Order of the Witcher

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Blood Hunter Order of The Witcher

Order of the Witcher

An order of blood hunters whom had subjected to intense alchemical processes, consumption of mutagenic compounds, and relentless physical and magical training to make them dangerous and highly versatile against their vast array of opponents, many of which possess superhuman speed, strength and/or other deadly powers, and mysterious rituals in preparation for becoming an itinerant monster slayer for hire, known as Witchers.


Way of Steel & Silver

At 3rd level, you gain proficiency with blacksmithing tools when you select this order. Though witchers cover proficiency in basically any weapon that comes to hand, a witcher's training focuses on two primary weapons, steel and silver:

  • When attacking with steel weapons against beast, construct, dragon, giant, humanoid, ooze, or plant creatures, you deal an extra 2 die damage of the steel weapon.
  • When attacking with silver weapons against aberration, celestial, elemental, fey, fiend, monstrosity, or undead creatures, you deal an extra 2 die damage of the silver weapon.

Mutations

At 3rd level, you went through the process of being a witcher through magic and alchemy that enhances the body in many ways:

  • You develop cat-like eyes in which witchers can constrict their pupils to see in blinding light or open them to see in near pitch darkness. You gain darkvision of 30ft; if you already have darkvision, the distance is doubled. If you have Dark Velocity, your darkvision just extends another 30ft.
  • Tremendous resistance and a boosted immune system, allowing witchers to consume large quantities of potions that could prove easily deadly if consumed even in small amounts by a normal man. You gain resistance and advantage against poison and you’re immune to disease.
  • Incredibly long lifespan and prolonged youth, most likely every 10 years is equivalent to 1 year.
  • They also develop a sixth sense that allows them to "feel" things around them, be it items of importance or people's immediate intentions. Your uncanny ability to track and hunt people and monsters. You gain proficiency for Survival checks and the Natural Explorer feat (UA).

Witcher Medallion

You gain a medallion in the shape of the School in which you’re trained in. The medallion is constantly active with Detect Evil and Good as long as it’s visible on your body. If the medallion is dispelled, it is suppressed instead for 1 hour then becomes active again. The medallion cannot be taking off on you unless you’re willing or dead.

Signs

At 3rd level, you have the ability to perform simple yet incredibly versatile combat magic in the form of signs, a low-level yet versatile form of magic that allows witchers to cast spells and enchantments with simple hand gestures. Without extensive improvement and practice, these are mere tricks compared to other spellcasters can do, but they serve very well for someone with a sword in one hand to add a variety of improvisation to their efforts.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

  • Aard - you can cast the Gust as a bonus action.
  • Yrden – you can cast a 15ft radius runic circle where you’re standing that lasts 1 minute as a bonus action. Hostile creatures’ speeds are halved and can’t make a Dash action while in it.
  • Igni – you can cast Fire Bolt as a bonus action. You can instantaneously light or snuff out a candle, a torch, a small campfire, etc.
  • Quen - you can cast Blade Ward as a bonus action or reaction that lasts 1 minute or until the first hit on you.
  • Axii – you can cast Friends as a bonus action.

Deflect Projectile

You can use your reaction to deflect when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your DEX modifier + your Blood Hunter level.

If you reduce the damage to 0 and the projectile is small enough, you can make a ranged attack/deflect it back with a range of 20/60 using the projectile, as part of the same reaction. You make this attack with proficiency.

Mutagen Craft

At 3rd level, you can take a short rest to concoct a single potion or decoction. Mutagens are designed for your biology, so only you can consume them. hey are also unstable by nature, losing their potency over time if not swallowed before you finish your next short or long rest. You can consume a concoction as a bonus action and certain potion effects last until you complete a short or long rest of your choice.

There will be a list of types of potions/decoctions that will require certain material components and most that can only be made if you’re only trained in the School of Manticore.

Witcher Schools

The witcher schools are the organizations which train and equip witchers, the itinerant monster slayers. While schools differ in mindset and details of training, most of them teach equally professional hunters. Headquartered in seclude locations, each one is built on the blood, sweat, and tears of countless children who stood within them, honing their technique and skill. In addition to picking the order at 3rd level, you also choose a School to be trained in.

