style
Fast Style At 3rd level your practice of the style known as Viroledan
At 3rd level your practice with the style known as Addan Anye, Naev'de Feaine Glaeddyv or Nine Sun Swords, the School
the Fiery Dancer begins to pay off, once on each of your turns if of the Griffin train to combat groups of enemies above all.
you hit with a melee weapon attack, you can make another Once on each of your turns when you make a weapon attack,
attack against the same target as a bonus action. you can make another attack with the same weapon against
a different creature that is within 5 feet of the original target
and within range of your weapon.
Evasion
At 7th level, you learn to nimbly dodge out of the way of Sign Intensity
certain area effects such as a dragon’s fiery breath or a At 7th level, your competency with signs has improved
lightning bolt spell. When you are subject to an effect that significantly, the DC of all signs you cast is increased by 1. In
allows you to make a Dexterity saving throw to only take half addition, amplifying a sign now only costs one sign point instead
damage, you instead only take no damage if you succeed on of two when the sign is cast as a standard action.
the saving throw, and only half if you fail.
Whirlwind Attack
Craft Recovery At 11th level, you have mastered Viroledan Naev'de
Much practice has made you more efficient with your bomb, Feaine Glaeddyv you and can use your action to make
decoction, and potion recipes. At 11th level, when you finish a melee attacks against any number of creatures within 5
short rest, you recover two instead of one of your crafts. In feet of you, with a separate attack roll for each target.
addition, you can carry one additional craft.
Improved Combat Signs
Fast-Acting Starting at 15th level, you can cast a non-amplified sign as
a bonus action without increasing its cost in sign points.
You’ve learned to exploit the weakness of slower enemies.
You can use this feature twice and must then complete a
At 15th level, you have advantage on attacks against any
short or long rest before using it again.
creatures that have not taken their turn in combat yet.
Additionally, you gain a bonus on initiative rolls equal to half
your proficiency bonus.
School of the Manticore School of the Viper
The School of the Manticore is the most well-hidden and The School of the Viper is unusual in that it tends to focus on
obscure of the witcher schools and its members are often well dual-wielding shorter blades rather than the typical
trained in poisons and much like the creature they are named longsword most other schools are known for. Witchers of the
for they combine qualities of many of the other schools. School of the Viper are also adept at poison use and are
known for their careful planning before an encounter.
Bonus Proficiencies
Coming from the School of the Manticore, at 1st level you have Bonus Proficiencies
proficiency with the Intimidation skill and the poisoners kit. Coming from the School of the Viper, at 1st level you have
proficiency with medium armor and the poisoners kit.
Improved Critical
At 3rd level, you make your strikes with improved precision. Poisoner
You score a critical hit on a roll of a 19 or 20. At 3rd level, in addition to the usual benefits of blade oils,
your blade oils also now do 1d4 poison damage per hit.
Unlike the main effect of a blade oil, this damage works
Defensive Fighting against any creature that is not immune to poison or
Starting at 7th level, when you use the Dodge action, you can resistant to poison
still make an attack with a melee weapon as a bonus action. In addition, any poisons created with the poisoners kit, use
your spell DC as their poison DC.
Fast Metabolism
At 11th level, your experience working with poisons has made Weapon Signs
you more resilient than normal. You treat your Constitution as
At 7th level, your schools’ teachings in dual wielding whilst
2 points higher when determining how many witcher potions
still utilizing the skills of a witcher become truly honed, you
you can drink. You can also carry one additional potion.
can now cast signs whilst still wielding two weapons. You
also gain +1 AC when wielding two weapons.
Improved Combat Signs
Starting at 15th level, you can cast a non-amplified sign as a Fast Metabolism
bonus action without increasing its cost in sign points. You
At 11th level, your experience working with poisons has
can use this feature twice and must then complete a short or
made you more resilient than normal. You treat your
long rest before using it again.
Constitution as 2 points higher when determining how many
witcher potions you can drink. You can also carry one
additional potion.
