To start I have to look at what a Witcher is. Looking at the wiki, a Witcher is not just a
profession but a mutated being who has been augmented via alchemical processes,
trained extensively to fight monsters, and they become powerful combatants of
monsters of any sort. However, for all
of their enhancements the Witcher is left emotionally damaged, sterile, and often
feared and hated by the people they encounter.
Of course the difficulty comes in adapting this to a game
system that makes use of classes and levels. Now please keep in mind that this conversion is not a set-in-stone thing. I did what I could to retain the feel of a Witcher as a class, so I hope it doesn't need to be toned down. But if so, please comment on your thoughts and I'll incorporate them as best I can.
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WITCHER
The human stands in the darkness, a bestial figure
circles around him in the dark. The
beast lunges but the man smiles slyly as he easily slips past the creature, his
silver sword a flash in the dark. The
human’s cat like eyes see more than they should and his reflexes were above
what a human should possess.
The elf crept as silent as a shadow, through underbrush
that would rightly snap under foot of a lesser person. A beast of this sort was ordinarily
impossible to approach with such silence.
A half orc held his blade aloft as the men bunched up,
attempting to corner him. With a grin
the made a subtle gesture and a gout of heat and sparks rolled from his hand
washing over his foes causing them to burst into flames.
A Witcher is a dangerous foe for anyone who would dare to
cross their path. Trained from a young
age, given dangerous alchemical mutagens and educated in a sprawling variety of
creatures, the Witcher is the ultimate hunter of not just beasts and horrors of
the night, but of men as well. The path
of a Witcher however is one that is not easily chosen. Those who would be Witchers are found from
amongst orphaned children whose families have been lost because of violent
beasts. The children are ones who desire
revenge, and are willing to pay the price for what it will take.
Many children do not survive the alchemical process, but
it is a choice they have made. Those
that do survive are drilled in the arts of fighting, educated on monsters of
all sorts, and taught about Witcher alchemy and magic. The end result is a superior hunter of
beasts, monsters, and any other creature that one may conjure up. However, Witchers are typically emotionally
stunted. They come across as being
callous, unemotional, dark and brooding.
Over the years a number of Witcher schools have come and gone, but now
three schools Witcher training stand that guide a Witcher in how they will
evolve as a warrior.
MERCENARY LIFE
People live their lives in relative comfort not wanting
for much more than a peaceful life. But
peace is easily disrupted by the dark machinations of men, or through the
unexpected occurrence of a beast that rampages and destroys. Regardless of the circumstances people often
hire others to solve these problems.
While adventurers are capable of accomplishing their tasks, few are as
specialized to the hunting as that of the Witcher. Their homes, or training schools, are far
removed and often hidden. This is to
safeguard their secrets, as well as to maintain the safety of young Witchers in
training.
Witchers live their lives on a day to day basis. They are shunned, often treated with a degree
of contempt and inhospitality as people often view them as nothing more than
uncaring attack dogs one hires as needed.
Their mutations single them out, making them stand apart from
others. They live a very mercenary life,
some not providing aid unless there is coin involved. But this is not the case for all Witchers as
there are some who choose to not only take jobs for coin, but often do nice
things simply because they feel like it.
Some Witchers even have a personal code that they live by.
MONSTER HUNTER
Witchers come from all walks of life, though most are typically
human. An older Witcher is often called
upon to find recruits from children who are victims of monsters, who have no
families to speak of. People often
believe that Witchers steal children, though this is typically not true. A child desiring revenge must choose the
life, and they are always told the risks involved. Those few that take up the calling are put
through an alchemical process and given mutagens that will forever alter who
they are. Years are spent training for
those that survive the process. They are
taught a fighting art that is a part of the school from which they now call
home. They are taught about monsters in
addition to basic schooling. And as they
mature they are eventually taught to use signs, a form of magic.
Amongst the various types of adventurers, Witchers are
known for being fearless and unflinching against nearly any foe. It is not from courage that they distill this
strength, but rather that they simply do not feel fear in the same way normal
people do. Typically, Witchers work
alone, but some have been known to band together with like minded people, many
of whom are personal friends, or even other Witchers.
CREATING A WITCHER
When making a Witcher character you will need to think
about the motivation as to why they chose the life at a young age. Not only this but you also have to think
about what sort of person they are.
