Submortimer
2015-06-12, 01:04 AM
Since I've been playing a ton of it recently, I figured I'd throw this up here and see how you all felt about it. It's probably too powerful, but I generally balanced it against the Paladin and the warlock.
Anywho, here goes!
The Witcher
http://www.nordicfilmandtvfund.com/files/1913/5300/0539/sauna_2_finland_ville_virtanen_photo_credit_aleksi _koskinen.jpg
Mutants. Vile, ill-begotten offspring of devils and sorcereresses. Forgotten bastards and unwanted children. to the common folk, this is what comprises a witcher. But, in the very same breath that they are cursed in, the witcher is also pleaded for, for he is one more thing than all of that:
He is a monster hunter.
Witchers are a specially trained group of warriors, dedicated to hunting down all that goes bump in the night, killing it, and then selling its head for coin. They are mercenaries, selling their sword to whoever can afford it, and they are problem solvers, correcting issues that only they are uniquely certified to correct. They are trackers, hunters, and tamers of all that is wild.
But they may not always be heroes.
Level
Prof. Bonus
Features
Decoctions Known
Alchemy Points
Max Alchemy Recepie Level
1
+2
Witcher Training, Witcher code, Alchemy, Signs, Beastiary
-
1
1
2
+2
Fighting Style, Decoctions
2
2
1
3
+2
Witcher School, Silver Sword, Sign Boost
2
3
1
4
+2
Ability Score Improvement
2
4
2
5
+3
Sign Boost
3
5
2
6
+3
Extra Attack
3
6
2
7
+3
School Ability, Sign Boost
4
7
3
8
+3
Ability Score Improvement
4
8
3
9
+4
Sign Boost
5
9
3
10
+4
School Ability
5
10
3
11
+4
Sign Boost
5
11
3
12
+4
Ability Score Improvement
6
12
4
13
+5
Sign Boost
6
13
5
14
+5
School Ability
6
14
5
15
+5
Sign Boost
7
15
5
16
+5
Ability Score Improvement
7
16
6
17
+6
Sign Boost
7
17
6
18
+6
Enhanced Alchemy
8
18
6
19
+6
Ability Score Improvement, Sign Boost
8
19
6
20
+6
Master Witcher
8
20
6
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
Armour:Light armor, Medium Armor, Heavy Armor
Weapons: Simple and Martial weapons
Tools: Alchemists Tools
Saving Throws: Constitution, Intelligence
Skills: Select two from the following list: Athletics, Acrobatics, Animal Handling, Knowledge: Arcana, Knowlege: Nature, Medicine, Ride, Stealth
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) Two longswords, one silvered or (b) any two martial weapons
(a) Simple clothes or (b) Courtieer's Outfit
(a) an explorer's pack or (b) a dungeoneer’s pack
(a) Studded Leather armour or (b) Chain Shirt
any simple weapon, and two daggers
Witcher Code
Witchers of all creeds and types are encouraged to develop a code of their own to follow, something to guide them as they make their way in the world; additionaly, each echool has a few guidelines that it's associated witchers are taught. There are only three rules that all witchers are taught, regardless of school:
- A witcher is paid for his services, and hunts only on contract. Hunting monsters is a tough, thankless job, but it is a job worthy of coin.
- Witcher's do not take official contracts on Sapient beings. They may fight/kill sentient creatures, but they cannot take an official contract on them.
- No Regicide. Assassins kill kings, witchers do not.
Witcher Training
All witchers go through extensive physical and mental training before being sent out into the world, giving them a few standard benefits.
- Witchers gain proficiency in both Investigation and Perception.
- Witchers may use their dexterity modifer instead of their strength modifier when using a versatile weapon.
- Witchers learn to track by scent, and can pick up scent trails due to their heightened sense of smell. They have advantage on investigation and perception checks related to smell.
Beastiary
Each Witcher maintains a copy of a special book known as a Beastiary. More than just a guide to flora and fauna, a Witcher Beastiary contains all of the myriad instrctions for the witcher's alchemy formula and all of the tips, hints, and tactitcs for fighting any monsters he's come across. While your beastiary is in your possesion, you have advantage on any knowledge checks concerning a specific type of monster you have fought before (green dragon, Iron Golem, hobgoblin, etc.). This bonus only applies to generalized knowledge of the creature type: A witcher might know that all green dragons breathe poison, and that they have especially soft spots on the underside of their chin, but they would not know what kind of treasure Parthunax, The Green Lord of the Forest has in his hoard.
Losing a beastiary is quite a big deal for a witcher; Without it, he may not prepare any alchemical formula, nor does he gain use of it's knowledges. Each Beastiary is written in a code only other witchers can decipher, so it will not benefit nor harm any unlearned individual coming into possession of on. Creating a new one requires 100 gp and 24 hours, during which the witcher with put himself into a trance and auto-write the contents into the new book.