Whirlwind Attack
At 15th level, when wielding two melee weapons, you can
use your action to make melee attacks against any
number of creatures within 5 feet of you, with a separate
attack roll for each target, you may alternate which blade
is used against each opponent.
Simple Signs
Prerequisite: Witcher Race
You have a knack for witcher signs.
School of the Wolf • Increase your Wisdom score by 1, up to a maximum of
Witchers from the School of the Wolf are trained in a fighting 20.
style that emphasizes defense – even from ranged attacks, and • You gain two of the following cantrips; gust*, friends,
adaptability at alchemy, signs and swordsmanship. These control flames* or blade ward.
witchers tend to study their foes carefully and are used to *gust and control flames can be found in the Elemental Evil
hunting them over large distances. Player’s Companion.
Versatile Hunter
At 11th level, potions and bombs created using the Hurried
Witcher Potion Tolerance
Alchemy class feature no longer suffer the penalty to toxicity or Either through long acclimatization or through alchemical
bomb DC, in addition you may use that feature to create a blade mutation you have gained some resistance to the alchemical
oil if desired. You also recover one bomb or blade oil after a short concoctions witchers use. You gain the knowledge of two
rest in addition to the standard recovered craft. witcher potion formula with a Toxicity of 1 and can craft one
of these potions once per long rest. Drinking it does not cause
you any harm.
Wolf School Technique If you already have the ability to drink witcher potions, you
At 15th Level, whenever a creature attacks you and does not instead can carry one additional potion and learn two
have advantage, you can use your reaction to impose additional potion formulae.
disadvantage on the creature’s attack roll against you. You can
use this feature before or after the attack roll is made, but it
must be used before the outcome of the roll is determined.
Multiclassing
To multiclass as a witcher, you must have a Constitution and
Wisdom score of 13 or higher.
Multiclassing into the witcher class provides proficiency with
the herbalism kit and martial weapons.
Feats
Witcher Reflexes
Prerequisite: Witcher Race
So long as you have a weapon in hand, you can use your
reaction to deflect the missile when you are hit by a ranged
weapon attack. When you do so, the damage you take from
the attack is reduced by 1d8 + your Dexterity modifier + your
level.
Crafting Full Moon
Potion, Bomb, Blade Oil and Decoction effects are tied to Components: Ectoplasm, purple wild flower
witcher class levels rather than character level, if a Toxicity 2
character has levels in a class other than witcher divide Duration 1 hour
those levels by three (rounding down) when determining This potion grants the user increased vitality, gaining 1d8
what effects a character has access to. For example, a temporary hit points.
level 6 witcher level 4 fighter would count as a level 7 The amount of hit points gained increases by 1d8 at 9th
witcher when determining effects of their crafts. level (2d8) and at17th level (3d8).
Should a non-witcher have levels in the witcher class,
they are unable to drink potions or decoctions without
suffering the usual ill effects, but can use bombs and blade Golden Oriole
oils as normal. Components: Monster feather, yellow flower seeds
Duration: 1 hour
Toxicity: 2
Potions Drinking this potion bolsters your already hardy immune
Witchers can brew special potions which enhance their system. While under its effects, you have immunity to poison
abilities. You have built up a tolerance to these otherwise damage and the poisoned condition.
toxic potions. Any other creature that drinks a witcher potion
must make a Constitution saving throw. A creature that fails Killer Whale
takes poison damage equal to a number of d6s equal to half Components: Sea creature oil, kelp
your witcher level, or half as much on a success. Creatures Duration: 1 hour
that fail the save also become poisoned until they finish a Toxicity: 1
short rest. The DC of the save is equal to 8 + your proficiency
bonus + your Wisdom modifier. This draught magically imbues you with the essence of a
Each witcher potion has a toxicity value, if your current waterborne mammal. While under the effects of this potion,
toxicity value is higher than Constitution modifier; you suffer you can hold your breath for up to 10 minutes, and have a
the same poison effects as a non-witcher drinking a potion. swimming speed of 30 feet. If you already have a swimming
Golden Oriole does not provide protection from this. The speed, it increases by 10 feet.
toxicity of a potion lasts for the duration marked.