Witchers are stunted on an emotional level and tend to think logically
about problems and situations they face.
In this regard do they have a tendency toward decent/good acts, do they
prefer a more mercenary/neutral life style, or are they looking out for just
themselves and have no qualms cutting down anyone who would stand in their way
to finishing a job (evil)?
A Witcher can fit into most campaigns, however a GM must
first agree to this and consider the impact of a professional monster hunter in
a party of adventurers. You need to also
figure out why they are traveling with a party.
Do they dislike being alone all the time, is the pay better when you
work with others, or is it simply safer for yourself to be in a group so as to
avoid being ostracized by people who would likely hire you to kill a monster.
QUICK BUILD
You can make a Witcher quickly by following these
suggestions. First, you will want to
have your highest ability score be CON, followed by either STR or DEX. Second, choose the Outlander background. (If
a mercenary like background is available then that would be a better fit.)
CLASS FEATURES
As a Witcher, you gain the following class features.
HIT POINTS
·
Hit Dice: 1d10 per Witcher Level
·
Hit
Points at 1st Level: 10 +
your CON modifier
·
Hit
Points at Higher Levels: 1d10 (or 6)
+ your CON modifier per Witcher level after 1st
PROFICIENCIES
·
Armor: Light Armor, Medium Armor
·
Weapons: Simple Weapons, Martial Weapons
·
Tools: Alchemy Tools
·
Saving
Throws: Constitution, Wisdom
·
Skills: Choose three from Acrobatics, Animal
Handling, Athletics, Nature, Perception, and Survival.
EQUIPMENT
You start with the following equipment, in addition to
the equipment granted by your background:
·
(a) Longsword, and 1 Silvered Longsword, or (b)
any simple melee weapon and 1 silvered martial weapon of choice.
·
(a) Hand crossbow (20 bolts), or (b) daggers (4
of them)
·
(a) an explorers pack, or (b) a dungeoneer’s
pack
·
(a) studded leather armor, or (b) chain shirt
·
Witcher Medallion
WITCHER MUTATION
Starting at level 1, a Witcher will possess a number of
mutated qualities, however these qualities come at a cost.
·
Darkvision: Witchers gain darkvision at 60ft. If the character’s race already grants them
darkvision then the range is extended to 120ft.
·
Disease Immunity: Witchers possess an extreme resistance to
diseases of all sorts. This grants them
immunity to normal and magical diseases.
·
Toxin
Resistance: Witchers possess a
heightened resistance to poisons and other toxins. When exposed to such things the Witcher has
advantage on their saving throws.
·
Accelerated
Healing: The Witcher gets to add a
+2 to any time they would recover HP.
·
Longevity: The Witcher’s life span is roughly 3x greater
than that of their base species.
·
Superior
Physicality: Witchers are more
physically adapt at physical tasks than others.
When rolling Athletics and/or Acrobatics you may add an additional +2 to
these rolls.
·
Social
Stigma: Witchers are often viewed as
monsters themselves as they were created through alchemical experimentation.
This has left them as appearing to be cold and emotionless, though Witchers do
feel emotions like anger and even love, but are not prone to being frightened
or intimidated. In situations where the
Witchers emotional stability is an asset (such as not being intimidated, or
avoiding fear) the Witcher is at an advantage.
However, if the Witcher is in a situation where these their emotional
stability is a liability they are at disadvantage to the roll.
·
Appearance: Witcher’s bodies are a bit different than
other of their race. First off their
eyes are yellow, cat-like eyes. Second
of all, while they heal quickly, their bodies always bear the scars of their
battles. Witchers tend to stand out
because of their features and are at a disadvantage when attempting to hide
one’s identity.
·
Sterile: A Witcher can never have children as the
alchemical processes used on them leaves them sterile. This is a fact not many know.
WITCHER MEDALLION
At Level 2 the Witcher learns to craft their medallion. Often this is an item that bears the face of
the Witcher school that they came from (Wolf, Griffin, Cat). These medallions are fairly simple to make, though
their enchantment is known only to the Witchers. As long as the Witcher concentrates they may
make use of the Detect Magic spell
freely. Should the medallion be removed
from them, no one else may use the medallion in the same way unless they too are
a Witcher, and in turn until they get the medallion back, or make a new one,
the Witcher cannot use Detect Magic unless
they have the spell through some other means.
