The Witcher Class - SP Homebrew V. 2.1

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Witcher

D

ueling silver blades catch the moonlight as they meet. A grimacing human recoils, twists his fingers, and summons a flash of flame that engulfs his foe.

Creating a Witcher

Mismatched elven eyes spot a chimera flying over the distant hillock. Smirking, the elf reaches into her pack: one hand grasps a fresh deer haunch, the other palms a poison. Cutting into the golem's face, a colorless dragonborn calls out and points to a gem revealed in the cavity. A second dragonborn smashes his hammer into it, and the giant instantly falls limp. Witchers guard the realms of men from the monsters of the wild. Hunters by trade and training, these ruthless warriors use any tactic that insures victory. A witcher knows the value of both books and blades, and will try to gather knowledge about their prey before facing them. In battle, a witcher interweaves arcane spells with sure-footed swordplay in order to win the day.

Consider why your character became a witcher. Is this the only life you know? Were you born to be a witcher, or did you choose it? Do you hunt monsters for coin, for justice, or for fun? How did you learn your skills, and how are you learning new ones? Is there a community of witchers nearby where you train between adventures? Do you glean insight from older witchers when you see them on the road? Who, if anyone, would you call your mentor? Most witchers learn their craft over time and on the go. Let your DM know what witcher school you wish to follow, so this progression can come naturally. Most importantly: what do you consider a monster? Oftentimes, "civilized" folk are more hideous and cruel than the monsters a witcher is trained to kill. Maybe this is a question you know the answer to, or maybe you still seek the truth. Whoever you are, this question will likely be central to your career as a witcher.

Patient Pragmatists

Quick Build

A witcher never shies from a challenge, but rarely meets it head-on. Witchers overwhelm their foes with a mixture of relentless attacks, arcane tricks, and any tool it takes to get the job done. While it's uncommon for them to be masters of any one technique, witchers know that finding an enemy’s weakness is more valuable than overcoming its strength. A witcher will seek to confuse, flank, and intimidate an enemy, rather than overwhelm it outright. A witcher's power comes directly from their preparedness. They are always sharpening their blades, brewing concoctions, or scouring a tome for hidden knowledge. A witcher will utilize any skill, so long as it gives them an edge. When facing a powerful foe, the witcher will opt for hit-andrun tactics, wearing away the enemy over the span of hours, or even days. By keeping an enemy off-balance long enough, they know it will eventually make a fatal mistake. That is when a witcher prefers to close in for the kill.

You can make a witcher quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Intelligence. Second, choose the outlander background.

Close and Personal

Ranged combat too often ends in a target's escape. For this reason, witchers' abilities focus on melee combat exclusively. That said, if an arrow to the knee proves to be the most effective option during a hunt, a witcher won't hesitate to bring a bow or crossbow to bear. A Note to Fans of "The Witcher" Series This class is designed to coexist with any fantasy setting. As such, some aspects of the original books' mythos have been ignored or reinterpreted. If your game is set in the world of "The Witcher", you may wish to restrict the School of the Viper and School of the Griffin subclasses.

1

The Witcher Level

Proficiency Bonus

1st

+2

2nd

Features

Cantrips Known

Spell Slots

Witcher's Medallion, Monster Manual, Finesse

-

-

+2

Fighting Style, Spellcasting, Witcher's Whetstone

1

2

3rd

+2

Witcher School feature

1

2

4th

+2

Ability Score Improvement

1

3

5th

+3

Extra Attack, Expanded Spell List

1

3

6th

+3

Slayer's Trance

1

4

7th

+3

Medallion Improvement, Witcher School feature

1

4

8th

+3

Ability Score Improvement

2

5

9th

+4

Expanded Spell List

2

5

10th

+4

Detailed Manual

2

5

11th

+4

Intuition

2

5

12th

+4

Ability Score Improvement

2

6

13th

+5

Pursuit

2

6

14th

+5

Adrenaline Rush

3

6

15th

+5

Witcher School feature

3

6

16th

+5

Ability Score Improvement

3

7

17th

+6

Witcher's Whetstone Improvement

3

7

18th

+6

Deep Trance

3

7

19th

+6

Ability Score Improvement

3

7

20th

+6

Witcher School feature

3

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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 Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per witcher level after 1st Proficiencies

Armor: Light armor, medium armor Weapons: Simple weapons, martial weapons Tools: Alchemist’s Supplies or Poisoner’s Kit Saving Throws: Constitution, Intelligence Skills: Choose two from Athletics, Arcana, Intimidation, Insight, Investigation, Perception, Stealth, and Survival. Equipment

(a) two longswords, or, (b) one martial weapon (a) a hand crossbow with 20 bolts, or (b) two daggers. (a) leather armor, or (b) scale mail (a) an explorer’s pack, or (b) a dungeoneer’s pack. A witcher’s medallion (if your DM allows it).

