Witcher Class 5e

by HighLordAmaram

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The Witcher
Witcher Class | High Lord Amaram

Witcher

A man in dark leather armor pulls a handbomb from his pack as he finally locates the werewolf he has been tracking in the night. His cat-like eyes glow in the moonlight, allowing him to see the creature clearly. Throwing the Moondust bomb at the creature's feet, he draws his twin shortswords and charges in at the man ahead, now unable to shapeshift into his bestial form.

Dancing backward from an oncoming pack of ghouls, a nimble halfling quickly consumes a potion from his belt, granting a surge of magical strength. A moment later an empowered blast of Igni erupts from his palm, washing over the ghouls and burning them to cinder. His blade will make quick work of any who remain standing.

Swiftly moving her fingers to form the appropriate sign, a half-elf slams a Yrden trap on the ground at her feet, forcing the attacking wraith into a corporeal form. She draws her blade, closing in for the kill.

Using different approaches, all of these are monster hunters in their own right. Trained in swordplay, magic, alchemy, and crafting, Witchers hunt monsters that make ordinary men flee in terror.

Monster Hunters for Hire

Witchers dedicate their lives to hunting monsters, studying their strengths and weaknesses in order to effectively kill them. While Witchers may discover monsters in the wild, the bulk of their work is spent dealing with threats closer to civilization, where people will pay to be rid of the threats. These jobs how Witcher's earn a living, and they frequently move from town to town and city to city, seeking out new contracts.

It is a life filled with constant danger from the various beasts and monsters in the wilds. Though they train hard and prepare extensively for their fights, not many survive to reach old age.

Mistrusted Nomads

Many humans who become Witchers undergo the Trial of the Grasses, a series of mutations designed to help these hunters become the apex predators necessary to hunt the creatures they do. It is perhaps these mutations that lead many commoners to be distrustful of them, due to the physical changes the mutations bring, such as cat-like eyes.

Another possible reason for their mistrust of Witchers is the general view that the Witchers are greedy vagabonds, preying on the weak and needy to hand over their valuables to deal with their problem. Whenever they do hire a Witcher, it is often as means of last resort, which sometimes results in a far more dire situation the Witcher now faces.

Some Witchers will work alone to track and fell their quarry, but a number of Witchers will work together or within a party of traveling adventurers in order to more safely face the myriad of dangers in the world, despite having to share the contract's pay.

Creating a Witcher

As you create your Witcher character, consider the nature of your training. Were you given up to a Witcher school for training by a family who couldn't afford to feed you? Did you turn to the Witcher profession out of desperation when you were exiled? Or perhaps you were yourself saved by a Witcher, and as a result find yourself drawn to do the same for others?

What is your attitude toward the commoners who mistrust you? Do you have weary patience for their ignorance, or do you find yourself frequently on edge, ready to snap at the next person who claims you're just as much a monster as the ones you're hired to slay?

Consult with your DM about how best to incorporate Witchers into your world.

Witcher Class | High Lord Amaram

—Spell Slots per Spell Level—

The Witcher
Level Proficiency
Bonus
Features Potions
Prepared
Handbombs
Prepared
Spells
Known
1st 2nd 3rd 4th 5th
1st +2 Witcher's Bestiary, Witcher School - - - - - - - -
2nd +2 Spellcasting, Fighting Style - - 2 2 - - - -
3rd +2 Witcher's Preparation, Blade Oil 2 2 2 3 - - - -
4th +2 Ability Score Improvement 2 2 2 3 - - - -
5th +3 Extra Attack, Monsters Are My Trade 3 2 2 4 2 - - -
6th +3 Witcher School Feature 3 2 3 4 2 - - -
7th +3 Greater Witcher Preparation 4 3 3 4 3 - - -
8th +3 Ability Score Improvement 4 3 3 4 3 - - -
9th +4 - 5 3 3 4 3 2 - -
10th +4 Witcher School Feature 5 3 3 4 3 2 - -
11th +4 Superior Witcher Preparation, Honed Edge 6 4 4 4 3 3 - -
12th +4 Ability Score Improvement 6 4 4 4 3 3 - -
13th +5 - 7 4 4 4 3 3 1 -
14th +5 Witcher School Feature 7 4 4 4 3 3 1 -
15th +5 Master Witcher Preparation 8 4 4 4 3 3 2 -
16th +5 Ability Score Improvement 8 4 5 4 3 3 2 -
17th +6 - 8 5 5 4 3 3 3 1
18th +6 Witcher School Feature 8 5 5 4 3 3 3 1
19th +6 Ability Score Improvement 8 5 5 4 3 3 3 2
20th +6 Master Witcher 8 5 5 4 3 3 3 2

Quick Build

You can make a Witcher quickly by following these suggestions. First, make Strength or Dexterity your highest ability score. Your next-highest score should be Constitution, or Intelligence if you intend to rely on spellcasting and Witcher Preparation. Second, choose the hermit or the outlander background.

Optional Rule: Multiclassing

If you use the multiclassing rule from the Player's Handbook, here's what you need to know if you take a level in Witcher.

Ability Score Minimum. You must have at least a 13 in either Strength or Dexterity, and a 13 in Intelligence to take a level in this class, or to take a level in another class if you are already a Witcher.

Proficiencies. If Witcher isn't your initial class, you gain proficiency with light armor, simple and martial melee weapons, and crossbows.

Optional Rule: Trial of the Grasses

See the end of this class document for the Human race variant: Trial of the Grasses.

Class Features

As a Witcher, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per witcher level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per witcher level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple melee weapons, martial melee weapons, crossbows
  • Tools: Alchemist's supplies

  • Saving Throws: Constitution, Intelligence
  • Skills: Choose three from Acrobatics, Arcana, Athletics, Insight, Intimidation, Investigation, Medicine, Nature, Perception, Persuasion, Stealth, and Survival.
Witcher Class | High Lord Amaram

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • leather armor
  • (a) one martial weapon or (b) two weapons with the light property
  • one silvered martial weapon
  • light crossbow and 20 bolts
  • Alchemist's Supplies
  • Witcher School Medallion
  • Witcher's Bestiary

Witcher's Bestiary

The Witcher's Bestiary is where a Witcher records the strengths and weaknesses of numerous monsters. Through countless hours of studying your bestiary, you have a chance to recall information you have learned of a non-humanoid creature you are facing when beginning combat.

