The Witcher
Hit Points
Hit Dice: d10 per The Witcher level
Hit Points at first Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Witcher level after 1st
Proficiences
Armor: Light, Medium
Weapons: Simple, Martial, Hand Cross-bows
Tools: Alchemist Kit, Herbalism Kit
Saving Throws: Strength, Dexterity OR Constitution
Skills: Choose three from: Perception, Investigation, Acrobatics, Athletics, Insight, or Intimidation.
A Witcher also gains proficiency in Survival.
Overview & Creation
There will always, always be darkness. And in that darkness there will always be Evil, in that darkness there will always be fangs and claws, murder and blood. There will always be things that go bump in the night. And we, Witchers, are the ones who will bump back.
A human stalks through the night, cat eyes shining in the darkened forest. All is silent save for the gentle tapping of his medallion against his chest. At the sound of an otherworldly howl, he dodges out of the way, narrowly avoiding the cavernous maw of a werewolf.
A tiefling whirls his gleaming sword about his head before bringing it down before him, hacking a griffin’s wing from its body. Blood and feathers fly as he nimbly carves his way up the side of the beast before finally splitting its head in two.
A half-orc thrusts his hand toward the pack of undead shambling toward him. With a short sign, a wave of fire explodes forth, followed by him cleaving a path through them with his shining sword. The last thing they see is his face, veined from the potions he took, a branching mass of death.
All of these fighters are Witchers, the ideal being for killing monsters. Mutated by the Trial of the Grasses, trained in swordplay, and well versed in nearly every type of monster, they are more than equipped to handle being pitted against whatever goes bump in the night. They fill a necessary niche in the homeland of their craft, killing monsters for those plagued by them, and have taken their services to a new land, only to find a continent with bounties ripe for the taking.
Specialized Killers
Witchers are trained in small batches, usually consisting of ten to fifteen kids, the vast majority of which don’t survive the training. They usually die to monsters, but even fewer survive the infamous Trial of the Grasses, the final part of the process, in which the subject is subjected to toxic chemicals which, in addition to making them infertile, mutate them into something more than human, something that is both the evil they face and the silver they banish it with. The majority of Witchers carry two swords with them. Silver for monsters, steel for humans.
Both, for monsters.
Witcher Code
Despite the many differences between individual Witchers, such as school, personal differences, and general worldview, one thing that unites all of them is the Witcher’s code; the idea that a Witcher doesn’t work for free. They’re not selfless heroes, they’re businessmen who provide an invaluable service to the community, and if there’s no gold to be had, there’s no Witcher to be found. Although they hunt the demons that plague the people, they are hated and feared for their unnatural appearance, a constant reminder of the evils that lurk in the world. You will never find a Witcher working a guard post for a fort, they are restless creatures, migrating across great distances, taking contracts as they go, and moving on.
Creating a Witcher
When creating your Witcher, think about how your character views the world as a result of your training. Do they view them as an ultimate evil, that that are on a crusade against? Or do they view them as feral creatures, unable of understanding the evil they perform, simply following their nature? Also, consider your Witchers emotions. As a result of your trials, your emotions have been stunted, but they are still there. Finally, consider the circumstances surrounding your induction to the Witcher caste. More often than not, most children don't get a choice when they are chosen. Orphans are often taken, and there are rumors that some children are abducted. Your parents might have given you away because they didn't have enough food, or you might have run to them seeking adventure. Think about this and how it impacts your view of humanity.
Class Features
Witcher Trials
During the Trial of the Grasses, your body underwent amazing and horrifying mutations leaving you sterile, but granting you the following starting at level 1:
•You gain Dark-vision, if your race did not already possess Dark-vision, up to 60 ft. If you already have dark-vision, this does nothing
•You gain 5 feet of movement speed.
•Grants resistance to all diseases, as well as all poison damage from poison other than the Witcher potions.
Witcher Artifact And Bestiary
At level 1, All Witchers have a pendant in the shape of the symbol of their Witcher school, as well as a Witchers Bestiary. While wearing said pendant, it vibrates if a magical creature or object is within 30 feet.
The Witchers Bestiary is where a Witcher records the strengths and weaknesses of all enemies faced. When facing a beast or monster that is already recorded in the bestiary, you may add your survival check bonus to your rolls against a creature. After you are in combat with a creature and kill/subdue it, a Witcher can take 30 minutes to study it with an investigation check, with a DC of 10+. The DC will increase based on the complexity of the creature, set by the DM. If the creature succeeds the investigation check, the players adds it to their Witcher Bestiary. You may also study from another Witchers bestiary if that Witcher allows it.
At level 9, your constant fighting and meticulous study has granted you a deep understanding of anatomy of a certain kind of monster and thus can hit vital areas with precision. Choose 3 types of creatures that are in your bestiary. When fighting the chosen types of creature, your weapon attacks score a critical hit on a roll of 19 or 20 against that creature.
When you gain this feature, you also learn one language of your choice that is spoken by one of the favored enemies, if they speak one at all.
At level 17, you can spend a period of time of 4 hours studying your bestiary over and over. Once per long rest, you may swap a specialty creature for another that is in your beastiary. And when fighting your specialty creatures, you add double your proficiency score to any attack roll made against them.
Signs
Starting at first level, you gain access to signs, a form of magic only usable by Witchers. All signs require the use of one hand for somatic components (no other components are required). Sign casting is a very strenuous task and requires lots of concentration. At level one, you can only prepare 2 signs for use for the day. This increases to 3 at level 6, 4 at level 11, and 5 at level 16. You can change your signs known at the end of a long rest. All signs can be cast at base level consuming one Vigor point. The amount of Vigor points you have is based on the Witchers level which is noted below. At level 6 you will gain the ability to use empowered signs, which cost 2 points of vigor to cast. Then starting at level 10, you gain the ability to empower your signs with greater potency, which cost 3 points of vigor to cast. Then starting at level 17, you gain access to higher level effects for each sign. When you Empower your signs, you can now choose a Mythic Empowered sign effect to cast. These cost 4 vigor points to use. Using signs is a strenuous activity. As such, there is a limited amount of times you can cast a sign in a turn. You can use an action described in the sign to activate that sign. You can only cast a sign once per turn unless otherwise noted.