Alchemy
Alchemy is an integral part of Witcher training, and a given witcher may know more than a hundred different potions, bomb recipies, and oil mixtures. Alchemy is discussed in further detail in the "Alchemy" post further down the page.
Signs
Though they are creatures formed and mutated by magic, witchers are not spellcasters, and they cannot perform magic in the traditional sense of the term. What they do learn, on the other hand, are a sreries of minor magical "tricks", known as signs. By drawing on the powers of the 5 elements (Air, Earth, Fire, Water, and the Void), they can muddle an opponents mind, protect themselves from the claws of thier beastly foes, and light their enemies ablaze.
Witchers learn all 5 of these signs at first level, and they grow in power slightly as the witcher gains levels in the witcher class. At level 3, 5, 7, 9, 11, 13, 15, 17, and 19, a witcher may chose to upgrade one . Signs may be used at will, and count as cantrips with regards to other types of spellcasting and spell immunity. A sign takes an action to cast, unless stated otherwise, and you may only use one sign per turn.
Aard
By focusing the power of wind, the witcher can blast his foes and/or unattended objects away from him with concussive force.
Level 1: 10 ft. cone, Strength Save or be pushed back 10 ft. Can effect medium or smaller creatures
Level 2: 15 ft. cone, Strength save or be pushed back 20 ft. Can effect Large or smaller creatures
Level 3: 20 ft. cone. Stength save or be pushed bak 20 feet and knocked prone. Can effect Huge or smaller creatures.
Level 4: 30 ft. cone, 1d6 magical bludgeoning damage, strength save or be knocked back 30 ft. and prone. Can effect Huge or smaller creatures.
Axii
By Channeling the power of water, the witcher can muddle the fluid thought in his mind, making them more pliable and open to suggestion. Targets Axii is successful on do not notice that they have been magically tricked. Axii is usless against creatures who are mindless or are immune to mind-affecting abilities.
Level 1: Gain advantage on a Persuasion, Deception, or Intimidation check vs. one target. In combat, Cause one target within 30 ft. to make an Intilligence save or be unable to take reactions till the start of your next turn or they take damage.
Level 2: Gain advantage on a Persuasion, Deception, or Intimidation check vs. two targets. In combat, Cause one target within 30 ft. to make an Intelligence save or be Stunned till the start of your next turn or they take damage.
Level 3: Gain advantage on a Persuasion, Deception, or Intimidation check vs. Three targets. In combat, Cause one target within 30 ft. to make an intelligence save or be Stunned or Frightened till the start of your next turn or they take damage.
Level 4: Gain advantage on a Persuasion, Deception, or Intimidation check vs. four targets. In combat, Cause one target within 30 ft. to make an Intelligence save or be Stunned, Frightened, or be rendered unconscious till the start of your next turn or they take damage.
Igni
By unleashing the power of fire, Witchers can burn their opponents to cinders. More mundanely, Witchers can use this to ignite or douse sources of flame with a snap of their fingers.
Level 1: 5 ft. Range, Dexterity save or take 1d6 fire damage and be lit on fire, taking 1 fire damage per round for one minute; targets may attempt a Dexterity saving throw at the end of each of their turns to put out the flames. Ignite or douse Candles/Lamps
Level 2: 10 ft. cone, Dexterity save or take 1d8 fire damage and be lit on fire, taking 1d6 fire damage per round for one minute; targets may attempt a Dexterity saving throw at the end of each of their turns to put out the flames. Ignite or douse Campfire/Hearth fire
Level 3: 15 ft. cone, Dexterity save or take 1d10 fire damage and be lit on fire, taking 2d6 fire damage per round for one minute; targets may attempt a Dexterity saving throw at the end of each of their turns to put out the flames. Ignite or douse Large bonfire.
Level 4: 20 ft. cone, Dexterity save or take 1d12 fire damage and be lit on fire, taking 3d6 fire damage per round for one minute; targets may attempt a Dexterity saving throw at the end of each of their turns to put out the flames. Ignite or Douse Large bonfire.
Quen
By drawing on the power of the earth, Witchers magically shirk off blows that might otherwise be leathal.
Level 1: Gain +1 AC. This lasts for 1 minute or until you take damage.
Level 2: Gain +2 AC. This lasts for 1 minute or until you take damage.
Level 3: Gain +2 AC. This lasts for 1 minute or until you take damage twice. You may cast Quen as a reaction to a successful attack; if you do so, th bonus to AC becomes +5, and you must take a short or long rest before you can do so again. In this case, your Quen shield duration is instantaneous.
Level 4: Gain +2 AC. This lasts for 1 minute or until you take damage three times. You may cast Quen as a reaction to a successful attack; if you do so, the bonus to AC becomes +5, and you must take a short or long rest before you can do so again. You may also cast Quen in reaction to a failed Saving throw, avoiding the effect in question. You must take a long rest before you can do this again. In either case, your Quen shield duration becomes instantaneous.