The crafting of this medallion is like crafting a low level magic
medallion in general, though the cost is halved and the time taken to make is
doubled.
·
At level 6 the Witcher may treat any Silvered
weapon they are using as if it were a magic weapon, however this is only
against creatures that normally would be immune or have resistance against
slashing/bludgeon/piercing damage, or take damage only from magic weapons.
·
At Level 10 the Witcher’s ability to focus their
senses through their medallion can allow them to sense more than just
magic. While concentrating, the Witcher
can easily detect the tracks and trail any being leaves behind. By using their amulet to focus on the being,
the Witcher can more easily pick out things such as their scent, tracks, blood
trails and so forth. This grants the
Witcher advantage on Survival rolls for their tracking and identifying
creatures based upon evidence they leave behind.
WITCHER SIGNS
Starting at 2nd level, the Witcher gains the
ability to use Signs. These are magic
spells that can be cast with one hand, and are much simpler than spells often
used by other types of spell casters. At
level 2 the Witcher may choose to know 2 signs from the following list
below. A new sign may be learned every 3
levels, or a current sign’s strength may be improved instead. If a saving throw is required, the save is
equal to 8 + the Witcher’s Level + their WIS modifier. Signs cannot be used consecutively however,
once a sign is used, another cannot be used again until your next turn. Signs can be cast as a bonus action following
a melee attack. Improvements can only be
taken twice.
·
Aard: A telekinetic blast meant to push opponents
away violently. This is a short range
cone effect that is 15ft long. The blast
does 1d8 Force damage and pushes the targets affected back 15ft and knocks them
down, unless they make a STR save. If
they succeed they are simply take damage.
The power can be used more subtly to extinguish small flames like those
from a torch, candle, or campfire, though range is still limited to 15ft for
this.
o Improvement: Improving on this sign increases the damage
by +1d8, and you may choose to target your immediate radius instead of a cone.
·
Axii: With an action or bonus action the Witcher
can use Axii to beguile a person’s mind.
The target gets to make an INT save.
If they fail the save the Witcher may have advantage in conversations
with them where conversation based skill rolls may be needed. In combat the target is stunned should they
fail their roll.
o Improvement: Improving on this sign adds +2 to the
difficulty of the targets save against it.
·
Igni: With an action or bonus action you can
unleash a jet of heat and fiery sparks upon a small group of foes. The attack affects a 15ft cone doing 1d8 fire
damage and it can cause flammable objects to combust. The power can be used more subtly to light
torches, candles and the like. though
range is still limited to 15ft for this.
o Improvement: Improving on this sign increases the damage
by +1d8, and widens the cone by 10ft.
·
Quen: This creates a protective shield around the
Witcher that protects them from harm to a degree. When activated the character receives damage
resistance from all damage sources, including magic, but it applies only
against the first hit that the character takes.
After this the character must reactivate the power on their following
turn. This may be activated as a bonus
action.
o Improvement: Improving on this sign increases the number
of attacks it may apply against by 1.
·
Yrden: This sign appears on the ground and is
something of a trap sign. It serves two
purposes. The first purpose is that it
reduces the movement of anyone who passes through it by half until the end of
their next turn. Secondly the sign
negates incorporeal effects of beings like ghosts and wraiths. They lose this ability until the start of
their next turn. Note that if anyone
remains with in the 10ft radius of the sign the effects of the sign will not
dissipate from them until the sign does.
The sign remains in place for 1 minute, though if the Witcher
concentrates on it, the sign can be held in place past this. Additionally, the Witcher may put down and
overlap multiple Yrden signs, however they can only choose to concentrate on
one at a time.
o Improvement: Improving on this sign allows it to deal 1d6
arcane damage to any one, (but the Witcher) that enters the circle. If they remain in the circle, then they
continue to take damage at the start of each of their turns.
WITCHER SCHOOL
At 3rd level the Witcher can choose to follow
the principles of a particular Witcher School that best suits their needs and
way of doing things. Choose from the
Cat, Griffin, and Wolf schools. The
schools are all detailed later. The
Witcher School gains features at levels 3, 7, 11, 15, and 18.
ABILITY SCORE IMPROVEMENT
When the Witcher reaches level 4, 8, 12, 16, and 20 you
may increase an ability score, you gain a +2 to either one chosen ability
score, or a +1 to two ability scores. As
normal you cannot increase an ability score above 20 using this feature.
