The WitcherA Homebrew Class for D&D 5th Edition
based on Sapkowski and CDProjekt's works
by Yollo the Dwarf
The Witcher
In a world where beasts, monsters and terrible
creatures are an ever-present threath, people
needed someone to protect them. During the ages,
some groups of hunters gathered and founded
training schools, where they taught the tricks of the
trade. But as more and more powerful monsters
appeared, it became clear simply relying on
knowledge and skills wasn't enough to defeat such
creatures and keep people safe.
As such, these schools started researching alchemy and
magic, amplifying their hunters' arsenal. Their greatest
discovery was the art of creating strong mutagenic
substances, who gave those who survived the treatment
abilities surpassing those of normal people.
Paid but DespisedA witcher is a trained monster hunter who kills creature for
coin. Some travel the land in search for bounties, other
may serve a lord or a community under constant threath
for a stable salary.
Nonetheless, witchers have no place to call home but the
place they trained in. The mutations they go under take toll
on their body, marking them and drawing the attention of
the others. Often seen as nothing but glorified hunters who
profit from the existence of monsters, they are scorned by
the common folk and usually only looked at as necessary
and unwanted employees by those who whire them.
Class FeaturesAs a witcher you gain the following class features
Hit PointsHit Dice: 1d10 per witcher level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your
Constitution modifier per witcher level after 1st
ProficienciesArmor: Light armor, medium armor
Weapons: Simple weapons, martial weapons
Tools: alchemical supplies
Saving Throws: Constitution, Intelligence
Skills: Choose two from Acrobatics, Animal Handling,
Arcana, Athletics, Stealth, Insight, Intimidation,
Investigation, Nature, Perception, Survival
EquipmentYou start with the following equipment, in addition to the
equipment granted by your background:
(a) a martial weapon or (b) two simple weapons
(a) five daggers or (b) a hand crossbow and 20 bolts
(a) studded leather armor or (b) chainmail
(a) an explorer's pack or (b) an adventurer's pack
alchemical supplies
Witcher SchoolYou have been taught the trade by someone who walked
the pathof the witcher before you. Usually, witchers are
trained in isolated and forgotten schools, where ancient
techniques and traditions are passed onto the next
generation of monster hunters and strange mutagens are
administered to the young trainees, altering their
capabilities.
At 1st level, you choose one from the following schools:
School of the Bear, School of the Cat, School of the Griffin,
School of the Viper, School of the Wolf.
Your choice grants you features at 1st level and again at
7th, 13th, and 20th level.
Monster HunterYou have a deep knowledge of various creatures and
monsters and how to hunt them. When you attack a non-
humanoid, non-celestial creature, you deal extra damage
equal to your proficiency modifier.
SignsAt 2nd level, you can harness the arcane forces of nature
and release them to generate magical effects by tracing
special signs in the air with your fingers.
You can use this feature a number of times as shown in
the Signs Uses column in your Witcher Class Table. You
recover all expended uses after a long rest. Using a sign
requires 1 action, unless noted differently.
Most signs require the targets to make a saving throw.
You use your Wisdom modifier for the purpose of
determining your signs saving throw DC.
Sign Save DC = 8 + your proficiency modifier + your
Intelligence modifier
Signs DescriptionAard. All creatures in a 6-meter/20-foot line must make a
Strenght saving throw. On a failed save, they are pushed
back by 3 meters/10 feet.
Axii You cast charm person.
Igni. You cast burning hands.
Quen. When hit are hit by an attack, you can use your
reaction to create a shield of static energy around your
figure, gaining resistance against bludgeoning, piercing and
slashing damage dealt by that attack. You must use the sign
before knowing the damage you suffer by the attack.
Somme. You cast sleep.
Yrden. You conjure a luminescent 3-meter/10-foot radius
circle on the ground, within 3 meters/10 feet of you. A
creature must attempt a Wisdom saving throw when it
enters the sign’s area for the first time on a turn or starts its
turn there. On a failed save, it is affected by the slow spell
as long as it remains in its area of effect. The sign lasts as
long as you mantain Concentration, up to 1 minute. Using
another sign breaks Concentration.
Witcher's alchemyAt 3rd level, you gain the ability of crafting potent
mutagens, weapon oils and bombs. After you finish a short
or long rest, you can choose to either drink one mutagen,
apply one oil on a weapon of your choice or craft two uses
of a bomb of your choice.
1THE WITCHER - by Yollo the Dwarf
The Witcher
Level Proficiency Bonus Features Signs Uses
1° +2 Witcher School, Monster Hunter ─2° +2 Signs 2
3° +2 Witcher's Alchemy 2
4° +2 Ability Score Improvement 2
5° +3 Extra Attack 2
6° +3 Favorite Tricks 3
7° +3 Witcher School Feature 3
8° +3 Ability Score Improvement 3
9° +4 Improved Alchemy, Expert Hunter 4
10° +4 Favorite Tricks 4
11° +4 Fast Reflexes 4
12° +4 Ability Score Improvement 4
13° +5 Witcher School Feature 5
14° +5 Favorite Tricks 5
15° +5 Superior Alchemy 5
16° +5 Ability Score Improvement 6
17° +6 Mutagen Improved Resistance 6
18° +6 Favorite Tricks 6
19° +6 Ability Score Improvement 6
20° +6 Witcher School Feature 7
You must spend 10 minutes during which you need access
to your alchemical supplies to use this feature. The saving
throw DC of your bombs is equal to your sign saving throw
DC.