Part 1 | Order of the Witcher

School of the Wolf

The School of the Wolf was one of the most recognized of the witcher schools. Its members gained the reputation of professional and reliable monster slayers.

Skill Proficiencies

When you select this School, you gain proficiencies in all DEX & CON checks and saving throws.

Precise Blows

Your weapon attacks score a critical hit on a roll of 19 or 20. At 15th level, your weapon attacks score a critical hit on a roll of 18-20.

Witcher Combat Superiority

At 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

Superiority Dice You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.

Maneuvers Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Counterattack

When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.

Crippling Strikes

When you hit a creature with a weapon attack, you can expend one superiority die to cause that creature’s speed is reduced by 10 feet until the start of your next turn.

Disarming Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Feinting Attack

You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature before the end of your turn. If that attack hits, add the superiority die to the attack’s damage roll.

Fleet Footed

When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC when you’re being attacked or taking the Dodge action until the start of your next turn.

Menacing Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Parry

When another creature damages you with a melee or ranged attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

Precision Attack

When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Rend

When you make a weapon attack, you can expend and roll one superiority die to temporarily decrease the AC of the creature you’re attacking until the end of your next turn. You can use this maneuver before or after you roll for an attack but before if you hit or not.

Know Your Monsters

At 7th level, if you spend at least 1 minute observing another creature outside combat, you can learn certain information about its capabilities compared to your own.

The DM tells you if the creature is equal, superior, or inferior in regard to two of the following characteristics of your choice: STR, DEX, CON, AC, Current HP, as well as damage immunities, resistances, or vulnerabilities.

Extra Attack

At 11th level, the number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Additional Fighting Style

At 11th level, you can choose a second option from the Fighting Style class feature.

Witcher Senses

At 15th level, when you attack a creature you can’t see, you don’t disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.

Monster Counter

At 18th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry.

You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack’s normal effects.

Part 2 | Order of the Witcher

School of the Cat

The Cats developed fighting styles focusing on speed, precision, and agility. It is said they were not committed to a position of neutrality and as a result, they were often hired as spies and assassins.

Skill Proficiencies

When you select this School, you gain proficiencies in all DEX checks & saving throws and INT checks.

Tool Proficiencies

When you select this School, you gain proficiency with the disguise kit, the poisoner’s kit, forgery kit and thieves’ tools.

Expertise

You choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies in skills to gain this benefit.

Thieves' Cant

During your training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves or spies on the run.

Cunning Action

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.

Sneak Attack

You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 2d6 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.

At 7th level, the extra becomes 4d6, 6d6 at 11th level, 8d6 at 15th level, and 9d6 at 18th level.

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.

Deft Hands

You can use the bonus action granted by your Cunning Action to make a DEX (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.

Feline Mobility

At 7th level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your DEX mod.

Your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well, and you have advantage on Stealth checks if you move no more than half your speed on the same turn.

Evasion

At 7th level, 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 DEX 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.

Assassinate

At 11th level, you are at your deadliest when you get the drop on your enemies.

You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

Elusive

At 15th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.

Cat-like Reflexes

At 18th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat.

You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.

Part 3 | Order of the Witcher

School of the Viper

The Vipers were trained on twin small blades, described as “fangs”, and an assassination-based approach to killing monsters. Their fighting style featured sinuous, unpredictable movements using the two blades. Among the witcher schools, Vipers are the most alien and secretive.

Skill Proficiency

When you select this School, you gain proficiencies in all DEX checks & saving throws.

Tool Proficiency

When you select this School, you gain proficiency with the poisoner’s kit.

Fighting Style - Two Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. You gain this Fighting Style if you already didn’t. You can only use this Fighting Style if you’re using two short swords.*

Cunning Action

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.

Sneak Attack

You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 2d6 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.

At 7th level, the extra becomes 4d6, 6d6 at 11th level, 8d6 at 15th level, and 9d6 at 18th level.

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.

Slithering Skirmisher

You are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. You also learn how to land a strike and then slip away without reprisal.

During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn.

Uncanny Dodge

When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Rite of the Viper

When you join choose this school; you learn the esoteric rite, Rite of the Viper.

Rite of the Viper – Your rite damage is poison type. The damage you suffer from activating this rite is halved. The creature must make a DC(8 + your proficiency bonus + WIS mod) CON saving throw against being poisoned.