Standard Sign Save DC= 10 + Proficiency bonus + Wisdom Modifier
Vigor points
Vigor is the magic essence that Witchers use to cast their signs. A level 1 Witcher begins with one point of vigor, and gains another for every level thereafter, to a maximum of 20 vigor points. The Witcher also adds his wisdom modifier to his total vigor points. If a Witcher were to attempt to cast a sign with no vigor points, the sign is cast at half intensity and grants a point of exhaustion to the Witcher. You replenish your used Vigor points when you take a long rest.
This is effected by runes or by taking the School of the Griffon subclass.
Toxicity
Toxicity points describes the amount of Witcher poisons a Witcher could have active at a time. Witchers consume extremely harmful substances that are capable of killing a normal person to increase their capabilities on hunts. Beginning at level 1, a Witcher gains toxicity based on the Witcher potions they consume. A Witcher has no limit to how many toxicity points they may have, however, once they would reach a certain amount, they begin to feel the effects of the poisons. A Witcher's toxicity threshold is equal to their constitution modifier. If a Witcher would consume potions that would put them above their threshold, they begin to gain negative effects. One point higher than their threshold gives the Witcher the poisoned condition. Two points higher removes the Witchers regeneration feature and gives the Witcher 1d4 poison damage at the start of their turns, increasing by a dice stage for every point there after. If a Witcher reaches ten points over their threshold, they immediately drop to 0 hp and become unconscious. A point of toxicity is lost for every hour that goes by. On a short rest, a Witcher may use a hit dice to reduce their toxicity points based on the amount rolled. Half of the Witchers toxicity points are lost upon taking a long rest.
This is effected by runes or by taking the school of the viper subclass.
Witcher Potions/Poisons
Witchers create specially crafted potions suitable only for those who have survived the Trial of the Grasses. The Witcher blood counteracts most of the negative effects from these potions. Beginning at level 1, a Witcher may spend an hour their time creating a special Witcher potion needing special materials specific to the potion they wish to craft. When crafting, the Witcher rolls a check using alchemist supplies/tools with wisdom as their modifier for the crafting process. If the result is a natural 1, the potion crafting fails. If the result is 2-9, the potion is crafted, but it takes an hour longer. If the result is 10-19, the potion is crafted as normal. If the result is a natural 20, the potion crafting time is halved and you create two. A Witcher may only attempt to create a potion once a long rest. This increases to 2 at level 10, and 3 at level 19. A Witcher may only have one Witcher potion active at a time without extreme negative effects. If a Witcher were to drink a potion while one is already active, they gain double the toxicity points of that potion, take an instant 2d6 poison damage, and the previous potion is overwritten. If the Witcher were to drop to 0 toxicity points, the potion effects subside. Witcher potions and their effects also scale with the Witcher's Level, granting extra effects at level level 4, 8, 12, and 16.
Potion list/effects/crafting
- Bindweed: Adds 3 points of toxicity instantly. Grants resistance to a chosen damage type, and that damage type you take would be further reduced by 1d4. At level 4, this increased to 2d4, and level 8, this increases to 3d4, at level 12, this increased to 4d4, and at level 16, this increases to 5d4. Potion expires when you leave combat, or a minute, whichever is longer. Requires 75g worth of materials to craft (exotic resistances, Physic, Necrotic, Radiant, add 25g more to the cost).
- Kiss: Adds 3 points of toxicity instantly. Grants resistance to all Bludgeoning, Piercing, and Slashing damage, and the damage is further reduced by 1d4. At level 4, this increased to 2d4, and level 8, this increases to 3d4, at level 12, this increased to 4d4, and at level 16, this increases to 5d4. Potion expires when you leave combat, or a minute, whichever is longer. Uses the recipe for Bindweed(75gp) plus a vial of Dimeritium dust(300gp).
- Swallow: Adds 3 points of toxicity instantly. Doubles the healing of the Witcher Regeneration feature. Potion expires after five minutes. Uses the crafting recipe for a standard healing potion(25g) plus half a vial of silver dust(75g).
- White Raffords: Adds 3 point of toxicity instantly. Instantly restores 5 hp for every 10hp that is missing from your maximum. A Witcher may only drink this potion once per long rest or immediately gain 10 toxicity. Uses the crafting recipe for a greater healing potion(75gp) and a vial of Dimeritium Dust(300gp)
- Tawny Oil: Adds 3 points of toxicity instantly. Restores 1 point of vigor at the beginning of your turn while in combat. Potion expires when you leave combat, or a minute, whichever is longer. Requires 75g worth of material plus a vial of silver dust(150g).
- Maribor Forest: Adds 4 points of toxicity instantly. Restores 1 point of vigor at the beginning of your turn while in combat. For the duration of the potion, when you are targeted for an attack, you may use a reaction to increase your AC by your proficiency bonus for that attack. Uses the recipe for Tawny Oil(225gp) and a vial of Dimeritium dust(300gp).
- Perfume: Can be consumed by anyone. Makes the imbiber drunk almost instantly. Smells like Rose Petal Sake, looks like Pink water. The drinker is infatuated with the Witcher who created this potion, for the duration of the drunkenness. Potion expires after the drunkenness goes away. Requires 150gp worth of materials and a drop of the Witcher's blood.