Yrden
By summoning the power of the Void, a witcher may place a supernatural trap on the ground, slowing his foes, forcing the insubstantial to become whole, the ethereal to become solid, and the invisible to be seen.
Level 1: 10 ft. radius, centered around you. Any foes entering the area of the trap have their speed halved. Yrden lasts for 1 min, and you may only have one trap active at a time.
Level 2: 15 ft. radius, centered around you. Any foes entering the area of the trap have their speed halved. Creatures who are ethereal that enter or start their turn within the area of the trap must make a wisdom save or forced back to the material plane while inside the area. Yrden lasts for 1 min. You may only have one trap active at a time.
Level 3: 20 ft. radius, centered around you. Any foes entering the area of the trap have their speed halved. Creatures who are ethereal or creatures who are in a mist or otherwise insubstantial form that enter or start their turn within the area of the trap must make a wisdom save or be forced back to the material plane/forcibly reformed while inside the area. Yrden lasts for 1 min. You may only have one trap active at a time.
Level 4: 30 ft. radius, centered around you. Any foes entering the area of the trap have their speed halved. Creatures who are ethereal, creatures who are in a mist or otherwise insubstantial form, and creatures that are invisibile (naturally or otherwise) that enter or start their turn within the area of the trap must make a wisdom save or be forced back to the material plane/forcibly reformed/become visible while inside the area. Yrden lasts for 1 min. You may have two traps active at a time.
Fighting Style
At 2nd level, a witcher learns his chosen style of fighting from the following list
- Dueling
- Two Weapon Fighting
- Hand-and-a-Half
- Great Weapon Fighting
- Defense
Decoctions
At 2nd level, a witcher learns how to make special alchemical formula known as Decoctions. The use a distilled form of monster essence known as a mutagen. Each Decoction is made as a potion, and must be consumed for the effect to work; unlike normal witcher potions, consuming a decoction does not effect a non-witcher whatsoever. Most decoctions have an extended duration, lasting for 24 hours or until the witcher takes a long rest; uses of Decoctions are always refreshed following a long rest.
A witcher learns 2 decoctions from the list at 2nd level, and may select new ones as he gains levels per the table.
Silver Sword
The signature weapon of a witcher, a silver sword is both an identifying badge of office and a deadly weapon. Most tales of witchers describe them as wearing a pair of swords on their back: one steel, of men and beasts, and one silver, for monsters. This suits most witchers just fine, as it allows common folk to identify witchers on sight (which means more coin), and it serves to keep their silver sword sharp for when the actual fighting needs to be done.
At third level, a witcher recieves his first Silver Sword. A standard silver sword is an extremely well made longsword, and it is considered a magical weapon. All witchers eventually have a silver blade forged that suits their individual combat style: This may be any form of weapon the Witcher is proficient in, and costs 100 gold in addition to the normal cost for the blade. Any weapon the witcher comes across may be treated to becomes a silver weapon: this process takes 24 hours and 100 gp worth of materials.
Witcher Schools
At 3rd level, the witcher graduates from his chosen school fo training. He joins one of the following School, and he is given his silver sword and a Medallion linked to the School. This medallion is highly sensitive to latent magical energies, and will vibrate when it is within 30 ft. of a sufficiently strong magical aura. The Available schools are:
- School of the Cat - sneaky assassins (Stealth, sneak attack)
- School of the Wolf - Hunters ( Combat specialists)
- School of the Bear - Tanky Heavy attack specialists (Durability)
- School of the Griffon - Sign-using "Spellcasters" (Better signs)
- School of the Viper - Alchemy Masters
Extra Attack
At 6th level, whenever you take the attack action, you may attack twice.
Enhanced Alchemy
A witcher of sufficient level is, in his specific field, a true master of alchemy. The witcher adds his Int modifer to his level to determine his total number of alchemy points.
Master witcher.
A master witcher is a terrifying creature to behold: nearly immortal, almost invincible, and supremely deadly. A master witcher adds his Intelligence bonus to all melee damage and attack rolls., in addition to his strength or dexterity bonus.
Schools
School of the Wolf
Wolf's Prey
At 3rd level, you learn to capatalize on a creature's weakness. Once per tun, you may deal an additional 1d8 damage to a creature that has already been damaged.
Pack Tactics
at 7th level, you learn to weave in and out of battle, dodging strikes and setting yourself up for strikes. You do not provoke opportunity attacks on your turn from targets you attacked that turn.
Whirlwind Attack
At 10th level, you gain the ability to make a whirling attack with your blade. As an action, you may make one attack against every opponent that is adjacent to you.
Improved Pack Tactics
At 14th level, you learn to utilize your combat allies to benefit the you and the group as a whole. As a bonus action, you may grant either yourself or an ally Advantage on their next attack roll against an enemy you are adjacent to. You must have an ally adjacent to that creature to use this ability.
School of the Cat
Panther's Prey
You have learned how to strike quickly, and without hesitation. At 3rd level, Once per turn, you can deal an additional 1d8 damage to one creature you hit with an attack if you have advantage on the attack roll.