Evasion

At 7th level, 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 DEX 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.

Serpentine Ambush

At 11th level, you excel at leading ambushes and acting first in a fight. You have advantage on initiative rolls.

In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.

Sudden Strike

At 15th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action.

This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can’t use your Sneak Attack against the same target more than once in a turn.

Viper Strike

At 18th level, when you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus) or dies instantly. On a failed save, double the damage of your attack against the creature.

Part 4 | Order of the Witcher

School of the Griffin

Griffin School trains witchers to amplify the intensity of their Signs; as such, it is heavily implied that the school and its disciples may have specialized in the use of magic. Griffin witchers also possess higher standards of social etiquette compared to other schools.

Skill Proficiency

When you select this School, you gain proficiencies in all INT checks & saving throws.

Ritual Casting

When you select this School, you can cast spells as a ritual if that spell has the ritual tag, except divination spells.

Magic Lore Mastery

You become a compendium of knowledge on the magic of your Signs. Your proficiency bonus is doubled for any ability check you make that uses the Arcana, History, Nature, or Religion skill if you are proficient in that skill.

Crimson Sigils

If you have a Crimson Rite active, you can add the damage to your Signs.

Sign Enhancements

At 7th level, you extensively practice and improve your Signs as your power grows.

Pick one enhancement for each Sign and you can pick another when you reach 11th, 15th, and 18th level.

You can choose the same enhancement multiple times if you choose them sequentially by each Order feature level.

You can’t cast a normal Sign as a bonus action if you’re casting certain enhanced Signs and none of them require concentration.

Runestones

Starting at 7th level, you can spend 8 hours creating a runestone that stores a Sign up to one enhancement. You can benefit from the stone yourself or give it to another creature.

At 11th level you can store up to two enhancements and at 15th level for up to three enhancements.

Potent Signs

At 11th level, your damaging Signs affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your Sign, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.

Sign Alterations

At 11th level, while the Signs feature offers increased versatility, at the table its effects can be difficult to spot by the other players. If you’re playing a Griffin Witcher, take a moment to describe how you alter your signs.

Think of a signature change your character is particularly proud of. Be inventive, and make the game more fun for everyone by playing up the sudden, unexpected tricks you character can employ.

For example, a Pyromaniac enhancement transformed to require a Strength save might become a wave of fiery force that slams into its target. A Puppet enhancement that requires a Constitution save might take the form of a vaporous narcotic that alters the target’s mood.

Magic Resistance

At 15th level, you have advantage on saving throws against spells.

Furthermore, you have resistance against the damage of spells.

Prodigious Enhancements

At 18th level, you have attained a greater mastery of Signs. As a bonus action, you can replace one set of enhancements for one of your Signs. You can’t use this feature again until you finish a long rest.

Part 5 | Order of the Witcher

Sign Enhancements

Aard Enhancements

Intensity

(7th) Aard can affect Large creatures now.

(11th) Aard can push creatures 10 feet away if they failed their save.

(15th) Aard can affect Huge creatures now.

(18th) Aard can knock creatures back or knock them prone and they make the save at disadvantage.

Far-Reaching The range of Aard increases by 10ft every time you pick this enhancement.

Sweep Aard can affect in a 15ft-cone area from you (7th) and increases to 20ft-cone (11th), Aard can affect in a 15ft-radius area centered on you (15th) and increases to 20ft-radius area (18th).

Shock Wave Aard now deals 2d8 bludgeoning damage on failed saves, halved on success. Damage increases by 1d8 every time you pick this enhancement.

Yrden Enhancements

Intensity

(7th) Hostile creatures make attacks at disadvantage.

(11th) The affected area becomes difficult terrain for hostile creatures.

(15th) Any attack against the creatures in the area have advantage with only the first attack they make during their turn.

(18th) Creatures in the area lose resistances to bludgeoning, piercing, and slashing damage; immunities are then considered resistances instead.

Sustained Glyphs (You have to cast each circle as an action)

(7th) You can cast up to 2 circles and last for 10 minutes.

(11th) You can cast up to 3 circles and last for 1 hour.

(15th) You can cast up to 4 circles and last for 8 hours.

(18th) You can cast up to 5 circles and lasts indefinitely until you cast more than 5 where the first one you cast disappears or you dispel any number of them (18th).

