Witcher
Deep in the bowels of the earth a half-orc enters a pitch black, cavernous opening over a subterranean pool. The only light comes from a sliver of lunar shine from the vaulted ceiling of the cavern, but he isn't bothered by the dark. Suddenly the cave fills with a dozen gleaming eyes, and the half-orc brandishes a longsword that shines like silver in the moonlight.
Surrounded by the gnashing teeth and bloodied claws of a horde of monsters, a nimble tiefling fends off their assault with ease in spite of their numbers. Just as a wave threatens to overrun her she makes a swift gesture with an open palm to summon flames that sear their flesh.
A hefty dwarf stoops over a nest of twigs and human remains. Copious blood and wounds cover her body but she resigns herself to the task of setting a potent bomb inside the nest, hoping to bait her prey into the open. For three days she has tracked this griffin to claim the bounty on it, and she won't leave until she has proof of the deed done.
When vicious monsters raise chaos it's a witcher's job to cut them down. Created through a series of trials and mutations that turn the strongest candidates into inhuman killers, witchers have one goal: to hunt down those creatures that threaten civilization.
Monster Hunting Professionals
Trained since youth to hunt creatures twice as large and deadly as themselves, witchers are versatile hunters that blend martial prowess with magic and alchemy to overcome the odds. They brew toxic potions that their mutations dampen, granting them much needed stamina and health regeneration. And when sheer force is necessary they can craft powerful bombs to clear out a crowd.
A witcher always comes prepared with the right tools for the job. Their training includes an understanding of a broad range of monsters and how they should be dealt with. But while every witcher learns how to differentiate one species from another and what their weaknesses are, each hails from a secretive witcher school that emphasizes particular ways of eliminating the threat.
Walk the Path
Called by the promise of coin for their work, witchers wander the wilds for months at a time looking for their next contract. As a general rule, witchers seldom get involved in personal business, but it isn't unheard of for an enterprising witcher to seek out more than meager pay cutting down nuisance creatures.
Witchers travel independently, usually only convening in a large mass during winter when they return to their school's respective holds to wait out the harsh, uncaring snow. When fate deems that a pair of witchers cross paths they may partner up for a short time to take advantage of an extra set of hands.
The Witcher
Level | Proficiency Bonus | Features | Alchemy Pouch | Sign Enhancements | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|---|---|
1st | +2 | Alchemical Formulae, Witcher's Medallion | 2 | — | — | — | — | — | — |
2nd | +2 | Fighting Style, Signs | 3 | — | 2 | — | — | — | — |
3rd | +2 | Witcher School, Sign Enhancements | 3 | 2 | 3 | ─ | — | — | — |
4th | +2 | Ability Score Improvement | 4 | 3 | 3 | ─ | — | — | — |
5th | +3 | Extra Attack | 4 | 3 | 4 | 2 | — | — | — |
6th | +3 | Professional Hunter | 5 | 4 | 4 | 2 | — | — | — |
7th | +3 | Witcher School feature | 5 | 4 | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 6 | 5 | 4 | 3 | — | — | — |
9th | +4 | ─ | 6 | 5 | 4 | 3 | 2 | — | — |
10th | +4 | Inhuman Biology | 7 | 6 | 4 | 3 | 2 | — | — |
11th | +4 | Witcher School feature | 7 | 6 | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 8 | 7 | 4 | 3 | 3 | — | — |
13th | +5 | ─ | 8 | 7 | 4 | 3 | 3 | 1 | — |
14th | +5 | Alchemy Blitz | 9 | 8 | 4 | 3 | 3 | 1 | — |
15th | +5 | Witcher School feature | 9 | 8 | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 10 | 9 | 4 | 3 | 3 | 2 | — |
17th | +6 | ─ | 10 | 9 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Savage Retaliation | 11 | 10 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 11 | 10 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Seasoned Predator | 12 | 11 | 4 | 3 | 3 | 3 | 2 |
No matter how a witcher decides to spend their days on the Path, they almost always find themselves facing down danger with unfaltering courage. After all, it's a common saying among their own kind that a witcher has never died in their sleep.
Creating a Witcher
Before your witcher can earn their witcher medallion, an important mark of intense training your character has undergone since their youth, you should consider which witcher school took you in and taught you all you know. Each witcher school teaches their trainees different skills that form the basis for their unique style of fighting. While you do not gain features from your witcher school until you reach 3rd level, plan ahead for which school you choose and incorporate their style of fighting in the equipment you give to your character. Do you utilize deadly poisons to whittle away at your prey's health? Do you plan to perfect your magic to deal with monsters using arcane might? Or do you rely on the sturdiest armor and weapons to take out your enemies with brute force?
How did you come into the care of the witchers that trained you? Were you given up as a child, unwanted by your parents, to become someone else's problem? Were you already an adolescent when a roving witcher found you as an orphan and decided to bring you back to their keep? Or were you unwillingly taken, the reward ordained by fate to a witcher who invoked the law of surprise? No matter how you came into the life of a witcher, your past will inform your opinion on the role you play as a monster hunter.
Quick Build
You can make a witcher quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or on ranged weapons (or finesse weapons). Your next highest score should be Constitution or Intelligence. Second, choose the outlander background.
Class Features
As a witcher, you gain the following class features
Hit Points
- Hit Dice: 1d10 per witcher level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier
Proficiencies
- Armor: Light armor, medium armor, shields
- Weapons: Simple weapons, martial weapons
- Tools: Alchemist's supplies or Herbalism kit
- Saving Throws: Dexterity, Intelligence
- Skills: Choose two from Arcana, Athletics, Insight, Intimidation, Investigation, Medicine, Perception, or Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) chain shirt or (b) leather armor
- (a) a longsword and a shield or (b) a martial weapon and a simple weapon
- A hand crossbow and 20 bolts
- An explorer's pack
Alternatively, you start with 2d4 x 10 gp and may purchase equipment as you see fit.
Alchemical Formulae
Just as they served as the basis for what created them, all witchers learn to prepare complex alchemical mixtures to aid them on the Path. You know a wide range of recipes for potions, bombs, and weapon oils. Your witcher level determines the number of alchemical mixtures you can carry with you at a time, as shown in the Alchemy Pouch column of the Witcher table.
You can fill your pouch with any combination of potions, bombs, or oils, but you start with limited access to the formulae required to craft all of them. You learn more formulae as you gain levels in this class. Refer to the Alchemical Formulae List at the end of this document for what each formula creates.
Every formula requires ingredients to craft, which equal a specified amount of gold's worth of herbs, alcohol, and organs harvested from monsters. These can be purchased from cities and towns, or harvested from nature and the corpses of monsters, requiring a Wisdom (Survival) check to scavenge for them in the wild. Finding these ingredients in areas without abundant foliage or in poor, rural shops will make it harder to collect what you need. When you gain access to Enhanced and Superior versions of alchemical formulae at higher levels and you have an unused alchemy item in your inventory, you can use that item as the foundation for crafting its Enhanced or Superior version. When you do so, you can deduct the gold cost of the original item from the cost to craft the Enhanced or Superior version.
Crafting any standard alchemy item requires 10 minutes of work. When you learn Enhanced and Superior versions of these formulae, they require 20 and 30 minutes to craft, respectively.
Bombs
Bombs are a useful weapon for witchers when facing beasts of immense strength or size, as well as when clearing out monster nests. At 1st level you know the formulae for Devil’s Puffball, Dragon’s Dream, Grapeshot, and Samum bombs.
Bombs can be thrown as an action as far as 60 feet and detonate on impact. Standard bombs have an impact radius of a 5-foot sphere.
When you reach 5th level, you learn the formulae for Dancing Star, Dimeritium, Moon Dust, and Northern Wind bombs. You learn the Enhanced versions of every bomb type at 9th level, and the Superior versions at 13th level.
Oils
Weapon oils are essential for exploiting a monster's weakness. They provide additional damage when used against the corresponding creature type and are crafted to either play to a monster's vulnerability or bypass their resistances. At 1st level you know the formulae for Fey, Giant, Plant, and Undead oils.