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Witcher's Medallion

You wear a silver medallion on a chain around your neck. The medallion is magical, and can only be attuned to a trained witcher. The medallion is a catalyst for your senses, to warn you of magic and monsters nearby. Over the course of a long rest, you may attune the witcher’s medallion to one type of creature (celestial, fey, fiend, undead, etc.). You may change the attunement each long rest. When you are within 5 feet of such a creature, the medallion begins to softly vibrate. You're the only one to notice the vibration of the medallion. The medallion gives no other information. You may not attune the medallion to the humanoid type. At 7th level, the medallion vibrates within 15 feet of a creature whose type you’ve attuned for. When you are within 5 feet of such a creature, the vibration grows notably stronger. If a witcher’s medallion is lost, a new one may be purchased or crafted by a skilled craftsman for 500 gold pieces. At the start of a campaign, your DM may choose to withhold the Witcher’s Medallion from you until you’ve completed a certain mission, until you have enough gold pieces to craft it, or until you are a higher level.

Monster Manual

Studying monsters is just as important as stabbing them. Choose a kind of creature (such as Adult Red Dragons, Pirate Captains, or Bullettes). If you have a way to study the creature (reading a report, interviewing a witness, observing a captured specimen, etc.), you may spend 8 hours learning about that creature’s skills and weaknesses. This ability may also be used during a long rest after you survive an encounter with a creature. When you use this ability, you may choose one of the following things to learn about the creature. If the answer is “none”, the DM will say as much: One vulnerability One resistance One damage immunity One condition immunity One proficiency (the type of proficiency, not the exact bonus) The DM may choose to impart other information as well. You then chronicle the creature in your witcher’s Monster Manual. The Monster Manual will affect other witcher abilities, so it's important to keep track of which creatures are listed in it. It's not necessary to chronicle them in a physical book. Once you have used this ability on a creature, you must survive a new encounter with them or obtain a new source of study in order to target the creature with this ability again. Persuasion rolls made against creatures in your Monster Manual have disadvantage, due to your uncanny knowledge setting most creatures' instincts on edge.

Finesse

You've specialized in the use of a single weapon type, refining its balance in battle. Choose one slashing or piercing weapon that does not have the two-handed property. You may now use that weapon as a finesse weapon. You are now proficient with the weapon, if you were not already.

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Defense

While you are wearing armor, you gain a +1 bonus to AC. Dueling

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. Great Weapon Fighting

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 reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit. Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Spellcasting

Spellcasting

Your intensive training and study of the arcane has given you a mastery over a handful of spells. See chapter 10 of the Player’s Handbook for the general rules of spellcasting. Cantrips

You know one cantrip of your choice from the following spell list. You learn additional witcher cantrips at higher levels, as shown in the Cantrips Known column of the Witcher table. Friends Light Prestidigitation Spell Slots

The Witcher table shows how many spell slots you have. To cast one of your witcher spells, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. Spell Level

Witcher spells are always cast at their lowest level. For example, if you cast the 1st-level spell thunderwave, the spell will be cast at 1st-level, regardless of your witcher level. Spells Known

At 2nd level, you know four 1st-level spells. Those spells are: Burning hands Entangle False life Thunderwave At 5th level, you learn the following 2nd level spells. Those spells are: Darkvision Locate Object At 9th level, you learn the following 3rd level spell. That spell is: Tongues Signs

A witcher’s spells are cast by making arcane glyphs with a free hand, giving witchers the ability to cast spells swiftly and discreetly. Casting witcher spells does not require expending materials, nor does it require an arcane focus. Further, when casting a witcher spell, you may ignore any verbal component. If you have one or both hands free, you can cast any witcher spell as a bonus action. Spellcasting Ability

Intelligence is your spellcasting ability for your witcher spells. Like a wizard, your magic comes from intense and precise training. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a witcher spell you cast when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier 3

Witcher's Whetstone

Beginning at 3rd level, you can prepare weapons with oils and arcane enchantments, enhancing their effectiveness against particular foes. Choose one melee weapon. Over the course of a long rest you perform a ritual with the weapon, granting it +2 damage against creatures in your Monster Manual. The weapon does not need to be wielded by you. If the attacked creature is not in your Monster Manual, this bonus is not applied. This bonus is added to any other bonuses granted by the weapon. At 17th level, you may choose a total of 2 melee weapons to upgrade with this ability.