Magic Trap

(7th) You can cast Glyph of Warding-Explosive Runes as the circle and as an action or with Slow as the Spell Glyph once per long rest.

(11th) You can cast Glyph of Warding as an action with Banishment as the Spell Glyph once per long rest.

(15th) You can cast Glyph of Warding as an action with Hold Monster as the Spell Glyph once per long rest.

(18th) You can cast Glyph of Warding-Explosive Runes at 8th level as an action once per long rest.

Supercharged Glyphs Creatures in the circle take 1 damage if they enter or end their turn in the circle and you heal 1 hit point for every round there is at least one creature in the circle. The damage and healing increases by 1 every time you pick this enhancement.

Igni Enhancements

Intensity Igni’s damage increases to 2d10 (7th), 3d10 (11th), 4d10 (15th), and (18th) you can make the spell attack at advantage.

Melt Armor You can apply Heat Metal at 3rd level when you hit with your Igni once per short rest. The level of applying Heat Metal increases by one level for every time you choose this enhancement.

Firestream You can cast Witch Bolt at 3rd level but with fire damage once per short rest. The level of this spell increases by one level every time you choose this enhancement.

Pyromaniac You can cast Burning Hands once per short rest. The level of this spell increases by one level every time you choose this enhancement.

Quen Enhancements

Intensity While Quen is active, the next time you take damage, you ignore 2 damage. The damaged ignored will increase by one every time you choose this enhancement.

Exploding Shield You can cast Armor of Agathys at 2nd level once per short rest. The level of this spell increases by one level every time you choose this enhancement.

Active Shield

(7th) Quen lasts as long as every minute you lose 3 hit points to maintain it and can cast or dispel it.

(11th) Quen lasts as long as every minute you lose 2 hit points to maintain it.

(15th) Quen lasts as long as every minute you lose 1 hit points to maintain it.

(18th) Quen lasts as long as you’re conscious.

Discharge You can cast Absorb Elements at 2nd level once per short rest. The level of this spell increases by one level every time you choose this enhancement.

Axii Enhancements

Intensity Axii lasts 1 hour (7th), lasts 8 hours (11th), lasts 24 hours (15th), and lasts indefinitely (18th).

Delusion You can cast Phantasmal Killer once per short rest. The level of this spell increases by one level every time you choose this enhancement.

Puppet You can cast Charm Monster once per short rest. The level of this spell increases by one level every time you choose this enhancement.

Domination

(7th) You can cast Hold Monster once per short rest.

(11th) You can Geas once per short rest.

(15th) You can cast Mass Suggestion once per long rest.

(18th) You can cast Dominate Monster once per long rest.

Part 6 | Order of the Witcher

School of the Bear

Witchers of the Bear School, unlike the Wolves, tend to be loners and do not forge strong bonds with their brethren. Meeting between them on the Path can even lead to bloodshed. They wear heavier armor, favoring defense over agility.

Skill Proficiency

When you select this School, you gain proficiencies in CON checks & saving throws.

Heavy Armor Proficiency Master

When you select this School, you gain proficiency with heavy armor, the Heavily Armored and Heavy Armor Master feats if you didn’t have them already.

Fighting Style – Protection

While you are wearing armor, you gain a +1 bonus to AC. You gain this Fighting Style if you didn’t already have.

Heavy Stance

You anchor your feet to the earth, shrugging off the blows of those who wish to topple you. You cannot be knocked prone while you’re conscious.

Grizzly Force

At 7th level, whenever you hit with a weapon that you’re proficient with and deal damage, the weapon’s damage increases by 1d4 damage, 1d6 (11th level), 1d8 (15th), and 1d10 damage (18th).

Ferocious Durability

At 7th level, your toughness allows you to shrug off assaults that would devastate others. Whenever you make a saving throw, add 1d6 to your saving throw total and if it increases the result to 20 or higher, you gain the benefits of rolling a 20.

Rite of Protection

At 11th level, when you join choose this school; you learn the esoteric rite, Rite of Protection.

Rite of Protection – Whenever you imbue your weapon with Crimson Rite, you can take an additional Crimson Rite damage to imbue your armor as well and gain resistance. Whenever you’re hit by a melee attack or ranged attack, hostile creatures within 5ft will take Rite damage to your current active Rite. This lasts as long as your Crimson Rite on your weapon.

