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Homebrew Class Witcher v26

This document provides a homebrew class for Dungeons & Dragons 5th edition based on characters and lore from The Witcher books and video games. The class overview includes: - Witchers are monster hunters trained in isolated schools who undergo mutations granting enhanced abilities - Class features include choosing a Witcher School at 1st level, learning magical Signs, crafting potions/oils/bombs with Alchemy, and gaining Extra Attack at 5th level - The class table shows progression over 20 levels including increased Sign uses, new Alchemy abilities, and additional features from their chosen School.

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Molnár Antal
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© © All Rights Reserved
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100% found this document useful (1 vote)
201 views6 pages

Homebrew Class Witcher v26

This document provides a homebrew class for Dungeons & Dragons 5th edition based on characters and lore from The Witcher books and video games. The class overview includes: - Witchers are monster hunters trained in isolated schools who undergo mutations granting enhanced abilities - Class features include choosing a Witcher School at 1st level, learning magical Signs, crafting potions/oils/bombs with Alchemy, and gaining Extra Attack at 5th level - The class table shows progression over 20 levels including increased Sign uses, new Alchemy abilities, and additional features from their chosen School.

Uploaded by

Molnár Antal
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
Download as pdf or txt
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The Witcher

A Homebrew Class for D&D 5th Edition


based on Sapkowski and CDProjekt's works
by Yollo the Dwarf
The Witcher

I
n a world where beasts, monsters and terrible Witcher School
creatures are an ever-present threath, people
needed someone to protect them. During the ages, You have been taught the trade by someone who walked
some groups of hunters gathered and founded the pathof the witcher before you. Usually, witchers are
training schools, where they taught the tricks of the trained in isolated and forgotten schools, where ancient
trade. But as more and more powerful monsters techniques and traditions are passed onto the next
appeared, it became clear simply relying on generation of monster hunters and strange mutagens are
knowledge and skills wasn't enough to defeat such administered to the young trainees, altering their
creatures and keep people safe. capabilities.
As such, these schools started researching alchemy and At 1st level, you choose one from the following schools:
magic, amplifying their hunters' arsenal. Their greatest School of the Bear, School of the Cat, School of the Griffin,
discovery was the art of creating strong mutagenic School of the Viper, School of the Wolf.
substances, who gave those who survived the treatment Your choice grants you features at 1st level and again at
abilities surpassing those of normal people. 7th, 13th, and 20th level.
Monster Hunter
Paid but Despised You have a deep knowledge of various creatures and
monsters and how to hunt them. When you attack a non-
A witcher is a trained monster hunter who kills creature for humanoid, non-celestial creature, you deal extra damage
coin. Some travel the land in search for bounties, other equal to your proficiency modifier.
may serve a lord or a community under constant threath
for a stable salary. Signs
Nonetheless, witchers have no place to call home but the
place they trained in. The mutations they go under take toll At 2nd level, you can harness the arcane forces of nature
on their body, marking them and drawing the attention of and release them to generate magical effects by tracing
the others. Often seen as nothing but glorified hunters who special signs in the air with your fingers.
profit from the existence of monsters, they are scorned by You can use this feature a number of times as shown in
the common folk and usually only looked at as necessary the Signs Uses column in your Witcher Class Table. You
and unwanted employees by those who whire them. 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
Class Features determining your signs saving throw DC.
As a witcher you gain the following class features Sign Save DC = 8 + your proficiency modifier + your
Hit Points Intelligence modifier
Hit Dice: 1d10 per witcher level Signs Description
Hit Points at 1st Level: 10 + your Constitution modifier Aard. All creatures in a 6-meter/20-foot line must make a
Hit Points at Higher Levels: 1d10 (or 6) + your Strenght saving throw. On a failed save, they are pushed
Constitution modifier per witcher level after 1st back by 3 meters/10 feet.
Proficiencies Axii You cast charm person.
Armor: Light armor, medium armor Igni. You cast burning hands.
Weapons: Simple weapons, martial weapons Quen. When hit are hit by an attack, you can use your
Tools: alchemical supplies reaction to create a shield of static energy around your
figure, gaining resistance against bludgeoning, piercing and
Saving Throws: Constitution, Intelligence slashing damage dealt by that attack. You must use the sign
Skills: Choose two from Acrobatics, Animal Handling, before knowing the damage you suffer by the attack.
Arcana, Athletics, Stealth, Insight, Intimidation, Somme. You cast sleep.
Investigation, Nature, Perception, Survival Yrden. You conjure a luminescent 3-meter/10-foot radius
Equipment circle on the ground, within 3 meters/10 feet of you. A
You start with the following equipment, in addition to the creature must attempt a Wisdom saving throw when it
equipment granted by your background: 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
(a) a martial weapon or (b) two simple weapons as long as it remains in its area of effect. The sign lasts as
(a) five daggers or (b) a hand crossbow and 20 bolts long as you mantain Concentration, up to 1 minute. Using
(a) studded leather armor or (b) chainmail another sign breaks Concentration.
(a) an explorer's pack or (b) an adventurer's pack
alchemical supplies Witcher's alchemy
At 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.
1 THE 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 Bombs
to your alchemical supplies to use this feature. The saving Dimeritium Bomb. It explodes, releasing particles of an
throw DC of your bombs is equal to your sign saving throw anti-magic substance in a 3-meter/10-foot sphere that lasts
DC. for 1 minute. All creatures in the area must make a
All effects of mutagens and oils ends whenever you use Concentration check whenever they try to cast a spell or
this feature to create another mutagen, oil or bomb. use a magical ability. A strong wind disperses the particles.
Similarly, a bomb becomes inert when you do so. Dragon's Dream. It creates a cloud of flammable gas in a
You can use a bomb as an action, throwing it up to 18 sphere of 4,5-meter/15-foot radius that lasts 1 minute. If
meters/60 feet. anything ignites it, the gas explode, and any creature in the
area of effect must make a Dexterity saving throw. On a
Mutagens failed save, they suffer 5d6 fire damage, or half as much on
Blizzard. You can take the Dash and Disengage actions as a successful save. The gas lasts until ignited, until the effect
a bonus action. ends or if it is dispersed by strong wind.
Cat. You gain darkvision in a 18 meters/60 feet range. If Samum. It explodes in a 3-meter/10-foot sphere, releasing
you aldready possess darkvision, you increase your a loud bang and extremely bright light. Creatures in the
darkvision range by 18 meters/60 feet instead. area must make a Dexterity saving throw. On a failed save,
Golden Oriole. Choose one damage type between acid, they are blinded until the start of your next round.
cold, fire, lightning and poison. You become resistance to
that damage type. Oils
Petri's Filter. You regain a number of expended signs Black Blood. When you hit with the affected weapon, all
equal to your Intelligence modifier when you complete a healing on the target is prevented until the start of your
short rest. next round.
Swallow. When you have less than half your total hit Hunter's Coating. The weapon deals an additional 1d8
points, you regain a number hit points equal to your acid damage against a creature type chosen at oil creation.
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.