- Petris Philter: Adds 4 points of toxicity instantly. All signs cast will deal an extra dice of damage or have their effect duration doubled for the duration of the potion. Requires 175gp worth of materials and a vial of dimeritium dust(300gp).
- Blizzard: Adds 4 points of Toxicity instantly. Grants the Witcher an extra Reaction every turn for the duration of the potion. Potion expires when you leave combat, or a minute, whichever is longer. Requires 200g worth of materials and a vial of Dimeritium dust(300g).
- Black Blood: Adds 3 points of toxicity instantly. Upon receiving a bite or slashing damage from a creature that would draw blood, the attacker must make a dc 10+prof constitution saving throw or receive 2d6 points of poison damage. At level 4, this increased to 3d6, and level 8, this increases to 4d6, at level 12, this increased to 5d6, and at level 16, this increases to 6d6. Potion expires when you leave combat, or a minute, whichever is longer. Requires 50g of materials as well as a full vial of Silver dust(150g).
- Willow: Adds 3 points of toxicity instantly. Grants advantage on Strength, Dexterity, and Constitution Saving throws for the duration. Potion expires when you leave combat twice, or five minutes, whichever is longer. Requires 300gp worth of materials plus a vial of Dimeritium Dust(300gp).
- Wolf: Adds 3 points of toxicity instantly. Critical strikes now occur on an 18, 19, or 20, but your chance to miss increases to 1, 2, or 3 for the duration of this potion. Potion expires after an hour. Requires 400gp worth of materials plus a vial of Dimeritium Dust(300gp).
- Wolverine: Adds 3 points of toxicity instantly. While below half of your maximum hp, your damage on hit increases by half of your characters level. Potion expires after 5 minutes. Requires 150gp worth of materials plus a vial of Dimeritium dust(300gp).
- Cat: Adds 2 points of toxicity instantly. When consumed by a witcher it allows them to see in darkness, both magical and nonmagical, to a distance of 60 feet as well. In addition, you gain proficiency in the Perception skill for the duration of the tonic. If you already have proficiency in the Perception skill, you instead double your proficiency bonus when making Perception checks. The witcher’s eyes appear more cat-like for the duration of this tonic. Potion expires after 4 hours or until expelled through other means. Requires 80g worth of materials plus half a vial of silver dust(75g).
- De Vries' Extract: Adds 4 points of toxicity instantly. Grants Advanced night vision, the ability to detect invisible beings with ease, and the ability to see through illusionary spells. Potion expires one hour after consumption. Requires the same materials needed to craft the cat potion(155g) as well as a vial of Dimeritium dust(300g).
- Full Moon: Adds 4 points of toxicity instantly. Grants the Witcher 5 temporary hp, and this temporary hp regenerates at the beginning of your turn, in place of the Witcher Regeneration feature(removes this feature for the duration of the potion). At level 4, this increased to 10, and level 8, this increases to 15, at level 12, this increased to 20, and at level 16, this increases to 25. Potion expires when you leave combat, or a minute, whichever is longer. Potion expires when you leave combat, or a minute, whichever is longer. Requires 100gp worth of materials and a vial of dimeritium dust(300g).
- Golden Oriole: Removes all toxicity points and all potion effects. Requires 50gp worth of materials plus a vial of silver dust(150gp).
- White Honey: Removes all toxicity points and all potion effects. Cures all negative ailments that can be cured with a standard restoration spell. Uses the recipe for Golden Oriole(200gp) plus a vial of dimeritium dust(300gp).
- Killer Whale: Adds 2 points of toxicity instantly. Allows you to hold your breath underwater, and your swim speed is increased by an amount equal to your normal movement speed for the duration of the potion. In addition, all attacks you make while underwater are made normally. Potion expires after 4 hours, or until expelled through other means. Requires 200gp worth of materials and a vial of silver dust(150gp).
- Thunderbolt: Adds 3 points of toxicity instantly. Your attacks are made with advantage and you add double your strength modifier to damage rolls for the duration of the potion, however, all attackers have advantage against you. Requires 300gp worth of materials as well as one vial of silver dust(150gp).
Witcher Regeneration
A Witcher is tougher than your average warrior and their endurance is well respected among those who have witnessed it. Starting at level 2, while you have at least one point of vigor, at the beginning of your turn, you regain 1d4 hp. At level 8, add your constitution modifier to this healing.
This effect increases to 2d4 plus constitution modifier at level 13.
Witcher School
At 3rd level, you can choose a school that specializes in a form of your Witcher training. Choose from the School of the Griffin, Viper, Bear, Cat, or Wolf. All detailed at the end of the class description. The school you choose grants you features at 3rd, 6th, 12th, and 18th level.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack
When you reach 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Blade oils
You begin to study creatures and how their blood works, and you learn how to harness that knowledge and turn their blood into potent toxins that are extremely harmful to that creature. Beginning at 7th level, once per long rest, you can spend an hour to create an oil to take with you on your quests. An oil is crafted using purified water, silver dust, and other ingredients specific to a creatures weakness, and you may add poison crafting ingredients to add extra effects to the oil when hitting the respective creature type. One vial of oil is enough to coat an entire blade, and the oil wears off after 10 attacks, or one hour of non-use, whichever comes sooner. When attacking a creature, the oil is implemented into that attack as well, consuming a portion of that oil. If the oil type matches the creature type, that attack will deal an additional 1d10 force damage, In addition to additional effects granted by whichever extra ingredient was used. If an oil is applied while one is already active, it will replace the old one. Only Witchers know how to craft them, and only Witchers may use them properly. The damage scales with level, increasing to 2d10 at level 13, and 3d10 at level 18.
Beginning at level 12, you may craft 2 oils per long rest, and at level 16, 3.