Witcher School

When you reach 3rd level, you are no longer a witcher-intraining, but a fully-fledged witcher with a customized witcher’s medallion. If you have one, you may exchange your witcher’s medallion for one that matches your school’s icon. You are now equipped to hone your skill with a specific school’s teachings. You choose either the School of the Wolf, School of the Cat, School of the Viper, or School of the Griffin, all detailed at the end of this class description.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Slayer's Trance

At 6th level, you can enter a trance in which you disregard all mental and physical limitations. As a bonus action, you ignore the effects of exhaustion, you increase your armor class by 2, and whenever you make a melee attack, add your intelligence modifier to hit. During this time, you have disadvantage on all Perception checks, and you automatically fail passive Perception checks, due to your hyper-focus on your immediate surroundings. This lasts for 1 minute, until you are knocked unconscious, or until you choose to end it. Upon exiting the trance, you gain one point of exhaustion (detailed in Appendix A of the Player's Handbook). You must finish a short or long rest before using this ability again. Initiating the Slayer's Trance Some witchers can enter the trance through sheer focus, but a more common method involves drinking a special, dangerous potion that pushes the witcher to their limits.

4

Detailed Manual

Beginning at 10th level, you do not lose a fight twice. You may now target specific, individual creatures with the Monster Manual ability (i.e. instead of studying Green Hags, you may now choose to study Gretel: Green Hag of the Messy Swamp). You may only study a creature in this way during a long rest, after surviving a close or dangerous encounter with it. After a creature is recorded this way, you may not be charmed or frightened by its spells and abilities. Additionally, your weapon attacks against such a creature score critical hits on an attack roll of 19 or 20.

Intuition

From 11th level onward, you have advantage on Wisdom (Insight) and Intelligence (Investigation) checks made to discern magical disguises and illusions. Additionally, you gain proficiency in either Insight or Investigation, if you have not already.

Pursuit

At 13th level, the flash of your weapon is so swift that escape is no longer an option for your enemies. When you use your reaction to attack a creature, you may make two attacks instead of one.

Adrenaline Rush

At 14th level, you can continue the hunt even when your body is at its brink. You may choose to ignore the effects of exhaustion for 1 minute. You must finish a long rest before using this ability again.

Deep Trance

Starting at 18th level, your Slayer's Trance shuts out everything but you and the enemy. When you hit with a melee attack while in the Trance, add your intelligence modifier to the attack's damage. Additionally, if you are knocked unconscious during the Trance, the Trance pauses, and it continues if you are brought back to consciousness.

Witcher Schools

Early witchers developed monster slaying practices by watching natural predators and mimicking their actions. Over time, these became established schools of thought. At 3rd level, a burgeoning witcher won't have trouble finding a school or instructor to show them the next lesson. Witcher schools are always happy to accept talented pupils. Even reclusive witchers will make time for instruction: better to teach a witcher now than bury one later.

School of the Wolf

Hunters first and foremost, witchers who learn from the school of the Wolf devote themselves wholly to the pursuit of their prey. Such witchers are effective on their own, but like wolves, they work better in packs, so they try to improve both themselves and their allies. Followers of this school are valued members of any adventuring group. Witcher's Weapon

At 3rd level, choose one melee weapon you have proficiency with. You make an arcane inscription upon the weapon, tying it to yourself, marking it as your witcher’s weapon. The witcher’s weapon always holds the improvement granted by your Witcher’s Whetstone ability, and no longer counts towards the total amount of weapons improved. Over the course of a long rest, you may remove the runes from your witcher’s weapon, and inscribe them upon a new melee weapon. The witcher’s weapon’s attacks are magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. As a bonus action, you may choose to imbue the witcher’s weapon with a damage type: fire, cold, lightning, acid, necrotic, or radiant damage. The weapon deals that type of damage for one minute, or until you end the effect. You must take a short or long rest before using this ability again. Alpha Wolf

Beginning at 7th level, you learn to leave openings in an enemy’s defenses where your allies can strike. As a bonus action, you may take the Help action. Bleeder

Beginning at 15th level, your weapons are prepared to interrupt your target’s recovery. After you make a successful melee attack with your Witcher’s Weapon against a creature, that creature gains no benefit from taking a short rest. In addition, whenever that creature receives healing, the creature must make a Constitution saving throw against your spell DC. On a success, it heals as normal and is no longer effected by this ability. On a failure, the healing effect is halved, and the creature is still bloodied. The creature also recovers from this ability after a long rest. You may choose not to use this ability when you attack. Silvered Strike

At 20th level, you know exactly when to deliver a mortal blow. When you hit a creature in your Monster Manual with a melee attack, you may choose to deal double damage with that attack. You must choose to use this ability after you hit, but before you roll for damage. This ability doubles the total of all damage made with the attack. Once you use this feature, you can’t use it again until you finish a short or long rest.

