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Witcher


"Indeed, there is nothing more repulsive than these monsters that defy nature and are known by the name of witcher, as they are the offspring of foul sorcery and witchcraft. They are unscrupulous scoundrels without conscience and virtue, veritable creatures from hell capable only of taking lives..."


- Monstrum, or a Portrayal of Witchers, Anonymous


A witcher also known as a wiccan, hexer, vedymin, or witchman (Elven: vatt'ghern), is someone who has undergone extensive training, ruthless mental and physical conditioning, and mysterious rituals (which take place at "witcher schools" such as Kaer Morhen) in preparation for becoming an itinerant monster slayer for hire.


As children, witchers are subjected to violent mutations in order to enhance their speed, strength, and sensory perception. As a result, they also benefit from — or in some cases are cursed with — abnormally long lifespans.


With martial prowess, magical abilities and a variety of tools such as crafted bombs and potions at their disposal, witchers are extremly effecient monster slayers. One witcher is often enough to take care of a beast that would otherwise require a dozen of trained knights. Although they are highly sought after in times of need, they are feared and shunned after the job is done. The widely spread misconception, that witchers are incapable of feeling emotion of any kind, may also contribute to their mistreatment.



hit dice: 1d10 per witcher level
hit points at 1st level: 10 + your Constitution modifier
hit points at higher levels: 1 d10 + your Constitution modifier per witcher level after 1st level
armor proficiencies: Light (School of the Cat/Viper), Medium (School of the Wolf/Griffin), Heavy (School of the Bear)
weapon proficiencies: simple weapons, martial weapons (School of the Wolf/Griffin), martial weapons (reach) (School of the Bear), martial weapons (light, finess) (School of the Cat/Viper)
tools: alchemist kit
saving throws: Strength, Dexterity
skills: Choose two from Arcana, Athletics, Insight, Investigation, Medicine, Nature, Perception and Survival.
starting equipment:

School of the Cat/School of the Viper:


Leather Armor

(a) two short swords or (b) two simple melee weapons (light, finess)

(a) a dungeoneer´s pack or (b) an explorer´s pack

(a) a light crossbow with 10 bolts or (b) 5 throwing knives


School of the Wolf/School of the Griffin:


(a) chainshirt or (b) studded leather

two greatswords (1 made of steel and 1 made of silver)

(a) a dungeoneer´s pack or (b) an explorer´s pack

a light crossbow with 10 bolts


School of the Bear:


chainmail

(a) a Glaive or (b) a maul

(a) a dungeoneer´s pack or (b) an explorer´s pack

a heavy crossbow with 10 bolts
spellcasting:
Beginning at the 2nd level you have access to the five witcher signs. You can further deepen your knowledge of the signs to increase their intensity and upgrade their effects. You can upgrade 1 sign of your choice at 6th, 10th 14th and 18th level. To learn the superior version of a sign, the enhanced version of the same sign is required. To cast a enhanced sign, a spell slot of at least second level is required. To cast a superior sign, a spell slot of at least level 3 is required.


Aard: as you strech out one hand a in forceful pushing motion to create a shockwave, each creature in a 15-foot cone must make a athletic saving throw. A creature is pushed back 10 feet away from you, drops prone and takes 1d4 force damage on a failed save. On a succssesful save, the creature remains standing and takes half damage. Aard also affects inanimate objects in range and can be used to blast open doors and windows.

Aard (enhanced): The range is increased to a 20-foot cone and the sign deals 1d6 force damage. The push back is increased by an additional 5 feet.

Aard (superior): You can choose to either cast Aard in a 15-foot sphere with you as the center or in a 20-foot cone. Flying creatures hit by Aard (superior) have disadvantage on the saving throw and drop prone to the ground instead of being pushed back.

At Higher Levels. When you cast this sign using a spell slot of second level or higher, the extra damage increases by 1d4/1d6 (enhanced/superior) for each slot above the first.

Igni: a thin wave of flame burst out from your hand. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d4 fire damage on a failed save, or half as much damage on a successful one.

The fire ignites any flammable Objects in the area that aren't being worn or carried.

Igni (enhanced): The range increases to a 20-foot cone and the sign deals 3d6 fire damage. It also sets creatures, who failed the saving throw on fire, dealing an additional 1d6 fire damage at the start of their turn.