THE WITCHER - by Yollo the Dwarf 2


Ability Score Improvement Improved Alchemy
When you reach 4th level, and again at 8th, 12th. 16th, and At 9th level, you can create any combinations of up to two
19th level, you can increase one ability score of your choice different mutagens, bombs or weapon oils whenever you
by 2, or you can increase two ability scores of your choice use witcher's alchemy feature.
by 1. As normal, you can't increase an ability score above 20 Fast Reflexes
using this feature.
At 11th level, you have advantage on Initiative checks.
Extra attack
Beginning at 5th level, you can attack twice, instead of Superior Alchemy
once, whenever you take the Attack action. At 15th level, you can create any combinations of up to
three mutagens, bombs or weapon oils whenever you use
Favorite Tricks witcher's alchemy feature.
At 6th level, you choose any combination of two signs, Mutagen Improved Endurance
mutagens, bombs or oils as your favorite witcher tricks. You
gain the respective improvements. You choose another two At 17th level, you are immune to illness and being
favorite tricks at 10th, 14th and 18th levels. poisoned.
Signs Witcher Schools
Aard. On a failed save, creatures also fall prone.
Axii. You cast charm monsters. Each of the Witcher Schools has honed its own hunting
Igni. You cast burning hands as if cast with a 4th-level slot. and combat styles. After centuries of improving their own
Quen. When you are hit by a melee attack and use this techniques, kept secret from outsiders, a trainee Witcher
sign, the attacker suffers half the damage dealt (before slowly learns how to become the ultimate monster hunter.
applying resistance).
Somme. You cast sleep as if cast with 4th-level slot. School of the Bear
Yrden. When you use this sign, you can choose a number Bear Witchers focus on their physical strenght to brutally
of creatures equal to 1 + your Intelligence modifier to smash their preys.
automatically succeed on its saving throws.
Mutagens Bonus Proficiencies
Blizzard. You can also make one melee weapon attack as a When you select this witcher school at 1st level, you gain
bonus action after you take the Attack action on your turn. proficiency in heavy armor.
Cat. You also gain advantage on Perception checks.
Golden Oriole. You choose two damage types from the list Furious Strike
and gain resistance to both. When wielding a weapon with two hands, you can reroll its
Petri's Filter. If you roll Initiative and have no sign use left, damage dice if you get 1 or 2 as the result of a roll. You
you regain one. must keep the new result even if it's 1 or 2.
Swallow. When the mutagen's effect is active, you regain You must wield a two-handed or versatile weapon to gain
an additional 5 hit points at the start of each of your this benefit.
rounds.
Thunderbolt. Your AC increases by 2. Devastating Blow
Willow. You also become immune to being paralyzed, At 7th level, when you score a critical hit while wielding a
petrified and stunned. weapon with two hands, you roll and additional damage
dice (3).
Bombs You must wield a two-handed or versatile weapon to gain
Dimeritium Bomb. Creatures have disadvantage on the this benefit.
Constitution saving throw. Disruptive Impact
Dragon's Dream. The cloud can be ignited twice before At 13th level, when you hit with a melee attack while
dispersing. wielding a weapon with two hands, you can try to push or
Samum. On a failed save, a creature is also stunned. trip your target as a bonus action. The creature must make
Weapon Oils a Strenght saving throw contested by your attack roll. On a
Black Blood. The weapon gain the same quality as a failed save, you can choose to push it back by 3 meters/10
vicious weapon. feet or trip it prone. If a creature is at least two size larger
Hunter's Coating. The weapon's additional damage than you, it's immune to this feature.
increases by 1d8. You must wield a two-handed or versatile weapon to gain
this benefit.
Expert Hunter Inhuman Strength
At 9th level, you have advantage on Intelligence checks to At 20th level, you double your Strength damage bonus
recall specific informations about creatures, and on when wielding a weapon with two hands. In addition,
Survival checks to track creatures. 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.