Presumptive Defense

When you select this school at 3rd level, you're able to predict and parry an opponent’s attacks. When not wearing armor, you may add your intelligence modifier to your AC. Chase

Starting at 3rd level, you’ve learned to twitch into action whenever you see your enemy move. When you make a reaction attack against a creature, you may choose to use any of your unused movement that round to follow the creature during its turn. You must stay within 10 feet of the creature during this ability. Toy

At 7th level, your enemies are little more than playthings. You may make the Shove action as a bonus action. If the creature is your size or smaller, you may use acrobatics, instead of athletics, when attempting to shove the creature. Hostage

At 15th level, you learn to wield enemies against each other. When you are grappling a creature, you gain a bonus of +2 to armor class against all other creatures' attacks. If the grappled attempts and fails to break the grapple, you may immediately use your reaction to make an attack against it. Fatal Trance

At 20th level, your Trance becomes that of a wild beast. In addition to the normal Slayer's Trance, you may choose to enter the Fatal Trance. While in this Trance, your movement speed increases by 10 feet. Select one creature. During the Fatal Trance, your attacks against this creature are made with advantage. If the creature is in your Detailed Manual, weapon attacks against it score critical hits on rolls of 18, 19, or 20. If the creature dies, you may select a new creature to focus on. While in this trance, you gain the Evasion ability. When you are subjected to an effect that allows you to make a Dexterity saving throw or take only half damage, you instead take no damage if you suceed on the saving throw, and only half damage if you fail. All other Slayer's Trance rules apply during the Fatal Trance. Upon leaving the Fatal Trance, you gain 2 points of exhaustion, instead of the 1 point from a normal Slayer's Trance.

School of the Cat

Witchers who learn the ways of the Cat hone the art of controllling an opponent. Such witchers surround their foes, play with them, and punish each misstep with a flurry of steel. Very rarely do they wear armor, instead anticipating and parrying each of their enemy's attacks. 5

School of the Viper

Merciless witchers most commonly follow the school of the Viper. The Viper does not simply exploit weaknesses; it creates them. Students of the Viper kill without a shred of honor, trusting their poisons to do the fighting for them. Witchers who follow this path end most battles in their workshop, well before any blade is drawn. Witcher's Philters

From 3rd level onward, you efficiently prepare a daily dose of poisons. You gain proficiency with alchemist's supplies and the poisoner's kit. As part of a long rest, you may prepare a number of poisons equal to your intelligence modifier. These poisons carry a DC 8 + (your Intelligence modifier) Constitution saving throw to resist. On a failure, the creature is poisoned for 1 minute. The creature may repeat the saving throw at the end of each of its turns, ending the effect on a success. If a creature is poisoned by this ability, it cannot be poisoned in this manner again for 24 hours. Once a poisoned weapon successfully hits, that poison is expended. All poisons crafted by this ability lose potency during your next long rest. Improved Poisons

At 7th level, you become more effective with poisons. When you craft a poison or a Witcher's Philter, the DC to save against that poison increases by a number equal to your proficiency bonus. In addition, when applying a poison, you are able to coat twice the number of weapons or ammunition with a single dose. Merciless Manual

From 15th level onward, your mind becomes your sharpest weapon. If a creature is in your Monster Manual, and it has immunity or resistance to poison, your crafted poisons ignore those resistances. If the creature has no resistance to poison, it has disadvantage on saving throws to resist your Witcher's Philters. Additionally, you may now use Intelligence as your ability modifier for Intimidation and Insight checks against creatures in your Monster Manual. Symbiotics

At 20th level, you create a unique concoction, keyed to your own body, that grants you superior abilities. Over a long rest, you craft a potion that has one of the following effects: Mimic the effects of the True Seeing spell for 1 minute. Mimic the effects of the Greater Invisibility spell for 1 minute. Mimic one of the effects of the Protection from Energy spell for 10 minutes. Mimic one of the effects of the Alter Self spell for 1 hour. Only you may benefit from this potion. If anyone else attempts to drink it, it has the effect of one of your Witcher's Philters. The potion loses potency during the next long rest.