BEASTIARY KNOWLEDGE
At 5th Level the Witcher possesses extensive
knowledge about any type of monster. The
Witcher has advantage on skill rolls made to identify any type of monster. A Witcher may make either a Nature or
Survival skill roll to know about a type of monster. This skill roll is at an advantage. Additionally, if the Witcher has time to
study and learn about a specific target in more detail then they may gain one
of the following bonuses:
·
+1d8 Bonus damage on a single attack against the
target on your turn.
·
+1 to Defense against the target.
·
Advantage on a single chosen saving throw made
against the target, as you possess knowledge of what powers it has and what
saves they call for. This does not
apply, however, to creatures that can cast spells and thus does not apply to
spells, only a creature’s inherent powers.
EXTRA ATTACK
This feature is gained at level 5 and functions the same
as that of any other class in the PHB.
WITCHER ALCHEMY
At 7th level the Witcher has gained enough
understanding of the world around them to know how to create alchemical
solutions in the field using any number of ingredients. Witcher potions and mutagens are only
effective on Witchers, and typically don’t work on normal people (instead
acting as a deadly poison for many).
Witchers need time to harvest ingredients (all of which are typically
found in the wild), but with enough in hand the Witcher can create the
following potions, mutagens, and oils. The
times needed are typically significantly less than that of normal potions/oils
that magic users can craft.
·
Swallow (Healing
Potion): This functions like a
normal healing potion, you can brew up either a standard potion of healing
(2d4+2), or a greater healing potion (4d4+4).
If used by someone who is not a Witcher they must make a CON save. If they fail, they take the healing effect in
damage instead of restoring health if they fail the save.
·
Thunderbolt
(Damage Potion): This grants the
user a +3 to melee damage and lasts 5 minutes.
Once the effects end the user reduces the number of Hit Dice they have
available for healing for that day by 1 until a long rest is taken. Anyone else using the potion must make a STR
save. If they fail, they suffer a -4.
·
White
Honey (Save Potion): This grants the
user advantage on their next saving throw.
When the save is made the effects pertain to all saves made with that
ability score until the end of the character’s next turn. Anyone else using the potion must make a CON
save. If they fail, they are at a
disadvantage on their next saving throw up until a minute has passed.
·
Golden
Oriole (Anti-toxin Potion): This potion
immediately cures the Witcher of any poison/toxin effects currently in their
body. They also gain resistance from any
further effects for 1 minute. If anyone
else uses the potion they must make a CON save.
If they fail, they are instead poisoned themselves, taking 1d6 damage at
the start of each of their turns lasting for a minute. They can continue to make CON saves after
they have taken damage an additional time to shrug off the effects.
·
Blade
Oil: This oil, when applied to a
weapon’s blade, allows the weapon to be treated as a magic weapon. The oil typically lasts an hour, and takes a
minute to apply. Fire can set the oil
aflame and allow the weapon to do an additional 1d4 fire damage, however the
oil remains viable for just the encounter if this is done. Poison can be infused into an oil to allow it
to be used against a target in that way.
Oils are water resistant, but prolong submersion in water will wash it
off.
WITCHER BLADE
STYLE
At level 9 the Witcher has gained immense skill in the
use of fighting with just their swords, fighting in a two-handed style of
fighting. A Witcher may assume a one of
two stances when making an attack, this affects all attacks made that turn
however.
·
Fast
Style: The Witcher assumes a stance
that focuses on speed of action. Apply a
+1 to attack rolls when using a sword with two hands.
·
Heavy
Style: The Witcher assumes a stance
that focuses on heavy strikes. Apply a
+2 to damage when using a sword with two hands.
·
Evasive
Style: The Witcher assumes a stance
suited for guarding against attacks, while also allowing them to attack. Apply a +1 to AC when using a sword with two
hands.
CUNNING STRIKE
At level 10 the Witcher knows that everyone and
everything has a weakness. As an action
the Witcher can observe their opponent.
At the start of their next turn the Witchers attacks score a critical
hit on the target if they roll a 19 or a 20.
Additionally, the Witcher deals an extra die of damage equal to that of
the weapon they are using, but only if a critical hit is rolled.
FEARLESS
At level 13 the Witcher is immune to fear effects.