When you roll Initiative, you can choose to make an Intelligence-based skill check as determined by the DM to recall helpful information about one creature you can see. You must succeed against a DC set by your DM (in most cases a value of 15 may be appropriate). If you do so, then you gain advantage on attack rolls made as part of the first attack action or cast a spell action you make against that creature or another of the same creature type. Alternatively, you can impose disadvantage on the first saving throw that creature or another of the same creature type makes against one of your spells or abilities. If you do not use this benefit within 1 minute, it is lost. You can use this feature twice, and you regain all expended uses after a long rest.

Witcher School

At 1st level, you choose a school of training that best represents your style of monster hunting. Your Witcher school grants you features at 1st level and again at 6th, 10th, 14th, and 18th levels.

Witcher Spellcasting

At 2nd level, you have learned a rudimentary form of magic, allowing you to quickly produce magical effects through weaving hand signs. Casting a Witcher spell requires one hand free in order to create the somatic components.

Spell Slots

The Witcher table shows how many spell slots you have to cast your Witcher spells. To cast one of these Witcher spells⁠, you must expend a slot of the spell’s level or higher. You can learn additional Witcher spells of your choice at higher levels, as shown in the Witcher table. You regain all expended sp⁠ell slots when you finish a Long Rest.

For example, if you know the 1st-level spell Aard and have a 1st-level and a 2nd-level spell slot available, you can cast Aard⁠ using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the Witcher spell list.

The Spells Known column of the Witcher table shows when you learn more Witcher spells of your choice. Each of the spells must be of a level for which you have spell slots. For instance, when you reach 6th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the Witcher spells you know and replace it with another spell from the Witcher Spell list, which also must be of a level for which you have Spell Slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your witcher spells, since the power of your spellcasting came through rigorous study and practice. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Witcher spell you cast and when making an attack roll with one.

Saving throws. Some spells require a saving throw to resist its effect. The saving throw DC is calculated as follows:

Spell Save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell Attack Modifier = your proficiency bonus + your Intelligence modifier

Fighting Style

Also at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same fighting style option more than once, even if you get to choose again later.

Arbalest

You ignore the loading quality of crossbows and you have a +1 bonus to attack rolls on ranged attacks.

Archery

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

Witcher Class | High Lord Amaram

Contested Ranged Fighting

When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. You have a +1 bonus to attack rolls on ranged attacks.

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, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield⁠.

Two-Weapon Fighting

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

Versatile Fighting

When wielding a versatile weapon with two hands you gain a +2 bonus to damage rolls with that weapon. When wielding a versatile weapon with one hand you gain a +1 bonus to attack rolls with that weapon.

Witcher Preparation

The key to a Witcher's success is often found in their preparation, both through alchemy as well as crafting. Among their tools, Witchers are known to utilize specialized potions and handbombs in their fights with monsters.

Starting at 3rd level you gain the Witcher Preparation feature. With this feature you prepare a number of various potions and handbombs from the formulas and schematics you know, which you can then use a number of times equal to your proficiency modifier. Consuming a potion or using a handbomb equals one use of Witcher Preparation.

You gain access to stronger tiers of potions and handbombs as you gain new Witcher levels. The Greater tier is available at Witcher level 7, the Superior tier is available at Witcher level 11, and the Master tier is available at Witcher level 15.

To regain spent uses of this feature you must have alchemist's supplies on your person as well as devote 1 hour during your long rest to preparation.

Saving throws. Some Witcher Preparation items require a saving throw to resist its effect. The saving throws use the Spell Save DC.

Potions

At 3rd level, you can prepare a number of potion formulas, listed under "Alchemy". You gain the ability to prepare additional potions as you gain Witcher levels, as shown in the Potions Prepared column of the Witcher table. Your ability to brew stronger versions of your potions will increase at 7th, 11th, and 15th levels.

A single potion's effect does not stack with itself during its active duration; if the same potion is used prior to the effects of the first potion wearing off, the effects of the first dissipate and are replaced with the effects of the second.

A Witcher's potions are highly toxic, and only a Witcher can withstand the toxins due to their conditioning and training. A non-witcher that drinks a Witcher potion must succeed on a Constitution saving throw against your spell save DC or become poisoned for 1 minute. Even if they succeed, they take poison damage determined by the tier of the potion consumed, and do not get any of the benefits of the potion.

Ingesting a Witcher potion requires your choice of an action or a bonus action.

Handbombs

Potions aren't a Witcher's only form of preparation in hunting monsters. They can also prepare handbombs to tip the scales in their favor, listed under "Alchemy". Witchers are able to prepare schematics for crafting 2 handbombs of their choice at level 3. You can prepare an additional schematic as well as improvements to the handbombs at 7th, 11th, and 15th levels, as shown in the Handbombs Prepared column of the Witcher table.

Using a handbomb requires an action.

Blade Oil

Starting at 3rd level, you can apply Blade Oil as a bonus action to a weapon or ammunition. Once per turn when you deal damage with a weapon attack with this weapon or ammunition, you can choose one weapon damage die and reroll it, taking the better result. The effects of the oil last for one minute, and you can use this feature twice per long rest.

At 6th level, you improve your blade oil to additionally prevent a creature's health from regenerating for one turn.

Witcher Class | High Lord Amaram

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, 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. Alternatively, you can choose a feat.

Extra Attack

Beginning at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Monsters Are My Trade

Also at 5th level, you have improved your ability to earn greater compensation in your craft. You gain advantage on all Charisma-based skill checks related to haggling the price of commissions or rewards from hunting monsters.

Honed Edge

Starting at 11th level, you have improved your ability to maintain your weapons to such a degree that your damage dealt is notably stronger. Your weapon attacks now deal an additional 1d8 damage.

Master Witcher

At level 20 you have achieved the rank of Master Witcher. You can choose one from the following abilities to adopt as part of your Witcher combat style:

Combat Spell Master: When you kill an enemy by casting a spell with a spell slot of 2nd Level or higher, you regain 1 expended spell slot up to 1 level below the level of the spell cast for each creature killed. The enemy killed must have a Challenge Rating equal to half your Witcher level or greater for this effect to be granted.

