Witcher Class DnD 5e

Disclaimer: 

I do not own any of the content that inspired the creation of this class, whether it be the Witcher Title, DnD, etc. This class is intended to be used in DnD 5e, and is not compatible with other platforms unless altered for them. If you wish to use this class on a social media platform, all I ask is for a shout out to myself, Carth Stigr, and perhaps even reach out to me to let me know, as I would like to witness this class in use so i may balance it through playtesting. If you enjoy the class and would like to let me know, you can send me a direct message through my Patreon Account: https://www.patreon.com/CarthStigr  

Due to the nature of Witchers as a concept, this class is very difficult to balance while including all of the aspects of what makes a Witcher into the monster hunter that we know them as. While This class can be played with the original DnD 5e classes, it has been designed to be so diverse through the choices of Schools that if you really wanted to, you could just outright do a full Witcher Party Playthrough. All of this being said, I intend to add to, alter, and rebalance this class, as this is my first homebrewed full class. I have not read any of the Witcher Books, so I am not aiming for 100% lore accuracy on the Schools (Aside from that all of the canonical schools are available), but instead a combination of lore accuracy and in – game intractability. This class is much more complex than a traditional 5e Fighter, and I would not recommend it to brand new players. To navigate through this class the easiest, please utilize the section numbering referenced in the Guide.

Guide:  

  1. Witcher Class Introduction and starting gear, proficiencies, etc.

    1. General Progression

      1. TOXIN CAP: explanation on how it works and how to calculate it for your Witcher.

      2. POTIONS: explanation on how potions work, and how many you should expect to have.

  2. Schools, introduction paragraph.

    1. Wolf 

    2. Cat

    3. Manticore

    4. Bear

    5. Leshen

    6. Griffin

      1. The Scholar

      2. The Arcane Blood

      3. The Enlightened

    7. Viper

    8. Crane 

  3. Decoctions

    1. Level 9

    2. Level 12

    3. Level 16

    4. Level 19

  4. Signs

    1. Aard

    2. Axii

    3. Igni

    4. Quen

    5. Yrden

  5. Credits


  

1.0: Witcher Class DnD 5e 

As a Witcher, you were taken as a child into their ranks, alongside others of your age who, by majority, did not survive the transformation known as the trial of grass, the process which turns one from man to mutant. Those who survive the trial will continue rigorous training throughout their adolescent life; each day is a new lesson for any Witcher, for better or worse. 

Attribute Score Increase: Due to your transformation granting you inhuman physique, add 1 Strength or 1 Dexterity score.

Instinctual Detective: All Witchers are proficient in Investigation. For your second skill, choose 1 from this list: Perception, Medicine, Nature.

Proficiencies: Simple Weapons, Martial Weapons, Light Armor

Languages: you are fluent in Witcher/Sign and Common. 

Speed: 30.

Saving Throws: WIS, and your choice of school determines the other.

Tools: Alchemist Kit Proficiency. 

Long Rests: As a Witcher, long rests only take you 4 hours. Where most creatures would be spending their other 4 hours resting, you spend your reumaining spare time replenishing your potion stock and examining your gear to make sure that everything is in good condition.

Starting Equipment: 

  • One silvered martial weapon (must deal slashing or piercing damage), one martial weapon.

  • A light crossbow or a shortbow, with either 20 bolts or 20 arrows and a quiver.

  • Witcher’s Pack:

    • Backpack

    • Alchemy Kit

    • 10 days of rations

    • Bedroll

    • Witcher Medallion (.5 lbs)

      • Your medallion, no matter the school, is your claim to fame/infamy as you build a reputation for yourself in a world full of monsters. When you are within 120ft of a magical item or creature, your medallion will begin to hum and its eyes will begin to emit a faint to vibrant color that is dependent on the school you reside from. At the DM’s discretion, this item can be used similar to that of a “hot and cold” system, where your investigation rolls influence the information you are able to gather from it. If your medallion remains nearby a magical item or creature for over an hour consecutively, it will learn the item and become blind to it, no longer being capable of detecting the magical presence. You can expedite this process by using an action to momentarily take off your medallion to have it physically contact the magical item or creature, re-equipping it once you're finished. This is a useful feature for when a Witcher is partied with magic wielders and those who utilize magical items. Once an item is blind to the medallion, it must be away from it for a month before it will detect the specific object or creature again.   

    • Potion Pack (2lbs)

      • The potion pack is an extension to your Backpack, designed to keep your potions safely stored throughout your contracts while being easily accessible.

    • 10 Potion Bottles (1 lbs per 10 bottles)

      • Bottles designed for holding varying Witcher potions. You know how to craft these bottles, if need be, costing 1 Gold worth of materials to craft 10 of them, or 1 Silver per bottle. This is important to keep in mind when making Decoctions, as each unique potion requires 1 potion bottle. Bottles are not consumed by using potions, but they are subject to being destroyed at the DM’s discretion. 

    • Hammer

    • 10 pitons

    • Waterskin

    • 50 feet of Hempen Rope

  • Depending on your school, you choose Leather Armor, Hide Armor, or Chainmail. Schools that grant proficiency to a type of armor also give you armor of that class.


1.1: General Progression: 

1.1.1: TOXIN CAP:

You have a toxin cap equal to 25+(Witcher Level*5)+(CON*15). When you consume a potion, you accumulate a varying amount of toxin. When you go beyond your toxin cap, you must make a constitution saving throw equal to half of the toxin value of the potion you drank, rounding down. Each time you consume a potion while beyond your toxin cap, you must make this saving throw. On a failed save, you gain the poisoned condition until your toxin levels drop below your cap. Going beyond your toxin cap by half of its value will result in incapacitation for one hour.

Taking a long rest resets your toxin to 0, and you are allowed to choose different decoctions once you are level 9. When you take a short rest, you can expend hit die to reduce your toxin. This cannot affect the amount of toxin that your decoction/s apply.

1.1.2: POTIONS:

All potions (except for Decoctions and White Honey) take effect by using a bonus action. They generate an amount of Toxin that varies from potion to potion, the most potent being Decoctions. When you take a long rest, all of your potions are restocked. The number of potions you are able to use is determined by your school. 25 Toxin potions (Blizzard, Thunderbolt, Tawny Oil, Full Moon, Petri Philter, White Raffard’s Decoction, and Maribor Forest) , aside from Manticore Witchers with Heavy Drinker, will always only have one use.

Aside from Swallow, Witcher potions cannot be used by non-Witcher creatures. The only way that this changes is through being an Enlightened Griffin Witcher

Level 1: School, Swallow

Potion: Swallow: By level 1, the Witcher may consume Swallow as a bonus action and heal for 1d4+(your Witcher level/3, rounding down with a minimum of 1 hit point) per turn for the next 3 turns. When you receive more damage than your Witcher Level over the course of a round, you lose the d4 to your next Swallow heal. At level 12, taking damage no longer reduces Swallow’s healing. In the event that a non – Witcher humanoid reaches 0 hit points, you may use an action to help a downed ally ingest Swallow, resetting their death save count, but not reviving them. The healing per turn does not have a bonus modifier if the creature is not a Witcher. 20 Toxin

School: At level 1, you choose a Witcher School.

Level 2: Cat, Killer Whale

Potion: Cat: By level 2, a Witcher may consume Cat as a bonus action to grant dark vision 60 ft for 1 hour. If the Witcher is outside during daylight, they have the blindness condition. At level 8, the distance increases to 120 ft, and at level 12, you have advantage against charms during Cat’s duration. 15 Toxin

Potion: Killer Whale: By level 2, a Witcher may consume Killer Whale as a bonus action to grant sight underwater and extend how long you can hold your breath to 2 + Double your constitution modifier. Lightly and heavily obscured waters have no affect on your sight, and your vision range at minimum is 60ft. 15 Toxin

Level 3: School Feature

School Feature: By level 3, you gain a School Feature.

Level 4: Black Blood

The Witcher Gains a point in dexterity or strength by just being a Witcher, and another attribute score depending on their school. Because of this, a Witcher does not benefit from an attribute score increase at level 4.

Potion: Black Blood: By level 4, a Witcher may consume Black Blood as a bonus action. Once per turn, a creature other than humanoids and beasts receives 1d6 necrotic damage if they successfully strike the Witcher with a melee attack, lasting for 1 minute. At level 12, this gains a d6, and another d6 at level 16. 15 Toxin

Level 5: Senses, Extra Attack (Depending on School)

Heightening Senses: By level 5, A Witcher's time in the world has given them enough experience with hunting monsters that a Witcher will begin to know what they look, hear and smell like. When tracking down creatures other than humanoids or beasts, a Witcher gains advantage in investigation, nature, and perception.

Extra Attack: Wolf, Bear, Manticore, Leshen, and Viper School Witchers gain an extra attack at this level. You can check this under each of their school sections.

Level 6: Blizzard, Golden Oriole

Potion: Blizzard: By level 6, a Witcher may consume Blizzard as a bonus action. For the next 3 turns, time slows for the Witcher each time any creature that they participate in killing dies, granting an out of turn action that does not cost a reaction. The Witcher may choose to use this for a movement or attack action. 25 Toxin

Potion: Golden Oriole: By level 6, a Witcher may consume Golden Oriole as a bonus action or reaction. For the next minute, you have advantage to saving throws relating to poison from both attacks and your own Toxin. Whether or not you fail, you are immune to the poisoned condition if it doesn't come from your own toxin cap. If you consume the potion as a reaction to a poison, you automatically succeed the save. At level 16, You heal from half of the poison damage rolled if you succeed the save. 20 Toxin

Level 7: School Feature

School Feature: By level 7, you gain a School Feature.

Level 8: ATT

Attribute Score Increase: By Level 8, increase any one of your attributes by 2, or any two by 1. 

Level 9: Decoctions

Decoctions: By level 9, a Witcher may create and consume decoctions of their choice. Certain decoctions are only available at higher levels, costing an amount of gold in materials equal to the level requirement multiplied by 2, an available potion bottle, and can only be done during a long rest. Once you craft a decoction for the first time, you do not have to pay gold to use it again, even if you swap it out later. Decoctions provide a passive that lasts indefinitely, and the passives can be swapped out in between long rests. See the Decoction section to view the list of available options. 50 toxin each

Level 10: School Feature, Movement Speed

School Feature: By level 10, you gain a School Feature.

5 Movement Speed: Every single Witcher, no matter the school, gains 5 movement speed.  

Level 11: White Honey, Extra Attack (Depending on School)

Potion: White Honey: By level 11, a Witcher may consume White Honey once per long rest, taking 10 minutes to take full effect. The white honey cleanses your body of its toxins, ending the effects of any potions and bringing your toxin levels down to 0. If you have an active Decoction, their passive and toxin value remains.

Extra Attack: Wolf Witchers gain an extra attack at this level. You can check this under their school section.

Level 12: ATT

Attribute Score Increase: By Level 12, increase any one of your attributes by 2, or any two by 1. 

Level 13: School Feature

School Feature: By level 13, you gain a School Feature.

Level 14: Wolven Hour

Wolven Hour: By level 14, you can push beyond your ordinary biological limits as a Witcher for 3 turns, heightening your physical and mental capacity to inhumane levels. 

  • You can use 2 reactions per round. You can take a unique type of dodge reaction that reduces the bonus to hit from the next incoming attack by your hit die. This does not cost a hit die. When you make a reaction, the duration of Wolven Hour resets.

  • When you attack a creature with a melee attack, you can move away from them and they cannot make an opportunity attack against you, even if the attack does not hit. When you do this, you regain your full movement once per turn.

  • When you have to make a Dextery/Strength saving throw or STR(Athletics)/DEX(Acrobatics) check, you can choose to roll whichever is higher.

  • Your Sign/Spell Casting Modifier changes to your highest attribute modifier, if it wasn't already. 

Level 15: Senses, Thunderbolt/Tawny Oil

Master Witcher Senses: By level 15, A Witcher's exceptionally long time, even for a Witcher, spent in the world has given them a complete mastery of monster patterns, tactics, and habits. Such analytical skills leak into their lives even outside of their contracts, and they gain expertise in investigation and proficiency in nature and perception if they weren't already. If the Witcher was already proficient in any of those, they become expertise.