Only one type of oil may be applied to a weapon at a time, and one batch of oil is enough to coat a single slashing or piercing weapon or five pieces of slashing or piercing ammunition. Applying these oils requires 1 minute of application to take full effect, and can be wiped off in an equal amount of time. Standard oils provide 1d8 additional damage of their respective damage type and last up to 1 hour.
When you reach 3rd level, you learn the formulae for Elemental, Monstrosity, and Ooze oils, and at 5th level you learn the formulae for Aberration, Dragon, and Fiend oils. You learn the Enhanced versions of every oil type at 9th level, and the Superior versions at 13th level.
Potions
Potions are indispensable tools that help witchers achieve further feats of inhuman ability. Brewed with highly toxic materials, they provide you various boons and prove fatal when ingested by non-witchers. At 1st level you know the formulae for Black Blood, Cat, Full Moon, White Honey, and White Raffard's Decoction potions.
Imbibing multiple potions at once can be a hazard, as even for your mutated physiology they are still highly toxic in large doses. You can only have a number of potion effects active at the same time equal to your Constitution modifier (minimum of 1).
With the sole exception of the White Honey potion, which is brewed with simple alcohol and honeysuckle nectar, when a witcher potion is ingested by someone without a least one level of witcher the concoction acts with the same negative effects as a Potion of Poison (DMG page 188). Giving the target a White Honey potion immediately cancels this effect.
Ingesting a potion takes an action, and doing so gives you 1 Toxicity Point. Toxicity is a measure of how many potions you can imbibe before you begin to suffer from negative consequences.
You can tolerate Toxicity up to a maximum of 10 points. When your Toxicity reaches 5 you suffer negative effects for each potion you ingest afterwards. Damage taken from the effects of high Toxicity cannot be reduced in any way, and it bypasses damage type resistances and immunities. Refer to the Toxicity Level table for these negative effects.
Toxicity can be reduced through periods of rest and meditation. During a short rest your Toxicity reduces by 1 for every hour spent without engaging in strenuous activity, and it reduces to 0 after you finish a long rest.
When you reach 3rd level you learn the formulae for Blizzard, Killer Whale, Maribor Forest, Swallow, Thunderbolt potions, and at 5th level you learn the formulae for Golden Oriole, Petri’s Philter, Tawny Oil potions. You learn the Enhanced versions of every potion type at 9th level, and the Superior versions at 13th level.
Toxicity Level | Negative Effect |
---|---|
6 | 1d10 poison damage |
7 | 2d10 poison damage & disadvantage on ability checks |
8 | 3d10 poison damage & movement speed is halved |
9 | 4d10 poison damage & disadvantage on attack rolls and saving throws |
10 | You drop to 0 health and are unconscious |
Witcher's Medallion
Even beggars and illiterate farmhands can recognize a witcher by the medallion hanging from their neck. Earned through rigorous training, you were given your medallion as a part of the Trials that made you into a keen hunter. Your medallion is a magical artifact of metal shaped into the head of your witcher school's bestial namesake. Refer to the Witcher School list when deciding what your medallion will look like.
While you wear this medallion you are aware of the presence of monstrous creatures nearby. You know if there is an aberration, dragon, elemental, fey, fiend, giant, monstrosity, ooze, plant, or undead within 30 feet of you due to your medallion’s subtle vibrations, but you do not know the creature’s exact location. The severity of the medallion’s vibration gives you a non-specific idea of how many of these creatures are nearby.
Your medallion's magic can penetrate most barriers but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Fighting Style
At 2nd level, you adopt a particular fighting style as your specialty. Choose one of the following options. You can't take a Fighting Style more than once, even if you later get to choose again.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Bombardier
When you use a bomb as a weapon you gain a +2 bonus to damage rolls with that weapon.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Signs
By 2nd level you have learned the art of simple magic. Long ago witchers developed their own form of magic derived from that of the sorcerers who helped create them, and these have been passed from generation to generation. See Chapter 10 of the Player's Handbook for the general rules of spellcasting, and see the end of this document for the witcher spell list.
Spell Slots
The Witcher table shows how many spell slots you have to cast signs. To cast one of your witcher signs of 1st level or higher, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, you know the 1st-level igni sign. If you have a 1st-level and 2nd-level spell slot available, you can cast igni using either slot.
Spells Known
You know seven 1st-level signs from the witcher spell list.
Witcher signs are a crucial part of a witcher's ability to stay alive when going toe-to-toe with monsters. As such, even novice witchers begin training to cast every witcher sign as soon as possible, and those that can't are considered handicapped. Aside from certain exceptions, witchers rarely learn other styles of magic and make do with the limited variety of signs. Despite this, seasoned witchers have learned to innovate and still thrive with the basics.
Spellcasting Ability
Intelligence is your spellcasting ability for your witcher signs, since your magic is founded on years of studying magical tradition. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence when setting the saving throw DC for a witcher sign you cast and when making an attack roll with one.
Spell Save DC
Spell attack modifier
Witcher School
At 3rd level, you take up the title of a fully fledged witcher from the Witcher School that trained you since youth. Until this point you were considered a trainee, even with a decade of skill under your belt. But witchers live incredibly long lives, and you still have years of monster hunting ahead of you. Now you begin to walk the Path as a proper witcher from either the School of the Wolf, the School of the Cat, the School of the Griffin, the School of the Viper, the School of the Bear, or the School of the Manticore.
Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level. Those features reflect your Witcher School's specialization.
Sign Enhancements
Beginning at 3rd level, you begin to experiment with your technique when casting signs. Your witcher level determines the number of enhancements you discover, as shown in the Sign Enhancements column of the Witcher table. You uncover more enhancements as you gain levels in this class.
At 3rd level you choose any two enhancements from the Sign Enhancements section of the Witcher Spell List. Certain enhancements require conditions to be met before you can access them, such as a specific witcher level or previously acquiring a different enhancement. You can't take a sign enhancement more than once.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Professional Hunter
Starting at 6th level, your experience in the field has tuned your senses to the subtle trail of your mark. You've learned to recognize tracks left by giants and what marks fiends leave on their prey. You have advantage on skill checks to identify the presence of and track down aberrations, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, and undead.
Inhuman Biology
Starting at 10th level, the mutations you underwent during your Trials strengthen your body, granting you preternatural abilities. You are immune to disease, and the inability to see a target doesn't impose disadvantage on attack rolls against it.
Alchemy Blitz
Starting at 14th level, utilizing your alchemical tools has become second nature. In times of great need you can use two alchemy items in the same action. Once you do so this feature cannot be used again until you finish a short rest.
Savage Retaliation
At 18th level, when you take damage twice from the same creature in a single round, you can use your reaction to attack that creature once. You can do so a number of times equal to your Intelligence modifier (minimum of 1), and regain uses after finishing a long rest.
Seasoned Predator
At 20th level, you reach the pinnacle of what witchers were created to be: a magical, alchemical, and supernatural force that even monsters fear. Nothing catches you off guard and no enemy walks away unscathed. You can't be surprised, and if you miss with your first weapon attack you can add your Intelligence modifier to your second weapon attack roll.
Witcher Schools
Every witcher hails from one of six schools: the School of the Wolf, the School of the Cat, the School of the Griffin, the School of the Viper, the School of the Bear, or the School of the Manticore.
School of the Wolf
Witchers from the School of the Wolf believe in versatility, relying equally on every tool at their disposal. They are the most likely of any witcher school to accept help from others they meet on the Path, even if they rarely journey with other witchers. Wolf School witchers maneuver like an animal in battle, always guarded and ready to improvise.
Fight Like a Pack
Starting at 3rd level, you sprint across the battlefield to avoid harm and aid your allies in the fight. You can take the Dash or Help action as a bonus action on your turn.
Slip Past Defenses
Starting at 7th level, you’re able to slip out of an enemy’s grasp and maneuver yourself into a better position. When an enemy misses with a weapon attack against you, you can use your reaction to move up to half of your movement speed. When you move in this way, other creatures have disadvantage on opportunity attacks against you.