For example, if you cast a level 4 spell and kill a single creature with a CR equal to half your Witcher level or greater, you can regain an expended 1st, 2nd, or 3rd level spell slot. If you kill multiple creatures in this way, you can regain an expended spell slot for each creature killed.

Deadly Onslaught: Once per turn, when you take the Attack action or use a bonus action to attack on your turn, you make one additional weapon attack as part of that action. You also expand your critical hit range by 1 for all weapon attacks, stacking with any other bonuses you may already possess.

Swarmslayer: You thrive when attacked by a multitude of foes, gaining the following benefits:

  • You negate advantage normally given by creatures with the Pack Tactics feature.
  • When you have three or more enemies within 10 feet of you, you gain a +3 bonus to AC and damage rolls.
Witcher Class | High Lord Amaram

School of the Bear

School of the Bear Witchers are typically the hardiest of the Witchers. They do not attempt to avoid enemy attacks, instead forcing their enemies to get close where they can rain down deadly blows. Their training is typically focused on maintaining survivability in a fight, trusting that the enemy will be the first to fall.

Heavy Gear Training

When you choose this school at 1st level, you gain the following features:

  • Proficiency in medium and heavy armor
  • You can replace your Proficiency in Intelligence saving throws with Proficiency in Strength saving throws if you choose.

Ursun Fortitude

Starting at 1st level, you gain improved constitution
from your training, earning you a +2 bonus to your
health for each Witcher level.

Stand Your Ground

Additionally at 1st level, you can leverage an established position in combat to strike more powerful blows. If you have not moved since the start of your previous turn, you gain a 1d4 bonus to damage rolls. Moving from your established position in any way interrupts this feature. Starting at 10th level, the damage bonus increases to 1d6.

Implacable

At 6th level, you have boundless determination to keep going in a fight. As a bonus action on your turn, you can recover hit points equal to 1d10 + your Constitution modifier + your Witcher level.

Once you use this feature you must finish a short or long rest before you can use it again. Starting at 14th level, you can use it twice before a rest, but only once per turn.

Deadly Counter

Starting at 10th level, when you take damage from a creature that you can see, you give yourself advantage on the first attack roll on your next turn against that creature.

Innate Regeneration

At 14th level, you gain innate regenerative powers. At the start of each of your turns, if you are below half your maximum hit points, you regain hit points equal to your Constitution modifier (minimum of 1) + half your Proficiency Bonus (rounded down). You don't gain this benefit if you have 0 hit points or are Petrified or Unconscious.

Primal Beast

At 18th level, you increase either your Strength or Constitution score by 4. Your maximum for this score is now 24.

Witcher Class | High Lord Amaram

School of the Cat

School of the Cat Witchers focus their training on nimble or ranged fighting to deal damage even as they avoid taking it. Witchers from the School of the Cat are frequently seen wielding ranged weapons more prevalently than other witchers, and they tend to have a reputation for being emotionally distant and cold.

Cat-like Training

When you choose this school at 1st level, you gain the following features:

  • Proficiency in simple and martial ranged weapons
  • You can choose to take a shortbow with 20 arrows with your starting equipment in place of the light crossbow and 20 bolts.
  • As long as you have both hands free, you have a climbing speed equal to your base movement speed.

Agile Strike

Starting at 1st level, when you use your action to dash, disengage, or hide, you can use your bonus action to make a single weapon attack.

Mental Fortitude

Also at 1st level, your emotional distance from others offers you resistance against creatures attempting to mentally influence you. You have advantage on saving throws when a creature you can see attempts to charm or frighten you.

Harass

Beginning at 6th level, Once on your turn when you hit a creature with an attack, that creature has disadvantage on its first attack made against a creature other than yourself.

Hasty Retreat

At 10th level, when you take damage from a creature that you can see, you can use your reaction to immediately move up to your movement speed away. Any opportunity attack made against you during this movement is made with disadvantage.

Stalker's Flurry

Starting at 14th level, you attack with such speed that you turn a miss into another strike. Once per turn when you miss with a weapon attack, you can make another weapon attack as part of the same action.

Predator's Target

Starting at 18th level you can establish one creature within 60 feet of you as Prey. Drawing from the information you can recall about the creature, you exploit it's weaknesses, gaining the following effects:

  • You gain a +2 bonus to attack rolls against the target.
  • Your weapon attack deal an additional 1d8 damage against the target.
  • You have advantage on saving throws from that creature.
  • For the duration of the effect, whenever you move, you can sense if you are moving closer or further away from your Prey.

This effect lasts up to 8 hours, even if the target moves out of range. You may establish a new Prey only if the target is killed or subdued, or if you do not have any established Prey still active.

Witcher Class | High Lord Amaram

School of the Griffin

School of the Griffin Witchers spend most of their time studying their spellcraft. While they don't shirk their martial skills, they are most deadly when wielding magic. They spend much of their time studying magic in the company of learned scholars and nobles seeking tutelage, which often allows them to more easily earn the favor of those in the upper class.

Arcane Adept

When you choose this school at 1st level, you gain the following features:

  • You learn more spells than Witchers of other schools, learning one additional spell at 2nd level, and again at 6th, 11th, and 16th levels.
  • You also learn a number of cantrips in addition to your Witcher spells, learning two cantrips from the Witcher spell list early at level 1, as well as an additional cantrip at 4th, 7th, and 11th level. You can find these cantrips listed in the Witcher Spells section.
  • Your extensive research into the arcane grants you additional spell effects for Witcher spells. These effects can be found listed with each spell in the Witcher Spells section.

Arcane Scholar

Also at 1st level, your time spent studying with fellow scholars and interacting with nobility gives you the following benefits:

  • You gain proficiency in Arcana and History.
  • You learn two additional languages of your choice.
  • You have advantage on Charisma-based skill checks when interacting with a member of upper society.