You don't need advantage on the attack roll to apply your Panther's Prey damage if no other enemies of you or the target are within 5 feet of the target.
If you have the Sneak attack ability from another class, it does not stack with Panther's Prey. You may use both abilities on the same turn, if you are able to, but not on the same attack.
Your Panther's Prey ability deals additional damage based on the table below
[tr= bgcolor:#8E5A2E]
Level
Bonus damage
8th
2d8
15th
3d8
Padded Feet
You've been trained to be unseen and unheard, as well as getting into places no one should get to. at 7th level, You gain Proficiency in Sneak and Acrobatics.
Poisoned Blades
You've learned the secret of brewing your oils to be more potent. At 10th level, When you attack your target with an Oiled Blade (that matches their creature type), that creature must make a saving throw (DC 8 + your Proficiency bonus + your Intelligence Bonus). Failure means they take damage from the oil each round for one minute.
Layerd Oils
You've become a master of applying oils, and always seem to be prepared. At 14th level, You may apply and recieve the benefits from two oils on a given blade. Additionally, you may apply an oil to a blade as an action, althrough this ruins any other oils that might have been on the blade.
School of the Bear
Berzeker Barrage
Witchers from the school of the Bear have, historically, been known to be almost madmen on the battlefield. Though their strength is unquestionable, their sanity often is. You gain the ability to Rage, as per a Barbarian. You may do this a number of times, as indicated by the following list; after that, you must complete a long rest before you can do it again.
Level
Rages
Rage damage
3rd
1
+2
6th
2
+2
12th
3
+2
17th
4
+3
Berzerker Attack
Bears are one of the most vicious creatures in the forest, yet you aim to be stronger. At 7th level, You may attempt to strike your target with extra force. Whenever you attack a target with a two handed, versatile, or heavy melee weapon, you may take a -5 penalty on the attack roll to deal an additional +10 damage on the damage roll.
Berzerker's Thirst
Alcohol may disorient others, but for you, it fills you with strength and power. When consuming a potion, Witcher or Magical, you gain Temp HP equal to your Witcher level in addition to any other benefits. If the potion gives you Temp HP, you add these to that total.
Immortal Fortitude
Warriors of the Bear are completely invincible, and none can be felled on the battlefield; This is a rumor, but the story is not so far from the truth. At 14th level, you gain advantage on all Con Saving throws and on Death Saves
School of the Griffon
Arcane Potency
You've put your mind into your Signs, and they are all the better for it. At 3rd level, your signs become harder to resist. The DC to resist you Signs increases by +1, and by +2 at level 10.
Arcane Celerity
At 7th level, you learn to mix your signs into your combat routine. Once per turn, when you take the attack action, you may sacrifice one of your attacks to utilize a sign.
Improved Signs
At 10th level, you learn to use your signs in new and interesting ways:
- You may cast Aard in a circle around youself, with a radius equal to the cone length.
- You may choose to Charm an opponent affected by Axii for a number of rounds equal to your Intelligence modifier
- You may cast igni in a 5 ft. wide line, with a length equal to double the cone length.
- You may use your action to concentrate on your Quen shield. Doing so reduces your speed to 0, but increases your AC gain by +5. You may hold the shield up for a number of rounds equal to your intelligence modifier.
- You may cause foes trapped inside Yrden to have their speed dropped to 0.
Once you use an improved sign, you must take a short or long rest before you can use this ability again.
Arcane Destruction
Your signs become a truly deadly weapon. You add your Intilligence bonus to the damage of both Igni and Aard, and any one that hits you with a melee attack while Quen is up take damage equal to your Intelligence bonus.
School of the Viper
Aquired Tolerance
At 3rd level, you start to train your body to better handle the toxins present in witcher potions. Your toxicity threshold is equal to your con score + your proficiency bonus
Specialization
You've trained extensively in one aspect of Alchemy. At 7th level, you may Select one:
Viper Oil - All oils deal an additional d6 damage
Pyrotechnics - All bombs deal additional damage equal to your int mod.
Refreshment - consuming a potion of any type heals you for 1d6 + you Int mod in addition to it's other effects.
Efficiency
You learn how to squeeze the most out of your mixtures. At 10th level, All alchemical mixtures produse one additional dose or bomb.
Master Alchemist
Your studies in your field have allowed you to supass nearly all others. At 14th level, you may select one:
Cluster Bombs - Your bombs split into three pieces, allowing you to target three different areas. Enemies in overlapping areas of effect are only hit once.
Adaptation - The duration of all ingested potions is doubled.
Synergy - You no longer suffer the negative effects of toxicity overdose.
Notes
- This class is probably unbalanced for normal play. I'm going to keep tweaking it, but the source character is a bit on the OP side, so getting the right feel while still being balanced is an arduous task.