Potion: Thunderbolt/Tawny Oil: By level 15, a Witcher (except for a Griffin School Witchers, see their level 15 under Schools) may consume Thunderbolt as a bonus action, increasing their damage output to either physical attacks. For the next minute, your physical attacks can only roll as low as half as the max roll. For example, a 1d12 can roll a 6 at lowest. 

At level 19, if you are outside and there is a thunderstorm, physical attacks deal critical damage if they hit. 25 toxin

Level 16: ATT

Attribute Score Increase: By Level 16, increase any one of your attributes by 2, or any two by 1. 

Level 17: School Feature

School Feature: By level 17, you gain a School Feature.

Level 18: Humans/Monsters

One for humans…: By level 18, you’ve spent long enough dealing with humanoids that you know how to cut them down, granting a few bonuses when dealing with them.

  • Projectile Deflection: Non-magical ranged attacks have a -5 modifier to hitting you when the attacker is humanoid.

  • Counter Attack: After a strike from a humanoid is unsuccessful, your next attack deals critical damage to them if it hits.

… The other for monsters: By level 18, you’ve spent long enough doing contracts in your life that you know every single monster in the bestiary by heart. As such, you gain a few bonuses when dealing with them.

  • Fleet Footed: When you take the dodge action, you have resistance to all damage from creatures other than humanoids or beasts.

  • Deadly Precision: you roll all attacks against creatures other than humanoids or beasts as though you have advantage, just for the sake of rolling two d20’s and not actually having advantage. When you roll a double nat 20, you instantly kill the monster.

Level 19: ATT

Attribute Score Increase: By Level 19, increase any one of your attributes by 2, or any two by 1. 

Level 20: Keep on the Path

Keep on the Path: By level 20, One for humans and The other for monsters are no longer exclusive to  creatures other than humanoids or beasts and humans. When you reach this point, you are exposed to the most advanced mutations available to you, taking you to a level just shy of immortality: 

  • Your hair color fades to white, and you do not physically age anymore. 

  • You are immune to disease.

  • You can no longer be surprised.

School Feature: By level 20, you gain a School Feature.

2.0: Schools:

At level 1, a Witcher joins a School. Depending on which one, their second saving throw is determined, along with a +1 to an attribute score, and their signing level is determined. A Witcher’s choice of school greatly alters their role to the party and themselves, whether they be a frontline blade to skin monster hunter, a backline marksman, or even a full Signer. 

2.1: Wolf: Sword and Igni Master

As a Wolf School Witcher, you are the dominating force of the battlefield, against both man and monster. You utilize your sword unlike any other, intertwining bladework and igni signs, and your battle trance is unbreakable in form. 

  • Signer Type: 1/3 Signer

  • Saving Throw and Attribute Score Increase: STR, +1 STR

  • Choose 1 more Skill from this list: Athletics, Intimidation, Survival

  • Medium Armor Proficiency

  • d10 hit die

  • Addressing a Hypothetical: To my knowledge as a DM, changing from a single to a two handed strike and vice versa does not require any sort of action to do so. As a wolf school Witcher, you are considered to be a master swordsman, a top of the top class. Because of this, you are allowed to freely change between these two types of attacks, comboing them throughout your turn (so long as your weapons are versatile). 

  • Potions: You have 1 use of each of your potions. At level 13, you gain an additional use of your 15 Toxin and 20 Toxin potions.

Level 1: Adrenaline/Whirl

  • Equipment: Your melee weapons, instead of your options from before, must be a silvered longsword and a regular longsword, as the versatile trait is crucial for your weapon to have in order to play this class to its full extent.

  • Adrenaline: successful attacks from one handed strikes accumulate points of Adrenaline equal to your STR, and twice that amount with two handed strikes. You have a maximum Adrenaline equal to STR*20. Receiving damage reduces your Adrenaline for the same value. At half and above Adrenaline, you become resistant to all physical and fire damage. If you don't deal or receive damage for 1 minute consecutively, you lose all of your Adrenaline

  • Whirl: As a concentration, you begin a fluid momentum of one handed strikes, remaining in constant motion both in blade and footwork, costing 10 Adrenaline per turn. On your turn, each creature within your weapon’s reach is struck by your attacks (roll the same number of attacks as you normally would, applying to all creatures within reach). Creatures have disadvantage on attack rolls against you, and if you are surrounded, the advantage is canceled out. Your movement is reduced to 15ft while doing this, you cannot dash, and you must move at least 5ft per turn. You can’t activate Whirl unless your Adrenaline is full, but you can use your reaction to activate it for your next turn (under the condition that you receive damage while at full Adrenaline). When your concentration is broken during Whirl, you lose the ability to gain Adrenaline on your next turn. 

Level 3: Battle Trance

  • Battle Trance: Wielding a single sword, whether it be in one or both hands, gain a +2 to hit (one handed) or +2 to damage (two handed). You can sign any Igni while both hands are occupied. 

Level 5: Extra Attack

  • Extra Attack

Level 7: Whirlwind/Rend

  • Whirlwind: You can make an additional attack as a bonus action during Whirl, costing an additional 10 Adrenaline.

  • Rend: You may consume two attacks in your turn to make your next two handed attack a Rend. This costs 50 Adrenaline, but adds a d6 damage dice for every 20 Adrenaline you have. Rend has advantage to hit, and cannot be used during Whirl. At level 13, the rate of damage dice increases to every 15 Adrenaline instead, and at level 17, it becomes every 10 Adrenaline

Level 10: Reach/Undying

  • Reach: All swords, except for short swords, have the range property while being wielded by you, as your inhuman speed allows you to play the battlefield with your footwork. This affects Whirl.

  • Undying: When you receive damage that would reduce you to 0 hit points, your current amount of Adrenaline heals you, consuming all of it to do so. This can occur once per long rest, and will not activate if the damage you received would have instantly killed you.

Level 11: Extra Attack

  • Extra Attack

Level 13: Maribor/CB/PB

  • additional use

  • Maribor Forest:  As a bonus action, you may consume Maribor Forest to increase your Adrenaline generation by 5 per strike for the next minute. At level 20, upon drinking Maribor Forest, you gain 25 Adrenaline. 25 Toxin  

  • Crushing Blows/Precise Blows: Your crit range is increased to 19-20 with versatile weapons. Critical Strikes, whether they are one or two handed strikes, make your next Rend cost 25 Adrenaline

Level 17: Flood/Razor Focus

  • Flood of Anger: When at max Adrenaline, your next Igni Sign is signed at a level equal to your STR+1, consuming 10 Adrenaline per Sign Level instead of a spell slot and allowing you to go beyond your maximum Sign Slot, up to 6th. When you do this, the spell save DC is calculated by your STR instead of WIS, and you can’t do this again until a long rest. You learn the 4th,  5th and 6th level IGNI signs, and this does not take away from the total number of signs that you know.

  • Razor Focus: At the start of combat, you instantly gain half of your maximum Adrenaline. You can concentrate on any IGNI sign while using Whirl.

Level 20: One With the Wolf

  • One With the Wolf: You gain 4 Strength and your score cap to this attribute is 24. Undying can be reused after a short rest. 


2.2: Cat: Axii and Yrden Rogue

As a Cat School Witcher, you are known for being skilled in diplomatic manipulation, assassinations/hitman jobs, and easily rising to a position of power through not so legal means, more often than not. While a Cat School Witcher still uses the signature silver and steel swords, they are also commonly known to wield inconspicuous weapons such as daggers, stilettos, light crossbows, etc. 

  • Signer Type: 1/2 Signer

  • Saving Throw and Attribute Score Increase: CHA, +1 DEX

  • Choose 2 more Skills from this list: Stealth, Deception, Persuasion, Acrobatics 

  • d8 hit die

  • thieves cant

  • Thieves tools

  • Potions: You have 1 use of each of your potions. At level 13, you gain an additional use of your 15 Toxin and 20 Toxin potions.

Level 1: Sneak Attack

  • Sneak Attack:  Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.

You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.

The Bonus Damage increases by a d6 at levels 3, 5, 7, 9, 11, 13, 15, 17, 19.

Level 3: Cunning Action/QS

  • Cunning Action: Starting at 3rd Level, your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.

  • Quick Shot: Once per turn, you can drink potions as a free action while completely hidden.

Level 7: Sign Trickery/Evasion

  • Sign Trickery: Yrden and Axii’s sign casting modifier becomes CHA instead of WIS. When you use either of these signs, they have doubled range and you can choose for them to be invisible. If a creature is being affected by your sign from either of these schools while it was signed as invisible, it must roll a wisdom(perception) check against your spell save DC. If it fails the save, it knows that it is being affected by something, but doesn’t know by what or whom, allowing you to remain stealthed. On a successful save, it knows that you are using magic against it. Aside from Yrden Voidstep, you cannot use this with any damaging signs. 

  • Evasion: you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. 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.

Level 10: Reliable Talent

  • Reliable Talent: you have refined your chosen Skills until they approach perfection. Whenever you make an ability check that lets you add your Proficiency Bonus, you can treat a d20 roll of 9 or lower as a 10.

Level 13: Feline/ Sign Focus

  • additional use

  • Feline Senses: Cat is active indefinitely without the drawback of being in daylight.

  • Yrden and Axii Focus: When you sign Yrden or Axii, you may instead choose to consume Focus. You have an amount of focus equal to your Witcher Level, and the amount a sign costs in focus is equal to twice the level of the sign. Once every 6 seconds, when you successfully deal sneak damage, you restore a single point of focus. Taking rests does not restore your focus.

Level 17: Yrden and Axii Master

  • Yrden and Axii Master: You can sign a Yrden or Axii sign beyond your maximum signing level slot, consuming the appropriate amount of focus to do so, and you learn every single 5th level and beyond Yrden and Axii Sign. This does not take away from the total number of signs that you know. You can only cast a 8th and 9th level Sign once per long rest.

Level 20: 9 Lives

  • 9 Lives: Your time on the path and your roguish lifestyle has taught you how to slip out of almost any situation. You are given 9 points to distribute amongst your saving throws that you are not proficient in, increasing their modifier by the number of points you decide to put into them. 


2.3: Manticore: Potion Berserker

As a Manticore School Witcher, rather than taking to the sword or the sign, you pick the only obvious option: the drink. Destroy your foes with a combination of mutative durability and empowered attacks through balancing your toxin values.

  • Signer Type: 1/3 Signer

  • Saving Throw and Attribute Score Increase: CON, +1 CON

  • Choose 1 more skill from this list: Medicine, Survival, Athletics

  • Heavy and Medium Armor Proficiency

  • d8 hit die

  • Potions:You have 2 uses of each of your 15 Toxin and 20 Toxin potions, and 1 use of your 25 Toxin potions. At level 13, you gain an additional use of your 15 Toxin and 20 Toxin potions.

Level 1: Power and Toxin Mutation

  • Advanced Toxin Mutation: Each level adds 10 to your toxin cap, rather than 5. On short rests, your CON modifier is doubled when using hit die to lower your toxin.

  • Power Mutation: Every 50 points of Toxin adds a d4 of damage to your melee attacks. This lowers to every 40 at level 10, and then 30 at level 17.

Level 3: Quick Alch/Bolstering Mutation

  • Bolstering Mutation: Every point of Toxin accumulated beyond the TOXIN CAP grants temporary hit points at half of the rate you accumulate Toxin. Rather than having to wait until your Toxin drops below your cap to be rid of the poisoned condition, you may reroll the save at the start of each turn.

  • Quick Alchemy: On short rests, you may select which potions (excluding 25 toxin potions and Decoctions) you wish to craft and how many uses of them you wish to restore. You can craft 1 use of a potion at level 3, 2 at level 7, and 3 at level 13. 

Level 5: Extra Attack

  • Extra Attack

Level 7: Resistance Mutation

  • Toxin from Decoctions does not count.   Resistance Mutation: When you receive damage, you can choose to split the damage between your hit points and your toxin, reducing your toxin count by half of the damage.