Drinking a witcher potion takes an action. You require a Maribor Forest
glass bottle or similar container to store a witcher potion Prerequisite 6th level
for drinking. The container can be reused and does not Components: Aether dust, wild yellow flower
take extra time to put your glass bottle back into your Toxicity 2
inventory after drinking. Duration 10 minutes
Upon drinking this potion your inner reserves are replenished,
Bindweed you regain 5 sign points.
Components: White wildflower, seeds of a weed At 11th level this increases to 7 sign points and at 16th
Toxicity 1 level to 9 sign points.
Duration 10 minutes Unlike other potions you may only carry one of these at
any time.
Drinking this viscous potion grants resistance to acid
damage for the duration.
Petri's Philter
Prerequisite 9th level
Black Blood Components: White wildflower, quicksilver
Components: Undead blood, prickly weed Toxicity 2
Duration: 10 minutes Duration 1 minute
Toxicity: 2
Upon drinking this potion, the intensity of your signs
Your blood turns caustic. Creatures who hit you with a bite or increases, you may choose one the following effects to apply
beak, or any undead that attacks without a spell or weapon to witcher signs you cast:
take 1d8 acid damage. The effect lasts for 1 minute. • If you cast a witcher sign that forces a saving throw to
The damage done increases by 1d8 at 9th level (2d8) and resist its effects, you may impose disadvantage on one
target for the first saving throw made against the spell.
13th (3d8).
• If you cast a witcher sign that does damage, you may
increase the damage by an amount equal to your Wisdom
Cat modifier.
Components: Spring water, red berry • If you cast a witcher sign with a duration of 1 minute or
Duration: 1 hour longer, you may double its duration.
Toxicity: 1 Unlike other potions you may only carry one of these at any
time.
Drinking this potion sharpens your vision. While under its
effects, your darkvision increases by 60 feet.
of
Rook Thunderbolt
Components: White wild flower, poisonous reeds, mold Components: Insect venom, sewant mushroom
Toxicity 1 Duration: 1 minute
Duration 1 minute Toxicity: 2
After drinking this potion, you are better able to hit with an attack Your attacks become charged with additional power.
and those attacks do additional damage. You gain a +1 on attack Immediately upon consuming this potion, your weapon
and damage rolls for the duration. attacks do an additional 1d8 damage, but you suffer a -1
The damage bonus increases by 1 at 7th level (2) and 13th penalty to AC. The effect lasts for 1 minute.
level (3). The additional damage increases by 1d8 at 11th level
(2d8).
Swallow
Components: Water monster scale (such as Kuo-Toa), yellow White Honey
wildflower Components: 50 gp worth of silver dust, spring water,
Duration: 1d4+1 turns honeysuckle, dragons tongue flower
Toxicity: 1 Duration: Instantaneous
Toxicity: 0
This draught speeds up your regenerative abilities.
Immediately upon consuming the potion, you regain 1 hit point. This potion cancels any active potion effects and sets your
At the start of your next 1d4 turns, you heal an additional 1 hit Toxicity back to zero removing the poisoned condition if you
point each turn. If you reduced to 0 hit points, Swallow does currently have it. Unlike other potions you may only carry one
not heal you at the start of your next turn, but you automatically of these at any time, and may not take any other potions or
succeed on any death saving throws you have to make while decoctions for 1 hour after drinking this.
the potion’s effects are still active.
The amount of hit points healed each turn increases by 1 at
3rd level (2), 5th level (3), 7th level (4), 9th level (5), 11th level White Raffard’s Decoction
(6), 13th level (7), 15th level (8), 17th level (9), and 19th level Components: Waxy green leaf, monster heart,
(10). dwarven spirit
Duration: 1 minute
Toxicity: 2
This potion immediately heals 1d8 hit points plus half your
witcher level (rounded up, minimum 1). Unlike other potions
you may only carry one of these at any time.