Honed Reflexes
At 11th level, you can use your reaction to deflect a missile when you are hit by a ranged weapon attack. When you do so, make a DC 15 Dexterity check. On a success, you deflect the attack and take no damage. On a failure, you fail to react in time and take the full damage of the attack. You must be wielding a weapon or carrying a shield to benefit from this feature.
At 17th level, when you make the Dexterity check the DC is lowered to 10, and you take half damage on a failure.
Teamwork
At 15th level, when you make a weapon attack against an enemy that an ally is within 5 feet of, you have advantage on the attack roll.
School of the Cat
Every witcher tries to finish off their prey as quickly as possible, but Cat School witchers turn quick kills into an art form. As swift and deadly as a wild cat, witchers trained by the School of the Cat are nimble hunters that prefer for their targets to realize they're being hunted only after the killing blow has been made.
Swift of Foot
Starting at 3rd level, your speed increases by 10 feet while you are unarmored or wearing light armor. You don’t benefit from this feature while wearing medium armor, heavy armor, or while wielding a weapon with the Heavy property.
This benefit increases by 5 feet at 8th, 13th, and 18th level.
Fade from Sight
Starting at 7th level, you have advantage on Dexterity (Stealth) checks.
Strike from the Shadows
At 11th level, when you make a weapon attack against a surprised creature or a creature that can’t see you, you gain a +2 bonus to the attack roll.
Aim True
At 15th level, when you make a ranged weapon attack, you can add double your Dexterity modifier to the attack roll.
School of the Griffin
No witcher can cast signs quite like those from the School of the Griffin. Known for their mastery of magic, Griffin witchers are rumored to have created entirely new signs that other witcher schools have struggled to replicate.
Expert Enhancer
At 3rd level, your training emphasized the use of signs, and it allows you to discover creative casting techniques quicker than other witchers do. You choose two additional sign enhancements to learn.
You learn two extra sign enhancements again at 9th and 17th level.
Magic Adaptation
Starting at 7th level, you are able to mimic magic practiced by sorcerers to create new signs to cast. You learn two spells from the griffin school spell list. The spells must be of a level for which you have spell slots. When you cast a griffin school spell the only component required to cast it is a somatic gesture.
Whenever you gain a level in this class, you can replace one of the griffin school spells you know with another spell of your choice from the griffin school spell list. The new spell must be of a level for which you have spell slots.
At 13th level you learn a total of four spells from the griffin school spell list.
Arcane Knowledge
At 11th level, your years of study make discerning mysteries of the magical variety a breeze. You have advantage on Intelligence (Arcana) checks to identify magical effects.
Mystic Resistance
At 15th level, your familiarity with magic grants you advantage on saving throws against spells and other magical effects.
School of the Viper
Witchers from the School of the Viper are vicious killers that creep up on their prey like phantoms. When they attack they leave deadly poison in their wake to cripple their enemies and make the kill that much easier.
Silent Footsteps
Starting at 3rd level, you have advantage on Dexterity (Stealth) checks.
Snake Venom
Starting at 7th level, weapon attacks you make deal an additional 1d6 poison damage. Additionally, all weapon oils applied to weapons have a chance to poison targets of the appropriate creature type. When you make a weapon attack that uses the appropriate weapon oil, your target must succeed on a Constitution saving throw or be poisoned. You use your spell save DC to determine a success with this ability. A creature that is poisoned in this way can repeat the Constitution saving throw at the end of each of its turns to stop the poison's effects.
At 13th level, the poison damage your weapon attacks deal increases to 2d6.
Additional Fighting Style
At 11th level, you learn the Two-Weapon Fighting style if you don’t already know it. If you already do, you choose to learn the Defense or Bombardier fighting style.
Potent Strike
At 15th level, when you attack a surprised creature or a creature that can’t see you with a weapon coated with the appropriate weapon oil, your target automatically fails its Constitution saving throw and becomes poisoned.
School of the Bear
Bear School witchers can take hit after hit from the biggest fiends and keep steady on their feet. Favoring gear and signs that protect them from harsh attacks, they make up for their lacking agility with extra training using ranged weapons.
Bonus Proficiency
Starting at 3rd level, you gain proficiency with heavy armor.
Covered Bases
Also starting at 3rd level, when you make a ranged weapon attack you can choose to use your Strength modifier instead of your Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
The Best Defense
Starting at 7th level, you recognize the best opportunities to switch up your defenses. When you have an active Quen or Heliotrope barrier, you can use an action to instantly dispel the active sign and cast the other in its place without expending a spell slot. When you do so, the new sign must be cast at the same spell level as the original. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1), and you regain uses when you finish a long rest.
At 13th level, you can use this feature a number of times equal to double your Intelligence modifier.
Ferocity
At 11th level, when people don’t see your way you use your unnatural appearance and deadly reputation to make them. You have advantage on Charisma (Intimidation) checks.
The Undying
At 15th level, your body is resilient in the face of death. When you have less than half of your hit points, you regain hit points equal to 1d10 + your Constitution modifier at the start of your next turn, and at the start of each turn afterwards until you are above half health. You don’t benefit from this feature if you are unconscious.
School of the Manticore
One of the lesser known witcher schools, witchers from the School of the Manticore are unparalleled in their alchemical craft. With a special interest in potions, Manticore witchers rely heavily on augmenting themselves to heighten their ability to deal lethal damage as often as they can in battle.
Improved Critical
Starting at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.
Increased Toxicity Threshold
Starting at 7th level, your body has adjusted to the toxic nature of witcher potions. Your Toxicity level maximum is doubled.
For example, an ordinary witcher begins to face negative side effects when their Toxicity reaches 6, and worsens with each level after. You begin to face negative side effects when your Toxicity reaches 12 and the effects extend into the following level, only worsening when your Toxicity reaches level 14, and so on.
Eye for Alchemy
At 11th level, you learn to find the ingredients to make standard potions even in the most sparse environments. When you scavenge in the wild for ingredients to make a standard potion you automatically pass your Wisdom (Survival) check regardless of the environment.
At 17th level, you automatically pass Wisdom (Survival) checks when scavenging for ingredients to make Enhanced potions in this way.
Medicinal Properties
At 15th level, when you ingest any type of witcher potion you regain 1d6+4 hit points.
Alchemical Formulae List
Bombs
Dancing Star
Prerequisite: 5th level
- Cost: 30gp
This bomb produces a fiery explosion that causes nearby opponents to start burning. All creatures in a 5-foot sphere must succeed on a DC 12 Dexterity saving throw. Targets take 3d6 fire damage and catch fire on a failed save, or half as much damage without burning on a successful one. Creatures on fire suffer 1d6 fire damage at the start of each of their turns. A creature can repeat the Dexterity saving throw at the end of each of its turns to put out the flames.
When the bomb detonates it ignites all flammable objects in range of where it lands.
Devil's Puffball
- Cost: 10gp
This bomb releases a cloud of poison when detonated. All creatures in a 5-foot sphere must succeed on a DC 12 Constitution saving throw. Targets become poisoned on a failed save. A creature poisoned in this way can repeat the Constitution saving throw at the end of each of its turns to stop the effects of the poison. The cloud lingers up to 5 minutes, unless it is blown away by a strong gust of wind. A creature that first enters the area of effect or starts its turn there must repeat the saving throw unless they are already poisoned.
Dimeritium
Prerequisite: 5th level
- Cost: 30gp
This bomb releases a cloud of dimeritium slivers that block magic and monsters' magical abilities. All creatures in a 5-foot sphere must succeed on a DC 12 Dexterity saving throw. On a failed save targets are unable to cast spells up to 2nd-level. A creature under the effects of the dimeritium dust can repeat the Dexterity saving throw at the end of each of its turns to end the effects of the bomb.