Level 10: Tissue Transmutation

  • Tissue Transmutation: Each active Decoction increases your maximum hit points by an amount equal to your CON modifier*2.

Level 11: 

  • You cannot use white honey, as your blood is too toxic to be purged by it. Short rests yield twice as much toxin reduction when you expend hit die to reduce it.

Level 13: Heavy Drinker

  • additional use

  • Heavy Drinker: You can drink a potion as an action (rather than a bonus action) to double the duration of it’s buff and the amount of toxin that the potion provides. You have advantage on your CON saving throw for when drinking above your TOXIN CAP. 

Level 17: Spell Mutation

  • Spell Mutation: As a bonus action, you may choose to drain from your Toxin to empower your next sign, the drain being equal to your TOXIN CAP/ 10, rounding down. When you do this, you may add the die roll of Power Mutation from before you drained your Toxin to your next Sign. You can do this twice per long rest.

Level 20: Acquired Tolerance

  • Acquired Tolerance: You become immune to the poison condition and damage, including the one from surpassing your TOXIN CAP. Decoctions generate 5 less Toxin each and 25 Toxin potions have 2 uses


2.4: Bear: Quen Indestructibility 

As a Bear School Witcher, you are from a proud people with unbreakable will and stature. Rather than defeating monsters and humans alike through tactic planning, you lean more towards your indomitable combat prowess. 

  • Signer Type: 1/2 Signer

  • Saving Throw and Attribute Score Increase: CON, +1 CON

  • Choose 1 more Skill from this list: Intimidation, Athletics, Survival

  • d12 hit die

  • Heavy and Medium Armor Proficiency

  • Potions: You have 1 use of your potions. At level 13, you gain an additional use of your 15 Toxin and 20 Toxin potions.

Level 1: Prep Def/Disabling Blow

  • Defense: While you are wearing armor, you gain a +1 bonus to AC.

  • Prepared Defense: The first non magical attack from any enemy has disadvantage if the bear school Witcher is not surprised. You can sign Absorb Shock as a bonus action.

Level 3: Weighted Blow

  • Weighted Blows: You have learned the fighting style of the Bear Witcher, imposing your mass into each of your strikes. When you attack a creature with a melee attack, including unarmed strikes, you add half of your CON modifier, rounding down, as bonus damage. 

  • Disabling Blow: As a reaction to any melee attack to an ally that is within 5ft, you catch the strike through a block with your weapon, retaliating with a shoulder check. Roll a DC 10 CON save, increasing by 5 per size of the creature beyond medium. On a failed save, you receive the damage of the attack you prevented. On a successful check, you deal 1d4+STR bludgeoning damage to the attacker, and their turn is concluded.

Level 5: Extra Attack

  • Extra Attack

Level 7: Quen Focus

  • additional use

  • Quen Focus: Your CON modifier to Quen Signs is doubled. When you sign Quen, you can instead choose to consume Focus. You have an amount of focus equal to your Bear School Level, and the amount a sign costs in focus is equal to twice the level of the sign. Once every 6 seconds, when you take damage, you restore a single point of Focus. Taking rests does not restore your focus.

Level 10: Absorption Training

  • Absorption Training: You may choose one physical form of damage and one of any other damage type to become resistant to.

Level 13: Full Moon

  • additional use

  • Full Moon: As a bonus action, you may consume Full Moon to grant you temporary hit points equal to your CON modifier*10 for 1 minute. At level 20, you also heal for an amount equal to ?  of your current Toxin, including the Toxin generated by Full Moon. 25 Toxin

Level 17: Quen Master

  • Quen Master: You can sign Quen beyond your maximum signing level slot, consuming the appropriate amount of Quen Focus to do so, and you learn every single 5th level and beyond Quen Sign. This does not take away from the total number of signs that you know. You can only cast the 8th and 9th level Quen Signs once per long rest. 

Level 20: One With the Bear

  • One With the Bear: You gain 4 Constitution and your score cap to this attribute is 24. You choose two more damage types for Absorption Training. 


2.5: Leshen: Master Marksman

A Split off from the Griffin School, the Leshen School are a small group of Witchers that despise all other schools, viewing them as inferior, especially the Cat School. Their specialties when killing monsters is archery, and they are more akin to nature than all other schools. 

  • Signer Type: 1/3 Signer

  • Saving Throw and Attribute Score Increase: DEX, +1 WIS

  • Choose 2 more Skills from this list: Animal Handling, Acrobatics, Stealth, Nature

  • Potions: You have 1 use of each of your potions. At level 13, you gain an additional use of your 15 Toxin and 20 Toxin potions.

Level 1: Thriving Wilds/Archery

  • d8 hit die

  • Medium Armor Proficiency

  • Thriving Wilds: You have a distinct knack for being self sufficient off of the land. When you take a short or long rest near to or outside and away from civilization, you can expend hit die to recover the necessary materials and craft arrows, crafting a number of arrows equal to what you roll. You can instead roll a survival check: when you roll above a 10, you're able to hunt and gather an amount of food to feed a number of people equal to your WIS modifier a full day’s worth. You cannot do both of these during a short rest.

  • Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.

Level 3: Wild Hunt Charges

  • Wild Hunt Charges: You have a number of charges equal to your Witcher level, restoring after a long rest. You choose 2 different Wild Hunts from the list to use. Wild Hunts do not cost an action to use, but you can only use one per turn. At level 7, you learn 1 more, and another at 13.

    • Pathfinder: Costing 1 charge, you refresh your movement action. The rest of your turn is unaffected by difficult terrain, and your climbing speed is the same as your movement speed. When you do a running long jump, use your acrobatics or athletics score, whichever is higher, multiplied by 3 to determine your jump range in ft. 

    • Multi-Notching: costing 2 charges per additional arrow, you can notch multiple arrows on the next attack with your bow. Each arrow reduces your bonus to hit by 2, up to a maximum of 2 extra arrows. Every arrow in a Multi-Notching attack is affected by Poisoned Arrow and Bludgeoning Arrow.

    • Poisoned Arrow: Costing 1 charge, you stain the tip/s of your next attack with poison. You choose whether it is poison or acid damage depending on your target. On a successful hit, the target must make a CON save equal to 8+PROF+WIS. On a failed save, the target receives 3d6 poison/acid damage and becomes poisoned for their next turn. The damage of poisoned arrow scales, increasing by another d6 at level 10, 13, and 17.  

    • Bludgeoning Arrow: Costing 1 charge, the tip/s of your next attack are flat headed, changing its damage type to bludgeoning. This type of arrow ignores 3 AC, and when it hits, the target must roll a CON save equal to 8+PROF+WIS. On a failed save, they are knocked prone, and on a critical hit, the creature is also knocked unconscious on a failed save. Each turn that a creature is unconscious, they must repeat the save or wait 1 minute in order to recover. As a passive, you critically strike creatures with range attacks while they are unconscious, rather than exclusively melee attacks within 5ft. 

    • Prowler: Costing 1 charge, you can make a stealth check. You can instead choose to do this as a bonus action, costing no charge to do so. If you do this as a bonus action, you can still do another Wild Hunt as a free action.

    • Grappling Hook: Costing 3 charges, you have a grappling hook that can get you out of dangerous situations. You can use the hook two different ways, both having a maximum range of 60ft and must be within line of sight. 

      • When you mount the hook to an anchored location, allowing you to recall to the anchored point as a reaction, avoiding any damage that you would have received from either a save or attack if the hook pulls you over a distance of at least 15ft.

      • You can fire the hook as a bonus action to an anchored point, pulling yourself to the location.    

Level 5: Extra Attack

  • Extra Attack

Level 7: Thrill of the Hunt

  • New Wild Hunt

  • Thrill of the Hunt: When a creature becomes bloodied, you gain a bonus to hit and damage modifier based on how many Wild Hunts you have learned.

Level 10: Aard Arrows, 5 movement

  • 5 movement speed (on top of the 5 given to all Witchers, totalling in 10)

  • Aard Arrows: You learn a Sign Cantrip exclusive to the Leshen School. It has no component, and the signing time is instantaneous. You no longer have a need for arrows, or even a quiver. You instead summon arrows made from Aard energy as you need them. Your attacks, no matter the bow, are magical attacks when you use this.

Level 13: Evasion OR Uncanny

  • additional use

  • New Wild Hunt

  • Evasion OR Uncanny Dodge

Level 17: Deathstrider

  • Deathstrider: Wolven Hour’s movement reset from attacking with melee is also activated by ranged attacks. You gain 10 movement when you are within 60ft of a bloodied creature that you consider an enemy.

Level 20: Master Huntsman

  • Master Huntsman: You can use a Wild Hunt as a bonus action, allowing you to use two separate ones on a single turn, making for combinations. On a short rest, you restore a number of Wild Hunt Charges equal to your WIS. When you hit a creature with an arrow, you learn its damage vulnerabilities, resistances, and immunities.


2.6: Griffin: Full Spell and Sign Casting

As a Griffin School Witcher, you seek to heighten your arcana to an unmatched level, abandoning the traditional idea of getting personal with your quarry through physical weaponry. You aspire to know all aspects of your signs, and even seek to learn traditional magics as you go.

  • Signer Type: Full Signer

  • Saving Throw and Attribute Score Increase: INT, +1 WIS

  • Choose 1 more Skill from this list: Arcana, Religion, History

  • Potions: You have 1 use of your potions. At level 13, you gain an additional use of your 15 Toxin and 20 Toxin potions.

General Level 1: Arcana Mutations

  • d6 hit die

  • Arcana Mutations: You undergo further mutations to achieve magical properties similar to that of a natural born Sorcerer, allowing you to learn spells from 5e. Your spell signing/casting modifier is based on your choice in Class of Arcana for both signs and spells. You know 2 signs at level 1, and learn an additional one at levels 2, 3, 4, 5, 7, 9, 11, 13, 15, 17, 20 totaling in 13 signs. You know 3 cantrip signs at level 1, and learn another at level 5 and 10.

  • Class of Arcana: As a Griffin Witcher, you must choose from which DnD 5e class to draw spells from. Your choices are Wizard (The Scholar), Sorcerer (The Arcane Blood), or Cleric (The Enlightened). Depending on your choice, aspects of your school features will be determined.

General Level 13: Potion use

  • additional use

General Level 15: Tawny Oil (Replaces Thunderbolt)

  • Potion: Tawny Oil (Replaces Thunderbolt): A Griffin School Witcher, instead of having Thunderbolt, has Tawny Oil. When you drink this as a bonus action, you can use spells or signs of level 3 or lower as a bonus action for the next minute. At level 19, the duration of this is increased to 10 minutes when it is night outside. 25 Toxin 

2.6.1: The Scholar(INT):

Level 1: Cantrip Seeker

  • (INT)The Scholar: Your choice of interest in magics through means of traditional wizardry has taken most of your downtime, as you spend it studying the subtleties of arcana and record them as such. Because of this, while you may be able to invoke signs just by the wave of your hand/s, you have taken to a spell book in order to cast traditional magic. Each spell that you know is recorded within your spellbook, and much like a traditional wizard, you cannot cast your spells without them. Additionally, after some minor alterations, your focus for your wizard spells becomes as your Griffin School Medallion, being able to channel normal spellcasting through it, forgoing material costs.

    • Cantrip Seeker: Fascinated with knowledge, you read a multitude of books of varying genres and categories during your spare time. On rare occasions in the past, you have discovered things about the world of magic that you never knew before, giving you more versatility than other kinds of Griffin Witchers. You know as many Cantrip Spells as you do Cantrip Signs and gather them at the same rate. 

    • Each time you gain a Witcher level, you can add one Wizard Spell of your choice to your Spellbook for free. Each of these spells must be of a level for which you have Spell Slots. Despite being akin to a Wizard, you know and have all of your signs prepared at all times, whereas you can only have a number of Wizard spells prepared equal to half of your Witcher level+INT.

Level 3: Arcane Recovery

  • Arcane Recovery: You have learned to regain some of your magical energy by studying your Spellbook. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than half your Witcher level (rounded up), and none of the slots can be 6th level or higher. For example, if you’re a 4th-level Witcher, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level spell slot or two 1st-level Spell Slots.