Alternative Witcher Spells

Beginning at 6th level, you learn alternative forms of casting for the spells you know. For example, if you already know the spell Igni, you automatically learn the spell Firestream as well. If you know the spell Heliotrope, you will automatically learn the spell Guardian once you reach the level at which you can learn the spell. These alternative spells do not count against the number of spells you know. Reference the Witcher Spells list for more information.

Arcane Riposte

At 10th level, you add your Intelligence modifier to the damage you deal with any Witcher cantrips.

Additionally, when you take damage from a spell or magical effect you can siphon a portion of the magical energy to empower your spells. The next damaging spell you cast deals an extra die of damage to one target.

Martial Spellcasting

Starting at 14th level, you learn how to use your spells to open gaps in a creature's defense. When a creature takes damage from a spell you cast, you have advantage on any weapon attack you make against that creature before the end of your next turn.

Dual Casting

At 18th level, when you cast a spell as an action, you can use your bonus action to cast a witcher cantrip, even if the casting time normally requires an action.

Witcher Class | High Lord Amaram

School of the Manticore

School of the Manticore Witchers favor protection and defense over dealing excessive damage, approaching combat with the mentality to wear down their opponents, outlasting them while avoiding taking damage behind their shields. They also excel in the development of Witcher potions, and it is rare you do not see multiple vials at their belts or on a bandolier.

Shield Expert

When you choose this school at 1st level, you gain the following features:

  • Proficiency in medium armor and shields
  • You get a +1 bonus to your AC when wearing only medium armor.
  • You can perform somatic components for spells, drink potions, or hold a non-weapon object such as a torch using a hand holding a shield.
  • You can use your bonus action to make an offhand weapon attack using your shield. This attack deals 1d4 bludgeoning damage on a hit and has the finesse property. Starting at 10th level, this damage increases to 1d6.
  • You can prepare one additional potion formula of your choice at 3rd, 7th, 11th, and 15th levels.

Improved Fortitude

Starting at 1st level, you gain improved constitution from your training, earning you a +1 bonus to your health for each Witcher level.

Alchemical Adept

Beginning at 6th level, you have devoted greater study for Witcher Potions, gaining the following benefits:

  • Consuming any Witcher potions grants you with temporary hit points equal to 1d8 + your Intelligence modifier. If a potion grants temporary hit points, the temporary hit points gained adds the temporary hit points from the potion with the temporary hit points gained from this ability. When consuming the Swallow potion, instead of gaining temporary hit points you recover additional health equal to 1d6 + your Intelligence modifier on the first turn of healing.
  • The first potion you consume per long rest does not count against your Witcher Preparation uses.

Human Shield

At 10th level, when an ally within 5 feet of you takes damage from a non-magical attack, you can use your reaction to interpose yourself in front of your ally, taking the damage yourself instead.

Additionally, the first two potions you consume per long rest do not count against your Witcher Preparation uses.

Improved Alchemical Adept

Starting at 14th level, you have devoted greater study for Witcher Potions, gaining the following benefits:

  • Consuming any Witcher potions grants you with temporary hit points equal to 2d8 + your Intelligence modifier. When consuming the Swallow potion, instead of gaining temporary hit points you recover additional health equal to 2d6 + your Intelligence modifier on the first turn of healing.
  • The first three potions you consume per long rest do not count against your Witcher Preparation uses.

Stand Against the Tide

At 18th 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 within melee range.

Additionally, while you are wielding a shield, bludgeoning, piercing, and slashing damage that you take from non-magical attacks is reduced by 2.

Witcher Class | High Lord Amaram

School of the Viper

School of the Viper Witchers are treated warily, as they are known to take contracts on anyone- not just monsters. They often are seen wielding two weapons at once, seeking to inflict maximum damage as quickly as possible. After all, an enemy can't hit you if they're dead.

Viper's Speed

When you choose this school at 1st level, you gain the following features:

  • Your speed increases by 5 feet while wearing only light armor with no shield equipped.
  • You can ignore the somatic requirements of spells while wielding weapons.
  • You can prepare one additional handbomb schematic of your choice at 7th, 11th, and 15th levels.

Viper Strike

Also at 1st level, if you are wielding a single weapon with the light property, you may use your bonus action to make a single weapon attack.

Once per turn, if you miss an attack against a creature, you can deal an extra 1d6 damage to that creature if you hit on the next attack during that turn.

Additionally, if you attack the same creature with at least two melee weapon attacks on the same turn, you gain an additional action on your turn. That action can be used only to take the Dash, Disengage, Hide, or Use an Object action.

Explosive Preparation

Beginning at 6th level, you have devoted greater study to the preparation of Witcher Handbombs, gaining the following benefits:

  • Handbombs can be thrown using your choice of an action or a bonus action.
  • Any handbomb you craft will deal an additional damage equal to 1d6 + your Intelligence modifier in its initial damage.
  • The first handbomb you use per long rest does not count against your Witcher Preparation uses.

Improved Viper Strike

At 10th Level, you now deal the extra damage on all subsequent melee weapon attacks against a creature after the first attack, regardless if the first attack hits or misses.

Rapid Strike

Starting at 14th level, you learn to trade accuracy for swift strikes. Once per turn, if you take the attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that attack roll to make an additional weapon attack against that target as part of the same action.

Additionally, the first two handbombs you consume per long rest do not count against your Witcher Preparation uses.

Viper's 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.

Witcher Class | High Lord Amaram

School of the Wolf

School of the Wolf Witchers are widely known as the most versatile school of the witchers, expertly utilizing spellcasting, potions, handbombs, and martial combat to adapt to any situation.

Adaptable Hunter

When you choose this school at 1st level, you gain the following features:

  • Proficiency in medium armor
  • You get a +1 bonus to your AC when wearing only medium armor.
  • You also learn a number of cantrips in addition to your Witcher spells, learning one cantrip from the Witcher spell list early at level 1, as well as an additional cantrip at 4th, 7th, and 11th level. You can find these cantrips listed in the Witcher Spells section.
  • You learn one additional Witcher Spell of your choice at level 2. This does not count against your number of spells known.

Improved Fortitude

Starting at 1st level, you gain improved constitution from your training, earning you a +1 bonus to your health for each Witcher level.