MONSTER SLAYER
At 14th level the Witcher’s skill at slaying
monsters of all kinds is without peer. When fighting against any sort of
monster the Witcher does an additional +1d6 damage against them for each attack
made, so long as the Witcher is doing full damage to them (is using attacks
that bypass/ignore immunities or damage resistance). If using their silver sword against a
monster, the Witcher use a d8 instead of a d6.
IMPROVED
WITCHER ALCHEMY
At 17th level the Witcher’s alchemical
capabilities are far greater than they once were.
·
Swallow (Healing
Potion): The potion can be crafted
to act as a superior, or supreme healing potion. These potions require a bit more time to
brew, as well as a few more ingredients.
·
Thunderbolt
(Damage Potion): Instead of a +3 the
character gains a +6.
·
White
Honey (Save Potion): In addition to
existing effect the character gains a +2 bonus to the roll. This bonus remains for the full minute.
·
Golden
Oriole (Anti-toxin Potion): This
still does what it does but also grants a +2 bonus to any additional rolls for
the minute duration.
·
Blade
Oil: This improvement can allow you
to craft Oil of Sharpness (see the DMG).
Also you can craft dragon’s breath oil.
This causes the blade of the weapon to ignite in fire, dealing +1d6 f
damage with the damage type being of a type akin to the breath weapon of a
dragon
LETHAL BARRAGE
At 19th level the Witcher learns to strike
swiftly, capitalizing on an opening presented by an opponent to strike swiftly
and as rapidly as they can. When an
attack roll succeeds in hitting an opponent, the amount you succeed by adds one
additional die of damage based on the weapon used, against the opponent (a
minimum of 1 die is always added). This
feature cannot be used again until a long rest is taken.
WITCHER SCHOOLS
A Witcher is often a member of a particular Witcher
school upon being taken in as an orphan.
While these schools may give some initial influence onto how a Witcher
may wish to work, they can in fact choose to follow one school over the one
that they were brought into. There used
to exist several different schools, but currently there exists only 3
schools. These schools are Cat, Griffin,
and Wolf.
SCHOOL OF THE CAT
The school of the cat is not a school with a good
reputation. Many Witchers of the school
turned to lives of being assassin’s for hire, however this is not the case for
all Witchers of the Cat School. Agility
and speed are the main focus points of this school, so training often involves
stealth and fast precise strikes.
FLEET OF FOOT
At 3rd level the Witcher figures out how to
move quickly while staying silent. When
using Stealth, the character may move at their normal speed without penalty. If the character is not proficient in the
Stealth skill they gain proficiency in it.
If already proficient they may apply a +2 bonus to their skill roll
instead.
DUAL WIELD
At 7th level the Witcher learns to wield a
blade in each hand. The character can
engage in two-weapon fighting, and can add their ability modifier to damage
rolls of the second attack. Cat School
Witchers tend to use short swords instead of long swords for their fighting as
they prefer to run lighter on their equipment.
As such, so long as the Cat School Witcher is using a short sword they
are at a +1 to hit or +1 AC (you must choose one or the other to use on your
turn).
EXPLOITING STRIKE
At 11th level the Witcher picks up on the
subtleties of exploiting their opponents.
This effectively functions like the Rogues backstab in how and when it
can be used. It grants the Witcher +1d6
damage to a single attack that is made that meets the conditions for when a
Backstab attack can be made. This does
stack with other damage that the Witcher may apply to a single attack.
PIERCING GAZE
At 15th level the Witcher’s eye sight is
greater than most other Witchers. Their
darkvision distance increases by 90ft.
The Witcher has advantage on Perception rolls involving their sight.
PROWLING HUNTER
At 18th level the Witcher is a patient stalker
of their foes, slowly inching forward until the can strike at the last possible
second. When using Stealth to ambush an
opponent the Witcher can designate a single opponent to stalk. Stealth rolls are at advantage against the
target, and when an attack is made you deal an extra +1d6 damage against the
target.
SCHOOL OF THE GRIFFIN
The school of the griffin is an unorthodox school in that
it focused on the Witcher’s use of signs and magical capabilities. As such these Witchers are more versed in the
use of magic and what can be done than other schools.