Level 7: Gathering Blizzard

  • Gathering Blizzard: Your next spell or sign after Blizzard ends costs no spell slot to use. The level of spell slot is determined by the number of dead creatures you participated in killing over the duration of Blizzard, up to level 3 and a minimum of level 1.   

Level 10: Favored Sign

  • Favored Sign: By 10th level, you choose one of the schools of signs: AARD (Force) IGNI (Fire) YRDEN (Lightning) AXII (Psychic) QUEN (Bludgeoning). Based on your choice, the damage of your spells and signs of that damage type are increased by your INT modifier. If you choose Quen, you instead gain temp HP equal to your INT modifier when casting Quen signs. This temp HP cannot stack, but it can be re applied. 

Level 13: Petri’s Philter

  • Petri’s Philter: As a bonus action, you drink a vial of Petri’s Philter, making your next spell or sign extremely potent. You choose any damaging spell or sign between levels 1 and 5 to cast, and it deals its maximum damage roll possible. At level 20, you choose one creature being affected by the spell or sign to automatically fail the save, the only means of countering this being condition immunities or legendary resistance. 25 Toxin    

Level 17: Sign Mastery

  • Sign Mastery: By 17th level, you choose one school of Signs. When you do this, you gain the following benefits:

    • You learn every single Sign and cantrip from that school that you didn't already know, and none of those Signs contribute to your list of known Signs. 

    • You can use 1st level signs from that school at no cost to your spell slots. If you want to use any of those signs at a higher level, you must expend a spell slot as normal.   

    • If you choose the same type of Sign as what you chose in Favored Sign, the damage of those Signs ignore a creature's resistance to its damage.

    • Alternatively, if you choose a different type of Sign as to what you chose in Favored Sign, that school receives the benefits of Favored Sign.

Level 20: Signature Signs

  • Signature Signs: By 20th level, you gain mastery over one powerful Sign and Spell and can use them with little effort. Choose one 3rd-level Sign and one 3rd-level Spell in your as your Signature Spell and Sign (the Spell you choose must be in your Spellbook). You always have these Spells prepared, they don't count against the number of Spells you have prepared or know, and you can cast each of them once at 3rd Level without expending a spell slot. When you do so, you can't do so again until you finish a short or Long Rest. If you want to cast either spell at a higher level, you must expend a spell slot as normal.

2.6.2: The Arcane Blood(CHA):

Level 1: Black Rebuke

  • (CHA)The Arcane Blood: You push your sorcerous mutations to the next step above, reaching unbridled powers that in time come to you like second nature. You keep all of your spells inside your mind, able to cast them just as easily as you do signs. Your focus becomes a crystal ball that holds an essence of sign magic within it, it’s coloring in constant battle between the White of Aard, Green of Axii, Red of Igni, Yellow of Quen, and Purple of Yrden. Through this focus, you are able to channel normal spellcasting through it, forgoing material costs.  

    • Saving Throw: Instead of your saving throw being INT, it is CHA.

    • you know half as many spells from the Sorcerer spell list as you do signs, rounding down. 

    • You know half as many cantrip spells from the Sorcerer spell list as you do signs, rounding down.

    • Black Rebuke: Your magic blood has a volatile reaction similar to that of Black Blood when attacked, making creatures receive 1d6 necrotic damage when they attack you within 60ft once per turn. Once level 4, This 1d6 stacks with Black Blood’s damage, and when you receive damage while Black Blood is active, you can use your reaction to half the damage of an attack. 

Level 3: Amalgamations

  • Amalgamation Magic: Despite all of your mutations and effort, you are still not technically a sorcerer, barring you away from the illusive Metamagics. You do, however, have your own unique deviation from it, allowing you to augment spells in ways that would be considered… unnatural. You have an Amalgamation Score equal to your level, and your max is restored on long rests. You know 2 Amalgamations, and learn another at levels 10, and 17.

    • Expanding Spell: On your next spell or sign, the radius of its effects become doubled, costing an amount of charges equal to the level of cast, at a minimum cost of 1 Amalgamation Score and up to level 5. If the spell is normally single targeted, it can target one other creature within 30ft of the original target. 

    • Homing Spell: For 3 Amalgamation Score, you can change a spell or sign you cast from a DEX based DC to a spell attack. If they are hit by the spell attack, they automatically fail the save, and if the attack fails, the save is rolled as normal. If the spell you choose has an area of effect, the area of effect begins from your target’s location. Creatures within the radius take the save as normal.

    • Recoiling Spell: For 1 Amalgamation Score, your next damaging spell or sign ejects a small blast of AARD, sending you 5ft backwards in relation to the direction you cast the spell. When you do this, a creature cannot take an opportunity attack against you. 

    • Scorching Spell:  For 2 Amalgamation Score, you can augment the damage of a spell or sign by influencing it with IGNI. When you do this, the spell or sign deals an additional 3d8 fire damage. You cannot use this on Igni signs or spells that deal fire damage.

    • Nullifying Spell: For 2 Amalgamation Score, you can augment a damaging spell or sign with antimagic properties influenced by YRDEN. When you do this, the spell or sign deals an additional 2d6 lightning damage, and an antimagic field is summoned that's a radius half the size of the spell. If the spell does not have a radius, the antimagic field is a 10ft radius. While a creature other than you is inside of the antimagic field, they cannot cast spells and suffer from the effects of difficult terrain. You cannot use this on Yrden signs or spells that deal lightning damage.

    • Terrifying Spell: For 2 Amalgamation Score, you can augment a damaging spell or sign with horrific visions to the mind influenced by AXII. When you do this, the spell or sign deals an additional 2d6 psychic damage. If the spell is not already an INT save, they must make a separate save alongside the original. On a failed save, the creature/s affected by the spell are frightened by you until the end of their next turn, and cannot be within 30ft of you. If the creature is within 30ft of you, it must use its next turn’s movement to distance itself from you. You cannot use this on Axii signs or spells that deal psychic damage. 

    • Shattering Spell: For 2 Amalgamation Score, you can augment a damaging spell or sign with fragments of pure QUEN. When you do this, the spell or sign deals an additional 2d6 bludgeoning damage, and the might of the shockwave shatters all affected creatures, knocking them prone on a failed save of the spell or sign. You cannot use this on Quen signs or spells that have saving throws other than STR, DEX, and CON.  

Level 7: Temporal Arcana

  • Temporal Arcana: During Blizzard, you can use a spell attack cantrip in response to a creature you participated in killing dies. 

Level 10: Sign Overflow

  • Sign Overflow: Roll a 1d5: 1 AARD (Force), 2 AXII (Psychic), 3 IGNI (Fire), 4 Quen (Bludgeoning), 5 Yrden (Lighting). Every time that you cast a damaging spell or sign, a small portion of sign magic leaks into the spell from your focus, adding a bonus amount of damage equal to your CHA once per turn. 

  • Amalgamation

Level 13: Focus in Madness

  • Focus in Madness: When you have to roll a concentration save, you use CHA instead.

Level 17: Resilient Blood

  • Resilient Blood: Your magically infused Witcher Blood proves to be very resilient to foriegn damages. Potions (excluding Decoctions) produce 5 less Toxin. Black Blood has a 10 minute duration.

  • Amalgamation

Level 20: Brooding Rest

  • Brooding Rest: When you take a short rest, you recover 4 Amalgamation Score. 

2.6.3: The Enlightened(WIS):

Level 1: Lay on Hands

  • (WIS)The Enlightened: After your extended mutations, you found solace in studying the knowledge of the divines, often questioning the morals of what you are and whether or not you are a good soul. In your monster hunting, you have decided that when you are not utilizing your signs, that you would keep with you a Holy Symbol, often worn around your neck alongside your Griffin Witcher Medallion. Through this symbol, you are able to cast divine magics similar to that of a Cleric.

    • Lay on Hands: Your blessed touch can heal wounds. You have a pool of Healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to your Witcher level x 4.

As an action, you can touch a creature and draw power from the pool to restore a number of Hit Points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 4 Hit Points from your pool of Healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple Diseases and neutralize multiple Poisons with a single use of Lay on Hands, expending Hit Points separately for each one.

This feature has no Effect on Undead and Constructs.

Alternatively, you can instead reduce toxin levels of either yourself or another Witcher at the same rate. 

  • You prepare your list of Cleric Spells that are available for you to cast, choosing from the Cleric spell list. When you do so, choose a number of Cleric Spells equal to your Wisdom modifier + half of your Witcher level (minimum of one spell). The Spells must be of a level for which you have Spell Slots.

  • You can change your list of prepared Cleric Spells when you finish a Long Rest. Preparing a new list of Cleric Spells requires time spent in study and meditation: at least 1 minute per Spell Level for each spell on your list.

Level 3: Blessed Alchemy

  • Blessed Alchemy: In your meditations, you have learned a technique to allow your less potent potions (15 and 20 Toxin Potions) to be administered to non-Witchers without any negative effects. As an action, you may give a willing creature a single use of one of your potions, blessing it with a custom protection spell that only Enlightened Griffin Witchers know. The creature can either drink this potion as a reaction or a bonus action on their turn. The blessing on the potion will fade after one minute, returning it to the deadly state it was before and becoming unsafe for a non-Witcher to drink. 

The Witcher can also drink a blessed potion (15 and 20 Toxin Potions) for themselves as an action, or even give the potion to a fellow Witcher, removing the generation of Toxin from it.     

Level 7: Revitalizing Blizzard/Purge the Unholy

  • Revitalizing Blizzard: Each time that a creature that you participate in killing dies during Blizzard, you can choose to drain the essence from the creature’s corpse and heal a creature of your choice within 60ft of you equal to your WIS modifier. This becomes a third option to do during Blizzard, rather than moving or doing an attack action.  

  • Purge the Unholy: Your Black Blood deals radiant damage instead of necrotic. Additionally, a creature that strikes you must succeed a CON save equal to 8+PROF+WIS. On a failed save, the creature’s turn ends and it cannot take any reactions until the end of it’s next turn. If a creature that attacks you is undead, add another d6 to the damage die. 

Level 10: Witchdoctor

  • Witchdoctor: You can bless up to 4 potions of each kind that you are capable of blessing per long rest. Your blessed potions last 1 hour instead of 1 minute, and can be blessed and distributed during short rests. At level 13, this amount increases to 5 potions, and at level 17, this amount increases to 6 potions. 

Level 13: White Raffard’s Decoction

  • White Raffard’s Decoction: As a bonus action, you may consume White Raffard’s Decoction, healing yourself immediately for 50 hit points. This potion can be used through Blessed Alchemy. 25 Toxin

Level 17: Supreme Healing

  • Supreme Healing: when you would normally roll one or more dice to Restore Hit Points with a spell, you instead use the highest number possible for each die. This effect also extends to the potion Swallow for both yourself and those who drink your blessed versions. For example, instead of restoring 2d6 Hit Points to a creature, you restore 12.

Level 20: Supreme White Raffard's Decoction

  • Supreme White Raffard’s Decoction: When a creature consumes a White Raffard’s Decoction, It restores them to full hit points and they become invulnerable for 1 turn. You can craft one White Raffard’s Decoction through Witchdoctor.  


2.7: School of the Viper: Isolation Assassin

As a Viper School Witcher, you are a cold blooded killer of both man and monster. Unlike the Cat School who at least tries to hide their nature, the Viper School embraces it and is notorious for their impartial cruelty. Vipers are most known for their dual wielding skills and unpredictable footwork, often poisoning their blades with varying kinds to ensure it always makes its mark.

  • Signer Type: 1/3 Signer

  • Saving Throw and Attribute Score Increase: DEX, +1 DEX

  • Choose 1 more Skill from this list: Stealth, Sleight of Hand, Intimidation

  • Potions: You have 1 use of your potions. At level 13, you gain an additional use of your 15 Toxin and 20 Toxin potions.

Level 1: Forked Tongue, Two-Weapon Fighting

  • d6 hit die

  • Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

  • Equipment: Instead of one martial weapon and one silvered martial weapon, you start with two sets of daggers: two regular and two silvered ones. 