3 THE WITCHER - by Yollo the Dwarf


Storm of the Battlefield
School of the Cat At 20th level, when you take the Attack action, you can
Cat Witchers are nimble and precise hunters, who favor make a single melee weapon attack to hit each creature
mobility and quickness over brute force. within your reach. You make a separate attack roll for each
target.
Rapid Strike
The first time you hit with a melee weapon attack during School of the Wolf
your turn, you can make another melee weapon attack Wolf Witchers are the most versatile of their trade. They
against the same target at disadvantage. This attack does search to find balance between their fighting skill, the use
not add your Strenght or Dexterity modifier to its damage. of signs and the crafting of alchemical creations.
You must wield a light or finesse weapon to use this
feature. Favorite Weapon
Choose a weapon you are proficient with. You deal an extra
Flashing Parry 1d4 damage with that weapon.
At 7th level, when you would be hit by a weapon attack
from a creature you can see, you can expend your reaction Focused Sign
to try and parry it. You add your proficiency modifier to you At 7th level, when you cast a sign, you can choose to inflict
AC, and resolve the attack against it. disadvantage on its saving throw to all targets. You cannot
You can't use this feature if you aren't wielding a melee use this feature again until you complete a long rest.
weapon.
Eye of the Hunter
Evasion At 13th level, once per round, when you hit with a melee
At 13th level, you can dodge out of the way of certain area weapon attack, you can double your monster hunter bonus
effects, such as a dragon's breath or an ice storm spell. damage.
When you are subject to an effect that allows you to make a
Dexterity saving throw to take only half damage, you Master Hunter
instead take no damage if you succeed on the saving throw, At 20th level, you gain advantage on saving throws against
and only half damage if you fail. spells and any special ability possessed by creatures that
trigger your monster hunter feature.
Counterattack
At 20th level, you can make a total number of reactions per School of the Viper
round equal to your Dexterity modifier.
In addition, whenever you make an attack miss by using Viper Witchers aren't exclusively monster hunters, but will
flashing parry, you can spend an additional reaction to instead kill anything they can be paid for, making no
make a melee weapon attack against the attacker. distinction between a wolf pack, a troll or a person.
Sneak Attack
School of the Griffin Once per turn, you can deal an extra 1d6 damage to one
creature you hit with an attack if you have advantage on the
The School of the Griffin has tailored its fighting style attack roll. The attack must use a finesse or a ranged
towards hunting monster packs and facing multiple weapon.
enemies at a time. 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
Impenetrable Defense enemy isn't incapacitated, and you don't have disadvantage
You gain a +1 bonus to AC. You cannot be flanked and on the attack roll. The amount of damage increases as
enemies do not gain the benefits of Pack Tactics against shown in the Sneak Attack Damage Table.
you.
Battledance Sneak Attack Damage
At 7th level, all attacks of opportunity against you are made Level Extra Damage
at disadvantage. 1st─4th 1d6
Taunt 5th─8th 2d6
At 13th level, as a bonus action, you can try provoking all 9th─12th 3d6
enemies within 9 meters/30 feet of yourself.
You make a Charisma(Intimidate) check contested by a 13th─16th 4d6
Wisdom saving throw, made by any creature of your choice 17th─20th 5d6
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 Hired Blade
incapacitated. In addition, you reduce all damage you suffer At 7th level, you double the extra damage dealt by hunter's
from attacks by your proficiency modifier until your next coating.
round. In addition, when you deal sneak attack damage to a
humanoid or celestial, you add the bonus damage from
your monster hunter feature.

THE WITCHER - by Yollo the Dwarf 4


Assassin's Step
At 13th level, you gain advantage on Acrobatics and Stealth
checks.
Bloodied Hunter
At 20th level, you can add your sneak attack damage on all
melee weapon attacks made with advantage.

5 THE WITCHER - by Yollo the Dwarf

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