The Witcher Class - SP Homebrew

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Witcher

D

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

Mismatched elven eyes spot a chimera flying over the distant hillock. Smirking, she 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.

Patient Pragmatists

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 training. They are always sharpening their blades, brewing concoctions, or scouring a book for hidden knowledge. Moreover, they don't limit themselves to learning a single practice. A witcher will utilize any skill, so long as it's effective. 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 strike.

Creating a Witcher

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. 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. Quick Build

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 subclass.

1

The Witcher Level Proficiency Bonus Features

Spell Slots

1st

+2

Witcher's Medallion, Monster Manual, Steel and Silver

-

-

2nd

+2

Fighting Style, Spellcasting, Witcher's Whetstone

1

2

3rd

+2

Witcher School feature

1

3

4th

+2

Ability Score Improvement

1

4

5th

+3

Extra Attack, Expanded Spell List

1

5

6th

+3

Monster Slayer

1

6

7th

+3

Medallion Improvement, Witcher School Ability

1

6

8th

+3

Ability Score Improvement

2

6

9th

+4

Witcher's Whetstone Improvement, Expanded Spell List

2

7

10th

+4

Intuition, Wolf School Improvement

2

7

11th

+4

Pursuit

2

7

12th

+4

Ability Score Improvement

2

8

13th

+5

Adrenaline Rush

2

8

14th

+5

Sunder Armor

3

8

15th

+5

Witcher School feature

3

9

16th

+5

Ability Score Improvement

3

9

17th

+6

Witcher's Whetstone Improvement

3

9

18th

+6

Monster Slayer Improvement

3

10

19th

+6

Ability Score Improvement

3

10

20th

+6

Witcher School feature

3

10

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).

2

Cantrips Known

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, or such a creature's magical effect, 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. The witcher's medallion does not react to any magic items you or your allies have held for at least one hour. 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. If you have a way to study a non-humanoid-type creature (reading a report, interviewing a witness, observing a captured specimen, etc.), you may spend 4 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 may 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 the Monster Manual. 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 against the creature or obtain a new source of study in order to target the creature with this ability again.

Steel and Silver

You have 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.

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 Prestidigitation True Strike 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. Witcher spells are always cast at their base 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.

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.

3

Witcher's Whetstone

Beginning at 3rd level, you can prepare weapons in a manner that makes them effective against your studied enemies. Choose 2 melee weapons. Over the course of a short rest you perform a ritual with the weapons, granting them +1 to hit and +1 damage against creatures in your Monster Manual. The weapons do not need to be wielded by you. If the attacked creature is not in your Monster Manual, these bonuses are not applied. No more than two melee weapons may hold this ability at any time. This bonus is added to any other bonuses granted by the weapon. At 9th level, this bonus becomes +2 to hit and +2 damage. At 17th level, this bonus becomes +3 to hit and +3 damage.

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, or School of the Viper, 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.

Monster Slayer

At 6th level, whenever you make a melee attack against a creature that you’ve recorded in your Monster Manual, add half of your intelligence modifier (rounded up) to hit. Starting at 18th level, whenever you make a melee attack against a creature that you’ve recorded in your bestiary, add half of your intelligence modifier (rounded up) to the damage dealt.

Intuition

From 10th 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 11th 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 13th 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 (as per the condition on page 291 of the Player's Handbook). You must finish a long rest before using this ability again.

4

Sunder Armor

Beginning at 14th level, your critical strikes leave openings in a creature’s defenses. When you roll a 20 on your attack against a creature, that creature’s armor class is reduced by 1. The creature’s AC returns to normal after a short or long rest, or if it otherwise repairs the damage.

Blind Spot

At 15th level, you know that the safest place is often the one nearest your enemy. When you are within melee range of a grappled creature, that creature’s attacks against you have disadvantage.

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. You may choose to imbue the witcher’s weapon with a damage type: fire, cold, lightning, or acid damage. The weapon then deals that type of damage. During a short rest, you may change the damage type or reset the weapon damage to normal. At 10th level, the following damage types also become available to you: necrotic, thunder, and radiant. 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.

School of the Cat

Witchers who learn the ways of the Cat are lithe in combat. Their fluid swordplay is reminiscent of a feline stalking its prey. Very rarely do they wear armor, instead anticipating and parrying each of their enemy's attacks. Such witchers surround their foes, taunt them, and punish each misstep with a flurry of steel. Presumptive Defense

When you select this school at 3rd level, you begin to master a tactical style of swordplay. Your ability to predict and react to an opponent’s attacks is so great that, when not wearing armor, you may add your intelligence modifier to your AC.

Group Style

At 20th level, you learn to competently fight groups of enemies. When you make an attack, you may choose to make the same attack on all creatures within 5 feet of you. This includes your roll to hit and your roll for damage. You may only apply your Monster Slayer and Witcher’s Whetstone abilities if all creatures in range are in your Monster Manual.

School of the Viper

Merciless witchers most commonly follow the school of the Viper. Moreso than every other school, the Viper makes no distinction between man and monster; all can be prey. Further, 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. Improved Poisons

At 3rd level, you learn the efficient use of poisons. You gain proficiency with the poisoner's kit. When you craft a poison, the DC to save against that poison increases by 2. 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 7th level onward, you make no distinction between man and monster; an enemy is an enemy. You may now target specific humanoid creatures with the Monster Manual ability, and all adjoining abilities apply. You may now add a creature to your Monster Manual after spending 1 uninterrupted hour in close contact with it, or after watching it while it is in combat. Additionally, after targeting a creature five times with the Monster Manual ability, you and up to three allies of your choice gain advantage on Wisdom (Survival) checks to track it and Wisdom (Insight) checks to discern its intentions.

Chase

Starting at 3rd level, you’ve learned to twitch into action whenever you see your enemy move. You permanently gain 5 additional feet of movement. Further, 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. Swift Magic

At 7th level, you learn to cast spells with but a flick of your finger. You no longer need your whole hand to cast witcher spells. Even when both hands are occupied or restrained, you may still cast witcher spells. Feet First

At 15th level, you become a guillotine, raining death from above. If you recover from a fall by landing on a creature, any damage you take from falling is halved, and you have advantage on checks against being knocked prone. In addition, if you hit a creature with a melee attack while falling onto it, add your falling damage (also halved) to the attack’s damage.

5

Vital Arrangements

At 15th level, you’ve acquired the knowledge to finish most battles before they start. You may now select up to three ranged or melee weapons to improve with your Witcher’s Whetstone ability. All weapons improved in this way are magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Master Poisoner

At 20th level, you perfect the practice of applying poisons to the creatures you’ve studied. When you land an attack with a poisoned weapon against a creature in your Monster Manual, you may choose to maximize the poison’s damage and increase the saving throw’s DC by 2 to resist its effects. This ability stacks with Improved Poisons. Once you use this feature, you can’t use it again until you finish a long rest.

6

(The formatting for this class was made possible by the Homebrewery, at http://homebrewery.naturalcrit.com/)
The Witcher Class - SP Homebrew

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