All effects of mutagens and oils ends whenever you use
this feature to create another mutagen, oil or bomb.
Similarly, a bomb becomes inert when you do so.
You can use a bomb as an action, throwing it up to 18
meters/60 feet.
MutagensBlizzard. You can take the Dash and Disengage actions as
a bonus action.
Cat. You gain darkvision in a 18 meters/60 feet range. If
you aldready possess darkvision, you increase your
darkvision range by 18 meters/60 feet instead.
Golden Oriole. Choose one damage type between acid,
cold, fire, lightning and poison. You become resistance to
that damage type.
Petri's Filter. You regain a number of expended signs
equal to your Intelligence modifier when you complete a
short rest.
Swallow. When you have less than half your total hit
points, you regain a number hit points equal to your
Constitution modifier (minimum 1) at the start of each of
your rounds. The effect of this mutagen ends if you drop to
0 hit points, if you heal up to your total hit points or after 1
minute.
Thunderbolt. Your AC increases by 1.
Willow. You are immune to being frightened and charmed.
BombsDimeritium Bomb. It explodes, releasing particles of an
anti-magic substance in a 3-meter/10-foot sphere that lasts
for 1 minute. All creatures in the area must make a
Concentration check whenever they try to cast a spell or
use a magical ability. A strong wind disperses the particles.
Dragon's Dream. It creates a cloud of flammable gas in a
sphere of 4,5-meter/15-foot radius that lasts 1 minute. If
anything ignites it, the gas explode, and any creature in the
area of effect must make a Dexterity saving throw. On a
failed save, they suffer 5d6 fire damage, or half as much on
a successful save. The gas lasts until ignited, until the effect
ends or if it is dispersed by strong wind.
Samum. It explodes in a 3-meter/10-foot sphere, releasing
a loud bang and extremely bright light. Creatures in the
area must make a Dexterity saving throw. On a failed save,
they are blinded until the start of your next round.
OilsBlack Blood. When you hit with the affected weapon, all
healing on the target is prevented until the start of your
next round.
Hunter's Coating. The weapon deals an additional 1d8
acid damage against a creature type chosen at oil creation.
2THE WITCHER - by Yollo the Dwarf
Ability Score ImprovementWhen 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 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 attackBeginning at 5th level, you can attack twice, instead of
once, whenever you take the Attack action.
Favorite TricksAt 6th level, you choose any combination of two signs,
mutagens, bombs or oils as your favorite witcher tricks. You
gain the respective improvements. You choose another two
favorite tricks at 10th, 14th and 18th levels.
SignsAard. On a failed save, creatures also fall prone.
Axii. You cast charm monsters.
Igni. You cast burning hands as if cast with a 4th-level slot.
Quen. When you are hit by a melee attack and use this
sign, the attacker suffers half the damage dealt (before
applying resistance).
Somme. You cast sleep as if cast with 4th-level slot.
Yrden. When you use this sign, you can choose a number
of creatures equal to 1 + your Intelligence modifier to
automatically succeed on its saving throws.
MutagensBlizzard. You can also make one melee weapon attack as a
bonus action after you take the Attack action on your turn.
Cat. You also gain advantage on Perception checks.
Golden Oriole. You choose two damage types from the list
and gain resistance to both.
Petri's Filter. If you roll Initiative and have no sign use left,
you regain one.
Swallow. When the mutagen's effect is active, you regain
an additional 5 hit points at the start of each of your
rounds.
Thunderbolt. Your AC increases by 2.
Willow. You also become immune to being paralyzed,
petrified and stunned.
BombsDimeritium Bomb. Creatures have disadvantage on the
Constitution saving throw.
Dragon's Dream. The cloud can be ignited twice before
dispersing.
Samum. On a failed save, a creature is also stunned.
Weapon OilsBlack Blood. The weapon gain the same quality as a
vicious weapon.
Hunter's Coating. The weapon's additional damage
increases by 1d8.
Expert HunterAt 9th level, you have advantage on Intelligence checks to
recall specific informations about creatures, and on
Survival checks to track creatures.
Improved AlchemyAt 9th level, you can create any combinations of up to two
different mutagens, bombs or weapon oils whenever you
use witcher's alchemy feature.
Fast ReflexesAt 11th level, you have advantage on Initiative checks.
Superior AlchemyAt 15th level, you can create any combinations of up to
three mutagens, bombs or weapon oils whenever you use
witcher's alchemy feature.
Mutagen Improved EnduranceAt 17th level, you are immune to illness and being
poisoned.
Witcher SchoolsEach of the Witcher Schools has honed its own hunting
and combat styles. After centuries of improving their own
techniques, kept secret from outsiders, a trainee Witcher
slowly learns how to become the ultimate monster hunter.