Igni (superior): The flame of Igni becomes hot enough to melt armor. Creatures hit by Igni lose 1 AC on a succssesful save and 2 AC on a failed save unless they are resistant or immun to fire damage. This effect can occure only once against the same creature.

At Higher Levels: When you cast this spell using a spell slot of 2nd Level or higher, the damage increases by 1d4/1d6 (enhanced/superior) for each slot level above 1st.

Axii: You attempt to influence the mind of a creature you can see within 30 feet. The targeted creature must make a wisdom saving throw, and does so with advantage, if you or your companions are engaged in combat with the creature. On a failed save, the creature will temporarily cease hostile actions against you and your companions. You have advantage on persuasion checks against the creature and you are able to make the creature follow you. The effect lasts 1 hour and ends automatically, if the creatures suffers damage. It can also attempt a saving throw each time it perceives you damaging its companions.

Axii (enhanced): You can stun the targeted creature instead. Using this option the targeted creature suffers 2d4 psychic damage and becomes stunned on a failed save, or half as much on a successful save. At the end of each its turn the creature can attempt a saving throw to attempt to break free of the stun.

Axii (superior): On a failed save the target becomes dominated for a maximum number of turns equal to your Wisdom modifier (minimum of 1). The dominated creature will follow your order, however the order must be given in a form or language they understand. At the end of each of its turn, the affected creature may attempt a saving throw.

On Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Yrden: As you touch down on the ground, you create a sphere with a radius of 10 feet with you as the center, shimmering with ancient runes. The sphere stays in place until the end of your next turn. All enemies who enters the area or starts their turn within the sphere move at half their movement speed must make a constitution saving throw. On a failed save they also have disadvantage on dexterity saving throws until they leave the area of effect.

Yrden (enhanced): The radius is increased by an additional 5 feet. The duration of the effect is extended to a number of turns equal to your Wisdom Modifier. Projectiles slow as they move through the sphere. As a result you and your allies within the area of effect are treated as if you have quarter cover when targeted by ranged attacks or ranged spell attacks that require a creature as target.

Yrden (superior): In addition to the effect of Yrden (enhanced) enemies with a failed save also have disadvantage on melee attacks until they leave the area of effect.

Quen: As a reaction, you can create a magical barrier in front of you in order to deflect an incoming attack. You gain + 3 AC for the triggering attack only.

Quen (enhanced): You can maintain the barrier until the start of your next turn.

Quen (superior): When the barrier shatters at the start of your turn, it creates a shockwave around you. Creatures within 5 feet of you are knocked back 10 feet and suffer 2d6 force damage on a failed dexterity save.

Spellcasting Ability:



Wisdom is your spellcasting ability for your witcher signs. You use your Wisdom whenever a sign refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a witcher sign you cast.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
class features:

Witcher School:


Beginning at 1st level, you choose the witcher school you belong to. Your starting equipment is determined by the school you choose. Each witcher school has their own specialized fighting style and will influence class abilities you gain at later levels accordingly. You gain a school related feature at 13th and 17th level.

Witcher Senses:


The mutation has heightend all your senses. Beginning at 1st level you gain the following benefits.
  • You gain dark vision out to a range of 20 feet.
  • While tracking other creatures, you gain advantage on investigation checks trying to determine their exact number, their sizes and how long ago they passed through the area.
  • You gain advantage on perception checks that rely on hearing and smell.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.

 

Witcher Knowledge:


Since the founding of their order, witchers have spent their entire lives studying their foes. The knowledge has since then been passed down from one generation to the next. Starting at 3rd level you can recall details regarding a creature you can see within 60 feet of you as an action in order to determine whether the creature has any damage immunities, resistances, or vulnerabilities. Is the creature unknown to you, you can still attempt an intelligence check to gain information. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.


Bombs and Potions:


Starting at 3rd level you learn the recipes of 2 bombs and 2 potions that you can craft using your alchemist kit. You can prepare 2 bombs and 2 potions each day. Unused bombs and potions expire after 24h or when you take a long rest. As the potions are toxic, only 2 potions may be active at the same time. The maximum number of the same bomb/potion you can prepare is limited to 2. If you do not taking a long rest within 18h after using a potion, you become poisoned until you take a long rest or the poison is cured magically. Bombs can be thrown up to a range of 60 feet.