Retaliation

At 15th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.

Devastating Critical

At 15th level, you score a critical hit with a weapon attack; you gain a bonus to that weapon’s damage roll equal to your level in this class.

Brutal Critical

At 18th, you can roll three additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

Part 7 | Order of the Witcher

School of the Manticore

Manticore witchers mostly focus on alchemy but is still a jack of all trades, just like the School of the Wolf. The School of the Manticore is a curious case, so little is known about this school.

Skill Proficiencies

When you select this School, you gain proficiencies in all CON & INT checks and saving throws.

Tool Proficiency

When you select this School, you gain proficiency with the herbalism kit.

Formulas

You begin to uncover forbidden alchemical formulas that temporarily alter your mental and physical abilities with potions and decoctions. You learn Basic Mutagen Formulas that any witcher needs to learn to make to prepare for danger.

You learn the Enhanced Mutagen Formulas at 7th level and Superior Mutagen Formulas at 11th level.

Mutagen Study

After a long rest or when you take a short rest to concoct a potion or decoction, you can now create two. If you consume certain three or more mutagens before a short or long rest, you’ll receive unfortunate side effects.

Consuming three mutagens causes all healing towards you are halved, consuming four causes a -2 to all your rolls, and consuming five makes you suffer two levels of exhaustion. You lose these side effects one by one as you take long rests.

Advanced Mutagen Study

At 7th level, after a long rest or when you take a short rest to concoct a potion or decoction, you can now create three. Once you reach 11th level, you can create four mutagens during a short rest and five mutagens at 15th level.

Robust Physiology

At 11th level, your body has begun to adapt to toxins and venoms, ignoring their corroding effects. You gain immunity to poison damage and the poisoned condition.

Mutagen Mastery

At 15th level, all mutagens in Basic Mutagen Formulas last indefinitely until it’s consumed by you or for another potion. You can make these without a short rest provided you have the materials.

Exalted Mutation

At 18th level, your body has begun producing one of your toxins naturally. Choose one of your known mutagen formulas. You gain the benefits of this mutagen permanently, at all times. You can’t use a Superior Mutagen as one of your choices and cannot change this choice of formula after this feature is acquired.

Basic Mutagen Formulas

(Can be made by any witcher)

White Honey

Clears a side effect and one of the active mutagens determined by the DM.

Materials: any strong alcohol mixed with fresh honey.

Swallow

Heal for 1 hit point at the beginning of every round during combat only.

Materials: any strong alcohol mixed with herbs & plants and a brain from an undead or some grinded bones.

Thunderbolt

You gain +1 damages bonus to your melee attacks.

Materials: any strong alcohol mixed with fresh mushrooms and rotten eggs.

Full Moon

A regular healing potion that only you can consume.

Materials: any strong alcohol mixed with poison plants and beast flesh.

Cat

You darkvision range is doubled lasts for 1 hour.

Materials: any strong alcohol mixed with fresh & rotten fruits and flesh bits of a cat (claws, fur, organs etc.).

Basilisk decoction

You’re immune to petrification and you have advantage on attack rolls when fighting creatures that can petrify.

Materials: any strong alcohol mixed with several basilisk organs, various mushrooms, various herbs & plants and spices.

Troll decoction

You heal for 3 hit points at the beginning of every round when you’re below half your maximum hit points during combat only. Can’t stack this with Swallow.

Materials: any strong alcohol mixed with several troll organs, crows’ eyes, and honey.

Arachas decoction

You can carry three times your weight capacity and gain proficiency to STR checks.

Materials: any strong alcohol mixed with various poisonous herbs & plants or pieces of plant creatures, various poisonous mushrooms, and flower petals.

Werewolf decoction

You can take a bonus action on each of your turns in combat to take the Dash, Disengage, or Hide action.

Materials: any strong alcohol mixed with wolf or werewolf flesh, various herbs & plants, and sweet fruits.

Part 8 | Order of the Witcher

Enhanced Mutagen Formulas

(Can only be made by a Manticore witcher)

Enhanced White Honey

Clears two side effects and two of the active mutagens determined by the DM.

Materials: Using White Honey along with any strong alcohol mixed with fresh honey and flower petals.