  • Forked Tongue: In conversation, you impose a passive feeling of discomfort and worriedness to the weak willed, opening them to observation in your mind. As an action, you can roll an insight check. When you roll a 10 or above (including modifiers), you learn which tactic of approach would be most successful in extracting information, and gain advantage to the check the next time it is used towards the creature: persuasion, deception, or intimidation. 

Level 3: Wild Hunt Charges

  • Wild Hunt Charges: You have a number of charges equal to your Witcher level, restoring after a long rest. You choose 2 different Wild Hunts from the list to use. Wild Hunts do not cost an action to use, but you can only use one per turn. At level 7, you learn 1 more, and another at 13 and 17.

    • Twin Fangs: Costing 1 charge, You gain the ability to attack the same number of times with your off hand weapon as you can with your main hand when you use your bonus action to attack with your offhand. Provided that both weapons have the light property. 

    • Serpent’s Pursuit: You make a dash action, expending 2 charges but costing no action. When you do this, you benefit from the bonuses of dodge.

    • Poisoned Blades: Costing 3 charges, you can coat both of your blades in a poison for their next attack, choosing whether it deals poison or acid damage depending on your target. On a successful hit, the target must make a CON save equal to 8+PROF+WIS. On a failed save, the target receives 2d6 poison/acid damage and becomes poisoned for their next turn. Both blades can apply this poison to the same target, and the damage of them increases by another d6 at level 13.  

    • Coiled Strike: Costing 3 charges, you prepare a counter attack against the next attack to you that comes from a creature within 10ft. While you are in this position, the next melee strike against you has disadvantage to hit. If the creature successfully hits you, you take half damage from the attack and your coiled strike is canceled. If the creature misses, however, you counterstrike with a dual impaling strike with your blades, having advantage to hit. If successful, each blade deals a bonus 1d6 damage (based on the damage type of your weapon). The damage of each blade increases by a d6 at level 13.

    • Molt: When a creature decides to target you, you can expend 1 charge as a reaction to make the creature take a WIS save, the DC is equal to your 8+PROF+WIS. If the creature fails the save, it must target a different creature it considers hostile. Whether or not the creature loses interest, you heal for 1d6+CON

    • Returning Blades: Costing 2 charges, You can throw any light weapons to their max range without disadvantage, and have them return to you through the use of Aard during your entire turn. Extra Attacks do work with this. 

Level 5: Extra Attack

  • Extra Attack

Level 7: Isolation

  • Wild Hunt

  • Isolation: While Vipers are skilled in all kinds of battles, they thrive in single combat. When a hostile creature doesn’t have an ally within 30ft of it, they are vulnerable to damage from the Viper’s Wild Hunts.

Level 10: Cold Blooded

  •  Cold Blooded: Your extreme mutations give you an extra edge when it comes to waiting out dire situations or stalking from the most unexpected locations. As an action, you can enter a stasis where you are still cognitive, slowing your heart rate down and greatly increasing how long you can hold your breath. You can stay in this stasis for up to 1 hour per long rest, and moving or taking an action ends the stasis. During this, you have a +10 to stealth if you are in an obscured area. If you stay inside of this stasis for the full duration, it is also a short rest.   

Level 13: Fear Imposing

  • additional use

  • Wild Hunt

  • Fear Imposing: Your reputation as a cold blooded killer for hire proceeds you, making those beneath you afraid of your presence. Creatures you consider hostile that have a CR lower than your level must succeed a CHA save equal to 8+PROF+WIS. On a failed save, the creature is frightened by you for the first round of combat. 

Level 17: King Slayer

  • Wild Hunt

  • King Slayer: Isolation’s range is reduced to 15ft. When you hit a creature with a melee attack, you learn its damage vulnerabilities, resistances, and immunities. 

Level 20: Predatory Instincts

  • Predatory Instincts: On a critical strike, you restore 2 Wild Hunt Charges.


2.8: School of the Crane: Pirate Witcher

As a Crane School Witcher, you favor the sea and its surrounding shores over the inlands, taking a specialty to slaying monsters that lurk in such areas. You favor a duelist type of fighting style, and are light on your feet to avoid fatal blows. Infact, you even prefer wearing no armor in favor of the speed it provides you, believing that it only weighs you down and doesn't actually provide any protection against monsters. Perhaps the most notable signature to the oddity that is the Crane School is that they wield early firearms quite skillfully.

  • Signer Type: 1/3 Signer

  • Saving Throw and Attribute Score Increase: CON, +1 DEX

  • Choose 2 more Skills from this list: Sleight of Hand, Acrobatics, Deception, Persuasion 

  • Potions: You have 1 use of your potions. At level 13 and 17, you gain an additional use of your 15 Toxin and 20 Toxin potions.

Level 1: Swift Caution/Two-Weapon Fighting

  • d8 hit die

  • Equipment along with their proficiencies: Tinker’s Tools, pistol, 20 pistol bullets(4gp), ammo bag. See https://www.dndbeyond.com/equipment?filter-search=firearm&filter-cost-min=&filter-cost-max=&filter-weight-min=&filter-weight-max= for a list of 5e firearms and their properties. This pistol replaces your choice of a light crossbow or short bow as well as their ammunition and quiver as your starting gear.

  • Swift Caution: When you are wearing no armor, your AC equals 10+DEX+WIS

  • Off-Hand Loading: you ignore the loading property of firearms if they are in your off-hand.  

  • Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Level 3: Swift Action/QS

  • Swift Action: Similar to Cunning Action, you can take a Dash Action and Disengage action as a bonus action. Rather than having the Hide Action as a bonus action, however, you instead have the Ready Action.

  • Quick Shot: Once per turn, you can drink a potion as a free action if you successfully shoot a creature with your firearm.

Level 7: Crane Reach/Swift Caster

  • Crane Reach: When you lead a turn with an attack from your off hand, you can follow up with a lunge attack with your main hand weapon from up to 15ft away. When you do this, you can choose to move back 5ft away from your target without taking an opportunity attack. 

  • Swift Caster: You can perform the somatic component of Signs while both of your hands are holding items.  

Level 10: Toxic Strike

  • Toxic Strike: You have a number of charges equal to your WIS modifier per long rest, at a minimum of one. You can use your bonus action to reduce your toxin by a d6 for every charge of Toxic Strike you wish to expend, increasing the damage of your next melee attack by 2 times the amount rolled. At level 17, it increases to 3 times the amount rolled. Doing this removes one negative effect you are suffering from as a result of being above your toxin cap, such as the poisoned condition or a level of exhaustion, exhaustion being prioritized. 

Level 13: Underwater Combatant/Evasion OR Uncanny Dodge

  • additional use

  • Underwater Combatant: You have the same swim speed as your normal movement and Killer Whale is always active. Your minimum visual range while under water is increased to 120ft. You do not have disadvantage to hit with melee or any ranged weapons while you are underwater. Due to your niche line of work, you have modified all of your firearms to be able to discharge when underwater. Prior to this point, a gunpowder based weapon cannot discharge while submersed. 

  • DM note: I’m not aware of any rules that specifically state that your guns could not be fired underwater, but logically speaking, a gunpowder based flintlock would be impossible to shoot underwater, as letting the gunpowder get wet would render it unable to ignite. So the gun upgrade in Underwater Combatant is there simply for the DM’s that are unsure what to do with this hypothetical.  

  • Evasion OR Uncanny Dodge

Level 17: Deadeye

  • additional use

  • Deadeye: your accuracy with firearms in your off hand is becoming like muscle memory. When you have a ranged weapon in your off hand with the loading property, it’s crit range increases to 18-20.

Level 20: Toss a coin…

  • Toss a coin… : Requiring no action, roll a 1d2. On a 1, your main hand weapon critically strikes on it’s next attack. On a 2, your off hand weapon does. You can do this twice per long rest. If you don’t have an offhand weapon, this trait cannot be used.


3.0: Decoctions:

Decoctions are exceptionally potent potions that run through your bloodstream passively. You can have as many of them as your body can withstand, the trade off being that you won't be able to use as many normal potions. You must use a minimum of one decoction. 

Each active decoction increases your base toxin amount by 50, meaning that you will never be able to drop your toxin to below that value, not even with White Honey. The only way to reduce your base toxin is to purge the decoction from your body during a long rest.

Aside from Power Mutation, School abilities such as Regenerative Mutation or Toxic Strike cannot use Toxin generated from Decoctions.

3.1: Level 9

Level 9, Werewolf Decoction: Movement speed increased by 10 ft. You have advantage to perception rolls referring to smell.

Level 9, Foglet Decoction: You gain a bonus 5 to stealth rolls when in obscured or dark areas, and obscured areas do not affect your vision.

Level 9, Nekker Warrior Decoction: You are proficient in horse combat, all melee damage deals 50% more while on horseback that has moved over 20ft in a turn.

Level 9 Leshen Decoction: When you receive damage, the target receives 1d4+2 necrotic damage. Unless the target is invulnerable, immunities and resistances do not stop this damage. Gains another d4 at level 16. 

Level 9 Basilisk Decoction: Every 24 hours, roll a d5. 1 Aard, 2 Axii, 3 Igni, 4 Quen, 5 Yrden. Whichever one you roll, all signs that you use from that school of magic sign have +2 to their DC’s and/or hit.

Level 9, Fiend Decoction: Increases your carry capacity to that of a large creature.

Level 9, Reliever’s Decoction: Your maximum hit points cannot be reduced by negative effects. While you are bloodied, you are resistant to damage inflicted to you by undead creatures.

3.2: Level 12

Level 12, Ekimmara Decoction: Successful attacks from an attack action or a bonus action off hand attack heal for 1 hit point per attack.

Level 12, Griffin Decoction: Receiving damage from respective damage types over the course of a day will reduce your damage received from those types of damage, up to a mitigation of 5 damage, reducing it by 1 per attack from that form of damage. You can never be immune to an attack outright through using this decoction, meaning that an attack will always at the very least deal 1 damage. At the end of the day, your Griffin decoction will reset.

Level 12, Alghoul Decoction: As a reaction, you can attack an opponent with a single melee attack if they miss you and are within your attack range. 

Level 12, Manticore Decoction: You add a 1d6 to saving throws from saves relating to magic.

Level 12, Forktail Decoction: Comboing your turns with a mixture of attacks rewards you with higher damage. If you take an attack action on one turn without using a sign or spell, then only sign or cast spells in the next, your turn after the sign will yield 50% higher damage to your melee attacks. Whereas if you only sign on one turn, then take an attack action without using a sign or spell the next, your turn after the attack will yield 50% higher damage to your next sign.

Level 12, Arachas Decoction: Wearing Medium armor reduces all physical damage you receive by a flat 2, Light armor reduces it by 3. This cannot reduce the damage you receive from an attack to 0.

3.3: Level 16

Level 16, Grave Hag Decoction: Each creature you kill that is CR 1 or higher grants a passive 1 hit point regeneration per turn during combat, resetting on a long rest.

Level 16, Troll Decoction: You regenerate hit points equal to 1+half of your CON modifier, rounding down each turn while in combat. While outside of combat, you may expend an amount of hit die equal to to heal yourself over the course of 10 minutes. During this time, you cannot do anything else. This can only be done once per long rest.

Level 16, Noonwraith Decoction: When making a saving throw relating to being knocked down, charmed, stunned, and blindness, you add a 1d6 to your saving throw.

Level 16, Archgriffin Decoction: Instead of using extra attacks, you may choose to do a single massive attack, capable of dealing your entire attack action’s damage in one strike. After using this, you cannot use it again until you don’t attack for a full turn. If the attack hits, it generates 10 Adrenaline for every attack you have in an attack action if you are a Wolf School Witcher.  

Level 16, Water Hag Decoction: When you are at full health, your weapon has an additional hit die.

Level 16, Chort Decoction: Provides complete resistance to the incapacitated condition. Getting back up from being knocked down only costs 5 movement.

Level 16, Nightwraith Decoction: Each kill you participate in against a CR 1 or higher creature increases your maximum hit points by 2. This also heals you for the same value. This resets on long rests. 