You gain access to 2 additional recipes for bombs and potions each at 7th, 11th, 15th and 19th level. The amount of bombs and potions you can prepare also increases by 1 each at 7th, 11th, 15th and 19th level. To craft the superior version of a bomb/potion, the enhanced version of the same bomb/potion must be known. To craft a enhanced version of a bomb/potion, the base version of the same bomb/potion must be known. You are able to learn enhanced recipes when you reach the 7th level and superior recipes when you reach the 11th level.

Bomb Recipes:



Dancing Star: Produces a fiery explosion. Each creatue in a 5-foot-radius sphere centered on the point of impact must make a dexterity saving throw. A target takes 3d6 fire damage or half as much damage on a sucessful one. The explosion also ignites flammable objects in the area that are not being worn or carried. (DC 13)

Dancing Star (enhanced): The range of the explosion increases to a 10-foor-radius sphere and the damage increases to 4d6 fire damage. (DC 14)

Dancing Star (superior): On a failed saving throw, the target is also set on fire and takes 2d4 fire damage at the end of each of its turn until the fire is put out using an action. (DC 15)

Devil´s Puffball: Creates a 5-foot-radius sphere of poisonous, green fog centered on the point of detonation. The fog spreads around corners. The effect ends after 2 rounds at the start of your turn or until strong wind disperses the fog, ending the spell. Its area is heavily obscured. When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 2d4 poison damage on a failed save and becomes poisoned, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don’t need to breathe. At the end of each of its turn, the poisoned creature can make a constitution saving throw to clear the poisoned condition. (DC 13)

Devil´s Puffball (enhanced): Increases the range to a 10-foot-radius sphere, and the damage to 3d4. (DC 14)

Devil´s Puffball (superior): Increases the range to a 15-foot-radius sphere, the duration to 3 rounds and the dmage to 4d4. (DC 15)


Dimiritium Bomb (100g): Creates a 5-foot-radius sphere of dimiritium powder centered on the point of detonation, lasting 2 rounds and ends at the start of your turn. Creatures within the sphere cannot cast spells or use magical abilities. Creatures who are currently maintaining concentration on a spell and starts their turn in the sphere must make a concentration check against the bombs DC. (DC 13)

Dimiritium Bomb (enhanced) (200g): increases the range to a 10-foot-radius sphere and increases the duration by 1 round. (DC 14)

Dimiritium Bomb (superior) (400g): No magical effect can occure within the area of effect. Can also dispel existing magical effects and unsummon summoned creatures. (DC 15)

Dragon´s Dream: the explosion is almost silent and releases refined sleeping powder in a 5-foot-radius sphere. This bomb sends creatures into a deep slumber. Roll 8d8; the total is how many hit points of creatures this spell can affect. Creatures within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this bomb falls unconscious for 1 hour or the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being poisond aren’t affected by this bomb.

Dragon´s Dream (enhanced): increases the radius to a 10-foot-radius sphere and the HD maximum of affected creatures to 10d8. The duration of the sleep is increased to 2 hours.

Dragon´s Dream (superior): increases the radius to a 15-foot-radius sphere and the HD maximum of affected creatures to 12d8. The duration of the sleep is increased to 4 hours.

Moon Dust: The explosion releases a cloud of enchanted silver dust in a 5-foot-radius sphere that will remain in the air for 2 rounds and ends at the end of your turn. It temporarily prevents creatures within its area of effect from transforming or becoming invisible. However it will not prevent transformed creatures from reverting back to their original form. Creatures vulnerable to silver must make a charisma saving throw and take 3d8 acid damage on a failed save or half as much on a succsessful one. Even after leaving the area of effect, silver dust lingers on the target. In order to transform or becoming invisible a creature must succeed on a charisma saving throw at the start of their turn or until the silver dust dissipates/is removed. (DC 13)

Moon Dust (enhanced): The range is increased to a 10-foot-radius sphere. The damage is increased to 4d8 and the duration is increased to 3 rounds. (DC 14)

Moon Dust (superior): The range is increased to a 15-foot-radius sphere. The damage is increased to 6d8 abd the duration is increased to 4 rounds. (DC 15)

Northern Wind: Each creature within a 5-foot-radius sphere must make a dexterity saving throw, taking 1d8 cold damage and have their movement speed reduced by 10 feet until the end of their next turn. Creatures that are resistant or immune to cold damage are not affected by this effect. Can be used to extinguish fires. (DC 13)