Dragon's Dream
- Cost: 10gp
This bomb releases a cloud of gas that explodes when ignited. The cloud lingers up to 5 minutes, unless it is blown away by a strong gust of wind. When the cloud is ignited all targets in a 5-foot sphere must succeed on DC 12 Dexterity saving throw or suffer 2d8 fire damage, or half damage on a successful save. The gas has a distinct smell of phosphorus and appears similar to dust or mushroom spores.
Grapeshot
- Cost: 10gp
This bomb inflicts shrapnel damage to foes in its radius. All creatures in a 5-foot sphere must succeed on a DC 12 Dexterity saving throw. Targets take 2d6 piercing damage and 1d6 fire damage on a failed save.
Moon Dust
Prerequisite: 5th level
- Cost: 30gp
This bomb contains silver splinters that pierce even the toughest hide and temporarily prevents monsters from transforming. All creatures in a 5-foot sphere must succeed on a DC 12 Dexterity saving throw. Targets take 2d6 piercing damage on a failed save. Piercing damage taken from this bomb is considered magical. A shapechanger that fails the saving throw instantly reverts to its original form. It can repeat the Dexterity saving throw at the end of each of its turns to shake off the dimeritium slivers, otherwise it cannot assume a new form.
Northern Wind
Prerequisite: 5th level
- Cost: 30gp
This bomb releases a burst of ice that freezes foes solid. All creatures in a 5-foot sphere must succeed on a DC 12 Dexterity saving throw. Targets take 2d8 cold damage and are considered frozen on a failed save, or half damage without being frozen on a successful save. Attacks against frozen creatures have advantage.
Samum
- Cost: 10gp
This bomb blinds opponents in its explosion radius. All creatures in a 5-foot sphere must succeed on a DC 12 Dexterity saving throw. Targets that fail this saving throw are blinded. A creature blinded in this way can make a DC 12 Constitution saving throw at the end of each of its turns to regain its sight.
Enhanced Dancing Star
Prerequisite: 9th level
- Cost: 150gp
This form of the Dancing Star bomb produces a fiery explosion that causes nearby opponents to start burning. All creatures in a 5-foot sphere must succeed on a DC 14 Dexterity saving throw. Targets take 5d6 fire damage and catch fire on a failed save, or half as much damage without burning on a successful one. Creatures on fire suffer 2d6 fire damage at the start of each of their turns. A creature can repeat the Dexterity saving throw at the end of each of its turns to put out the flames.
When the bomb detonates it ignites all flammable objects in range of where it lands.
Enhanced Devil's Puffball
Prerequisite: 9th level
- Cost: 100gp
This form of the Devil's Puffball bomb releases a cloud of poison when detonated. All creatures in a 5-foot sphere must succeed on a DC 14 Constitution saving throw. Targets become poisoned on a failed save, and they take 1d8 poison damage at the start of each of their turns while they remain poisoned. A creature poisoned in this way can repeat the Constitution saving throw at the end of each of its turns to stop the effects of the poison. The cloud lingers up to 5 minutes, unless it is blown away by a strong gust of wind. A creature that first enters the area of effect or starts its turn there must repeat the saving throw unless they are already poisoned.
Enhanced Dimeritium
Prerequisite: 9th level
- Cost: 150gp
This form of the Dimeritium bomb releases a cloud of dimeritium slivers that block magic and monsters' magical abilities. All creatures in a 5-foot sphere must succeed on a DC 14 Dexterity saving throw. On a failed save targets are unable to cast spells up to 3rd-level. A creature under the effects of the dimeritium dust can repeat the Dexterity saving throw at the end of each of its turns to end the effects of the bomb.
Enhanced Dragon's Dream
Prerequisite: 9th level
- Cost: 100gp
This form of the Dragon's Dream bomb releases a cloud of gas that explodes when ignited. The cloud lingers up to 5 minutes, unless it is blown away by a strong gust of wind. When the cloud is ignited all targets in a 5-foot sphere must succeed on DC 14 Dexterity saving throw or suffer 4d8 fire damage, or half damage on a successful save. The gas has a distinct smell of phosphorus and appears similar to dust or mushroom spores.
Enhanced Grapeshot
Prerequisite: 9th level
- Cost: 100gp
This form of the Grapeshot bomb inflicts shrapnel damage to foes in its radius. All creatures in a 5-foot sphere must succeed on a DC 14 Dexterity saving throw. Targets take 3d6 piercing damage and 2d6 fire damage on a failed save.
Enhanced Moon Dust
Prerequisite: 9th level
- Cost: 150gp
This form of the Moon Dust bomb contains silver splinters that pierce even the toughest hide and temporarily prevents monsters from transforming. All creatures in a 5-foot sphere must succeed on a DC 14 Dexterity saving throw. Targets take 4d6 piercing damage on a failed save. Piercing damage taken from this bomb is considered magical. A shapechanger that fails the saving throw instantly reverts to its original form. It can repeat the Dexterity saving throw at the end of each of its turns to shake off the dimeritium slivers, otherwise it cannot assume a new form.
Enhanced Northern Wind
Prerequisite: 9th level
- Cost: 150gp
This form of the Northern Wind bomb releases a burst of ice that freezes foes solid. All creatures in a 5-foot sphere must succeed on a DC 14 Dexterity saving throw. Targets take 4d8 cold damage and are considered frozen on a failed save, or half damage without being frozen on a successful save. Attacks against frozen creatures have advantage.
Enhanced Samum
Prerequisite: 9th level
- Cost: 100gp
This form of the Samum bomb blinds opponents in its explosion radius. All creatures in a 5-foot sphere must succeed on a DC 14 Dexterity saving throw. Targets that fail this saving throw are blinded. A creature blinded in this way can make a DC 14 Constitution saving throw at the end of each of its turns to regain its sight.
Superior Dancing Star
Prerequisite: 13th level
- Cost: 300gp
This form of the Dancing Star bomb produces a fiery explosion that causes nearby opponents to start burning. All creatures in a 10-foot sphere must succeed on a DC 16 Dexterity saving throw. Targets take 7d6 fire damage and catch fire on a failed save, or half as much damage without burning on a successful one. Creatures on fire suffer 3d6 fire damage at the start of each of their turns. A creature can repeat the Dexterity saving throw at the end of each of its turns to put out the flames.
When the bomb detonates it ignites all flammable objects in range of where it lands.
Superior Devil's Puffball
Prerequisite: 13th level
- Cost: 200gp
This form of the Devil's Puffball bomb releases a cloud of poison when detonated. All creatures in a 10-foot sphere must succeed on a DC 16 Constitution saving throw. Targets become poisoned on a failed save, and they take 2d8 poison damage at the start of each of their turns while they remain poisoned. A creature poisoned in this way can repeat the Constitution saving throw at the end of each of its turns to stop the effects of the poison. The cloud lingers up to 5 minutes, unless it is blown away by a strong gust of wind. A creature that first enters the area of effect or starts its turn there must repeat the saving throw unless they are already poisoned.
Superior Dimeritium
Prerequisite: 13th level
- Cost: 300gp
This form of the Dimeritium bomb releases a cloud of dimeritium slivers that block magic and monsters' magical abilities. All creatures in a 10-foot sphere must succeed on a DC 16 Dexterity saving throw. On a failed save targets are unable to cast spells up to 4th-level. A creature under the effects of the dimeritium dust can repeat the Dexterity saving throw at the end of each of its turns to end the effects of the bomb.
Superior Dragon's Dream
Prerequisite: 13th level
- Cost: 200gp
This form of the Dragon's Dream bomb releases a cloud of gas that explodes when ignited. The cloud lingers up to 5 minutes, unless it is blown away by a strong gust of wind. When the cloud is ignited all targets in a 10-foot sphere must succeed on DC 16 Dexterity saving throw or suffer 6d8 fire damage, or half damage on a successful save. The gas has a distinct smell of phosphorus and appears similar to dust or mushroom spores.
Superior Grapeshot
Prerequisite: 13th level
- Cost: 200gp
This form of the Grapeshot bomb inflicts shrapnel damage to foes in its radius. All creatures in a 10-foot sphere must succeed on a DC 16 Dexterity saving throw. Targets take 4d6 piercing damage and 3d6 fire damage on a failed save.