At level 13, oils you craft will allow weapons coated to reduce their resistance of the weapons damage type by one stage for that attack only, I.e, Immune to Resistant, Resistant to normal, or Normal to Weak. A resistance cannot be reduced passed weak.
Witcher Bombs
Your extensive knowledge in creature types and what their weaknesses are allows you to create special bombs suited for hunting and taking down those certain creatures.
Starting at level 9, you can craft Grapeshot, Dimeritium or Samum bombs using your alchemist kit. The process takes 1 hour to gather materials and to craft up to 3 bombs of your choice. You may only use this feature once a long rest. You can only carry 3 of each bomb at any given time. As an action, you can light and throw the bomb with a range of 30ft. At level 14, you may craft up to 5 bombs per long rest instead of 3.
Grapeshot bombs: crafted using a vial of silver dust, some scrap metal to create the bomb shell, some gunpowder to allow the bomb to explode, and musket balls(or solid metal balls about a dime sized parameters), used to create the frag effect called grapeshot.
Upon impact, the Grapeshot bomb explodes in a 15ft radius and all creatures in that radius must make a dexterity saving throw against your Sign save DC, or the creatures in that area take 2d10 piercing damage. If they succeed on a Dexterity saving throw, they take half damage.
Creatures that are weak to grapeshot, noted in your bestiary, will take an additional 1d10 piercing damage.
Dimeritium bombs: Crafted using a vial of silver dust, a single Dimeritium ingot, grind into dust, some scrap metal to create the bomb shell, and some gunpowder to allow the bomb to explode.
The Dimeritium bomb upon impact explodes into a mist of Dimeritium dust with a 15 ft radius and all creatures in that radius must make a constitution saving throw against your Sign save DC, or the creatures in that area take 1d10 piercing damage to creatures in the radius. If they succeed on a constitution saving throw against your Sign save DC, they take half damage. The bomb creates a cloud of Dimeritium that lasts for 1d4 turns or until an Aard sign blows it away, and any creature inside this cloud that begins its turn in it or walks into the cloud for the first time on its turn, must make the constitution save again or take the damage again. Magic from creatures in this sphere is canceled and cannot be activated for the duration the cloud of Dimeritium, including illusions.
Creatures that are weak to Dimeritium, noted in your bestiary, will take an additional 1d8 piercing damage and will become unable to speak/make noise for as long as they are in that cloud.
Samum bombs: Crafted using a vial of silver dust, a vial of phosphorus, some scrap metal to create the bomb shell, and some gunpowder to allow the bomb to explode.
Upon impact, the Samum bomb explodes in a flash of white in a 15ft radius attempting to stunning all creatures in that area for 3 rounds. A creature hit must make a Constitution saving throw against your Sign save DC. Upon a failed save the target is blinded for 3 rounds, the creature can remake the save at the beginning of its turn to end the blind early. If a creature saves it is unaffected by the explosion.
Creatures that are weak to Samum, noted in your bestiary, will take 1d10 fire damage, and become stunned for one turn as well.
Monstrous Concoctions
Beginning at level 13, Once per long rest, you may spend an hour creating a special Witcher potion based on a creature type you have recorded in your bestiary. This Witcher potion uses the recipe for the swallow potion, but you must add a vial of blood of the chosen creature type as well. The creatures blood chosen as the vial of blood for the mixture directly effects this potion. This potion, when consumed, will immediately deal 1d10 poison damage to the Witcher who consumed it, and will allow you to take two attributes of the chosen creature type, be it a stat, damage resistance, damage immunity, condition immunity, or sense from the creatures stat block as your own for the next minute, a witcher may not take any actions from the creature. Drinking this potion applies 5 points of toxicity to the Witcher who drank it, and if they drink any other Witcher potion during the time this potion is active, they take an immediate 1d10 poison damage and the potion they drank adds 2 more toxicity to them. At level 17, a Witcher may have two different concoctions active at once.
Master Witcher
At level 20 your training is finally "complete", you have achieved the rank of Master. Due to the vastness of everything you've seen on your journey, nothing phases you anymore.
- You become immune to any and all illusion spell effects or conditions (I.E. Charmed, Slept, ETC).
- You gain advantage on attacks made against creatures types of your chosen specialty.
- You may have two Witcher potions giving you benefits at once.
- Your Constitution and Wisdom score maximums increase by 2, to a maximum of 22.
Starting Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- A longsword, Silvered.
- A Standard Longsword.
- A hand Cross-bow, 20 bolts
- An Alchemists Kit
- A medallion based on the school of Witcher you came from.
- A Bestiary, fit for a traveling bounty hunter who discovers all kinds of creatures. (DM should provide a separate journal to keep track of what creatures you come across)
- A pouch that can hold up to 250 Gold Pieces
- Leather Armor
Spellcasting
A Witcher can not cast spells, however, spellcasting for Witchers is replaced by "signs". These signs and their effects will be described below.
Aard
Base: Costs 1 point of vigor. Out of combat, the Witcher can create disturbances in the air that extinguish small flames like torches and bonfires. If casted in combat, as an attack, (as part of the attack action), you blast a 15ft cone with telekinetic force dealing 1d6 force damage. A creature in that area must make a strength saving throw equal to your sign save DC. On a failed save the creature is knocked back 10ft, On a successful save the they are only dealt the damage. If that creature is within 5 feet of you, it has disadvantage on that saving throw.
Empowered: Costs 2 points of vigor. You are able to use your reaction to reduce the damage dealt by a ranged weapon by 1d8 + your level + your Dexterity modifier. If the damage would be reduced to 0, you can spend 1 vigor point for each ranged attack made to make a ranged weapon attack and return the projectile using Aard.