Level 16, Wyvern Decoction: Each successful attack beyond the first with an attack action increases your damage by 2. The modifier resets when you miss an attack. 

3.4: Level 19

Level 19, Succubus Decoction: Each round you spend consecutively in combat, you gain a global damage modifier increase of 1 damage.

Level 19, Ekhidna Decoction: Expending spell slots heals you for an amount equal to the level of the Sign or Spell.

Level 19, Doppler Decoction: Critical attacks on a target that is unaware of you deal 50% more damage.

Level 19, Katakan Decoction: Crit range is increased to 19-20. This stacks with the Wolf School’s Precise Blows and Crane School’s Dead Eye , increasing the crit range of those by 1 when in tandem with this decoction. 

Level 19, Earth Elemental Decoction: The bonus damage of critical strikes deals 50% less damage to you. Creatures that have you surrounded do not have advantage to hit.

Level 19, Dragon Decoction: Once per long rest, if you fail a save, you can choose to succeed it.


4.0: Signs: 

Witchers, rather than having traditional spells, use signs in order to cast magic of varying sorts. Depending on the choice of **School** will determine whether the Witcher will be a third, half, or even full Sign User. While Signs follow the same set up as traditional spell slots, they do not mean the same, as aside from the **Griffin School**, Witchers cannot cast normal 5e spells.

Much like sorcerers, Witchers do not need to prepare their signs. All Signs only have a Somatic component, and therefore the cost will not be listed for any of the Signs. The number of Signs that a Witcher knows is their based on whether or not they are a ?, ? caster, or from the Griffin School

  • If you are ?, it is your WIS modifier+a third of your Witcher level rounded down. You know 2 cantrip signs at level 1, and learn another at level 7.

  • If you are ?, it is your WIS modifier+half of your Witcher level rounded down. You know 3 cantrip signs at level 1, and learn another at level 5.

  • The Griffin School has its own custom rules for this, as discussed in their section. 


4.1: AARD:

Cantrip:

Casting Time: 1 bonus action

Range: Self

Duration: Instant

Class: Witcher

Aard Jump: As a bonus action, you greatly amplify your next jump by propelling yourself with a pulse of Aard to the ground, setting your next high jump’s height to 15ft, meaning only vertical jumps. You do not take fall damage from the landing if it is uninterrupted by receiving damage. 

At Higher Levels: Unlike other cantrips, this can be signed as a level 1 spell cast and so on. At higher levels, you increase the jump height by another 15ft. 

Level 1:

Casting Time: 1 action

Range: Self (60-foot line)

Duration: Instant

Class: Witcher

Aard Off Balance: You send out a stream of kinetic force in a 5-foot-wide, 60-foot-long line, requiring any of the targets within the line to make a STR save. On a failed save, creatures receive 2d6 force damage and are restrained until the end of their next turn. On a successful save, it takes half damage and is not restrained. 

At Higher Levels: add 1d6 force damage each slot level beyond 1st.

Level 2:

Casting Time: 1 action

Range: Self (45-foot cone)

Duration: Instant

Class: Witcher

Aard Force: You send out a blast of kinetic force in a 45ft cone. On a failed STR save, the blast deals 3d6 force damage and knocks the creature prone. On a successful save, the creature receives half damage and isn’t knocked prone.

At Higher Levels: add 1d6 force damage each slot level beyond 2nd.

Casting Time: 1 action

Range: 10 feet

Duration: Concentration, Up to 1 minute. 

Class: Witcher

Aard Wall: You summon a 15ft wide wall of Aard Wind from the air around you within 10ft, oriented in a way of your choice. This wall blocks any non magical projectiles from traveling through it and imposes disadvantage to hit with magical ones. When a creature makes contact with the wall, it must roll a STR save. On a failed save, they receive 4d6 force damage, are knocked back 10ft from the wall and their turn is concluded. On a successful save, they receive half damage and are not knocked back.

At Higher Levels: add 1d6 force damage for each slot level beyond 2nd.

Level 3:

Casting Time: 1 action

Range: Self (30-foot radius)

Duration: Instant

Class: Witcher

Aard Pulse: You place your hand on the ground beneath you, a shockwave of Aard energy gusting out in all directions in a 30ft radius. All creatures within range must succeed a STR save. On a failed save, they are sent out to the perimeter of the spell and knocked prone, receiving 2d6 force damage for every 5ft they were pushed. On a successful save, they receive half of the damage they would have received. 

At Higher Levels: at the start of the Sign, add 1d6 force damage of damage each slot level beyond 3rd. The damage added by higher levels does not increase by the distance a creature travels. 

Level 4:

Casting Time: 1 action

Range: Self

Duration: Concentration, Up to 10 minutes.

Class: Witcher

Aard Propulsion: You can sustain yourself in the air with aard winds, granting you a flight speed of 60ft. If the spell ends at your will, you fall at a rate of 60ft per turn and receive no fall damage if you were aloft. If your concentration is broken, you do not receive this. 

At Higher Levels: Increase the flight speed by 15ft each slot level beyond 4th.

Level 5:

Casting Time: 1 action

Range: Self

Duration: Concentration, Up to 10 minutes.

Class: Witcher

Aard Body: Your body is protected by a circulation of wind currents summoned by Aard magic. 

  • You fall at a rate of up to 60 ft per turn, and are immune to fall damage. 

  • Projectile attacks have -10 to hit, whereas magical ones have a -5 to hit.

  • Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 force damage.

  • You can sign Off Balance as a bonus action.

Level 6:

Casting Time: 1 action

Range: 120 feet

Duration: Concentration, Up to 10 minutes.

Class: Witcher

Aard Telekinesis: As a concentration for 10 minutes, you gain the ability to move or manipulate creatures or objects within 120ft by utilizing controlled bursts of Aard. When you sign, and as your action each round for the duration, you can exert this power on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch Targets, the prior target is no longer affected by the spell.

Creature: You can try to move a Huge or smaller creature. Make an ability check with your Signing Ability contested by the creature's Strength check. If you win the contest, you move the creature up to 60 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is Restrained in your Telekinetic grip. A creature lifted upward is suspended in mid-air. On subsequent rounds, you can use your action to attempt to maintain your Telekinetic grip on the creature by repeating the contest.

Object: You can try to move an object that weighs up to 2,000 pounds. If the object isn't being worn or carried, you automatically move it up to 60 feet in any direction, but not beyond the range of this spell. If the object is worn or carried by a creature, you must make an ability check with your Signing Ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 60 feet in any direction but not beyond the range of this sign.

You cannot exert fine control on Objects with your bursts of Aard, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Attempting to do these things is likely to result in destructive results.

When you attempt to strike a creature with an object under the control of your sign, it must take a DEX save. On a failed save, the creature receives a varying amount of damage: every 10ft that the object must move in order to reach the creature adds a d6 in bludgeoning damage. If the creature is a size category smaller than the object striking them, they receive twice damage. This does not count as a magical attack or weapon. Depending on the object and the creature, the object can be destroyed when being used in this way at the DM’s discretion. The creature dodges the object on a successful DEX save, receiving no damage.

Level 7:

Casting Time: 1 action

Range: 60 feet

Duration: Instant

Class: Witcher

Aard Crush: You surround a creature within 60ft of you with a vacuuming wind of Aard magic. The creature must succeed a STR save. On a failed save, they receive 8d6 force damage and are restrained until the end of their next turn. Creatures within 20ft of the original target must also succeed the STR save. On a failed save, they receive 8d6 force and 10 bludgeoning damage and are all pulled into the original target, restrained for their next turn. The original creature receives an additional 10 bludgeoning damage for each creature that fails the save.

At higher levels: add 2d6 force damage and 10 bludgeoning damage per level.

Level 8:

Casting Time: 1 action

Range: 200 feet

Duration: Concentration, Up to 10 minutes.

Class: Witcher

Aard Tempest: You summon great winds of Aard to slow and damage your enemies at a range of up to 200 feet away in a 60ft tall, 60ft radius cylinder centered on the point you sign it at. Creatures inside of the tempest must succeed a STR save. Whether or not they succeed in it, the entire area is treated as difficult terrain, even if the creature is immune to such conditions. On a failed save, the creature is knocked prone and receives 3d6 force damage. On a successful save, they receive half damage and are not knocked prone. If a creature fails the save more than three times during the sign and is large or smaller, they are lifted into the sky until they reach the top of the tempest. When they fall, they receive 6d6 bludgeoning damage. The process of being lifted up and dropped back down takes a full round, and the creature is restrained during it.

Level 9:

Casting Time: 1 action

Range: 1 mile, projectile travel 400-feet per turn

Duration: Instant

Class: Witcher

Aard Cataclysm: You launch a projectile of an essence of force into the sky that travels at a rate of 400-feet per turn with a maximum range of 1 mile. It is a cyan, fist sized orb emitting a 60ft radius of bright light, and a 60ft radius of dim light. When the essence makes contact with an object, the super compacted force escapes it's form, exploding in a 200ft radius. Every creature in it’s radius must make a DEX saving throw. On a failed save, creatures in the radius receive 20d12 force damage, or half on a successful save. Creatures that die from this attack are disintegrated, along with any items that were on their person. All non-magical structures and objects in the radius are destroyed.


4.2: AXII:

Cantrip:

Casting Time: 1 action

Range: 60 feet

Duration: 1 minute

Class: Witcher

Axii Influence Mind: Influence a target’s mind to be convinced of something. The target must not be actively fighting you, and upon sign, the target must take a WIS save in order to resist the sign. On a failed save, the creature becomes more susceptible to deception, intimidation, persuasion, and even insight checks. For the next minute, the signer has advantage to any of these checks against the creature. When the sign ends, the creature knows that you used magic on them unless you are a Cat School Witcher with Sign Trickery.

Level 1:

Casting Time: 1 bonus action

Range: 90 feet

Duration: 1 minute

Class: Witcher

Axii Slow Mind: as a Bonus Action, sign on a single creature to impose disadvantage to the creature’s attacks and saves for 1 minute. The target must succeed a WIS save or continue to roll it until successful in order to end the debuff.

Level 2:

Casting Time: 1 reaction

Range: 60 feet

Duration: 1 turn/Concentration, Up to 1 minute at level 5.

Class: Witcher

Axii Steeled Mind: You wave your hand to a creature as a reaction to them having to make a WIS, INT, or CHA save. The creature and 3 others within 30ft of it that you consider friendly gain a bonus 1d6 to throws related to WIS, INT, and CHA until the end of your next turn.

At Higher Levels: At level 3, the minimum that a creature can roll is a 2. At level 4, the minimum a creature can roll is a 4. At level 5, it becomes a concentration for 1 minute.

    

Level 3:

Casting Time: 1 action

Range: 90 feet

Duration: 8 hours

Class: Witcher

Axii Exhaust: You select a creature to overwhelm with an intense sensation of dread, to the point where it disables them physically. The creature must succeed a WIS save. On a failed save, the creature receives a level of exhaustion. If the creature fails the save three times, they must take a long rest before they are relieved of the condition. You cannot sign this multiple times on the same creature as a means to stack levels of exhaustion. 

At Higher Levels: Each level above 3 increases the level of exhaustion you inflict the creature with. When you sign this as a 9th level sign, the creature must be bloodied.

Level 4:

Casting Time: 1 action

Range: 90 feet

Duration: Instant. Concentration, Up to 1 minute.

Class: Witcher

Axii Alluring Object: You tap into the mind of a creature, summoning an object they desire before them at a location within 60ft of them. Only you and they can see this summon, and it cannot occupy a space where there is already a structure or object. The creature must succeed a WIS save. On a failed save, they must move toward the object in the most efficient way possible. If they succeed the save, you can choose to concentrate the spell in order to maintain the summon’s existence, forcing the creature to have to continue to make the save. So long as the summon persists, they have disadvantage on saving throws relating to INT, WIS, and CHA. As an action, you can have the summon move 30 feet. If the creature enters 5ft of the summon, or the summon is over 90 feet away from the creature, it fades, revealing its true nature as a figment of their imagination, ending the spell. 