Superior Moon Dust
Prerequisite: 13th level
- Cost: 300gp
This form of the Moon Dust bomb contains silver splinters that pierce even the toughest hide and temporarily prevents monsters from transforming. All creatures in a 10-foot sphere must succeed on a DC 16 Dexterity saving throw. Targets take 6d6 piercing damage on a failed save. Piercing damage taken from this bomb is considered magical. A shapechanger that fails the saving throw instantly reverts to its original form. It can repeat the Dexterity saving throw at the end of each of its turns to shake off the dimeritium slivers, otherwise it cannot assume a new form
Superior Northern Wind
Prerequisite: 13th level
- Cost: 300gp
This form of the Northern Wind bomb releases a burst of ice that freezes foes solid. All creatures in a 10-foot sphere must succeed on a DC 16 Dexterity saving throw. Targets take 6d8 cold damage and are considered frozen on a failed save, or half damage without being frozen on a successful save. Attacks against frozen creatures have advantage.
Superior Samum
Prerequisite: 13th level
- Cost: 200gp
This form of the Samum bomb blinds opponents in its explosion radius. All creatures in a 10-foot sphere must succeed on a DC 16 Dexterity saving throw. Targets that fail this saving throw are blinded. A creature blinded in this way can make a DC 16 Constitution saving throw at the end of each of its turns to regain its sight.
Oils
Abberation Oil
Prerequisite: 5th level
- Cost: 30gp
- Duration: 1 hour
This oil grants an additional 1d8 acid damage to weapon attacks made against abberations.
Dragon Oil
Prerequisite: 5th level
- Cost: 30gp
- Duration: 1 hour
This oil grants an additional 1d8 radiant damage to weapon attacks made against dragons.
Elemental Oil
Prerequisite: 3rd level
- Cost: 20gp
- Duration: 1 hour
This oil grants an additional 1d8 lightning damage to weapon attacks made against elementals.
Fey Oil
- Cost: 10gp
- Duration: 1 hour
This oil grants an additional 1d8 poison damage to weapon attacks made against fey.
Fiend Oil
Prerequisite: 5th level
- Cost: 30gp
- Duration: 1 hour
This oil grants an additional 1d8 radiant damage to weapon attacks made against fiends.
Giant Oil
- Cost: 10gp
- Duration: 1 hour
This oil grants an additional 1d8 acid damage to weapon attacks made against giants.
Monstrosity Oil
Prerequisite: 3rd level
- Cost: 20gp
- Duration: 1 hour
This oil grants an additional 1d8 lightning damage to weapon attacks made against monstrosities.
Ooze Oil
Prerequisite: 3rd level
- Cost: 20gp
- Duration: 1 hour
This oil grants an additional 1d8 poison damage to weapon attacks made against oozes.
Plant Oil
- Cost: 10gp
- Duration: 1 hour
This oil grants an additional 1d8 fire damage to weapon attacks made against plants.
Undead Oil
- Cost: 10gp
- Duration: 1 hour
This oil grants an additional 1d8 radiant damage to weapon attacks made against undead.
Enhanced Aberration Oil
Prerequisite: 9th level
- Cost: 150gp
- Duration: 5 hours
This form of Abberation Oil grants an additional 2d8 acid damage to weapon attacks made against abberations.
Enhanced Dragon Oil
Prerequisite: 9th level
- Cost: 150gp
- Duration: 5 hours
This form of Dragon Oil grants an additional 2d8 radiant damage to weapon attacks made against dragons.
Enhanced Elemental Oil
Prerequisite: 9th level
- Cost: 125gp
- Duration: 5 hours
This form of Elemental Oil grants an additional 2d8 lightning damage to weapon attacks made against elementals.
Enhanced Fey Oil
Prerequisite: 9th level
- Cost: 100gp
- Duration: 5 hours
This form of Fey Oil grants an additional 2d8 poison damage to weapon attacks made against fey.
Enhanced Fiend Oil
Prerequisite: 9th level
- Cost: 150gp
- Duration: 5 hours
This form of Fiend Oil grants an additional 2d8 radiant damage to weapon attacks made against fiends.
Enhanced Giant Oil
Prerequisite: 9th level
- Cost: 100gp
- Duration: 5 hours
This form of Giant Oil grants an additional 2d8 acid damage to weapon attacks made against giants.
Enhanced Monstrosity Oil
Prerequisite: 9th level
- Cost: 125gp
- Duration: 5 hours
This form of Monstrosity Oil grants an additional 2d8 lightning damage to weapon attacks made against monstrosities.
Enhanced Ooze Oil
Prerequisite: 9th level
- Cost: 125gp
- Duration: 5 hours
This form of Ooze Oil grants an additional 2d8 poison damage to weapon attacks made against oozes.
Enhanced Plant Oil
Prerequisite: 9th level
- Cost: 100gp
- Duration: 5 hours
This form of Plant Oil grants an additional 2d8 fire damage to weapon attacks made against plants.
Enhanced Undead Oil
Prerequisite: 9th level
- Cost: 100gp
- Duration: 5 hours
This form of Undead Oil grants an additional 2d8 radiant damage to weapon attacks made against undead.
Superior Abberation Oil
Prerequisite: 13th level
- Cost: 300gp
- Duration: 10 hours
This form of Abberation Oil grants an additional 3d8 acid damage to weapon attacks made against abberations.
Superior Dragon Oil
Prerequisite: 13th level
- Cost: 300gp
- Duration: 10 hours
This form of Dragon Oil grants an additional 3d8 radiant damage to weapon attacks made against dragons.
Superior Elemental Oil
Prerequisite: 13th level
- Cost: 250gp
- Duration: 10 hours
This form of Elemental Oil grants an additional 3d8 lightning damage to weapon attacks made against elementals.
Superior Fey Oil
Prerequisite: 13th level
- Cost: 200gp
- Duration: 10 hours
This form of Fey Oil grants an additional 3d8 poison damage to weapon attacks made against fey.
Superior Fiend Oil
Prerequisite: 13th level
- Cost: 300gp
- Duration: 10 hours
This form of Fiend Oil grants an additional 3d8 radiant damage to weapon attacks made against fiends.
Superior Giant Oil
Prerequisite: 13th level
- Cost: 200gp
- Duration: 10 hours
This form of Giant Oil grants an additional 3d8 acid damage to weapon attacks made against giants.
Superior Monstrosity Oil
Prerequisite: 13th level
- Cost: 250gp
- Duration: 10 hours
This form of Monstrosity Oil grants an additional 3d8 lightning damage to weapon attacks made against monstrosities.
Superior Ooze Oil
Prerequisite: 13th level
- Cost: 250gp
- Duration: 10 hours
This form of Ooze Oil grants an additional 3d8 poison damage to weapon attacks made against oozes.
Superior Plant Oil
Prerequisite: 13th level
- Cost: 200gp
- Duration: 10 hours
This form of Plant Oil grants an additional 3d8 fire damage to weapon attacks made against plants.
Superior Undead Oil
Prerequisite: 13th level
- Cost: 200gp
- Duration: 10 hours
This form of Undead Oil grants an additional 3d8 radiant damage to weapon attacks made against undead.
Potions
Black Blood
- Cost: 10gp
- Duration: 30 seconds
This potion turns a witcher’s blood toxic to repel vampires and other undead. For the duration of the potion’s effects undead that deal you damage with melee weapon attacks suffer 1d8 poison damage.
Blizzard
Prerequisite: 3rd level
- Cost: 20gp
- Duration: 30 seconds
This potion brings clarity of the mind when you slay your enemies. When you bring a creature to 0 health or use the Help action to aid an ally to do so you gain advantage on your next attack roll.
Cat
- Cost: 10gp
- Duration: 5 minutes
This potion strengthens a witcher’s vision to allow them to see in the dark. For the duration of the potion’s effects you gain the benefits of Darkvision out to 30 feet.