Greater Empowered Aard: Costs 3 points of vigor. You Empower your Aard sign to blast out in a 15ft radius emanating from you in all directions. All creatures caught in the blast must make a strength saving throw against your Sign save DC. Upon a failed save the creature is thrown back 15 ft, knocked prone, and dealt 3d6 force damage. On a successful save the target is pushed back 10ft and takes half damage.
Mythic Empowered Aard: Costs 4 points of vigor. When you empower your Aard sign, you can choose for it to have this effect instead. You condense your telekinetic blast into 4, smaller bursts of energy designed to pulverize flesh and break bones. You can shoot these at any creatures within a 60ft area. A creature hit by this blast must make a Strength saving throw or be knocked prone and take 1d10 damage for each blast that hits them. On a success they take half damage.
Yrden
Base: Costs one point of Vigor. As a bonus action, you place a magical trap on the ground (20 ft range) in a 10ft radius, lasting a number of turns equal to half of your wisdom modifier. All non-allies within the area of the trap have half movement speed. In addition to this effect, you may make a single spell attack roll with Yrden against all magical effect(s) or creature(s) you can see that is active. If your spell attack roll is equal to or higher than the DC of the spell effect or hp of the creature(s), that spell effect is dispelled or a creature is executed. You can place a number of traps equal to your wisdom modifier plus 1.
Empowered: Costs 2 points of vigor. When you Empower either your preexisting Yrden trap, or a new one, it deals 2d6 lightning damage to targets inside the trap, in addition to the slowing effect. If you empower a preexisting Yrden trap it resets its duration. If you use the Empowered version, any spell attack roll you make with Yrden has advantage.
Greater Empowered Yrden: Costs 3 points of vigor. When you empower either your preexisting Yrden trap or a new one it's duration increases by 2 turns and now deals 2d6 lightning damage to any creature who remains in the trap that has aggressive intent at the beginning of their turn. If you use the Greater Empowered version, any spell attack roll you make with Yrden has advantage and is increased by 3.
Mythic Empowered Yrden: Costs 4 points of Vigor. When you can empower your preexisting Yrden trap or cast a new Yrden trap, the radius of your Yrden trap increases to a 60ft. While you are inside of the the Yrden trap radius, the caster is hastened. While you are hastened, your movement speed is increased by 15ft, and you gain an additional action, that can be only used to make a single attack. The trap has all effects of the lower levels of the Yrden sign. If you use the Mythic Empowered version, any spell attack roll you make with Yrden has advantage and is increased by 6.
Igni
Base: Costs one point of Vigor. Out of combat, the Witcher manages to create small flames that light candles, torches and bonfires, you can also snuff them with the same action. As an attack, (Part of your attack action) you send out a burst of flames in a 10 foot cone, all creatures within the area make a Dexterity saving throw. On a failed saving throw, the creature takes 1d8 fire damage or half damage on a successful save.
Empowered: Costs 2 points of vigor. You empower your Igni sign, to linger and set a target ablaze. In addition to the original Igni sign's effect, the Witcher chooses a target who is in the area of the Igni sign and sets their armor or skin ablaze. The target burns for an extra 1d6 fire damage. This damage occurs every round at the start of their turn lasting a number of turns equal to half of your wisdom modifier.. The creature can use an action to put out the flames ending the effect on itself.
Greater Empowered Igni: Costs 3 points of Vigor. You gain the ability to focus the energy of the Igni blast into a fire stream that shoots out in a line with a devastating effect. The range of the fire stream is 30ft. The stream stops and deals damage to the first enemy it touches. An enemy hit by this stream immediately takes 2d10 fire damage. If the damage rolled is higher than 15, the enemy is set ablaze. If set ablaze, the enemy takes 1d8 fire damage per round lasting a number of turns equal to half of your wisdom modifier. The enemy on their turn can use their action to put out the fire.
Mythic Empowered Igni: Costs 4 points of Vigor. When you Empower your Igni sign, you can use the sheer heat of your fire to melt armor and reduce defenses. In addition to the effects of the lower levels of this sign, creatures hit by Igni have their armour class lowered by 1 for the next minute, or if it is the stream, the armour class is lowered by 2 instead. This does effect does not stack with itself.
Quen
Base:Costs one point of vigor As a reaction to an attack made against you, you can cast Quen. You cast a protective ward around yourself, gaining resistance to non-magical bludgeoning, piercing, and slashing damage until you are hit for the first time. This effect last for 2 hits at level 6 and 3 hits at level 10. Additionally, at level 7, any quen sign cast will protect against magical attacks as well.
Empowered: Costs 2 points of vigor. You empower your Quen sign to create a more powerful shield around you which grants you 5 plus your vigor point maximum in temporary hit points. The temporary hit point last till a long rest or until depleted. Temporary hit points from this version of the sign do not stack.
Greater Empowered Quen: Costs 3 points of vigor to use. In addition to the benefits of regular Quen, you gain resistance to all types of of magic damage as well. Additionally, if you take damage from any resistances granted by Quen, your enemy takes half the damage dealt to you.
Mythic Empowered Quen: Costs 4 points of vigor . You create a bubble of potent energy around yourself. This bubble will protect the caster from all damage dealt, up to a maximum of 50 damage. You can spend an extra 2 points of vigor to increase the duration of the bubble by 1 turn, and you can end the bubble at any time with a bonus action on your turn. If the bubble would take more than 50 damage from attacks from creatures, the bubble breaks and knocks the attacker that broke the bubble backwards 10 ft and they must make a strength saving throw. If the creature fails, they fall prone and take half of the damage dealt to break the shield. If they succeed, they only take the damage.Walking while using this sign is considered as being over difficult terrain, and you may not use any attack action while in this bubble.