Arcane Strike

Also at 1st level, when you deal damage with a spell you can add an extra 1d4 to the damage you deal with any melee weapon attacks using the attack action before the end of your next turn.

Thorough Preparation

Beginning at 6th level, you have become more efficient at Witcher Preparation, gaining the following benefits:

  • You can prepare one additional potion formula and one additional handbomb schematic.
  • Handbombs can be thrown using your choice of an action or a bonus action.
  • The first handbomb or potion you use per long rest does not count against your Witcher Preparation uses.

Improved Critical

Also at 6th Level, your weapon Attacks score a critical hit on a roll of 19 or 20.

Improved Arcane Strike

At 10th level, the damage from your Arcane strike increases to 1d6, and the first weapon attack you make after dealing damage with a cantrip or witcher spell before the end of your next turn has advantage. Additionally, you can now add your Intelligence modifier to the damage of your witcher cantrips.

Improved Thorough Preparation

Starting at 14th level, the effects of your Witcher preparation have increased benefits:

  • Consuming any Witcher potions grants you with temporary hit points equal to 1d8 + your Intelligence modifier. If a potion grants temporary hit points, the temporary hit points gained adds the temporary hit points from the potion with the temporary hit points gained from this ability. When consuming the Swallow potion, instead of gaining temporary hit points you recover additional health equal to 1d6 + your Intelligence modifier on the first turn of healing.
  • Any handbomb you craft will deal an additional damage equal to 1d6 + your Intelligence modifier in its initial damage.
  • The first two handbombs or potions you use per long rest do not count against your Witcher Preparation uses.

Prime Specimen

Upon reaching 18th level, You get a +2 bonus to two different Ability Scores of your choice. Your maximum for each of these scores is now 22.

Witcher Class | High Lord Amaram

Alchemy

Potions

Any Witcher worth their coin will have a number of prepared potions on their person, ready to be used at a moment's notice to give the Witcher an edge when dealing with deadly foes. Consuming 1 vial of a potion is equal to one use of Witcher Preparation.

Non-Witcher Penalty

Non-Witchers who consume Witcher potions must succeed on a Constitution saving throw or be poisoned for one minute. Even if they succeed, they take poison damage depending on the tier potion consumed, and retain none of the potion's benefits. Reference the table below for the damage amounts:

Potion Tier Poison Damage Taken
Base Potion 1d8
Greater 2d8
Superior 3d8
Master 4d8

Black Blood

Witcher Potion


For 1 minute, any creature that attacks and hits you with claws, bite, or beak must make a Constitution saving throw. On a failed saving throw, they are subjected to the poisoned condition and take poison damage at the start of each of their turns; this damage ignores poison resistance and immunity. They repeat the saving throw at the end of each of their turns, ending this condition on a success and gaining immunity to Black Blood for 1 hour.

Black Blood Tier Poison Damage Taken
Black Blood 1d4
Greater Black Blood 2d4
Superior Black Blood 3d4
Master Black Blood 4d4

Elemental Decoction

Witcher Potion


For 1 minute, you gain increased defense against a particular damage type, reducing the amount of damage taken per instance by an amount determined by the tier of the potion.

This potion can reduce one of any of the following damage types of your choice: Acid, Cold, Fire, Lightning, Necrotic, and Poison. You must select the damage type when you consume the potion.

Elemental Decoction Tier Damage Mitigated
Elemental Decoction 2
Greater Elemental Decoction 4
Superior Elemental Decoction 6
Master Elemental Decoction 8

Elixir of the Bear

Witcher Potion


For 10 minutes, you gain temporary hit points, determined by the tier of the potion.

Elixir of the Bear Tier Temporary hit points
Elixir of the Bear 10
Greater Elixir of the Bear 15
Superior Elixir of the Bear 20
Master Elixir of the Bear 25

Elixir of the Cat

Witcher Potion


For 1 hour, your vision is increased through a heightening of your senses.

Elixir of the Cat Tier Darkvision Range Increase Special Senses
Elixir of the Cat 30 -
Greater Elixir of the Cat 60 See Through Illusions
Superior Elixir of the Cat 90 See Through Magical Darkness
Master Elixir of the Cat 120 Truesight

Elixir of the Griffin

Witcher Potion


For 1 minute, the potency of your spells is increased. When casting a spell, you choose to deal greater amounts of damage or imbue yourself with a momentary boost to your health, determined by the tier of the potion.

The damage bonus applies to the base damage of a spell, but not to any secondary effect.

Elixir of the Griffin Tier Damage increase Temporary hit points
Elixir of the Griffin 1d6 2d4
Greater Elixir of the Griffin 2d6 2d6
Superior Elixir of the Griffin 3d6 2d8
Master Elixir of the Griffin 4d6 2d10
Witcher Class | High Lord Amaram

Elixir of the Manticore

Witcher Potion


For 1 minute, whenever you take piercing, bludgeoning, and slashing damage you reduce the damage as well as gain a bonus to AC, determined by the tier of the potion.

Elixir of the Manticore Tier Damage Reduction AC bonus
Elixir of the Manticore -1 -
Greater Elixir of the Manticore -1 +1
Superior Elixir of the Manticore -2 +1
Master Elixir of the Manticore -2 +2
Witcher Class | High Lord Amaram

Elixir of the Viper

Witcher Potion


For 1 minute, enemies have disadvantage on opportunity attacks made against you, and you gain a bonus to your movement speed, determined by the tier of the potion.

Elixir of the Viper Tier Bonus Movement
Elixir of the Viper 10 feet
Greater Elixir of the Viper 15 feet
Superior Elixir of the Viper 20 feet
Master Elixir of the Viper 30 feet

Elixir of the Wolf

Witcher Potion


For 1 minute, your weapon attacks have increased accuracy as well as an increased critical hit range, determined by the tier of the potion.

Elixir of the Wolf Tier Attack Bonus Critical Range Increase
Elixir of the Wolf +1 -
Greater Elixir of the Wolf +1 +1
Superior Elixir of the Wolf +2 +1
Master Elixir of the Wolf +2 +2

Golden Oriole

Witcher Potion


Immediately when you drink this potion, any of the conditions you are already subjected to that are listed in the table below end. Then for the next minute, if you would be subjected to any of the listed conditions, you have advantage on your saving throws against any of the listed conditions. The listed conditions are determined by the tier of the potion, and include the conditions from previous tiers.