Level 5:

Casting Time: 1 action

Range: 60 feet

Duration: Concentration, Up to 1 minute.

Class: Witcher

Axii Puppet: You choose a creature to take control over. The creature must succeed a WIS save. On a failed save, the creatures that it considers ally and hostile become your own, and will attack your foes and aid you as such.

At Higher Levels: At level 6, you can sign this on two creatures, but they have disadvantage on attack rolls and cannot cast spells. At level 7, you can sign this on two creatures.

Level 6:

Casting Time: 10 minutes

Range: Touch

Duration: 8 hours

Class: Witcher

Axii Mind Ward: Duration 8 hours, you sign a protective Axii Ward over a willing creature as either an action or reaction. While the creature has this over their mind, they are immune to being charmed or frightened, have resistance to psychic damage and throws relating to psychic damage, and the effects of exhaustion do not affect the creature until level 6. 

At Higher Levels: you can sign this on an additional creature for every level above 6th.

Level 7:

Casting Time: 1 action

Range: 60 feet

Duration: Instant

Class: Witcher

Axii Drain Mind: You lift a hand to the sky, a ripple of death exploding from your body and into the minds of a creature. On a failed INT save, the creature sustains 10d6 psychic damage, and half on a successful one. The damage that this spell does to a creature that fails the save is converted to hit points for yourself. Hit points that surpass your maximum become temporary hit points that last until you take a long rest.

At Higher Levels: add 2d6 psychic damage per level.

Level 8:

Casting Time: 1 action

Range: 90 feet

Duration: Instant

Class: Witcher

Axii Death Field: You lift a hand to the sky, a ripple of death exploding from it and into the minds of all creatures. When you do this, you omit up to 10 creatures from the Sign, not including yourself, who is already immune. On a failed INT save, the creatures within range sustain 8d6 psychic damage, and half on a successful one. Half of the damage that this spell does to creatures that fail the save is converted into hit points for yourself. Hit points that surpass your maximum become temporary hit points that last until you take a long rest.

At Higher Levels: At a 9th level spell, add 3d6 psychic damage.

Level 9:

Casting Time: 1 action

Range: Self (120-feet radius)

Duration: 1 minute

Class: Witcher

Axii Mass Hysteria: You send out a wave of neurological chaos into the battlefield at a range of up to 120ft. When you do this, you omit up to 10 creatures from the spell, not including yourself, who is already immune. On a failed INT save, a creature with more than 4 intelligence will be unable to distinguish friend and foe, choosing to attack the nearest creature to them. On their turn, a creature must take the save again to end the effect, and if they fail the save 3 times, it lasts for the full minute. When an afflicted creature attacks another unafflicted creature that was not omitted from the spell, they must make the save or become afflicted by the spell. If a creature succeeds the save, they are immune to regaining the sign’s effects unless casted again.  


4.3: IGNI:

DM Note: To reflect the school of magic as utilized in the Witcher 3, certain Signs under the Igni list have AC reduction properties. On average, the signs that do this have less damage comparatively to their spell counterparts. These AC reductions do not stack, and only one of them may be active at a time, prioritizing the stronger ones. If a Sign has an AC reducing property, it will be marked with an “AC” followed by a number or formula stating how much the target’s AC is reduced on a failed save, and for how long.

Cantrip:

Casting Time: 1 action

Range: 15ft

Duration: 1 hour. Instant

Class: Witcher

Igni: At your whim, you can summon a small Igni flame as an action for up to 1 hour within the palm of your hand. This flame emits the same level of light as a common torch, however cannot be snuffed out by anything short of magical means. You can use this flame to light flammable objects, whether it be torches, houses, etc… it’s to the DM’s discretion as to whether or not an item can be ignited by the fire. You can also use this as a sign attack against creatures within 15ft of you, not having disadvantage to hit if the creature is within 5ft. If the attack is successful, it deals 1d10 fire damage. The number of d10’s increases at levels 5, 11, and 17.

Level 1:

Casting Time: 1 action

Range: Self (60 feet)

Duration: Instant

Class: Witcher

AC -2

Igni Stream: Sign a stream of fire towards an opponent in a 5-foot-wide, 60-foot-long line, requiring a DEX save. On a failed save, a creature receives 4d6 fire damage and their AC is reduced by 2 for 1 minute. 

At Higher Levels: Add another 1d6 fire damage each slot level beyond 1st.

Level 2:

Casting Time: 1 action

Range: Self (30-foot cone)

Duration: Instant

Class: Witcher

AC -2

Igni Wave: Sign a wave of fire in a 30-foot cone in front of you, requiring a DEX save. On a failed save, a creature receives 4d6 fire damage and their AC is reduced by 2 for 1 minute.

At Higher Levels: add 1d6 fire damage each slot level beyond 2nd.

Level 3:

Casting Time: 1 action

Range: Self (10ft radius)

Duration: Concentration, Up to 10 minutes.

Class: Witcher

Igni Cloak: Summon a cloak of flames around you as a concentration for 10 minutes, dealing 3d6 fire damage on a failed DEX save to any creature within 10ft of you on your turn, or if they enter the range of this sign. On a successful save, half the damage.

At Higher Levels: add 1d6 fire damage each slot level beyond 3rd.

Casting Time: 1 action

Range: 120ft

Duration: Instant

Class: Witcher

Igni Blast: You hurl a ball of flame from your hand up to 120ft away, those within 15ft of its blast radius must succeed a dexterity save or recieve 6d6 fire damage and be scorched for the next minute. The scorched creature subtracts a 1d4 to all saving throws that involve DEX, STR, or CON. On a successful saving throw, the damage received is halved and the scorched condition isn't applied.

At Higher Levels: add 1d6 fire damage each slot level beyond 3rd.

Level 4:

Casting Time: 1 action

Range: 60 feet

Duration: Concentration, Up to 1 minute.

Class: Witcher

Igni Ring: You summon a ring of fire at either your location or the location of a creature within 60ft with a radius of 15ft and a height of 20ft. So long as a creature other than the signer is within the ring, they have disadvantage to dexterity saving throws. When a creature makes contact with the flames, it must succeed a CON save. On a failed save, the creature receives 4d8 fire damage and is unable to exit or enter the ring. On a successful save, the creature receives half damage and is able to exit or enter the ring. The creature must repeat the save if it chooses to make contact with the ring more than once. 

At Higher Levels: add 1d8 fire damage each slot level beyond 4th.

Level 5:

Casting Time: 1 action

Range: Self

Duration: Concentration, Up to 10 minutes.

Class: Witcher

Igni Body: As a concentration for up to 10 minutes, your body is protected by a circulation of unbridled flames summoned by Igni magic. 

  • You can launch yourself up to 60ft in any direction as a bonus action by a propulsion of flame. Be aware of potential fall damage.

  • Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.

  • You are immune to fire damage. Receiving fire damage increases the damage of your next fire based sign or spell at a 1:1 ratio, assuming you sign it before you end your concentration of this sign.

  • You can sign Fire Stream as a bonus action.

Level 6:

Casting Time: 1 action

Range: 60 feet

Duration: Instant 

Class: Witcher

AC=10+DEX

Igni Incinerate: You reach towards a creature within 60ft and clutch your hand violently, summoning a wave of Igni that envelopes the targeted creature. The creature must succeed a CON save. On a failed save, they receive 10d6 fire damage and their AC becomes 10+DEX for the next minute. If the creature has less than 10 AC, the AC reduction does not affect them, and if a creature has a negative to DEX, the lowest that their AC can be is 10. On a successful save, the target receives half damage and their AC is not reduced. At the start of its turn, the creature may continue to make the save to restore their AC. If the creature dies from the initial fire damage, their body and its contents are disintegrated, turning to ashes.

At higher levels: Add 2d6 fire damage slot level beyond 6th. At 9th level, if the creature fails the save, their AC remains reduced for the entire minute. 

Level 7:

Casting Time: 1 action

Range: Self (90-foot cone)

Duration: Instant

Class: Witcher

Igni Inhale:  In a 90-foot, 20-foot wide at its end cone, you grasp hold of the air before you, ripping it backward into yourself. Creatures within range must succeed a CON save. On a failed save, the creature receives 10d6 Cold damage and is pulled 10ft towards you (if it is able to be displaced). On a successful save, a creature receives half damage and is not pulled. If one creature fails the save, your next fire based spell or sign below level 7 within the next minute deals extra fire damage equal to the cold damage rolled.

Level 8:

Casting Time: 1 action

Range: 200 feet

Duration: Concentration, Up to 1 minute

Class: Witcher

Igni Hellstorm: The sky in a 120ft radius gains a embering hue as an ashe cloud begins to form high above. As an action, you choose 3 different locations within the radius to lob a ball of Igni into the ground with a 20ft radius. Creatures in the blast radius must succeed a DEX save, dealing 8d6 fire damage on a failed save, and half on a successful one. These balls of Igni may overlap, but their damage does not stack. 

At Higher Levels: At 9th level, add 3d6 fire damage.

Level 9:

Casting Time: 1 action

Range: Self (120-foot radius)

Duration: Concentration, Up to 1 minute.

Class: Witcher

Igni Hellscape: As a concentration for 1 minute, you take your hand to the ground, clutching hold of an inner rage within your sign. In an instant, you are covered with Igni Body and everything within a 120ft radius is lit ablaze by 30ft tall flames, becoming a hellscape of fire. All creatures within the flames must succeed a CON save. On a failed save, the creature receives 10d6 fire damage, and half on a successful one. Whether or not the creature succeeds the save, if it has to breathe, it is afflicted: A creature that moves more than half of its movement in one turn, or has to do a STR or DEX save, must first roll a CON save. On a failed save, it will automatically fail whatever save it needed to do, end its movement, and fall prone. Igni Body protects you from this affliction.    

 


4.4: QUEN:

DM Note: To reflect on Quen’s reputation of being utilized by the Bear School Witchers, all Quen Signs have scaling off of the CON modifier, giving them an edge over the other schools when using this type of Sign. 

Cantrip:

Casting Time: 1 action

Range: 30ft

Duration: 1 round

Class: Witcher

Quen Absorb Shock: As an action, you sign a personal shield on yourself or a creature you consider an ally that will absorb the next attack that they receive within a turn, absorbing 1d6+CON damage for the next turn. No matter how little or large the next attack is, the shield will break. If the attacker is within 10ft, they must take a DEX save. On a failed save, they receive damage equal to the shield value and are shoved back 5ft. On a successful save, they receive half damage and are not shoved. The shield value scales with your level, at a rate of an additional d6 at levels 5, 11, and 17. 

Level 1:

Casting Time: 1 reaction

Range: Self

Duration: 1 round

Class: Witcher

Quen Buffer: As a reaction, you summon a faint dome of quen around yourself, making you resistant to all damage until the start of your next turn.

Casting Time: 1 action

Range: 45 feet

Duration: Instant

Class: Witcher

Quen Impact: You choose a creature to hit with a large amount of Quen bludgeoning force, dealing 3d8+CON bludgeoning damage. The creature on a successful DEX save avoids the damage completely.

At higher levels: add 1d8 bludgeoning damage and 5ft range per level.

Level 2:

Casting Time: 1 reaction

Range: 60 feet

Duration: 1 round

Class: Witcher

Quen Vulnerable Replenish: Sign upon yourself or a willing target within 60 ft to make them vulnerable to the next incoming attack. After receiving the damage, the target will heal back all of the damage received from the attack plus 1d8+CON on their next turn. If the attack recieved deals over 20 damage, or the target becomes incapacitated from the attack, roll a concentration save equal to half of the damage recieved. On a failed save, the damage received is not reverted, but the heal will still take effect. If the creature dies, the spell fails.

At Higher Levels: Signing this at higher levels adds another 1d8 to the heal, and another 20 damage to the threshold.