The amount this potion heals increases by 1d8 at 5th level
(2d8), 9th level (3d8), 13th level (4d8) and 17th level (5d8).
Willow
Components: Purple wild flower, sulfer
Toxicity 1
Duration 10 minutes
Wolverine
Prerequisite 9th level
Components: Spice root, honeysuckle, red wild flower,
phosphorus
Toxicity 2
Duration 1 minute
Tawny Owl After drinking this potion, severe injury causes your
Components: Spring water, white wildflower aggression to increase dramatically, whilst below half your
Duration: 1 hour maximum hit points your damage is increased by an amount
Toxicity: 1 equal to your witcher level.
This invigorating cocktail increases your stamina. While under
its effects, your movement speed increases by 10 feet, removes
a level of exhaustion and have advantage on Constitution
saving throws against effects which incur exhaustion as a
consequence of failure.
Bombs Dragon’s Dream
Components: Saltpeter, sewant mushrooms, phosphorus
Witchers learn to make bombs - simple, hand-held explosives
with effects that vary depending on the recipe. As an action, Detonating this bomb produces a cloud of green smoke
you can light and throw a bomb, a bomb has a normal range within a 10-foot radius. If ignited with any form of fire, it
of 20 feet and a long range of 60 feet. Due to their short fuse explodes and all creatures within this radius must make a
and unwieldy handling, others cannot use the bombs properly. Dexterity saving throw, taking 1d10 fire damage on a failed
When any creature that isn’t a witcher attempts to use a save, and half as much on a successful one.
bomb, creatures within the affected area have advantage on A moderate wind (at least 10 miles per hour) disperses the
their saving throws. cloud in 4 rounds; a strong wind (20 or more miles per hour)
Your bomb save DC is equal to your spell save DC. disperses it in 1 round. If there is no wind, the cloud lingers
for 1 minute.
Dancing Star The fire damage increases by 1d10 when you reach 5th
Components: Sulfur, phosphorus level (2d10), 11th level (3d10) and 17th level (4d10).
Produces a fiery explosion. Each creature within a 5-foot
radius must make a Dexterity saving throw, taking 1d6 fire Grapeshot
damage on a failed save, or half as much on a successful one. Components: Iron filings, phosphorus, saltpeter
A creature that fails its save is also set aflame, taking 1d6
Detonating this bomb produces a blast of shrapnel within a
additional fire damage at the start of each of its turns. A
5-foot radius. Creatures within this radius must make a
creature can end this damage by using its action to extinguish
Dexterity saving throw. They take 1d8 piercing damage on a
the flames. If the creature does not extinguish the flames, they
failed save, or half as much on a successful one.
die out on their own after 2 of the creature’s turns.
This damage increases by 1d8 when you reach 7th level
The initial fire damage increases by 1d6 when you reach
(2d8), 12th level (3d8) and 16th level (4d8).
5th level (2d6), 11th level (3d6) and 17th level (4d6).
Chimera Decoction
Prerequisite: 5th level Hydra Decoction
Components: Essence of a chimera, griffon, hippogriff, Prerequisite: 5th level
manticore, or peryton Components: Essence of a hydra
Duration: 1 hour Duration: 1 minute
You have advantage on Dexterity saving throws and the For the duration, if a single hit deals damage to you equal to
longest you can be stunned is 1 round. or greater than to one quarter of your hit point maximum,
you can make an additional weapon attack on your next turn
as a bonus action.
Dragon Decoction
Prerequisite: 5th level
Components: Essence of a dragon of any age or hue
Minotaur Decoction
Components: Essence of a minotaur
Duration: 1 hour
Duration: 1 hour
You gain resistance to one type of damage which corresponds You can perfectly recall any path you have travelled within
with the kind of dragon from which you harvested the the past 24 hours. In addition, if you make an attack after
monster essence. For example, the essence of a black dragon moving at least 10 feet, the target must make a Strength save
can brew a Dragon Decoction which grants resistance to or be pushed back 10 feet and knocked prone. The DC is 8 +
acid, a blue dragon to lightning, and so on. your proficiency bonus + your strength modifier.