6

School of the Griffin

In some exotic parts of the world, ancient witchers encountered arcane beasts that resisted normal weaponry. In response, these witchers adapted a deeper mastery of magic. Some young witchers still learn to truly master the use of signs in battle. Squall

From 3rd level onward, you learn the gust cantrip, and may cast it as a witcher cantrip. Further, you gain an additional 1 spell slot, beyond the spell slots described in the witcher class table. Arcane Ambidexterity

At 7th level, you are able to cast separate spells with each hand. If both of your hands are free, you may cast witcher cantrips and spells as both an action and bonus action on the same turn. Further, you are now proficient in the Arcana skill, if you were not already. Spark

At 15th level, you expand the versatility of your magical repertoire. You learn the firebolt cantrip, and can cast it as a witcher cantrip. Like other witcher spells, firebolt is cast in its lowest form, as if you were 1st level. You also gain an additional 1 spell slot. This is in addition to the the bonus spell slot previously gained from the Squall ability. Caster's Trance

At 20th level, you can access a deep well of arcane energy within yourself. In addition to the normal Slayer's Trance, you may choose to enter the Caster's Trance. In this trance, casting witcher spells does not deplete spell slots, nor do you require spell slots to cast. All other Slayer's Trance rules apply during the Caster's Trance. Upon leaving the Caster's Trance, you gain 2 points of exhaustion, instead of the 1 point from a normal Slayer's Trance.

A Note to DMs Play with the Monster Manual The Monster Manual ability is critical to this class, but it does require a significant amount of downtime to work. You can influence a quest's difficulty by adjusting the time needed to record a certain creature in the Monster Manual. Some creatures may only take an hour, while others may take days. Simple creatures should be easy to record, while more powerful or mysterious creatures may require significantly more time and resources. If you wish to further limit a witcher's ability to record creatures, consider attaching a cost to it. For example, researching a creature may cost 10 gp per level of the creature's CR, to account for bribes, beers, and books bought to obtain the necessary information.

Starting Gear Many players may ask to start with a silver sword. If you allow this, consider granting the other players an additional 100 gp for balance. You may instead consider linking the silver sword to the witcher's personal quest; perhaps they've recently pawned it for cash, or lost it during a previous quest, and retrieving it will be a moment of victory. Additionally, remember that the Witcher's Medallion is yours to give to the player when you see fit.

Regarding Resistances The witcher class puts a premium on knowing a creature's weaknesses. However, most creatures (especially high-CR creatures) completely lack weakness, making this ability lackluster. Consider giving such creatures "aversions" to certain damage types. Perhaps a certain damage type doesn't directly deal double damage, but it has a minor effect like disrupting regeneration (a la radiant damage and the undead) or frightening a creature (wild things, like wolves and yetis, rarely enjoy the sight of flames). Not every creature needs a weakness, but recognize that uncovering an enemy's weakness will be a source of joy for the witcher's player.

Exhaustion Exhaustion is a core mechanic in this witcher class. The effects of exhaustion can be extremely taxing, which is good; Slayer's Trance is a very powerful ability, and it should have a serious cost. Don't pull any punches when exhausting the witcher. Consider having your player character's appearance slowly change over time, if they overuse the Slayer's Trance. Advanced exhaustion takes multiple long rests to remove. If this is negatively effecting the pace of your campaign, consider giving players the opportunity for a "superior" rest: in an elven glade, or a holy place, where a single long rest removes all points of exhaustion.

Don't Let Friends Be Your Enemy Friends is a powerful cantrip, especially because a witcher can cast it silently. The social effects of brainwashing someone should not be ignored. Consider using "The Witcher" series as a guide. The Axii spell (a similar bit of sorcery) is useful when dealing with brigands and outlaws, but if someone sees or suspects the witcher using it on their friend, they're quick to aggression.

7

This class is designed for play in 5th Edition Dungeons & Dragons. The formatting for this class was made possible by the Homebrewery, at http://homebrewery.naturalcrit.com/ Thanks to the following redditors for providing a helpful analysis and critique of this class: Not_Han_Solo Metacide MrShiftyCloak jjthejetplane624 Faustus_ Fayt-Harkwind Havok-Trance Binkleheimer LenitasNemori 4RestM robot_wrangler Acr0ssTh3P0nd DyingDutchmanNL

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The Witcher Class - SP Homebrew V. 2.1

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