Casting Time: 1 action

Range: 60 ft

Duration: Concentration, Up to 1 minute

Class: Witcher

Quen Entrap: Sign on a chosen target to encase them in a Quen sphere that can withstand up to 2d8+CON damage. Nothing can enter or exit this shield, and the sphere cannot move once it is spawned. If the target is unwilling, they must succeed a Wisdom save. If they fail it, they will be locked within the shield, forced to attack it in order to break free. The shield’s AC is determined by your sign DC. Signing this at higher levels will increase the shield amount by a d8. Creatures beyond medium size will reduce the shield’s strength by a d8 per size category. Gargantuan Monsters and beyond cannot be contained by entrap.

Level 3:

Casting Time: 1 action

Range: Self (5-foot Radius)

Duration: Concentration, Up to 1 minute.

Class: Witcher

Quen Sphere of Protection: Sign a shield around yourself in a 5ft radius, shielding for 3d8+CON. The shield is resistant to bludgeoning, piercing, and slashing damage from non magical attacks. Both allies and foes may be within the circle, and so long as the signer is willing, specified creatures and projectiles may enter or exit the sphere. Creatures within the spell are moved alongside the signer, and you can move up to 15ft and cannot dash. 

On each of your turns that the shield is being concentrated, you may reroll its hitpoints, refreshing the shield. Even if the shield has taken damage, its hit points will become the newly rolled value. If the shield breaks, roll a concentration based on the damage of the last attack the shield received. If it is successful, the shield is restored on your next turn, whereas if it fails, the sign ends.

At Higher Levels: Increase the shield amount by 1d8 each slot level beyond 3rd, and as a level 5 Sign, its radius is increased by 5ft. 

Casting Time: 1 action

Range: Self (30-feet)

Duration: Concentration, Up to 1 hour

Class: Witcher

Quen Damage Bond: as a concentration for up to 1 hour, sign a bond between yourself and a willing target to channel ? of their damage received as your own instead as necrotic damage. This bond has a maximum range of 30 ft, and will only take effect while the two creatures are within the link range. If the two creatures are any further than 90ft from one another, the Sign ends.

At Higher Levels: Signing this at higher levels increases the amount of damage channeled to the signer by another ?, capping at ? at level 5. At level 6, this prevents the protected creature from falling below 1 HP, but all damage received by the protected creature while at 1hp goes to the Signer and is doubled as necrotic damage.

Level 4:

Casting Time: 10 minutes

Range: Touch

Duration: 8 hours

Class: Witcher

Quen Armor: You choose a single creature to increase their AC with a thin aura of quen. Their AC increases by half of your CON, at a minimum of 1, rounding down.

Level 5:

Casting Time: 1 action

Range: Self

Duration: Concentration, Up to 10 minutes.

Class: Witcher

Quen Body: As a concentration for up to 10 minutes, your body is protected by a transparent sheen of Quen energy that coats your entire body.

  • You gain temporary hit points of 3d8+CON. As an action, you can restore the shield value to the original roll. You have advantage to concentration saves when damage is absorbed completely by the temporary hit points.

  • You are resistant to slashing, piercing, and bludgeoning damage.

  • Your unarmed strikes deal bonus force damage equal to 3d6, so long as your temporary hit points are still present.

  •  You can sign Quen Impact as a bonus action. If the sign successfully hits the target, you can dash to the target without it costing movement or a dash action. 

Level 6:

Casting Time: 1 action

Range: Self (60-foot line)

Duration: Instant

Class: Witcher

Quen Shatter: You clap your hands together to launch forth a volley of shards made from quen energy. If your hands are occupied, you instead clap the objects in your hands together in a way you describe to the DM. The shards cover a distance of 60ft in a 15ft wide line, shredding through any objects and creatures in its path. Creatures must take a DEX save. On a failed save, they receive 6d8 force damage and become lacerated. On a successful save, a creature receives half damage and does not become lacerated. At the start of the creature’s next turn if they become lacerated, they must take a CON save. On a failed save, they receive 3d8 slashing damage. 

At Higher Levels: add 1d8 force damage and 1d8 slashing damage per level.

Level 7:

Casting Time: 1 action

Range: 90 feet

Duration: Concentration, Up to 10 minutes.

Class: Witcher

Quen Fortress: You summon a 1ft thick wall of Quen energy that is up to 60ft long. The Wall may be oriented to your choice, including bends. If a creature attempts to attack something that is within the wall with a ranged attack or spell, the creature benefits from three-quarters cover. A target with three-quarters cover has a +5 bonus to AC and Dexterity saving throws. Creatures that desire to attack with melee strikes must either navigate around the wall to do so, or destroy a segment of the wall. Every 5ft of the wall has hit points equal to 30+CON modifier*5, and is classified as a structure. Creatures that can normally travel through objects and structures are unable to travel through Quen Fortress. Creatures that the signer considers an ally may pass through the wall on both sides. 

Level 8:

Casting Time: 1 reaction

Range: Self (30-foot radius)

Duration: 1 Round

Class: Witcher

Quen Stasis: You enter a form of invincibility in deep meditation as a reaction to being attacked, making you invincible for the rest of the round and your next turn. By doing this, you lose the ability to act on your next turn or make any other kind of actions, including speaking. A creature that enters or is within 30ft of you must succeed a WIS save. On a failed save, they must attack you on their turn by their most powerful means possible. When your stasis ends, you gain temporary hit points equal to CON+a d6 for every creature that failed the save. 

Level 9:

Casting Time: 1 Reaction

Range: Self (30-foot radius)

Duration: 1 round

Class: Witcher

Quen Mass Invincibility: As a reaction, you sign a ring of perfected quen in a 30ft radius. All creatures within the ring and on the ground until your next turn are invincible. Once you sign this spell, you can’t take a reaction or move under any circumstance, otherwise the spell ends. Creatures that you consider an enemy must take a DEX save. On a failed save, they are ejected from the quen ring. When the spell ends, the ring shatters, dispersing all damage dealt to creatures within the ring in a 30ft radius outside of the ring’s perimeter.   


4.5: YRDEN:

Cantrip:

Casting Time: 1 action

Range: 30 feet

Duration: 1 minute

Class: Witcher

Yrden Null Magic: You choose an item or a 5ft area and conjure a thin aura of yrden at the location or object, nullifying the magical properties that were once there for 1 minute. you also learn which school of magic it originates from, but not its purpose nor how to use it. 

Level 1:

Casting Time: 1 action

Range: 60 feet

Duration: Instant. Concentration, Up to 1 minute

Class: Witcher

Yrden Null Magic Entity: You sign nullifying magics on a creature within 60ft, requiring a CHA save. On a failed save, the creature becomes inept in magic, unable to cast spells or use magic items for the next turn. If the creature is magic in origin, such as a construct or summon, it has disadvantage to all saves and attack rolls.

At Higher Levels: As a level 2 sign, you can concentrate this sign for 1 minute on a single creature.

Level 2:

Casting Time: 1 action

Range: 30 feet

Duration: 1 minute

Class: Witcher

Yrden Sentinel: Lasting for 1 minute, you summon a Sentinel in the form of the Yrden Sign that hovers off of the ground and occupies a single 5ft space. When a creature you consider a threat enters 30ft of the Sentinel, it hits the creature with a blast of purple lighting. The creature must take a CON save, magical creatures (such as constructs and summons) and casters having disadvantage. On a failed save, they sustain 2d6 lightning damage and can’t move for the rest of their turn. On a successful save, they receive half damage and can still move. 

At Higher Levels: another Sentinel is summoned each slot level beyond 2nd, up to 3 in total.    

Level 3:

Casting Time: 1 action

Range: 90 ft

Duration: Instant

Class: Witcher

Yrden Steal Magic: You target a creature that is within 90ft. The creature must succeed a CHA save. On a failed save, if the creature has spell slots, you steal a spell slot of 1 lower level from the creature, gaining the spell slot for yourself, assuming that you are not at maximum spell slots for that level.

Level 4:

Casting Time: 1 action

Range: Self (100-foot line)

Duration: Instant

Class: Witcher

Yrden Bolt: You channel a stroke of purple lighting out from your hand into a 100ft long, 5ft wide line. Each creature in the line must succeed a DEX saving throw. On a failed save, the creature receives 8d6 lighting damage, and if a creature is a spell caster, it loses its ability to cast spells during its next turn and cannot make a reaction if it involves casting a spell before the end of it’s next turn. 

At higher levels: add 1d6 lighting damage per level. 

Level 5:

Casting Time: 1 action

Range: Touch

Duration: Concentration, Up to 10 minutes.

Class: Witcher

Yrden Voidstep: As a concentration for 10 minutes, an aura of Yrden coats yours or a willing creature’s feat, making their footsteps completely silent. Tremorsense creatures automatically fail all saves and checks in noticing the Voidstepper, granted that they are standing. The Voidstepper’s stealth rolls gain a bonus 1d6 to roll and when a creature is unaware of them, they recieve an extra 3d6 lightning damage when attacked. If you sign this on a creature rather than yourself, it is a touch spell and you must remain with 60ft of them to maintain concentration. 

Level 6:

Casting Time: 1 action

Range: Self (20-foot radius)

Duration: Concentration, Up to 1 minute.

Class: Witcher

Yrden Field: You summon a ring of yrden runes on the floor beneath your feet. The ring is 20ft in radius, and it acts as a ward to all magic within it aside from your own. Spells and signs below level 6 that are casted into the field automatically fail to cast, costing the creature’s spell slot. When a creature casts spells at or above level 6 into the field, it must succeed a INT save for the cast to be successful (except for 9th level spells, which work no matter what). The DC is reduced by 2 for every level above 6. Magical creatures, such as constructs and summons, must succeed a CHA save to enter the field, or even to attack any creature inside of it. If they enter the field, it is difficult terrain and they must choose between an action, movement, or bonus action to do on their turn, and they cannot use reactions. 

Level 7:

Casting Time: 1 action

Range: 150 feet

Duration: Instant

Class: Witcher

Yrden Chain: You channel a stroke of purple lighting out from your hand towards a creature within 150 feet, arcing to up to 3 other creatures within 30 feet of the original. The creature/s must succeed a DEX save. On a failed save, they receive 10d8 lighting damage and if they are a spell caster, they lose their ability to cast spells during their next turn and cannot make a reaction if it involves casting a spell before the end of their next turn. 

At higher levels: add 2d8 lighting damage per level.

Level 8:

Casting Time: 1 hour

Range: Self (60-feet radius)

Duration: 1 month

Class: Witcher

Yrden Void: You sign a field at your person over the course of an hour. For the next month, that spot becomes void of all magic, preventing all but your own magical items and spells from being signed or used inside of it. All spells and signs that are casted from outside of the void going into it immediately fail to cast, costing the creature’s spell slot. If a creature attempts to cast a 9th level spell (aside from wish, which succeeds) from outside of the void, going into it, the cast must succeed an INT save for the cast to be successful. You can only have one void at any given time, but you can remove a void by doing the ritual again. When you cast this, you can omit up to 10 creatures from being affected by your void, allowing them to use spells/signs and use any magical items that are on their person. You must sign Void again to change this list.   

Level 9:

Casting Time: 1 action

Range: Self

Duration: 1 minute

Class: Witcher

Yrden Overcharge: For the next minute, your hands and body become electrified with pure antimagic Yrden lighting, and you gain the following benefits:

  • You can make a sign attack to a creature within 120ft with your main hand, and with your offhand as a bonus action. If the attack is successful, they recieve 10d8 lighting damage and it loses its ability to cast spells during its next turn and cannot make a reaction if it involves casting a spell before the end of it’s next turn. 

  • Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 2d8 lightning damage.

  • You are immune to lightning damage and are resistant to all damage that comes from a magical origin, whether it be a spell or magic item.

  • You have a fly speed of 60ft, a trail of purple lighting following you in your wake. 



5.0: Credits

Certain texts from this Homebrew are either inspired by or quotes of texts that have been fitted to make sense for a Witcher Class. These are the resources used in the making of this class, aside from the obvious Title of The Witcher, owned by CD Projekt. All that said, be sure to support the game platform that this content is used on: https://dnd.wizards.com/ 

https://roll20.net

https://www.dndbeyond.com/spells 

https://thewitcher.com/en/ 

https://witcher.fandom.com/wiki/Witcher_Wiki 

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