Yrden
1st level Transmutation
Casting Time: 1 action
Range: Self (10-foot radius)
Components: S
Duration: Concentration, up to 1 minute
You create a magical trap in the form of a circle on the
ground which makes enemies sluggish in their movements.
For the duration, hostile creatures suffer a -1 penalty to their
AC and Dexterity saving throws while they are in the 10-foot
radius circle. Additionally, the area within the circle counts
as difficult terrain for hostile creatures.
At Higher levels. The penalty to the hostile creatures’ AC
and Dexterity saving throws increases by 1 for each sign level
above 1st.
Amplification. Yrden Grounding – For the duration, hostile
creatures that have resistance to bludgeoning, piercing, and
slashing from nonmagical weapons lose those resistances in
addition to the normal effects of yrden.
Please note: The original Document was not made by me, was created by dgscott https://www.reddit.com/user/dgscott
Original file can be found here: https://www.reddit.com/r/UnearthedArcana/comments/5w5sw4/the_witcher_race_class_v2/
The purpose of this was to create a version that (I felt) was more balanced and to represent some more of the things seen in the games.
Additional Changes as of V3
• Added Blade Oils, the majority of these simply negate damage resistance for a set number of attacks.
o Reworked the viper school level 3 ability to interact with blade oils
o Changed wolf school versatile recovery to specifically recover a blade oil or bomb.
o Also changed the alchemy formulae known from being based on a stat to being based on level, currently using a similar progression to
a warlock or sorcerers spells known, but this may need to be reduced a little, however the class now 49 different alchemical options
between potions, bombs, blade oils and decoctions and so, that the number warranted not being as tiny as original author had it (nearly
twice as many potions, plus blade oils plus more bombs)
• Made aard incapacitation last till end of your next turn until end of their next turn, more consistent with other spells that way.
• Added missing section to allow a target to ‘break free’ of axii.
• Added components to all blade oils.
• Updated any references to crafts to also take into account blade oils.
Additional Changes as of V4
• Total redesign of spellcasting for the class, switched from normal spellcasting to a more interesting and more in keeping exhaustion mechanic
that should help with the feel of the class.
• Witcher racial regeneration tweaked to allow spending of a single hit die to remove a single level of exhaustion during a short rest – means
witchers can get at least a little magical ability back when they short rest.
Additional Changes as of V5
• Fixed various text, format and wording issues from feedback.
• Further modified the spellcasting of the class to be based on “sign points” which are more or less like spell points as per DMG, however it has a
slower progresson of max spell level.
• Adjusted marribore forest potion and fixed wording on signer feat to fit the new spellcasting approach.
Acknowledgements - Darrin
The Witcher is a concept created by Andrzej Sapkowski, and
portrayed in CD Projekt Red’s The Witcher 3: The Wild Hunt.
That is the inspiration behind this project.
Thanks also to my friend who was my editor for this
project, and also to the D&D online community for providing
feedback.
Art
Race background image - Jakub Rozalski
Witcher, Geralt (race) -Dave Rapoza
Witcher, Ciri Meditating (Class) -Wojtek Fus
Medallion -Flipped Wish
Geralt (hooded) -Brent Mineham
Potion -Grishin Alexey
Acknowledgements – Alisdair
In addition to everyone above that Darrin has already
thanked, huge thanks to Darrin for letting me post a version of
this online and getting more feedback!
Thanks to my weekly gaming group for thoughts, feedback
and playtesting.
Thanks to the folk over at reddit homebrew, particularly
/u/Saleen_af and /u/TheConflictedWriter for their
contributions that got me thinking more on this project.
Art
Witcher and fiend – mobocanario
Cheng-gong-geralt in cat armour – Cheng Gong
Aard - joris_dewolf