- the picture is the main character from the Finnish movie Sauna. As I've played through The Wild Hunt, I've been reminded of that movie so many times, so he's my iconic image. Since my Geralt is decked out in Mastercraft Bear armor and sports a goatee, he even kinda looks like that guy!
Anywho, here goes!
The Witcher
http://www.nordicfilmandtvfund.com/files/1913/5300/0539/sauna_2_finland_ville_virtanen_photo_credit_aleksi _koskinen.jpg
Mutants. Vile, ill-begotten offspring of devils and sorcereresses. Forgotten bastards and unwanted children. to the common folk, this is what comprises a witcher. But, in the very same breath that they are cursed in, the witcher is also pleaded for, for he is one more thing than all of that:
He is a monster hunter.
Witchers are a specially trained group of warriors, dedicated to hunting down all that goes bump in the night, killing it, and then selling its head for coin. They are mercenaries, selling their sword to whoever can afford it, and they are problem solvers, correcting issues that only they are uniquely certified to correct. They are trackers, hunters, and tamers of all that is wild.
But they may not always be heroes.
Level
Prof. Bonus
Features
Decoctions Known
Alchemy Points
Max Alchemy Recepie Level
1
+2
Witcher Training, Witcher code, Alchemy, Signs, Beastiary
-
1
1
2
+2
Fighting Style, Decoctions
2
2
1
3
+2
Witcher School, Silver Sword, Sign Boost
2
3
1
4
+2
Ability Score Improvement
2
4
2
5
+3
Sign Boost
3
5
2
6
+3
Extra Attack
3
6
2
7
+3
School Ability, Sign Boost
4
7
3
8
+3
Ability Score Improvement
4
8
3
9
+4
Sign Boost
5
9
3
10
+4
School Ability
5
10
3
11
+4
Sign Boost
5
11
3
12
+4
Ability Score Improvement
6
12
4
13
+5
Sign Boost
6
13
5
14
+5
School Ability
6
14
5
15
+5
Sign Boost
7
15
5
16
+5
Ability Score Improvement
7
16
6
17
+6
Sign Boost
7
17
6
18
+6
Enhanced Alchemy
8
18
6
19
+6
Ability Score Improvement, Sign Boost
8
19
6
20
+6
Master Witcher
8
20
6
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
Armour:Light armor, Medium Armor, Heavy Armor
Weapons: Simple and Martial weapons
Tools: Alchemists Tools
Saving Throws: Constitution, Intelligence
Skills: Select two from the following list: Athletics, Acrobatics, Animal Handling, Knowledge: Arcana, Knowlege: Nature, Medicine, Ride, Stealth
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) Two longswords, one silvered or (b) any two martial weapons
(a) Simple clothes or (b) Courtieer's Outfit
(a) an explorer's pack or (b) a dungeoneer’s pack
(a) Studded Leather armour or (b) Chain Shirt
any simple weapon, and two daggers
Witcher Code
Witchers of all creeds and types are encouraged to develop a code of their own to follow, something to guide them as they make their way in the world; additionaly, each echool has a few guidelines that it's associated witchers are taught. There are only three rules that all witchers are taught, regardless of school:
- A witcher is paid for his services, and hunts only on contract. Hunting monsters is a tough, thankless job, but it is a job worthy of coin.
- Witcher's do not take official contracts on Sapient beings. They may fight/kill sentient creatures, but they cannot take an official contract on them.
- No Regicide. Assassins kill kings, witchers do not.
Witcher Training
All witchers go through extensive physical and mental training before being sent out into the world, giving them a few standard benefits.
- Witchers gain proficiency in both Investigation and Perception.
- Witchers may use their dexterity modifer instead of their strength modifier when using a versatile weapon.
- Witchers learn to track by scent, and can pick up scent trails due to their heightened sense of smell. They have advantage on investigation and perception checks related to smell.
Beastiary
Each Witcher maintains a copy of a special book known as a Beastiary. More than just a guide to flora and fauna, a Witcher Beastiary contains all of the myriad instrctions for the witcher's alchemy formula and all of the tips, hints, and tactitcs for fighting any monsters he's come across. While your beastiary is in your possesion, you have advantage on any knowledge checks concerning a specific type of monster you have fought before (green dragon, Iron Golem, hobgoblin, etc.). This bonus only applies to generalized knowledge of the creature type: A witcher might know that all green dragons breathe poison, and that they have especially soft spots on the underside of their chin, but they would not know what kind of treasure Parthunax, The Green Lord of the Forest has in his hoard.
Losing a beastiary is quite a big deal for a witcher; Without it, he may not prepare any alchemical formula, nor does he gain use of it's knowledges. Each Beastiary is written in a code only other witchers can decipher, so it will not benefit nor harm any unlearned individual coming into possession of on. Creating a new one requires 100 gp and 24 hours, during which the witcher with put himself into a trance and auto-write the contents into the new book.
Alchemy
Alchemy is an integral part of Witcher training, and a given witcher may know more than a hundred different potions, bomb recipies, and oil mixtures. Alchemy is discussed in further detail in the "Alchemy" post further down the page.