Non-Witchers can consume Golden Oriole without taking the Non-Witcher penalty.

Golden Oriole Tier Conditions
Golden Oriole Blinded, Deafened
Greater Golden Oriole Charmed, Frightened, Poisoned
Superior Golden Oriole Paralyzed, Petrified, Stunned
Master Golden Oriole You have Immunity for all listed Conditions

Killer Whale

Witcher Potion


You can now breathe underwater, and gain a swim speed equal to your movement speed if you do not already have it. At higher tiers, your swim speed and the potion's duration increase.

Killer Whale Tier Swim Speed Increase Duration
Killer Whale - 15 minutes
Greater Killer Whale 10 feet 1 hour
Superior Killer Whale 20 feet 4 hours
Master Killer Whale 30 feet 16 hours

Swallow

Witcher Potion


You heal a number of hit points immediately, and again at the start of each of your turns for the next three rounds, determined by the tier of the potion. If you fall to zero hit points while the potion is still active, you are immediately stabilized but unconscious, and the potions effects end.

Swallow Tier Healing per turn
Swallow 1d4
Greater Swallow 2d4
Superior Swallow 3d4
Master Swallow 4d4

Thunderbolt

Witcher Potion


For 1 minute, your melee weapon attacks deal greater damage, determined by the tier of the potion.

Thunderbolt Damage Bonus
Thunderbolt Ignore resistances to piercing,
slashing, and bludgeoning damage
Greater Thunderbolt +2
Superior Thunderbolt +4
Master Thunderbolt +6
Witcher Class | High Lord Amaram

Handbombs

Witchers are nothing if not versatile in their approaches to slaying monsters, and the second tool in their Witcher Preparation arsenal is the handbomb. Highly effective area-of-effect weapons, you can throw them at a point you can see within 60 feet of you to wreak havoc on your enemies.

Whether used as a simple damage-dealer, or as a method of strategically controlling the battlefield, your chances of survival will improve dramatically when you wield them.

Using 1 handbomb equals one use of Witcher Preparation.

Dancing Star Bomb

Witcher Handbomb


Upon impact, the Dancing Star bomb explodes in a 10-foot radius, followed by a series of smaller explosions within the area of effect at the start of the Witcher's next turn. Each creature in this area must make a Dexterity saving throw. On a failed save a creature takes fire damage dependent on the tier of the handbomb, or half as much on a successful one. Any creature still remaining in the area during the secondary series of explosions must repeat the save or take fire damage.

If a creature fails the first saving throw, it has disadvantage on the second saving throw.

Dancing Star Tier Area of Effect Initial Fire Damage Secondary Fire Damage
Dancing Star 10 2d6 2d4
Greater Dancing Star 15 4d6 4d4
Superior Dancing Star 20 6d6 6d4
Master Dancing Star 25 8d6 8d4

Devil's Puffball Bomb

Witcher Handbomb


Upon impact, the Devil's Puffball Bomb releases a cloud of poison in a 10-foot radius. The poison cloud lingers in the area for the duration or until a moderate wind disperses it, forcing any creature starting their turn within the area to make a Constitution saving throw. On a failed save a creature takes poison damage dependent on the tier of the handbomb, or half as much on a successful one. The poison cloud will disperse after 1 minute.

Devil's Puffball Tier Area of Effect Poison Damage
Devil's Puffball 10 2d6
Greater Devil's Puffball 10 4d6
Superior Devil's Puffball 15 6d6
Master Devil's Puffball 15 8d6

Dimeritium Bomb

Witcher Handbomb


Upon impact, the Dimeritium Bomb explodes into a mist of Dimeritium shards in a 10-foot radius, forming a cloud of Dimeritium dust that momentarily stunts magic within the area and forces creatures within the area to make a Dexterity saving throw. On a failed save a creature takes piercing damage dependent on the tier of the handbomb, or half as much damage on a successful one. The Dimeritium cloud lingers in the area for the duration or until a moderate non-magical wind disperses it.

Creatures inside the cloud cannot cast spells below a certain level determined by the tier of the handbomb, and magic items inside the cloud temporarily lose their magical properties while in the cloud, including illusions. Any ongoing magical effects from spells are dispelled within the cloud, as well as any attempted spell that would travel through the cloud's radius. Creatures cannot become ethereal within the cloud. The cloud disperses after 3 rounds.

Dimeritium Tier Area of Effect Piercing Damage Spell Levels
Dimeritium 10 1d8 2nd Level
Greater Dimeritium 10 2d8 3rd Level
Superior Dimeritium 15 3d8 4th Level
Master Dimeritium 15 4d8 5th Level
Witcher Class | High Lord Amaram

Dragon's Dream Bomb

Witcher Handbomb


Upon impact, the Dragon's Dream Bomb releases a cloud of explosive gas in a 10-foot radius. The gas alone does not have any effect on creatures within the area, and will disperse after 1 minute or until a moderate wind disperses it. If any fire enters that area, the gas explodes, dealing fire damage to all creatures caught in the blast, dependent on the tier of the handbomb.

If multiple Dragon's Dream Bombs are used and their areas of effect would overlap, the resulting explosive damage does not stack for the overlapped area.

Dragon's Dream Tier Area of Effect Fire Damage
Dragon's Dream 10 3d6
Greater Dragon's Dream 10 6d6
Superior Dragon's Dream 15 9d6
Master Dragon's Dream 15 12d6

Grapeshot Bomb

Witcher Handbomb


Upon impact, the Grapeshot bomb explodes in a 10-foot radius. Each creature in this area must make a Dexterity saving throw. On a failed save a creature takes piercing damage dependent on the tier of the handbomb, or half as much on a successful one. A creature made of inorganic material such as stone, c⁠rystal, or metal has disadvantage on this saving throw, and structures within the blast take double the damage dealt.