Full Moon
- Cost: 10gp
- Duration: 1 minute
This potion grants a minor health boost to increase the amount of damage you can take. You gain temporary hit points equal to 1d6+1 while under the effect of this potion.
Golden Oriole
Prerequisite: 5th level
- Cost: 30gp
- Duration: 1 minute
This potion works to counteract the presence of poison in your bloodstream. For the duration of the potion’s effects you gain resistance to poison damage. Additionally, if you are under the effects of the poisoned condition ingesting this potion cancels it.
Killer Whale
Prerequisite: 3rd level
- Cost: 20gp
- Duration: 10 minutes
This potion improves a witcher’s lung capacity and ability to see while underwater. For the duration of this potion’s effects you gain the ability to breathe underwater, and you gain the benefits of Darkvision out to 30 feet.
Maribor Forest
Prerequisite: 3rd level
- Cost: 20gp
- Duration: 30 seconds
This potion works with a witcher’s momentum in combat to strengthen their attacks. When you successfully attack a target once with a weapon, you gain an additional 1d6 damage of the weapon’s damage type for each successive hit against the same target after the first attack.
Petri's Philter
Prerequisite: 5th level
- Cost: 30gp
- Duration: 30 seconds
This potion gives a boost to your magical prowess. For the duration of this potion’s effect you gain a +2 bonus to all spell damage rolls.
Swallow
Prerequisite: 3rd level
- Cost: 20gp
- Duration: 30 seconds
This potion provides gradual health regeneration. You regain 1d8+2 hit points when you ingest this potion and again at the start of each of your turns for the duration of the potion’s effect. If you take damage between your turns roll a d4. On a 1, the potion’s effect skips your next turn and resumes on the turn following it.
Tawny Oil
Prerequisite: 5th level
- Cost: 30gp
- Duration: 30 seconds
This potion increases the frequency with which you cast signs. You gain the ability to cast one 1st-level sign without expending a spell slot. After you cast a sign in this way, for the duration of the potion’s effect you can roll a d4 at the start of each of your turns. On a 4, you regain the ability to cast a 1st-level sign in this way.
Thunderbolt
Prerequisite: 3rd level
- Cost: 20gp
- Duration: 30 seconds
This potion gives a boost to your physical prowess. For the duration of this potion’s effect you gain a +2 bonus to all weapon damage rolls.
White Honey
- Cost: 5gp
- Duration: Instantaneous
This potion is a cure for overconsumption. Ingesting this potion does not raise your Toxicity level, and it immediately lowers your Toxicity level to 0 and cancels all active witcher potion effects.
White Raffard's Decoction
- Cost: 10gp
- Duration: Instantaneous
This potion reinvigorates a witcher on their last legs. You regain 2d4+2 hit points.
Enhanced Black Blood
Prerequisite: 9th level
- Cost: 100gp
- Duration: 30 seconds
This form of the Black Blood potion turns a witcher’s blood toxic to repel vampires and other undead. For the duration of the potion’s effects undead that deal you damage with melee weapon attacks suffer 2d8 poison damage.
Enhanced Blizzard
Prerequisite: 9th level
- Cost: 125gp
- Duration: 30 seconds
This form of the Blizzard potion brings clarity of the mind when you slay your enemies. When you bring a creature to 0 health or use the Help action to aid an ally to do so you gain advantage on your next two attack rolls.
Enhanced Cat
Prerequisite: 9th level
- Cost: 100gp
- Duration: 30 minutes
This form of the Cat potion strengthens a witcher’s vision to allow them to see in the dark. For the duration of the potion’s effects you gain the benefits of Darkvision out to 60 feet.
Enhanced Full Moon
Prerequisite: 9th level
- Cost: 100gp
- Duration: 2 minutes
This form of the Full Moon potion grants a minor health boost to increase the amount of damage you can take. You gain temporary hit points equal to 2d6+2 while under the effect of this potion.
Enhanced Golden Oriole
Prerequisite: 9th level
- Cost: 150gp
- Duration: 2 minutes
This form of the Golden Oriole potion works to counteract the presence of poison in your bloodstream. For the duration of the potion’s effects you gain resistance to poison damage and are immune to the poisoned condition. Additionally, if you are under the effects of the poisoned condition ingesting this potion cancels it.
Enhanced Killer Whale
Prerequisite: 9th level
- Cost: 125gp
- Duration: 30 minutes
This form of the Killer Whale potion improves a witcher’s lung capacity and ability to see while underwater. For the duration of this potion’s effects you gain the ability to breathe underwater, and you gain the benefits of Darkvision out to 60 feet.
Enhanced Maribor Forest
Prerequisite: 9th level
- Cost: 125gp
- Duration: 30 seconds
This form of the Maribor Forest potion works with a witcher’s momentum in combat to strengthen their attacks. When you successfully attack a target once with a weapon, you gain an additional 1d8 damage of the weapon’s damage type for each successive hit against the same target after the first attack.
Enhanced Petri's Philter
Prerequisite: 9th level
- Cost: 150gp
- Duration: 30 seconds
This form of the Petri's Philter potion gives a boost to your magical prowess. For the duration of this potion’s effect you gain a +4 bonus to all spell damage rolls.
Enhanced Swallow
Prerequisite: 9th level
- Cost: 125gp
- Duration: 30 seconds
This form of the Swallow potion provides gradual health regeneration. You regain 2d8+4 hit points when you ingest this potion and again at the start of each of your turns for the duration of the potion’s effect. If you take damage between your turns roll a d4. On a 1, the potion’s effect skips your next turn and resumes on the turn following it.
Enhanced Tawny Oil
Prerequisite: 9th level
- Cost: 150gp
- Duration: 30 seconds
This form of the Tawny Oil potion increases the frequency with which you cast signs. You gain the ability to cast one 1st- or 2nd-level sign without expending a spell slot. After you cast a sign in this way, for the duration of the potion’s effect you can roll a d4 at the start of each of your turns. On a 4, you regain the ability to cast a 1st- or 2nd-level sign in this way.
Enhanced Thunderbolt
Prerequisite: 9th level
- Cost: 125gp
- Duration: 30 seconds
This form of the Thunderbolt potion gives a boost to your physical prowess. For the duration of this potion’s effect you gain a +4 bonus to all weapon damage rolls.
Enhanced White Raffard's Decoction
Prerequisite: 9th level
- Cost: 100gp
- Duration: Instantaneous
This potion reinvigorates a witcher on their last legs. You regain 4d4+4 hit points.
Superior Black Blood
Prerequisite: 13th level
- Cost: 200gp
- Duration: 30 seconds
This form of the Black Blood potion turns a witcher’s blood toxic to repel vampires and other undead. For the duration of the potion’s effects undead that deal you damage with melee weapon attacks suffer 3d8 poison damage.
Superior Blizzard
Prerequisite: 13th level
- Cost: 250gp
- Duration: 30 seconds
This form of the Blizzard potion brings clarity of the mind when you slay your enemies. When you bring a creature to 0 health or use the Help action to aid an ally to do so you gain advantage on your next three attack rolls.
Superior Cat
Prerequisite: 13th level
- Cost: 200gp
- Duration: 1 hour
This form of the Cat potion strengthens a witcher’s vision to allow them to see in the dark. For the duration of the potion’s effects you gain the benefits of Darkvision out to 90 feet.
Superior Full Moon
Prerequisite: 13th level
- Cost: 200gp
- Duration: 10 minutes
This form of the Full Moon potion grants a minor health boost to increase the amount of damage you can take. You gain temporary hit points equal to 3d6+3 while under the effect of this potion.
Superior Golden Oriole
Prerequisite: 13th level
- Cost: 300gp
- Duration: 5 minutes
This form of the Golden Oriole potion works to counteract the presence of poison in your bloodstream. For the duration of the potion’s effects you gain immunity to poison damage and are immune to the poisoned condition. Additionally, if you are under the effects of the poisoned condition ingesting this potion cancels it.