Northern Wind (enhanced): Increases the range to a 10-foot-radius sphere and the damage to 2d8 cold damage. On a failed save, the creature becomes restrained. Creatures that are resistant or immune to cold damage are not affected by this effect. (DC 14)

Northern Wind (superior): Increases the damage to 3d8 cold damage. On a failed save, the creature is frozen solid and becomes paralyzed until the start of its next turn. Creatures that are resistant or immune to cold damage are not affected by this effect. (DC 15)

Samum: The explosion releases a thunderous sound and a bright flash of light. Each creature within a 5-foot-radius sphere must make a constitution saving throw or be blinded and deafend until the end of its next turn on a failed save. (DC 13)

Samum (enhanced): The range is increased to a 10-foot-sphere. (DC 14)

Samum (superior): The range iis increased to a 15-foot-sphere. On a failed save a target is stunned until it succeeds a constitution saving throw at the end of its turns. (DC 15)

Potion Recipes:



Black Blood: Turns your blood into poison for undead creatures. If you are wounded by an undead creature within 5 feet of you and lose blood in the process, the attacking creature suffers 1d6 acid damage. Lasts 1 minute.

Black Blood (enhanced): Increases the damage to 1d8.

Black Blood (superior): Your blood oxidize and become vapor. Each undead creature within 5 feet of you suffer 1d8 acid damage for every 8 points of damage you suffer damage and lose blood in process.

Blizzard: Quickens your movement and reflexes. Increases your movement speed by 10 feet. Allows you to take the parry stance as an action, increasing your ac by 1 against melee attacks and 2 against ranged attacks until the start of your next turn. Lasts 1 minute.

Blizzard (enhanced): Grants advantage on dexterity saving throws and allows you to take two reactions each turn.

Blizzard (superior): Increases your movement speed by an additional 5 feet and the ac bonuses in parry stance by 1.

Cat: Increases the range of your dark vision by an additional 10 feet to a total of 30 feet. Lasts 1 hour.

Cat (enhanced): Increases the range of your dark vision by an addtional 10 feet to a total of 40 feet.

Cat (superior): Increase the range of your dark vision by an additonal 10 feet to a total of 50 feet and grants advantage on perception checks using sight.

Full Moon: Boots your vitality. Grants 1d12 temporary hit points. Lasts 1 minute

Full Moon (enhanced): Grants 2d12 temporary hit points. Lasts 10 minutes

Full Moon (superior): Grants 3d12 temporary hit points, Lasts 1 hour.

Golden Oriole: grants resistance to poison. Lasts 1 minute.

Golden Oriole (enhanced): Grants immunity to poison and resistance to acid.

Golden Oriole (superior): Grants immunity to both poison and acid.

Killer Whale: Lets you breath and move more freely under water. Your swimming speed is increased by 10 feet. Lasts 10 minutes.

Killer Whale (enhanced): Increases your swimming speed by 20 feet. Lasts 1 hour.

Killer Whale (superior): Increases your swimming speed by 30 feet. Lasts 4 hours.

Maribor Forest: Boots your endurance and dulls pain. Grants you resistance to bludgeoning, piercing, and slashing damage from non magical sources. Lasts 1 minute

Maribor Forest (enhanced): Grants you resistance to fire, cold and lightning damage in addition to the effect of the base version.

Maribor Forest (superior) Grants you advantage on strength and constitution saving throws in addition to the effect of the enhanced version.

Petri´s Filter: Increases the intensity of your signs. Whenever you deal damage with your sign, you add 1d8 to your signs damage. Lasts 1 minute

Petri´s Filter (enhanced): Whenever you deal damage with your sign, you add 1d10 to your signs damage.

Petri´s Filter (superior): Whenever you deal damage with your sign, you add 1d12 to your signs damage.

Swallow: Mends your wounds and boosts your regeneration. Effect fades when you become unconscious. Heals 1d4 + your Wisdom modifier at the start of each of your turn for 2 turns.

Swallow (enhanced): Heals 2d4 + your Wisdom modifier at the start of each of your turn for 2 turns.

Swallow (superior): Heals 3d4 + your Wisdom modifier at the start of each of your turn for 2 turns.

Tawny Owl: Restores spellslots. Restores one 1st level spell slot.