Grapeshot Tier Area of Effect Piercing Damage
Grapeshot 10 2d8
Greater Grapeshot 15 4d8
Superior Grapeshot 15 6d8
Master Grapeshot 20 8d8

Moondust Bomb

Witcher Handbomb


Upon impact, the Moondust bomb releases a flurry of silver splinters in a 10-foot radius. Each creatures in this area must make a Dexterity saving throw. On a failed save a creature takes piercing damage dependent on the tier of the handbomb, or half as much on a successful one.

Shapechangers take additional poison damage dependent on the tier of the handbomb regardless of the outcome of the saving throw, are forced to their original form and cannot shapeshift for 1 minute, and cannot regenerate health for 1 turn after taking damage. This poison damage ignores any resistance the creature may have.

Moondust Tier Area of Effect Piercing Damage Poison Damage
Moondust 10 1d8 2d6
Greater Moondust 15 2d8 4d6
Superior Moondust 15 3d8 6d6
Master Moondust 20 4d8 8d6

Northern Wind Bomb

Witcher Handbomb


Upon impact, the Northern Wind bomb releases a burst of freezing cold in a 10-foot radius. Each creature in this area must make a Constitution saving throw. On a failed save a creature has their movement reduced to 0 until the end of their next turn, and takes cold damage dependent on the tier of the handbomb. On a successful save the creature has their movement reduced to half until the end of their next turn and takes only half damage.

Northern Wind Tier Area of Effect Cold Damage
Northern Wind 10 2d6
Greater Northern Wind 15 4d6
Superior Northern Wind 15 6d6
Master Northern Wind 20 8d6

Samum Bomb

Witcher Handbomb


Upon impact, the Samum bomb explodes in a flash of bright white light and deafening sound in a 5-foot radius. Each creature in this area must make a Constitution saving throw. On a failed save a creature is stunned for 1 turn and takes thunder damage dependent on the tier of the handbomb. On a successful save the creature is not stunned and takes only half damage.

Samum Tier Area of Effect Thunder Damage
Samum 5 2d4
Greater Samum 5 4d4
Superior Samum 10 6d4
Master Samum 10 8d4
Witcher Class | High Lord Amaram

Witcher Spell Lists

This is a list of the spells that are available to be learned by Witchers. In addition to a few cantrips, Witchers gain knowledge of simple Witcher spells over the course of their training.

Witcher Spells

Cantrips (0 Level)

Control Flames
Friends
Frostbite
Guidance
Gust
Lightning Lure
Mind Sliver
Prestidigitation
Produce Flame
Ray of Frost

1st Level

Aard
Axii
Charm Person (Prerequisite: School of the Griffin, Axii)
Firestream (Prerequisite: School of the Griffin, Igni)
Igni
Quen
Sleep (Prerequisite: School of the Griffin, Somne)
Sweep (Prerequisite: School of the Griffin, Aard)

2nd Level

Blindness/Deafness (Prerequisite: School of the Griffin, Supirre)
Chains (Prerequisite: School of the Griffin, Yrden)
Heliotrope
Supirre

3rd Level

Glacies
Guardian (Prerequisite: School of the Griffin, Heliotrope)

4th Level

Rimefrost (Prerequisite: School of the Griffin, Glacies)
Yrden

5th Level

Retribution (Prerequisite: School of the Griffin, Quen)
Somne

Witcher Spell Descriptions

Base Spells

Aard

1st-level Evocation


Casting Time: 1 action
Range: Self (20-foot cone)
Target: Self (20-foot cone)
Components: S
Duration: Instantaneous


You send out a blast of thunderous force. Each creature in a 20-foot cone must make a Strength saving throw. A creature takes 2d6 thunder damage and is pushed back 15 feet in a line away from the caster on a failed save. On a successful save the targets only take half damage and are not moved.
At Higher Levels: When you cast this spell using a 2nd level spell slot or higher, the damage increases by 1d6 for each slot level above 1st.
School of the Griffin bonus: The damage when casting Aard increases by an additional 1d6. Large or smaller creatures that fail the saving throw are also knocked prone.

Witcher Class | High Lord Amaram

Axii

1st-level Enchantment


Casting Time: 1 action
Range: 30 feet
Target: A creature you can see within range
Components: S
Duration: Instantaneous


You attempt to psychically cloud the mind of a creature. The creature you target must make a Wisdom saving throw. A creature takes 2d6 psychic damage and has disadvantage on all attacks and ability checks it makes until the end of it's next turn on a failed save. On a successful save the target only takes half damage and does not suffer disadvantage. A creature immune to being charmed automatically succeeds on its save.
At Higher Levels: When you cast this spell using a 2nd level spell slot or higher, the damage increases by 1d6 for each slot level above 1st.
School of the Griffin bonus: You now deal full psychic damage even if the creature succeeds on its saving throw. If the target fails the save, it is stunned until the end of its next turn.

Glacies

3rd-level Evocation
Prerequisite: School of the Griffin, Glacies


Casting Time: 1 action
Range: 60 feet
Target: A creature you can see within range
Components: S
Duration: 1 minute


You send out a highly concentrated burst of frost at a creature you can see within range. Make a ranged spell attack against the creature. On a hit the target takes 5d8 cold damage and creatures of large size or smaller must make a Strength saving throw or be encased in ice, becoming restrained for 1 minute. Creatures encased in ice can use their action to make a Strength saving throw to attempt to break free. On a successful save, the targets only take half damage and are not restrained.
At Higher Levels: When you cast this spell using a 4th level spell slot or higher, the damage increases by 1d8 and the number of creatures you can target increases by 1 for each slot level above 3rd.
School of the Griffin bonus: You can target 1 additional creature when casting Glacies.

Heliotrope

2nd-level Abjuration


Casting Time: 1 reaction, when you take non-psychic damage from an enemy you can see
Range: Self
Target: Self
Components: S
Duration: Instantaneous


You impose a magical shield between you and incoming damage, reducing the damage from one attack by 3d8.
At Higher Levels: When you cast this spell using a 3rd level spell slot or higher, the damage reduction increases by 1d8 for each slot level above 2nd.
School of the Griffin bonus: You can add your Intelligence modifier to the damage reduction rolled.