Axii
Base: Costs 1 point of vigor. As an action, you blast a target's mind with psychic energy, the target must make a Wisdom saving throw against your Sign save DC. Upon a failed save the target is stunned until the start of your next turn and dealt 1d6 psychic damage. If the target succeeds the save they are unaffected by the Sign and gain advantage against this Sign for 1d4 rounds. Outside of combat, this sign may be used to gain advantage on intimidation or persuasion checks.
Empowered Axii: Costs 2 points of vigor. You can empower the Axii sign to grant the target disadvantage on saving throws against this sign. Additionally, the next attack you make against that target deals an additional 1d10 Psychic damage.
Greater Empowered Axii: Costs 3 points of vigor. You empower your Axii sign, to instead control the target's actions. The target must make a Wisdom saving throw against your Sign save DC. Upon a failed save the target is under your control. You can command the target as a bonus action, but you may not issue a command that can be harmful to the creature. Any attack this creature makes is made with disadvantage. The target can remake the saving throw at the end of each of its turns, a successful save ends this effect on itself. If the effect would last more than a single turn, the creature has advantage to save, and plus 2 to the save for every turn after the first.When the Sign ends the target is dealt 2d6 psychic damage. If the target succeeds on their saving throw at anytime to end the effect themselves, they are only dealt half the psychic damage and cannot be affected by this sign until the next day
Mythic Empowered Axii: Costs 4 points of vigor. You assault up to 2 targets minds with psychic energy. Targets must make a Wisdom saving throw. They take 6d6 psychic damage upon a failed save, and half damage upon success. If this damage would kill the target they are instead put to sleep for 1 hour. If they are put to sleep they must make a Wisdom saving throw against your Sign save DC. Upon a failed save the targets, memory of the past 24 hours is erased. If the sign is mixed with Greater empowered Axii, all creatures have advantage on their saves against Axii.
Subclass Options
School of the Griffon
Starting at level 3, when you take this subclass, your capacity for casting signs is further increased due to your training. As a result, your vigor points are doubled (Before adding wisdom modifier). In addition, you can cast as many signs as youd like during your turn. You also gain the defense fighting style.
At level 6, You gain the ability to use a bonus action on your turn to recover an amount of vigor points equal to half of your level plus your wisdom modifier, once every long rest. You gain an additional use of this feature at level 13. Additionally, before you take the attack action on your turn, you may use a bonus action to cast a single sign that you have prepared.
At level 12, If your first attack on your turn you make is with your sword, your next sign you cast within that turn will be cast with increased intensity, dealing an extra dice of damage of its respective type, or having its duration increased by one round. If the first attack on on your turn is with a sign, the essence of the sign that is cast flows into your sword and empowers your next attack with your sword based on the sign used.
- Aard: Knocks the target back 5ft and deals 1d4 additional force damage.
- Axii: Target must make a wisdom save against your sign save DC or be stunned for one turn.
- Igni: The attack will deal an additional 1d8 fire damage.
- Quen: You gain half the damage you dealt as temporary hp.
- Yrden: The target is shocked for an additional 1d4 lightning damage and its movement speed is reduced by 10ft until the end of its next turn.
At level 18, Whenever you cast a sign, you can chose to cast that sign with one point less of vigor than required. If a sign only requires one point, it costs 0 points, however, you may only cast one sign for 0 vigor twice per short rest. In addition, whenever you spend a point of vigor, you add it to a special pool of vigor. This pool of vigor cannot be used to cast signs or empower them and drains rapidly, losing one point every round (6 seconds). Whenever you hit a creature with your sword, you can expend as many points of vigor from this special pool to increase the damage of the attack by 1d4 for each point of vigor spent. This effect must be used before damage is rolled.
School of the Wolf
Starting at level 3, when you take this subclass, you can treat medium armors as light armor, removing the negative effects of medium armor if any, and you gain proficiency on dexterity saving throws, if you already have proficiency in dexterity saving throws, you add plus 3 to any dex saving throw made. If an effect were to knock you prone, you have advantage on a saving throw to prevent that from happening. You also gain the dueling fighting style. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon
You learn how your target moves and maneuvers about. You learn how to take advantage of this movement, and know where and when to strike. At level 6, while in combat, if an enemy you are targeting is not able to move, the first attack you make against that target deals an additional 1d8 damage of the attacks respective type, and knocks them prone, if they are able to be knocked prone, this effect only works on creatures that are up to two sizes larger than you. This effect can only activate on one target once per round. Additionally, at level 13, you automatically critically strike a target that is prone.
You develop your eyes and ears akin to what a wolfs would be out in the wild on a hunt. You have eyes to spot things normal people and Witchers alike could not see. At level 12, you gain proficiency in insight and perception checks. If you already have proficiency in either of those skills, add double your proficiency to any checks made with those skills. In addition, while in combat, you cannot be surprised and you have advantage on spotting any stealthed target.
At level 18, you begin to take advantage of any cowardice, and attack at full strength at a target who would dare run away. Any attack of opportunity that you make is treated as a critical hit, and cripples the target, lowering its movement speed by half. If that target would be hit again before the beginning of its next turn, that attack knocks the target prone, so long as it is able to be knocked prone, this effect only works on creatures that are up to two sizes larger than the attacker. Critical hits against targets with less than 18 AC deal an additional dice of damage of its respective type.
School of the Bear
Starting at level 3 when you choose this school, you gain proficiency in heavy armors. Heavy armors that you wear do not give disadvantage on stealth checks, but instead decrease your DC to be spotted by 3. You also gain the great weapon fighting style. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can re roll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Starting at Level 6, your time spent on your travels and your training in the mountains has made you very hardy. You may add half your strength modifier to your armor class. In addition, you also gain natural resistance to cold damage. You gain one extra type of elemental resistance at level 11 and 14. At level 17, you become resistant to non-magical type damage while alert.