Enhanced Swallow

Heal for 2 hit point at the beginning of every round during combat only.

Materials: Using Swallow along with any strong alcohol mixed with herbs & plants and a brain from an undead or some grinded bones.

Enhanced Thunderbolt

You gain +2 damages bonus to your melee attacks.

Materials: Using Thunderbolt along with any strong alcohol mixed with fresh mushrooms, rotten eggs, and various herbs.

Enhanced Full Moon

A greater healing potion that only you can consume.

Materials: Using Full Moon along with any strong alcohol mixed with poison plants, beast flesh, and crows’ eyes.

Enhanced Cat

You darkvision range is doubled and lasts for 8 hours.

Materials: Using Cat along with any strong alcohol mixed with fresh & rotten fruits, flesh bits of a cat (claws, fur, organs etc.), and fresh water.

Mage’s Philter

Your Signs gain two levels of the Intensity enhancement.

Materials: any strong alcohol mixed with grinded bits of various arcane & druidic focuses and melted candle wax.

Tawny Owl

You can make three attacks with your Extra attack.

Materials: Use Thunderbolt and Arachas decoction any strong alcohol mixed with various herbs and snake venom.

Killer Whale

A Potion of Water Breathing.

Materials: any strong alcohol mixed with various fruits, various fish scales, and sea plants.

Blizzard

You gain proficiency to all DEX checks and saving throws and double your proficiency bonus to your initiative rolls.

Materials: Using Werewolf decoction along any strong alcohol mixed with various herbs & mushrooms and rotten fruits.

Elemental decoction

You gain resistance to an element based on the materials you used.

*Materials: any strong alcohol mixed with various fruits with: *

  • grinded up charcoal that are boiled for fire.
  • various mushrooms with poisonous plants for acid/poison.
  • various sea plants bits of sea creatures then cooled for cold.
  • various feathers & grinded up bones from birds and rain water for lightning.
Wraith decoction

You gain ethereal sight of 30ft for 8 hour.

Materials: Using Enhanced Cat along with any strong alcohol mixed with fresh & rotten fruits, poisonous herbs & mushrooms, mistletoe and crows’ eyes.

Wyvern decoction

You gain +1 attack bonus and damages bonus to all attacks and have advantage. Can’t be stacked with Thunderbolt, Enhanced Thunderbolt, or Superior Thunderbolt.

Materials: Using Enhanced Thunderbolt any strong alcohol mixed with various herbs and wyvern venom.

Griffin decoction

You gain resistance to non-magical bludgeoning, piercing, and slashing attacks.

Materials: any strong alcohol mixed with oil, various herbs & plants, various mushrooms, and various pieces organs of griffons.

Katakan decoction

Your weapon attacks score a critical hit on a roll of 19 or 20.

Materials: Using Tawny Owl along with any strong alcohol mixed with flesh of slain creatures, bits of undead, and various herbs and plants.

Chort decoction

You gain advantage to saving throws against being paralyzed or stunned.

Materials: any strong alcohol mixed with dandelions, various mushrooms from caves or caverns, and blood of beasts.

Part 9 | Order of the Witcher

Superior Mutagen Formulas

(Can only be made by a Manticore witcher)

Superior White Honey

Clears all side effects and active mutagens.

Materials: Using Enhanced White Honey along with any strong alcohol mixed with fresh honey, various flowers, various fruits, mistletoe, and crushed minerals.

Superior Swallow

Heal for 3 hit point at the beginning of every round during combat only.

Materials: Using Enhanced Swallow along with any strong alcohol mixed with herbs & plants, various herbs and plants, and crows’ eyes.

Superior Thunderbolt

You gain +3 damages bonus to your melee attacks.

Using Enhanced Thunderbolt along with any strong alcohol mixed with fresh mushrooms, fresh & rotten eggs, various herbs & spices, and various minerals.

Superior Full Moon

A superior healing potion that only you can consume.

Materials: Using Enhanced Full Moon along with any strong alcohol mixed with poison plants, beast flesh, crows’ eyes, grinded wolf bones, and mistletoe.

Superior Cat

You darkvision range is doubled and lasts for 24 hours.

Materials: Using Enhanced Cat along with any strong alcohol mixed with fresh & rotten fruits, flesh bits of a cat (claws, fur, organs etc.), fresh water, various herbs and spices.

