Homebrew Class Witcher v26
Homebrew Class Witcher v26
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.