Signs
Though they are creatures formed and mutated by magic, witchers are not spellcasters, and they cannot perform magic in the traditional sense of the term. What they do learn, on the other hand, are a sreries of minor magical "tricks", known as signs. By drawing on the powers of the 5 elements (Air, Earth, Fire, Water, and the Void), they can muddle an opponents mind, protect themselves from the claws of thier beastly foes, and light their enemies ablaze.
Witchers learn all 5 of these signs at first level, and they grow in power slightly as the witcher gains levels in the witcher class. At level 3, 5, 7, 9, 11, 13, 15, 17, and 19, a witcher may chose to upgrade one . Signs may be used at will, and count as cantrips with regards to other types of spellcasting and spell immunity. A sign takes an action to cast, unless stated otherwise, and you may only use one sign per turn.
Aard
By focusing the power of wind, the witcher can blast his foes and/or unattended objects away from him with concussive force.
Level 1: 10 ft. cone, Strength Save or be pushed back 10 ft. Can effect medium or smaller creatures
Level 2: 15 ft. cone, Strength save or be pushed back 20 ft. Can effect Large or smaller creatures
Level 3: 20 ft. cone. Stength save or be pushed bak 20 feet and knocked prone. Can effect Huge or smaller creatures.
Level 4: 30 ft. cone, 1d6 magical bludgeoning damage, strength save or be knocked back 30 ft. and prone. Can effect Huge or smaller creatures.
Axii
By Channeling the power of water, the witcher can muddle the fluid thought in his mind, making them more pliable and open to suggestion. Targets Axii is successful on do not notice that they have been magically tricked. Axii is usless against creatures who are mindless or are immune to mind-affecting abilities.
Level 1: Gain advantage on a Persuasion, Deception, or Intimidation check vs. one target. In combat, Cause one target within 30 ft. to make an Intilligence save or be unable to take reactions till the start of your next turn or they take damage.
Level 2: Gain advantage on a Persuasion, Deception, or Intimidation check vs. two targets. In combat, Cause one target within 30 ft. to make an Intelligence save or be Stunned till the start of your next turn or they take damage.
Level 3: Gain advantage on a Persuasion, Deception, or Intimidation check vs. Three targets. In combat, Cause one target within 30 ft. to make an intelligence save or be Stunned or Frightened till the start of your next turn or they take damage.
Level 4: Gain advantage on a Persuasion, Deception, or Intimidation check vs. four targets. In combat, Cause one target within 30 ft. to make an Intelligence save or be Stunned, Frightened, or be rendered unconscious till the start of your next turn or they take damage.
Igni
By unleashing the power of fire, Witchers can burn their opponents to cinders. More mundanely, Witchers can use this to ignite or douse sources of flame with a snap of their fingers.
Level 1: 5 ft. Range, Dexterity save or take 1d6 fire damage and be lit on fire, taking 1 fire damage per round for one minute; targets may attempt a Dexterity saving throw at the end of each of their turns to put out the flames. Ignite or douse Candles/Lamps
Level 2: 10 ft. cone, Dexterity save or take 1d8 fire damage and be lit on fire, taking 1d6 fire damage per round for one minute; targets may attempt a Dexterity saving throw at the end of each of their turns to put out the flames. Ignite or douse Campfire/Hearth fire
Level 3: 15 ft. cone, Dexterity save or take 1d10 fire damage and be lit on fire, taking 2d6 fire damage per round for one minute; targets may attempt a Dexterity saving throw at the end of each of their turns to put out the flames. Ignite or douse Large bonfire.
Level 4: 20 ft. cone, Dexterity save or take 1d12 fire damage and be lit on fire, taking 3d6 fire damage per round for one minute; targets may attempt a Dexterity saving throw at the end of each of their turns to put out the flames. Ignite or Douse Large bonfire.
Quen
By drawing on the power of the earth, Witchers magically shirk off blows that might otherwise be leathal.
Level 1: Gain +1 AC. This lasts for 1 minute or until you take damage.
Level 2: Gain +2 AC. This lasts for 1 minute or until you take damage.
Level 3: Gain +2 AC. This lasts for 1 minute or until you take damage twice. You may cast Quen as a reaction to a successful attack; if you do so, th bonus to AC becomes +5, and you must take a short or long rest before you can do so again. In this case, your Quen shield duration is instantaneous.
Level 4: Gain +2 AC. This lasts for 1 minute or until you take damage three times. You may cast Quen as a reaction to a successful attack; if you do so, the bonus to AC becomes +5, and you must take a short or long rest before you can do so again. You may also cast Quen in reaction to a failed Saving throw, avoiding the effect in question. You must take a long rest before you can do this again. In either case, your Quen shield duration becomes instantaneous.
Yrden
By summoning the power of the Void, a witcher may place a supernatural trap on the ground, slowing his foes, forcing the insubstantial to become whole, the ethereal to become solid, and the invisible to be seen.