Golden Oriole

You completely ignore all side effects and conditions; except for restrained, grappled, incapacitated and unconscious.

Materials: Using Enhanced White Honey, Enhanced Full Moon and Chort decoction along with any strong alcohol.

Maribor Forest

You don’t need to eat, sleep, or breathe to survive and can’t gain exhaustion from any source for 24 hours.

Materials: Using Enhanced White Honey, Enhanced Full Moon and Killer Whale along with any strong alcohol.

Black Blood

You gain immunity to necrotic damage, you can detect undead within 60ft of you, and gain advantage to all attacks when fighting undead & can’t be turned into an undead for the duration.

Materials: Using Elemental decoction, Wraith decoction and Enhanced Cat along with any strong alcohol mixed with grinded bones of the dead or undead and vampire blood.

Cockatrice decoction

This decoction can be mixed with other potions, allowing them to last for another day and can be used an additional time.

Materials: Using Mage’s Philter, Enhanced Full Moon and Enhanced White Honey along with any strong alcohol mixed with minerals, crows’ eyes and various parts of a cockatrice.

Ancient Leshen decoction

All creatures that has to make saving throws against your Blood Maledicts, make them at disadvantage.

Materials: Using Werewolf decoction, Elemental decoction and Blizzard along with any strong alcohol mixed with fresh honey, various herbs & moss, various druidic focuses and blood of a druid.

Fiend decoction

All Crimson Rite and Blood Maledict damage are halved.

Materials: Using Mage’s Philter, Katakan decoction and Griffin decoction along with any strong alcohol mixed with various parts of a fiend and blood of a fiend.

Succubus decoction

You’re immune to all psychic damage & charm effects and you gain true sight.

Materials: Using Wraith decoction & Enhanced Cat along with any strong alcohol mixed with various animal eyes, spices, and succubus blood.

Part 10 | Order of the Witcher

School of the Crane

Skilled in both swords and early guns, the Crane witchers prove to be the best remedy to monsters of the air and the sea. Much like the Manticore witchers, so little is known about this school.

Skill Proficiency

When you select this School, you gain proficiency in all DEX checks & saving throws.

Tool Proficiency

When you select this School, you gain proficiency with cartographer’s tools and navigator’s tools.

Fighting Style – Mariner

As long as you not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class. You gain this Fighting Style if you already didn’t.

Firearm Expert

When you select this School, you are adept at using guns effectively.

  • You ignore the loading quality of firearms with which you are proficient.
  • Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
  • When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a loaded firearm with the light property you are holding

Cunning Action

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.

Slow Tumble

You can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your Blood Hunter level.

Steady Aim

As a bonus action on your turn, you can take careful aim at a creature you can see that is within range of a ranged weapon you’re wielding. Until the end of this turn, your ranged attacks with that weapon gain two benefits against the target:

  • The attacks ignore half and three-quarters cover.
  • On each hit, the weapon deals additional damage to the target equal to 2 + half your fighter level.

You can use this feature three times. You regain all expended uses of it when you finish a short or long rest.

Multistrike

You can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target.

Crane Mobility

At 7th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.

Witcher’s Prey

At 7th level, your tenacity can wear down the most potent foes.

When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.

Unparalleled Hunter

At 11th level, once on each of your turns, you can add your WIS modifier to the attack roll or the damage roll of an attack.

You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

Monster Duelist

At 15th level, when a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.

Against The Tide

At 15th level, if you miss with an attack roll, you can roll it again with advantage.

Once you do so, you can't use this feature again until you finish a short or long rest.

Mutant Survivor

At 18th level, you attain the pinnacle of resilience in battle.

At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left.

You don't gain this benefit if you have 0 hit points.

Part 11 | Order of the Witcher

Note

So I know that the legendary Matt Mercer already made a Order of the Mutant as homage to the Witcher series.

But most of the features only focuses on potions and I thought we could branch them a bit further by using the Witcher Schools as sub-subclasses of other classes into this subclass.

I started working on this in December when The Witcher Netflix series premiere and got inspired to make the subclass as a homage to the show, games and books.

I'm sure I've made a lot of things unbalanced but as always, feel free to try these yourself and change them however you want them to play.

Thank you for checking this out and Happy 2020 to you all!

 

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