Starting at level 12, you master a specific sword style. This is known as the strong style. This style emphasizes hard and heavy hits that often leave an opponent stunned. While wielding a weapon that has the reach or two-handed properties, you can make two attacks against one target, spinning your weapon before jumping in the air to bring down another attack. You make two attack rolls, and if both hit, the target is stunned for 1d4 turns, the target can make a constitution saving throw at the beginning of its turns to end the stun early. If only one attack hits, then the target is knocked prone and takes 1d8 extra bludgeoning damage. This attack costs 2 vigor points and your entire attack action. You can use this only once per long rest and only if you have atleast 2 points of vigor.
Starting at level 18, you can overclock your existing Quen sign at the cost of 4 vigor points. You can extend the protective power of Quen out to 10 ft radius. This pushes all enemies out of the circle and protects creatures inside from all damage for an amount of turns equal to half your wisdom modifier, or until you cancel it with a bonus effect. Allies can enter and exit at will, but enemies cannot. Both you and your allies experience the effects of Mythic Empowered Quen while in the radius, but your allies movement is not hindered. If the barrier is hit with a spell of the 4th level or higher, both it and the spell fail on contact. Due to the extremely taxing nature of this ability, you cannot use the Quen sign again until you take a long rest.
School of the Viper
Starting at level 3, when you take this subclass, your tolerance of toxicity points increases more-so than the other Witcher types. The negative effects from reaching your tolerance level are delayed, making the effects come one tolerance point later than they originally should. This effect increases to two tolerance points at level 9, three tolerance points at level 14, and four tolerance points at level 19. In addition, you learn how to use two swords while fighting to your full capabilities. While wielding a short sword or a dagger in your off hand, you can add your proficiency bonus to attack rolls made with that short sword.
Starting at level 6, you become well practiced with a short sword in your main and off-hand, and gain the following benefits. If you are Two-Weapon Fighting with a short sword or dagger and a long sword and use a bonus action to attack with the short sword or dagger in your offhand, you can attack twice with it as part of that attack instead of once, however, the second attack is made without the proficiency bonus. At level 13, attacking with this feature is made with the proficiency bonus in tact.
Additionally, you use your expertise with poisons and toxins to use a special sign only know to the school of the Viper. This sign costs 3 points of vigor to cast.
Envenom: If you are at your toxicity threshold, you may spend 3 toxicity points in addition to the vigor cost to cast this sign. You shoot a cone of pure poison into an area in front of you. This cone is a 20ft wide, and 25ft long cone. This cone lingers for 1d4 turns, or until an Aard sign is used to blow it away. Any creature caught in this cone must make a constitution saving throw equal to your sign saving throw plus the amount of toxicity you had when you cast this sign. A creature who fails the saving throw takes 4d4 poison damage and becomes poisoned. You can spend extra points of toxicity to increase the damage dealt by this sign by an additional 1d4 poison for each point spent, (This effect must be declared before the creatures roll for saves). A creature who succeeds takes half damage and is not poisoned. Any creature that begins its turn inside the poison cloud, or walks into it for the first time on their turn, must make the constitution save again for the same effects.
Starting at level 12, you learn to harness the toxins that flow in your blood to benefit you. You add 1d8 points of poison damage to your damage rolls for every point of toxicity you have above your tolerance level. This is increased to 2d8 poison damage per point at level 17.
In addition, as an action, you can consume as many points of toxicity to heal yourself for 1d8 for each point of toxicity burned this way. This feature may only be used once per long rest. This effect increases to 2d8 at level 17.
Starting at level 18, whenever you craft a Witcher potion, you may choose one of these effects to occur.
- Double the effect of that potion, however, when you drink that potion, that potion adds double to toxicity because of how potent it became during the crafting process.
- Double the duration of that potion, however, when a Witcher drinks that potion, they are shocked and take 1d4 poison damage for every toxicity point above their tolerance level.
In addition, if you take poison damage, your next attack you land will deal an additional amount of poison damage equal to the amount of poison damage you took.
School of the Cat
Starting at level 3 when you take this subclass, so long as you are wielding a sword in your main hand and no other weapons in the other, you may use a bonus action to make a single attack with that weapon, this attack deals 1d4 extra damage of its respective type for every 5 feet you have moved in a straight line before that attack was made. This effect may be used a number of times equal to your proficiency bonus. In addition, you gain 5 feet of extra movement. This movement speed is increased to 10 at level 11, and 15 at level 19.
Starting at level 6, your attacks inflict deep cuts onto targets, causing them to bleed for extra damage. Whenever you attack a creature, at the beginning of that creatures next turn, they take 1d6 piercing damage due to that wound for a number of rounds equal to your dexterity modifier. If a creature were to heal at any time while a would is inflicted, that wound is healed as well. If a creature already has a wound when you hit it, that attack deals an extra 1d6 damage of the respective damage type. The extra damage increases to 1d8 piercing at level 11, 1d10 piercing at level 15, and 1d12 piercing at level 19.
Starting at level 12, you can dash as a bonus action on your turn. If you move at least 20 feet in a straight line, you can use your action to leap at a target up to 10 ft away from where you jumped and attempt to do a pouncing strike against a target. Make a melee attack against the target, if the attack hits, the target must succeed a Strength saving throw against your strength roll or be knocked prone. The attack deals an extra 2d8 damage even if the target isn't knocked prone. This feature may only be used once per short rest. At level 17, if the target is knocked prone, you may take an extra attack against that creature. This attack has advantage to hit.
Starting at level 18, you master the art of slashing your foes down and striking to kill. Whenever you attack a creature that is bloodied, you deal an extra 2d6 slashing damage to that creature, this extra damage may only be used on one attack against a creature per round. This feature also increases the damage of you bleeding damage that your cuts inflict from the level 6 feature, from 1d6 piercing damage to 1d12 piercing damage.