Tawny Owl (enhanced) Restores two 1st spell slot or one 2nd level spell slot.

Tawny Owl (superior) Restores one 2nd level spell slot and one 1st level spell slot or one 3rd level spell slot.

Thunderbolt: Enhances your attack power and critical strike chance by putting an enourmous strain on your body. Whenever you hit a target with a melee weapon, you add 1d8 to your attacks damage. Lasts 4 turns.

Thunderbolt (enhanced): You have advantage on your attacks and you add 2d8 to your attacks damage. You critically hit on a roll of 18-20 Lasts 3 turns.

Thunderbolt (superior): You have advantage on your attacks, succsessful hit automatically crits. Lasts 2 turns. When the effect expires at the start of your turn, you are stunned until the end of your next turn.

Ability Score Improvement:


When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability 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 Attack:


Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class.

Grim Resolve:


Beginning at 9th level your mental fortitude reaches a new plateau. You have advantage on saving throws against being charmed or frightened.
subclass options:

School of the Wolf:


Witchers of the school of the Wolf focused on honing their sword skills above all else and having even skill sets overall. While they by no means neglect the study of the signs or the mastery of alchemy, they do not put emphasis on either of them. As a result the Wolves are the most balanced witchers out of all witcher schools. They are accustomed in working together with others and their versatility makes them a welcome addtion to any group.

Balanced Training:


You have access to superior signs and superior bomb/potion recipes.

Jack of all Trades:


At 13th Level. You can upgrade one sign of your choice. You can also learn one new bomb recipe as well as one new potion recipe.

Weapon Mastery:


At 17th level you become one with your weapon. Whenever you land a critical hit or reduce a creature to 0 hit points with an attack, you can make one melee weapon attack as a bonus action. In addtion, before you make a melee attack with a great sword or great axe, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack´s damage.

School of the Cat:


The Cats developed fighting styles focusing on speed, precision, and agility. The most prominent style was the dual wielding style named Addan Aenye, created by the elf Nissail. As a result, Cat school witchers dislike heavy weapons and much more prefer light and refined weaponry instead. By extension, their gear was designed to maximize flexibility and provide the greatest possible range of motion.

Because the Cats did not have a permanent home they performed their training wherever they could, even within human cities. The schools adapts would throughout their years of training hone their balancing skills by walking a tight rope while blindfolded. The walk would get higher as time went on building towards the final trial, where failure would be deadly.

Martial Focus (Precision Strike):


You favor the martial aspect over the study of signs and alchemy. As a result you have no access to superior signs and superior bombs/potions. Only 1 potion can be active.
Instead you gain the Precision Strike feature: you have mastered landing precise and deadly strikes on the weak point of your enemy. Starting at 1st level, once per turn, when you successfully hit a creature with a melee weapon attack (light, finess), you add 1d6 to your attacks damage. This bonus becomes 2d6 at 5th level, 3d6 at 10th level, 4d6 at 15th level and 5d6 at 20th level.

Feline Agility (Cunning Action):


At 6th level, instead of the witcher sign upgrade you gain the feline agility feature. You can use your bonus action to take the Dash, Disengage or Hide action. Whenever you suffer fall damage, the damage is halved.

Feline Reflexes (Evasion):


At 7th level, instead of learning bomb/potion recipes you gain the feline reflexes feature. You can nimbly dodge out of the way of certain area effects. When you are subjected 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.

Flurry of Blades:


By 13th level your handling of light weapons becomes unparalleled. When you take the attack action on your turn, you make one addtional melee weapon attack with your main hand weapon without adding your ability modifier to the attack roll and the attack damage.

Go for the Throat:


Starting at 17th level your attacks show feral brutality without mercy. Your melee weapon attacks against a creature, against who you have advantage on the attack roll, score a critical hit on a roll of 17-20.

School of the Bear:


Bear witchers wear heavier armor, favoring defense over agility. They value raw strength above all else. By training their muscles to be as hard as steel they boast the most imposing physique among their bretheren. The school may have used shields once. This idea was quickly abandonded however, as they had no more free hands to cast signs. A new defensive fighting style inspired by the weapon arts of the Ionian warriors, focusing on the defense of oneself as well as one´s brothers in arms next to them, was then developed and perfected over time. Leveraging their superhuman strength they became masters of polearms to lift their unique fighting style to even greater heights.