Level 1: 10 ft. radius, centered around you. Any foes entering the area of the trap have their speed halved. Yrden lasts for 1 min, and you may only have one trap active at a time.
Level 2: 15 ft. radius, centered around you. Any foes entering the area of the trap have their speed halved. Creatures who are ethereal that enter or start their turn within the area of the trap must make a wisdom save or forced back to the material plane while inside the area. Yrden lasts for 1 min. You may only have one trap active at a time.
Level 3: 20 ft. radius, centered around you. Any foes entering the area of the trap have their speed halved. Creatures who are ethereal or creatures who are in a mist or otherwise insubstantial form that enter or start their turn within the area of the trap must make a wisdom save or be forced back to the material plane/forcibly reformed while inside the area. Yrden lasts for 1 min. You may only have one trap active at a time.
Level 4: 30 ft. radius, centered around you. Any foes entering the area of the trap have their speed halved. Creatures who are ethereal, creatures who are in a mist or otherwise insubstantial form, and creatures that are invisibile (naturally or otherwise) that enter or start their turn within the area of the trap must make a wisdom save or be forced back to the material plane/forcibly reformed/become visible while inside the area. Yrden lasts for 1 min. You may have two traps active at a time.
Fighting Style
At 2nd level, a witcher learns his chosen style of fighting from the following list
- Dueling
- Two Weapon Fighting
- Hand-and-a-Half
- Great Weapon Fighting
- Defense
Decoctions
At 2nd level, a witcher learns how to make special alchemical formula known as Decoctions. The use a distilled form of monster essence known as a mutagen. Each Decoction is made as a potion, and must be consumed for the effect to work; unlike normal witcher potions, consuming a decoction does not effect a non-witcher whatsoever. Most decoctions have an extended duration, lasting for 24 hours or until the witcher takes a long rest; uses of Decoctions are always refreshed following a long rest.
A witcher learns 2 decoctions from the list at 2nd level, and may select new ones as he gains levels per the table.
Silver Sword
The signature weapon of a witcher, a silver sword is both an identifying badge of office and a deadly weapon. Most tales of witchers describe them as wearing a pair of swords on their back: one steel, of men and beasts, and one silver, for monsters. This suits most witchers just fine, as it allows common folk to identify witchers on sight (which means more coin), and it serves to keep their silver sword sharp for when the actual fighting needs to be done.
At third level, a witcher recieves his first Silver Sword. A standard silver sword is an extremely well made longsword, and it is considered a magical weapon. All witchers eventually have a silver blade forged that suits their individual combat style: This may be any form of weapon the Witcher is proficient in, and costs 100 gold in addition to the normal cost for the blade. Any weapon the witcher comes across may be treated to becomes a silver weapon: this process takes 24 hours and 100 gp worth of materials.
Witcher Schools
At 3rd level, the witcher graduates from his chosen school fo training. He joins one of the following School, and he is given his silver sword and a Medallion linked to the School. This medallion is highly sensitive to latent magical energies, and will vibrate when it is within 30 ft. of a sufficiently strong magical aura. The Available schools are:
- School of the Cat - sneaky assassins (Stealth, sneak attack)
- School of the Wolf - Hunters ( Combat specialists)
- School of the Bear - Tanky Heavy attack specialists (Durability)
- School of the Griffon - Sign-using "Spellcasters" (Better signs)
- School of the Viper - Alchemy Masters
Extra Attack
At 6th level, whenever you take the attack action, you may attack twice.
Enhanced Alchemy
A witcher of sufficient level is, in his specific field, a true master of alchemy. The witcher adds his Int modifer to his level to determine his total number of alchemy points.
Master witcher.
A master witcher is a terrifying creature to behold: nearly immortal, almost invincible, and supremely deadly. A master witcher adds his Intelligence bonus to all melee damage and attack rolls., in addition to his strength or dexterity bonus.
Schools
School of the Wolf
Wolf's Prey
At 3rd level, you learn to capatalize on a creature's weakness. Once per tun, you may deal an additional 1d8 damage to a creature that has already been damaged.
Pack Tactics
at 7th level, you learn to weave in and out of battle, dodging strikes and setting yourself up for strikes. You do not provoke opportunity attacks on your turn from targets you attacked that turn.
Whirlwind Attack
At 10th level, you gain the ability to make a whirling attack with your blade. As an action, you may make one attack against every opponent that is adjacent to you.
Improved Pack Tactics
At 14th level, you learn to utilize your combat allies to benefit the you and the group as a whole. As a bonus action, you may grant either yourself or an ally Advantage on their next attack roll against an enemy you are adjacent to. You must have an ally adjacent to that creature to use this ability.
School of the Cat
Panther's Prey
You have learned how to strike quickly, and without hesitation. At 3rd level, Once per turn, you can deal an additional 1d8 damage to one creature you hit with an attack if you have advantage on the attack roll.