School of the BearBear Witchers focus on their physical strenght to brutally
smash their preys.
Bonus ProficienciesWhen you select this witcher school at 1st level, you gain
proficiency in heavy armor.
Furious StrikeWhen wielding a weapon with two hands, you can reroll its
damage dice if you get 1 or 2 as the result of a roll. You
must keep the new result even if it's 1 or 2.
You must wield a two-handed or versatile weapon to gain
this benefit.
Devastating BlowAt 7th level, when you score a critical hit while wielding a
weapon with two hands, you roll and additional damage
dice (3).
You must wield a two-handed or versatile weapon to gain
this benefit.
Disruptive ImpactAt 13th level, when you hit with a melee attack while
wielding a weapon with two hands, you can try to push or
trip your target as a bonus action. The creature must make
a Strenght saving throw contested by your attack roll. On a
failed save, you can choose to push it back by 3 meters/10
feet or trip it prone. If a creature is at least two size larger
than you, it's immune to this feature.
You must wield a two-handed or versatile weapon to gain
this benefit.
Inhuman StrengthAt 20th level, you double your Strength damage bonus
when wielding a weapon with two hands. In addition,
whenever you score a critical hit, you roll an additional
damage dice (4).
You must wield a two-handed or versatile weapon to gain
this benefit.
3THE WITCHER - by Yollo the Dwarf
School of the CatCat Witchers are nimble and precise hunters, who favor
mobility and quickness over brute force.
Rapid StrikeThe first time you hit with a melee weapon attack during
your turn, you can make another melee weapon attack
against the same target at disadvantage. This attack does
not add your Strenght or Dexterity modifier to its damage.
You must wield a light or finesse weapon to use this
feature.
Flashing ParryAt 7th level, when you would be hit by a weapon attack
from a creature you can see, you can expend your reaction
to try and parry it. You add your proficiency modifier to you
AC, and resolve the attack against it.
You can't use this feature if you aren't wielding a melee
weapon.
EvasionAt 13th level, you can dodge out of the way of certain area
effects, such as a dragon's breath or an ice storm spell.
When you are subject to an effect that allows you to make a
Dexterity saving throw to take only half damage, you
instead take no damage if you succeed on the saving throw,
and only half damage if you fail.
CounterattackAt 20th level, you can make a total number of reactions per
round equal to your Dexterity modifier.
In addition, whenever you make an attack miss by using
flashing parry, you can spend an additional reaction to
make a melee weapon attack against the attacker.
School of the GriffinThe School of the Griffin has tailored its fighting style
towards hunting monster packs and facing multiple
enemies at a time.
Impenetrable DefenseYou gain a +1 bonus to AC. You cannot be flanked and
enemies do not gain the benefits of Pack Tactics against
you.
BattledanceAt 7th level, all attacks of opportunity against you are made
at disadvantage.
TauntAt 13th level, as a bonus action, you can try provoking all
enemies within 9 meters/30 feet of yourself.
You make a Charisma(Intimidate) check contested by a
Wisdom saving throw, made by any creature of your choice
in the area of effect. If you succeed, they suffer
disadvantage on any attack roll on a target that isn't you
until the start of your next round or until you're
incapacitated. In addition, you reduce all damage you suffer
from attacks by your proficiency modifier until your next
round.
Storm of the BattlefieldAt 20th level, when you take the Attack action, you can
make a single melee weapon attack to hit each creature
within your reach. You make a separate attack roll for each
target.
School of the WolfWolf Witchers are the most versatile of their trade. They
search to find balance between their fighting skill, the use
of signs and the crafting of alchemical creations.
Favorite WeaponChoose a weapon you are proficient with. You deal an extra
1d4 damage with that weapon.
Focused SignAt 7th level, when you cast a sign, you can choose to inflict
disadvantage on its saving throw to all targets. You cannot
use this feature again until you complete a long rest.
Eye of the HunterAt 13th level, once per round, when you hit with a melee
weapon attack, you can double your monster hunter bonus
damage.
Master HunterAt 20th level, you gain advantage on saving throws against
spells and any special ability possessed by creatures that
trigger your monster hunter feature.
School of the ViperViper Witchers aren't exclusively monster hunters, but will
instead kill anything they can be paid for, making no
distinction between a wolf pack, a troll or a person.
Sneak AttackOnce per turn, you can deal an extra 1d6 damage to one
creature you hit with an attack if you have advantage on the
attack roll. The attack must use a finesse or a ranged
weapon.
You don't need advantage on the attack roll if another
enemy of the target is within 1,5 meters/5 feet of it, that
enemy isn't incapacitated, and you don't have disadvantage
on the attack roll. The amount of damage increases as
shown in the Sneak Attack Damage Table.
Sneak Attack DamageLevel Extra Damage
1st─4th 1d6
5th─8th 2d6
9th─12th 3d6
13th─16th 4d6
17th─20th 5d6
Hired BladeAt 7th level, you double the extra damage dealt by hunter's
coating.
In addition, when you deal sneak attack damage to a
humanoid or celestial, you add the bonus damage from
your monster hunter feature.
4THE WITCHER - by Yollo the Dwarf