Superior Killer Whale
Prerequisite: 13th level
- Cost: 250gp
- Duration: 1 hour
This form of the Killer Whale potion improves a witcher’s lung capacity and ability to see while underwater. For the duration of this potion’s effects you gain the ability to breathe underwater, and you gain the benefits of Darkvision out to 90 feet.
Superior Maribor Forest
Prerequisite: 13th level
- Cost: 250gp
- Duration: 30 seconds
This form of the Maribor Forest potion works with a witcher’s momentum in combat to strengthen their attacks. When you successfully attack a target once with a weapon, you gain an additional 1d10 damage of the weapon’s damage type for each successive hit against the same target after the first attack.
Superior Petri's Philter
Prerequisite: 13th level
- Cost: 300gp
- Duration: 30 seconds
This form of the Petri's Philter potion gives a boost to your magical prowess. For the duration of this potion’s effect you gain a +6 bonus to all spell damage rolls.
Superior Swallow
Prerequisite: 13th level
- Cost: 250gp
- Duration: 30 seconds
This form of the Swallow potion provides gradual health regeneration. You regain 4d8+6 hit points when you ingest this potion and again at the start of each of your turns for the duration of the potion’s effect. If you take damage between your turns roll a d4. On a 1, the potion’s effect skips your next turn and resumes on the turn following it.
Superior Tawny Oil
Prerequisite: 13th level
- Cost: 300gp
- Duration: 30 seconds
This form of the Tawny Oil potion increases the frequency with which you cast signs. You gain the ability to cast one 1st-, 2nd-, or 3rd-level sign without expending a spell slot. After you cast a sign in this way, for the duration of the potion’s effect you can roll a d4 at the start of each of your turns. On a 4, you regain the ability to cast a 1st-, 2nd, or 3rd-level sign in this way.
Superior Thunderbolt
Prerequisite: 13th level
- Cost: 250gp
- Duration: 30 seconds
This form of the Thunderbolt potion gives a boost to your physical prowess. For the duration of this potion’s effect you gain a +6 bonus to all weapon damage rolls.
Superior White Raffard's Decoction
Prerequisite: 13th level
- Cost: 200gp
- Duration: Instantaneous
This potion reinvigorates a witcher on their last legs. You regain 8d4+8 hit points.
Witcher Spell List
Witcher Signs
1st Level
- Aard
- Axii
- Heliotrope
- Igni
- Quen
- Somne
- Yrden
Griffin School Spell List
1st Level
- Catapult
- Disguise Self
- Earth Tremor
- Feather Fall
- Ice Knife
- Ray of Sickness
- Snare
2nd Level
- Blindness/Deafness
- Blur
- Earthbind
- Hold Person
- Invisibility
- Mirror Image
- Shatter
3rd Level
- Counterspell
- Dispel Magic
- Fear
- Lightning Bolt
- Remove Curse
- Slow
- Vampiric Touch
4th Level
- Arcane Eye
- Confusion
- Elemental Bane
- Greater Invisibility
- Polymorph
5th Level
- Cloudkill
- Modify Memory
- Seeming
- Steel Wind Strike
- Synaptic Static
- Telekinesis
Sign Descriptions
Aard
1st-level evocation
- Casting Time: 1 action
- Range: 10 feet
- Components: S
- Duration: Instantaneous
A burst of telekinetic force emanates from your outstretched hand. Each creature in a 10-foot cone must make a Constitution saving throw. On a failed save, a creature takes 2d8 force damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and loose objects such as rotten wood doors or crumbling rock walls are blown apart by the force of the spell. Nonmagical fires in the spell’s range are extinguished.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Axii
1st-level illusion
- Casting Time: 1 action
- Range: 30 feet
- Components: S
- Duration: 10 minutes
You attempt to charm a humanoid or creature you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you and cannot willingly move closer to you unless you permit it, until the spell ends, or until you or your companions do anything harmful to it. The charmed target regards you as a friendly acquaintance if they are a humanoid or as no longer a threat if they are a creature.
When the spell ends, the target knows it was charmed by you. Additionally, only one target can be affected by Axii at a time.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher the duration of the spell's effect is increased by 10 minutes for each slot level above 1st.
Heliotrope
1st-level abjuration
- Casting Time: 1 action
- Range: Self
- Components: S
- Duration: 1 minute
A gleaming protective barrier surrounds you until the spell ends. The barrier has HP equal to 1d8+5 and protects the caster from spell attacks. It absorbs all acid, cold, fire, lightning, and poison damage damage dealt by spell attacks against you, taking the damage in your place. You and the barrier each take half of every other type of damage dealt by spell attacks. Weapon attacks that deal damage against you are not affected by Heliotrope, even if those weapon attacks deal additional elemental or magical damage.
When the barrier reaches 0 HP it shatters and the spell ends. You suffer any remaining damage from the attack that destroyed it. Heliotrope cannot be active at the same time as Quen.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the barrier’s health increases by 1d8+5 for each slot level above 1st.
Igni
1st-level evocation
- Casting Time: 1 action
- Range: 10 feet
- Components: S
- Duration: Instantaneous
Biting flames shoot from your open palm. Each creature in a 10-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save and is on fire. On a successful save it takes half damage and is not on fire. A creature on fire takes an additional 1d6 fire damage at the start of each of its turns. A creature on fire can repeat the Dexterity saving throw at the end of each of its turn to put out the flames.
The fire ignites any flammable objects in the area that aren’t being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage caused by the initial casting and lingering burning increases by 1d6 for each slot level above 1st.
Quen
1st-level abjuration
- Casting Time: 1 action
- Range: Self
- Components: S
- Duration: 1 minute
A gleaming protective barrier surrounds you until the spell ends. The barrier has HP equal to 1d8+5 and protects the caster from weapon attacks. It absorbs all bludgeoning, piercing, and slashing damage damage dealt by weapon attacks against you, taking the damage in your place. You and the barrier each take half of every other type of damage dealt by weapon attacks. Spells that deal damage against you are not affected by Quen, even if those spells conjure weapons such as the Cloud of Daggers spell or provide additional damage for weapons such as the Green-Flame Blade spell.
When the barrier reaches 0 HP it shatters and the spell ends. You suffer any remaining damage from the attack that destroyed it. Quen cannot be active at the same time as Heliotrope.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the barrier’s health increases by 1d8+5 for each slot level above 1st.
Somne
1st-level illusion
- Casting Time: 1 action
- Range: 30 feet
- Components: S
- Duration: 10 minutes
You attempt to send one humanoid or creature into a magical slumber. Your target must succeed on a Wisdom saving throw or fall unconscious until the spell ends, the target takes damage, or someone uses an action to shake or slap them awake. A creature makes the saving throw with disadvantage if it is below half of its maximum health. Undead and creatures immune to being charmed aren't affected by this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher the duration of the spell's effects increases by 10 minutes for each slot level above 1st.
Yrden
1st-level abjuration
- Casting Time: 1 action
- Range: Self (5-foot sphere)
- Components: S
- Duration: 1 minute
You conjure into existence a ring of glowing glyphs in a 5-foot sphere centered on yourself. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must succeed on a Wisdom saving throw, otherwise its speed is halved while in the spell’s area of effect. A creature that is invisible is made visible, and a creature that is on the Ethereal Plane is forcibly returned to the Material Plane. If Yrden is cast again the original ring of glyphs vanishes.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher the duration of the spell increases by 1 minute and the spell’s range increases by 5 feet for each slot level above 1st.
Sign Enhancements
Aard Enhancements
Daze
Prerequisite: 14th level
When you cast Aard and a target fails their Constitution saving throw they are also stunned.
Sweeping Aard
Prerequisite: 6th level
When you cast Aard you can choose to cast an alternate form of the sign. This changes the sign’s effect from a 10-foot cone to a 10-foot sphere centered on yourself.
Overturn
When you cast Aard and a target fails their Constitution saving throw they are also knocked prone.
Axii Enhancements
Collective Thought
Prerequisite: 14th level
You are able to affect up to two targets with Axii at the same time. Additionally, when you cast Axii you can choose to affect one additional target within 5 feet of your original target.