MAGIC ADEPTATION
At 3rd level the Witcher possesses extensive
skill in magic. If the character doesn’t
already possess the Arcana skill they gain it now. The character may then choose one of the
following options at this level, and levels 7, 11, 15, and 18
·
Gain a
Sign: If the Witcher is lacking a
sign they may select one that they don’t have yet.
·
Sign
Improvement: The Witcher can select
the improvement option of a sign they already have.
·
Cantrip: The Witcher may choose the use of a cantrip
that they do not have from the Sorcerers list.
·
Leveled
Spell: The Witcher knows a spell of
level 1 to level 4. The spell is from
the Sorcerer’s list, and the level at which it can be chosen is like that of a
Sorcerer of the same level. Spells cast
can be cast again after a short rest.
When the character gains a level them may choose to swap out the spell
known for an alternative spell that they meet the requirements for.
·
Improved
Level Spell: The leveled spells that
the character can use may be used more than just once per short rest. The spells known can be used 1 additional
times each. If this is taken again the spells can be used another 1 time.
SCHOOL OF THE WOLF
The school of the wolf is one of the more balanced Witcher
schools. Those of the wolf school tend
to boast better overall senses than other Witchers. Those of the wolf school are swift and
capable trackers over other schools.
HEIGHTENED SENSES
At 3rd level the Witcher’s senses are on an
animalistic level. The range of the
Witchers hearing is doubled, and you can track beings by scent alone. You can even distinguish individual scents
amidst others. You can use either the
Survival skill for tracking or your Perception skill roll for tracking.
MEDITATION
At 7th level the Witcher learns how to
meditate with the patience of a monk.
When meditating a short rest is halved.
The Witcher may also choose to meditate instead of sleep for a long
rest, which reduces the rest time by two hours.
CIRCLE THE PREY
At 11th level the Witcher takes on fighting
characteristics of animals. Against a chosen
opponent the character may circle around them and not draw attacks of
opportunity from adjacent opponents while doing this. Additionally, opponents who gain bonuses to
attacks for fighting adjacent to an ally against the character do not gain that
bonus against the Witcher while they circle.
ADRENAL SURGE
At 15th level the Witcher learns how to
control their adrenaline allowing them to become physically stronger. The Witcher gains a +2 to melee damage and is
immune to charm/sleep spells and effects while using this. The effects of Adrenal Surge last for a
number of turns equal to 1 + the Witchers CON modifier. This cannot be used again until a short rest
is taken.
SWEEPING BLADE
At level 18 the Witcher’s attacks become sweeping
strikes. When attacking the Witcher can
choose to make a melee attack against a target and any adjacent opponents to
the target (no more than 3). The attack
roll is made and compared against all targets adjacent to the main target. The main target of the attack gets the full
lot of damage dice rolled for the attack, however each additional target hit
only takes damage based upon the weapon being used (and ability modifier).
--SUPPLEMENTAL SCHOOLS--
The Witcher schools were once more extensive in their
offerings beyond the Cat, Griffin, and Wolf schools. There exist at least two other schools that
are now extinct, though writings of their teachings still can be found in the many
Witcher strongholds around the world.
SCHOOL OF
THE BEAR
The school of the Bear is one of the oldest Witcher
schools. They preferred to use heavy
armor and weapons over that of other Witchers, however one must not ignore the
fact that while they still have the breadth of other Witcher capabilities at
their disposal.
URSINE WARRIOR
At 3rd level the Witcher gains proficiency in
Heavy Armor, and greater skill in the use of heavy weapons. When using Heavy Armor, you are not at a
disadvantage to Stealth skill rolls. Additionally,
when using weapons that have the “Two-Handed” property you can wield them with
only one hand. When using the weapon
with two hands the damage die type increases by 1 if only one die is
rolled. If more than 1 die is rolled an
additional die of the type is added.
RESILIENCE OF THE
BEAR
At 7th level the Witcher boasts toughness comparable
to a bear. While wearing heavy armor the
Witcher has resistance to non-magical Bludgeoning, Slashing, & Piercing
attacks.
HEAVY BLOW
At 11th level the Witcher knows techniques for
dealing staggering blows to their foes. When
a melee attack hits an opponent it must make a CON save vs. a difficulty of 8 +
your total attack bonus (STR or DEX modifier + Proficiency Bonus). If the save fails, the target is Stunned. If successful, then the target’s movement is
halved and it is at disadvantage on its next attack roll.