Martial Focus (Counter Strike):


You favor the martial aspect over the study of signs and alchemy. As a result you have no access to superior signs and superior bombs/potions. Only 1 potion can be active.

Instead you gain the Counter Strike feature: Starting at 1st level, when a creature you can see misses you with a melee attack, you can use your reaction to make a melee weapon attack against the creature.


Intercepting Strike:


At 6th level, instead of the witcher sign upgrade you gain the Intercepting Strike feature. Whenever a creature within your melee attack range you can see attacks an ally within your melee attack range, you can use your reaction to make a melee weapon attack against the creature before it makes the attack roll. If you succsessfully hit the creature, it has disadvantage on the attack.


Bear Hug:


At 13th level you can try to grapple a creature as a bonus action. As long as they are grappled, you can choose to squeeze your muscles to inflict 2d8 + your Strength modifier crushing damage at the end of their turn.


Grizzly Charge:


By 17th level, if you move at least 10 feet straight toward a creature and then hit it with a melee weapon attack on the same turn, that target must succeed in an Athletic contest or be knocked prone. For every 10 feet you are able to to move toward the creature beyond the 10 feet, you add 1d8 to your damage.


 

School of the Griffin:


 
The Griffin School put the most emphasis on the study of arcane elements. With time they have managed to incorporate other spells into their repetoire in addition to the trusted signs, which they can wield with even more precision and power than witchers of other schools.


Sign Focus:


  You have no access to superior bomb/potion recipes. Only 1 potion can be active. Whenever you can choose to upgrade one witcher sign of your choice, you can upgrade two witcher signs instead. You also gain the Magic Initiate feature starting at 1st level.

Magic Adept:


  At 5th level you don´t gain the Extra Attack feature. However you have learned to infuse your signs and magical attacks with even more strength. When the signs or the magic spell attacks you cast inflict damage, add your Wisdom modifier to the damage. If your sign or spell requires the target to make a saving throw, they do so with a penalty of -1.

Fast Hands:


  By 13th level you are so used to casting signs that you are able to shorten the cast time considerablely by straining your focus. Signs can now be cast as bonus action. This feature can be used a maximum number of times equal to your Wisdom modifier until you take a long rest. In addition, you can choose which targets in the area of effects the sign affects.

Sign Mastery:


You gain ultimate mastery in two signs of your choice. If a creature has to make a saving throw against the effect of the chosen sign, they do so with disadvantage.  

School of the Viper:


Mentors of the Viper School were especially cold and ruthless with their students. The reason for this was to prepare the would-be witchers for the harsh life that awaited them. The clearest example of this ruthlessness was the final trial students had to perform before becoming witchers. Upon the boys arrival at Gorthur Gvaed they were given a pet to care for and form an emotional bond with. Years later as their final test they were ordered to kill their pet in cold blood.
The Vipers were trained on twin small blades and an assassination-based approach to killing monsters. Their fighting style featured sinuous, unpredictable movements using the two blades ("fangs"). Another style the Vipers employed was one of fast furious strikes to overwhelm their target. These blades would often be coated with poison as the school made great use of its knowledge of alchemy.

Alchemy Focus:


You have no access to superior signs. Whenever you learn new bomb/potion recipes, you learn 1 additional recipe for both bombs and potions. Whenever the number of bombs/potions you can prepare increases, it increases by 2 instead of 1. You can consume 1 witcher potion as a bonus action instead of an action. You do not become poisoned after consuming a potion, even if you don´t take a long rest within 18 hours.

Two Weapon Fighting:


When you reach 5th level, you do not gain the Extra Attack feature. You gain the Two Weapon Fighting feature instead. Whenever you make a second melee weapon attack with your offhand weapon using a bonus action, you add your ability modifier to your damage on a successful hit.

Poisonous Fangs:


By 6th level, instead of a witcher sign upgrade you learn to coat your arms with special toxins. You add 1d4 poison damage on a successful hit with the coated weapon. The bonus damage is increased to 2d4 at 12th level and 3d4 at 18th level.  

Best Prepared:


Starting at 13th level, the limit of the same bomb/potion you can prepare is increased to 3 instead of 2.

Potion Mastery:


When you reach 17th level, you can have 3 potions active at the same time.

Created by

ToreinXIII.

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