You don't need advantage on the attack roll to apply your Panther's Prey damage if no other enemies of you or the target are within 5 feet of the target.
If you have the Sneak attack ability from another class, it does not stack with Panther's Prey. You may use both abilities on the same turn, if you are able to, but not on the same attack.
Your Panther's Prey ability deals additional damage based on the table below
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Level
Bonus damage
8th
2d8
15th
3d8
Padded Feet
You've been trained to be unseen and unheard, as well as getting into places no one should get to. at 7th level, You gain Proficiency in Sneak and Acrobatics.
Poisoned Blades
You've learned the secret of brewing your oils to be more potent. At 10th level, When you attack your target with an Oiled Blade (that matches their creature type), that creature must make a saving throw (DC 8 + your Proficiency bonus + your Intelligence Bonus). Failure means they take damage from the oil each round for one minute.
Layerd Oils
You've become a master of applying oils, and always seem to be prepared. At 14th level, You may apply and recieve the benefits from two oils on a given blade. Additionally, you may apply an oil to a blade as an action, althrough this ruins any other oils that might have been on the blade.
School of the Bear
Berzeker Barrage
Witchers from the school of the Bear have, historically, been known to be almost madmen on the battlefield. Though their strength is unquestionable, their sanity often is. You gain the ability to Rage, as per a Barbarian. You may do this a number of times, as indicated by the following list; after that, you must complete a long rest before you can do it again.
Level
Rages
Rage damage
3rd
1
+2
6th
2
+2
12th
3
+2
17th
4
+3
Berzerker Attack
Bears are one of the most vicious creatures in the forest, yet you aim to be stronger. At 7th level, You may attempt to strike your target with extra force. Whenever you attack a target with a two handed, versatile, or heavy melee weapon, you may take a -5 penalty on the attack roll to deal an additional +10 damage on the damage roll.
Berzerker's Thirst
Alcohol may disorient others, but for you, it fills you with strength and power. When consuming a potion, Witcher or Magical, you gain Temp HP equal to your Witcher level in addition to any other benefits. If the potion gives you Temp HP, you add these to that total.
Immortal Fortitude
Warriors of the Bear are completely invincible, and none can be felled on the battlefield; This is a rumor, but the story is not so far from the truth. At 14th level, you gain advantage on all Con Saving throws and on Death Saves
School of the Griffon
Arcane Potency
You've put your mind into your Signs, and they are all the better for it. At 3rd level, your signs become harder to resist. The DC to resist you Signs increases by +1, and by +2 at level 10.
Arcane Celerity
At 7th level, you learn to mix your signs into your combat routine. Once per turn, when you take the attack action, you may sacrifice one of your attacks to utilize a sign.
Improved Signs
At 10th level, you learn to use your signs in new and interesting ways:
- You may cast Aard in a circle around youself, with a radius equal to the cone length.
- You may choose to Charm an opponent affected by Axii for a number of rounds equal to your Intelligence modifier
- You may cast igni in a 5 ft. wide line, with a length equal to double the cone length.
- You may use your action to concentrate on your Quen shield. Doing so reduces your speed to 0, but increases your AC gain by +5. You may hold the shield up for a number of rounds equal to your intelligence modifier.
- You may cause foes trapped inside Yrden to have their speed dropped to 0.
Once you use an improved sign, you must take a short or long rest before you can use this ability again.
Arcane Destruction
Your signs become a truly deadly weapon. You add your Intilligence bonus to the damage of both Igni and Aard, and any one that hits you with a melee attack while Quen is up take damage equal to your Intelligence bonus.
School of the Viper
Aquired Tolerance
At 3rd level, you start to train your body to better handle the toxins present in witcher potions. Your toxicity threshold is equal to your con score + your proficiency bonus
Specialization
You've trained extensively in one aspect of Alchemy. At 7th level, you may Select one:
Viper Oil - All oils deal an additional d6 damage
Pyrotechnics - All bombs deal additional damage equal to your int mod.
Refreshment - consuming a potion of any type heals you for 1d6 + you Int mod in addition to it's other effects.
Efficiency
You learn how to squeeze the most out of your mixtures. At 10th level, All alchemical mixtures produse one additional dose or bomb.
Master Alchemist
Your studies in your field have allowed you to supass nearly all others. At 14th level, you may select one:
Cluster Bombs - Your bombs split into three pieces, allowing you to target three different areas. Enemies in overlapping areas of effect are only hit once.
Adaptation - The duration of all ingested potions is doubled.
Synergy - You no longer suffer the negative effects of toxicity overdose.
Notes
- This class is probably unbalanced for normal play. I'm going to keep tweaking it, but the source character is a bit on the OP side, so getting the right feel while still being balanced is an arduous task.
- the picture is the main character from the Finnish movie Sauna. As I've played through The Wild Hunt, I've been reminded of that movie so many times, so he's my iconic image. Since my Geralt is decked out in Mastercraft Bear armor and sports a goatee, he even kinda looks like that guy!