DIRE CONDITIONING
At 15th level the Witcher’s toughness has
reached a new peak. The character is at
advantage on skill rolls made to remain standing when they would otherwise
normally be knocked prone. The character
is also at advantage on rolls made to escape being grappled or entangled.
URSA MAJOR
At 18th level the Witcher is capable of devastating
combat.
·
The character scores a critical hit on a roll of
19 or 20. However this is only if the
character is using a two-handed weapon.
·
You may add your proficiency bonus to the damage
you deal. If you score a critical hit
you may also double this damage as well.
This cannot be used again until a short rest is taken.
SCHOOL OF
THE VIPER
The school of the viper is one of the most secretive of
Witcher schools. Those of the viper
school are often very secretive and possess extensive knowledge of poisons. Witchers of this school have some
similarities with those of the cat school.
SHORT BLADED DUAL
WIELDER
At 3rd level the Witcher learns to wield a
blade in each hand. The character can
engage in two-weapon fighting, and can add their ability modifier to damage
rolls of the second attack. However, this
is only usable with weapons that have the “light” quality.
POISONEER
At 3rd level the Witcher possesses knowledge on how to make poisons and how to apply them. The character can apply poison safely to their weapons, and never runs the risk of poisoning themselves when doing so. When crafting poisons from natural elements the character needs only ½ the time and half the gold to make the poison. Animal poisons however must still be harvested from the animals, but the character does possess knowledge on how to safely remove/acquire such poisons. Poisons applied to weapons are done so as an oil and last the same length as any oil.
At 3rd level the Witcher possesses knowledge on how to make poisons and how to apply them. The character can apply poison safely to their weapons, and never runs the risk of poisoning themselves when doing so. When crafting poisons from natural elements the character needs only ½ the time and half the gold to make the poison. Animal poisons however must still be harvested from the animals, but the character does possess knowledge on how to safely remove/acquire such poisons. Poisons applied to weapons are done so as an oil and last the same length as any oil.
SERPENTS GUILE
At 7th level the Witcher is able to move
silently and patiently like a snake. The
character has advantage on Stealth rolls, and makes no noise when moving when
doing so, so long as they are moving at half your speed on your turn.
SERPENT’S STRIKE
At 11th level the Witcher is able to strike
with both their blades in a single deadly strike against an opponent to strike
in two places making it an attack that is difficult to guard against. When you attack, the target must make a DEX
save against a difficulty of 8 + your proficiency bonus + your DEX
modifier. If the target fails their save
you do damage of both weapons, including your STR or DEX modifier to damage for
both weapons (as well as any additional effects from the weapon). If the save is successful, you still land the
hit for one of your weapons. Note that
you must be using a “light” weapon in each in order to use this.
AXII STARE
At 15th level the Witcher learns to use the
Axii sign without gestures to hypnotize a foe, relying upon just their gaze. The target of this must make a WIS save vs. a
difficulty of 8 + your proficiency bonus + your WIS bonus. If the target fails their save, you can apply
one of these two conditions:
·
Charmed: The target will remain charmed so long as you
concentrate and maintain view of them.
·
Paralyzed: A paralyzed target requires that you maintain
eye-contact (and concentration) on them for them to remain paralyzed. If eye-contact is broken they are allowed an immediate
save to break free. Attacks on the
target by anyone but the character also allow the target to make another save.
After this ability is used, the character must take a
short rest before it can be used again.
POISON MASTER
At 18th level the Witcher is a master of
poisons. The character knows techniques
for making any poison more potent. The
time taken is double that for making a normal poison, (note that this does not
count the effect given for the Poisoneer feature). The concentrated poison has double the overall
effect that it once did. The character
knows how to make a potion known as “Black Blood.” This potion turns the Witcher’s blood into a
poison (based upon the poison it’s made from).
The effect lasts for 10 minutes, and during this time the character is
immune to poisons. Should any creature
with a Bite attack, or that drains blood, attacks the character with their
attack they will take the poison effect, even if they would normally be immune. A Black Blood potion cannot be used again
until a long rest is taken. If used a
second time, or more, in a day the character suffers half the poison effect themselves. Note that the Black Blood potion can be
taught to other Witchers to be used, however those that do learn to make it do
not gain immunity to poisons, and if used more than once in a day they Witcher
takes the full effect of the potion themselves instead of just half.
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