School of the Dragon
Starting at level 3, when you take this subclass, you begin to undergo minute modifications to your body. At level 3, you gain a pair of horns on your head. You also gain the ability to use a resource called Aspect of the dragon. Any sign you would cast is cast from your mouth, and its components turn from somatic to verbal, acting as a "Breath attack". Your Aspect of the dragon points are equal to your proficiency modifier and reset upon long rest. As a bonus action on your turn, you may spend a point of Aspect of the dragon to leap straight up into the air a distance of 5ft per point of strength modifier. Leaping like this provokes opportunity attacks. While in the air, you may move at half movement speed. Additionally, While in the air, you can use your attack action to target a creature within melee range if you were on the ground, or air, and dive straight onto them. An attack made against that target has advantage, and deals an additional 1d6 damage of your weapons respective type per 5 ft of distance that you fell, to a maximum of 10d6 damage. If you were to miss this attack, you take half of the damage you would take from the fall, and must make a constitution save with a DC of 10+the difference in rolls that caused you to miss, or be stunned until the end of your next turn. At level 7, you gain a tail that is long and slender, this tail allows your leap strength to be increased a bit, giving your leap a bonus of 5ft per point of dexterity modifier. At level 11, you gain a pair of wings that as long as half of your body length, granting you resistance to fall damage taken, additionally, when you use Aspect of the dragon, your leap strength is doubled. You also gain the use of your full movement speed after your leap.
Alternatively, you can expend a use of an Aspect of the Dragon to automatically succeed on any Dexterity(acrobatics) check.
Starting at level 6, when you cast the Aard sign, you may choose the damage type that Aard would hit with. In addition, when you chose the damage type of an Aard sign, you gain resistance to that damage type until you next cast the Aard sign, being surrounded in a thin veil from the magic of Aard over flowing within you. At level 13, when you cast the Aard sign, your next attack made after a use of Aspect of the dragon will have its damage type changed to that of the type selected from Aard.
Starting at level 12, when you use the Aspect of the Dragon feature, you no longer provoke opportunity attacks when leaping. Additionally, you may empower your aspect of the dragon attacks with Vigor points.
- Enfeebling Dive: You envelop your weapon in necrotic energy to enfeeble the target of your attack. When you attack a creature with an Aspect of the Dragon attack, you may spend a Vigor Point. If the attack hits, the creature hit by the attack must make a Constitution saving throw equal to your sign save DC. On a failed save, damage dealt by the target is halved until the start of your next turn.
- Frightening Dive: As you dive towards the enemy, the element chosen when you cast Aard last envelops you in the shape of a dragon, striking fear into the target. When you attack a creature with an Aspect of the Dragon attack, you may spend a Vigor Point. The target of your attack must succeed on a Wisdom saving throw equal to your sign save DC. On a failed save, it is frightened of you until the start of your next turn.
- Sweeping Dive: You strike the target by sweeping at their legs, causing them to lose their balance. When you attack a creature with an Aspect of the Dragon attack, you may spend a Vigor Point. If the attack hits, the creature must make a Strength saving throw equal to your sign save DC. On a failed save, the creature is knocked prone, and you land behind the target if possible.
- Piercing dive: You attack the the target with greater force than normal. When you attack a creature with an Aspect of the Dragon attack, you may spend a Vigor Point. If the attack hits, you land directly in front of the creature, if possible, and make an additional attack with your weapon as part of that attack without proficiency bonus to hit.
- Slamming Dive: With a sweeping strike, you slam a flying creature to the ground. When you attack a flying creature with your aspect of the dragon attack, you may spend a Vigor Point. If the attack hits, the creature drops straight to the ground with you and if the creature hits the ground, it takes an additional 1d6 bludgeoning damage per 5 feet the creature fell, forsaking the damage from the Aspect of the dragon's leap attack. Additionally, that creature has a 0 flight speed for half of your strength modifier turns.
- Raking Claw: As part of your aspect of the dragon leap, you may spend a point of vigor for every enemy creature within 5 feet of you to target that creature. The creatures targeted must make a dexterity saving throw with a DC equal to an acrobatics check you make, or take a single hit from your weapon as you leap into the sky. You can spend an additional point of your Aspect of the Dragon feature to target one of those creatures hit and drag them into the sky with you. If you do, you leap at half strength, and the target flies into the sky with you.
- Dragon's Counter: You attempt to counter attack a target that is attempting to attack you. Using a reaction, when a creature that you can see makes an attack against you, you may spend a Vigor point and a use of your Aspect of the Dragon feature. You increase your AC by 5 for that attack only. If the attack would miss you because of the AC increase, you may spend an additional Vigor Point to make a single attack against that creature.
Starting at level 18, you gain proficiency with rolls for initiative. If you would be less than your maximum uses of your Aspect of the Dragon feature, you gain one use of it. Additionally, you gain these effects as well.
- Whenever you hit a target with the Aard sign, you can use a bonus action to empower your next attack with your weapon, dealing an extra amount of damage equal to the type and amount of damage dealt by the Aard sign cast last. This effect may only be used 3 times per long rest.
- You may spend an additional point of your Aspect of your Dragon feature to give your next dive attack a bonus to it, granting that attack area of effect damage with its type equal to the type of damage chosen by Aard. The attack is spread to a cone of 15 ft, and any target beyond the first must make a dexterity saving throw with a DC equal to the initial attack roll. If the targets would fail the DC, they take half of the damage dealt from the Aspect of the Dragon attack. If they would succeed, they take one fourth of that damage.
- The Aard sign can be cast at its base level for no vigor cost, and it does not gain bonuses from runes if any are equipped.
- Your wings become more powerful, granting you the ability to use half of your movement speed as a full flight speed.