Puppet
When you cast Axii you can choose to cast an alternate form of the sign. This changes the target's reaction to the effects, forcing the target to fight as your ally. You do not control the actions of the target, and they will act to the best of their abilities to protect themselves and attack what they perceive to be your enemies.
Somatic Courage
Prerequisite: 6th level, Puppet form of Axii
When you use the alternate form of Axii your target-turned-ally gains a boost to their attacks. Their attacks deal an additional 1d6 damage. When cast using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Heliotrope Enhancements
Active Shield
Prerequisite: 6th level
When you cast Heliotrope you can choose to cast an alternate form of the sign. This allows you to absorb half of any acid, cold, fire, lightning, and poison damage the barrier takes from spell attacks as health.
Burst Shatter
Prerequisite: 6th level
When your barrier shatters, all creatures within 5 feet of you must succeed on a Constitution saving throw or suffer 1d6 force damage. When cast using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Gale Shatter
When your barrier shatters, all creatures within 5 feet of you must succeed on a Constitution saving throw or be blown back 10 feet.
Reactive Shield
Prerequisite: 14th level
When your barrier shatters you are able to use your reaction to expend a spell slot and immediately recast the sign.
Reflective Shield
Prerequisite: 18th level
When your barrier takes acid, cold, fire, lightning, poison, or thunder damage from spell attacks, half of the damage taken is reflected back onto the creature that dealt it.
Upending Shatter
Prerequisite: 10th level
When your barrier shatters, all creatures within 5 feet of you must succeed on a Constitution saving throw or be knocked prone.
Igni Enhancements
Enduring Flame
Prerequisite: 6th level, Firestream form of Igni
When you use the alternate form of Igni and a previously affected target is still in range on your next turn, you can expend a spell slot to continue the stream of fire and force any target that has already been affected by the alternate form of Igni to fail their saving throw. When you do so, you must cast Igni in its alternate form at the same spell level.
Firestream
When you cast Igni you can choose to cast an alternate form of the sign. This changes the spell's range from a 10-foot cone to a 20-foot long and 5-foot wide line.
Melt Armor
Prerequisite: 14th level
When you cast Igni and a target fails their Dexterity saving throw, their Armor Class is permanently reduced by 1. A creature that is not wearing armor or does not have natural armor is not affected by this condition. This only affects armor while it is worn, and a creature that wears armor can replace their affected armor to restore their Armor Class rating. A target can only be affected by this condition once. When cast using a spell slot of 2nd level or higher, this value increases by 1 for each slot level above 1st.
Searing
Prerequisite: 18th level
When you cast Igni, all targets in range suffer from its burning condition regardless of whether they succeed on their Dexterity saving throw.
Quen Enhancements
Active Shield
Prerequisite: 6th level
When you cast Quen you can choose to cast an alternate form of the sign. This allows you to absorb half of any bludgeoning, piercing, and slashing damage the barrier takes from weapon attacks as health.
Burst Shatter
Prerequisite: 6th level
When your barrier shatters, all creatures within 5 feet of you must succeed on a Constitution saving throw or suffer 1d6 force damage. When cast using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Gale Shatter
When your barrier shatters, all creatures within 5 feet of you must succeed on a Constitution saving throw or be blown back 10 feet.
Reactive Shield
Prerequisite: 14th level
When your barrier shatters you are able to use your reaction to expend a spell slot and immediately recast the sign.
Reflective Shield
Prerequisite: 18th level
When your barrier takes bludgeoning, piercing, or slashing damage from weapon attacks, half of the damage taken is reflected back onto the creature that dealt it.
Upending Shatter
Prerequisite: 10th level
When your barrier shatters, all creatures within 5 feet of you must succeed on a Constitution saving throw or be knocked prone.
Somne Enhancements
Nightmare
When you cast Somne you can choose to cast an alternate form of the sign. This forces a target that fails its Wisdom saving throw to take 1d6 psychic damage. The target continues to take 1d6 psychic damage at the beginning of each of its turns until it wakes up. This damage does not cause the spell to end. When cast using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Sleep Like Death
Prerequisite: 18th level
When a target fails it's Wisdom saving throw it must roll a d100. On a 2 or lower, its health drops to 0 and it falls unconscious. When cast using a spell slot of 2nd level or higher, the range for the d100 roll needed to activate this feature increases by 2.
Slumbering Masses
Prerequisite: 10th level
You are able to affect two targets with Somne at the same time. Additionally, when you cast Somne you can choose to affect one additional target within 5 feet of your original target.
Yrden Enhancements
Magic Trap
Prerequisite: 6th level
When you cast Yrden you can choose to cast an alternate form of the sign. This changes the 5-foot sphere centered on you into 3 glyphs that you can choose to place within 30 feet of you. All 3 glyphs must be placed and connect by straight lines to form the spell's area of effect. As a bonus action you can activate one of these glyphs to deal 1d8 psychic damage to a target within Yrden's area of effect. When a glyph is used it dims and can no longer be activated in this way, although it continues the normal effects of the spell. When cast using a spell slot of 2nd level or higher, you may place 1 additional glyph and the damage increases by 1d6 for each slot level above 1st.
Spell Ward
Prerequisite: 10th level
When you cast Yrden, spells that target you while you are within the spell's area of effect or that are casted by a creature within the spell's area of effect go awry. Spells of an equal level or lower than the spell slot level used to cast Yrden are cancelled.
Supercharge
When a creature first enters the spell's area of effect or starts its turn there, it suffers 1d8 psychic damage. When cast using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Artwork Used
Forest, woodland, wood and mist by Sebastian Unrau
Needles on blurry tree branches by Amanda Mocci
All other artwork has been gathered from official art and in-game images from The Witcher series of video games, and from the spin-off game Gwent. They belong to the original artists at CD Projekt Red.
Playing a Witcher
When you create your witcher character and as you continue to play them you should communicate with your DM about ways of working your class into your campaign. Below are a set of suggestions to streamline the process and allow for an authentic experience as a witcher. They are not required for your campaign, but it's encouraged that they be taken into consideration.
Signs Outside of Combat While signs serve heavy utility for witchers in combat, they have equal use in daily activities, such as for lighting campfires or calming animal companions. Consult with your DM about whether the use of minor effects from your signs (primarily Aard, Axii, and Igni) would be viable for your campaign and whether these uses should require expending spell slots.
Alchemy Prices The gold cost of alchemy items are flexible to fit into the average cost of similar items in your world, with a reduction for most standard items to give them an extended lifespan while playing your character. You and your DM are free to lower or raise the cost of alchemy items as you see fit, however, so long as they follow the tiered cost pattern presented in this document.
Acquiring Formulae In-Game As the class is presented a witcher is presumed to gain access to new formulae through no particular means. When your character reaches a level that grants them new formulae, you or your DM may consider presenting it as a roleplaying opportunity. Maybe your witcher stumbles across these formulae as written by witchers that have come before them, or perhaps they write these new formulae themselves after experimenting with the formulae they already know.
Scavenging for Ingredients No specific Wisdom (Survival) check DCs are presented in the description for the Alchemical Formulae feature as an invitation for flexibility. If you or your DM prefer a predetermined system, use the following suggestions: Scavenging for ingredients to make a standard alchemy item has a DC of 10. Scavenging for Enhanced and Superior versions of these items have a DC of 13 and 16, respectively. When scavenging in places of abundant foliage or barren wastes, lower or raise the DC by 3. Additionally, your DM may consider staggering the amount of ingredients you scavenge in one attempt. It may be more reasonable to gather 5 gold's worth of herbs in one attempt and save up for the 10 gold needed to make a Samum bomb, rather than trying to gather it all at once.
Silver Weapons Rules for obtaining silver weapons and ammunition - a staple for any witcher - already exist in the Player's Handbook on page 148. As such you may wish to start your adventure with a silver weapon already in your possession. If your DM allows this, they may want to consider granting the rest of the players an extra 100 gold to match the cost of your weapon.