Igni

1st-level Evocation


Casting Time: 1 action
Range: Self (15-foot cone)
Target: Self (15-foot cone)
Components: S
Duration: Instantaneous


You release a burst of flame from your hand. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 2d8 fire damage and is pushed back 5 feet in a line away from the caster on a failed save, and on a successful save the targets only take half damage and are not pushed.
At Higher Levels: When you cast this spell using a 2nd level spell slot or higher, the damage increases by 1d8 for each slot level above 1st.
School of the Griffin bonus: Targets take an additional 1d8 fire damage.

Quen

1st-level Abjuration


Casting Time: 1 bonus action
Range: Self
Target: Self
Components: S
Duration: Concentration, up to 1 minute


You cover yourself in a magical layer of protection. You gain a +2 bonus to AC and Saving Throws for 1 minute.

This does not stack with Somne spells.
School of the Griffin bonus: While the Quen shield is active, you reduce any instance of non-psychic damage by 2.

Witcher Class | High Lord Amaram

Somne

5th-level Transmutation


Casting Time: 1 action
Range: 60 feet
Target: A willing creature you can see within range
Components: S
Duration: Concentration, up to 1 minute


You bolster the energy of yourself and a target within range. Until the spell ends, you and the target of the spell have your base movement speeds doubled, gain a +3 bonus to AC, have advantage on Dexterity saving throws, and gain one additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, or Hide action.

This spell does not stack with castings of the Quen or Somne spells.
School of the Griffin bonus: You have advantage on concentration checks to maintain the spell.

Supirre

2nd-level Divination


Casting Time: 1 bonus action
Range: 60 feet
Target: A creature you can see within range
Components: S
Duration: Concentration, up to 1 hour


You mark a target with your heightened senses, focusing on that target to the exclusion of all else. Until the spell ends, you have a +2 bonus to attack rolls against this target, and suffer a -2 penalty to AC when attacked by unmarked enemies. Attacks made by you against a marked target also deal an extra 1d8 damage, and if the target flees, you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
At Higher Levels: When you cast this spell using a 3rd level spell slot or higher, you can mark one additional target for each spell slot higher than 2nd.
School of the Griffin bonus: When casting Supirre, you do not suffer the penalty to AC for the duration of the spell.

Yrden

4th-level Abjuration


Casting Time: 1 action
Range: 30 feet
Target: A point you can see within range
Components: S
Duration: 1 minute


You place a 15-foot-radius magical trap on the ground centered on a point within range you can see. Within the affected area each instance of damage dealt is increased by 1d4 to all creatures, and hostile creatures must spend 2 feet of movement for each 1 foot they move. Within the area of effect, no being may teleport or planar travel, and incorporeal beings are forced into a corporeal form. Additionally, spells cannot be cast within or pass through this area if they are cast using a spell slot level equal to or less than the spell slot level used to cast this spell.

If you attempt to place a second trap while the first is still active, the first trap will disappear and its effects will end.
At Higher Levels: When you cast this spell using a 5th level spell slot or higher, the additional damage to creatures within the trap is increased by 1d4 for each slot level higher than 4th.
School of the Griffin bonus: Within the affected area hostile creatures must spend 3 feet of movement for each 1 foot they move.

Alternative Witcher Spell Descriptions

Chains

2nd-level Abjuration
Prerequisite: School of the Griffin, Yrden


Casting Time: 1 action
Range: 30 feet
Target: Two creatures you can see within range
Components: S
Duration: Concentration, up to 1 minute


Building from your knowledge of Yrden, you cause ethereal chains to burst from the ground to bind a creature of Large size or smaller within range in place. The target creature must make a Strength saving throw to prevent being restrained. If the creature fails they are restrained and take 2d6 lightning damage at the start of their turn until they are able to break free or the spell ends. They can use their action to repeat their Strength saving throw each turn to attempt to break free of the chains. If they succeed they are no longer restrained and take no further damage.
At Higher Levels: When you cast this spell using a 3rd level spell slot or higher, you can target one additional creature for each slot level above 1st.

Witcher Class | High Lord Amaram

Firestream

1st-level Evocation
Prerequisite: School of the Griffin, Igni


Casting Time: 1 action
Range: 60 feet
Target: A creature you can see within range
Components: S
Duration: Concentration, up to 1 minute


Building on your knowledge of Igni, you send out a stream of flames towards a creature within range. Make a ranged spell attack against the creature. On a hit the target takes 3d6 fire damage, and on each of your turns for the duration, if the creature is within 60 feet of you, you can use your bonus action to continue channeling the flames at the target, making another ranged spell attack and dealing 1d4 fire damage on a hit.

This spell ends if the target gains total cover from you, or if you do not use your bonus action to continue to channel the flames. You must maintain one hand dedicated to the channeling of the flames for the duration of the spell.
At Higher Levels: When you cast this spell using a 2nd level spell slot or higher, the initial damage increases by 1d6 for each slot level above 1st, and the subsequent damage from channeling increases by 1d4.

Guardian

3rd-level Abjuration
Prerequisite: School of the Griffin, Heliotrope


Casting Time: 1 reaction, when an ally within 30 feet of you takes damage from a non-psychic attack
Range: 30 feet
Target: A willing creature you can see within range
Components: S
Duration: Instantaneous


Building on your knowledge of Heliotrope, you use your reaction to magically shield that ally from harm, reducing damage from one attack by 4d6 plus your Intelligence modifier.
At Higher Levels: When you cast this spell using a 4th level spell slot or higher, the damage reduction increases by 1d6 for each slot level above 3rd.

Retribution

5th-level Abjuration
Prerequisite: School of the Griffin, Quen


Casting Time: 1 action
Range: Self
Target: Self
Components: S
Duration: 10 minutes

Witcher Class | High Lord Amaram


Building on your knowledge of Quen, you cast a retaliatory ward around yourself, dealing damage to attacking enemies for 10 minutes. Whenever a creature within 5 feet of you hits you with a melee attack, the ward lashes out and the attacker suffers force damage equal to 5d4 + your Intelligence modifier.
At Higher Levels: When you cast this spell using a 6th level spell slot or higher, the damage dealt by the ward increases by 1d4 for each slot level above 5th.

Rimefrost

4th-level Evocation


Casting Time: 1 action
Range: Self (20-foot cone)
Target: Self (20-foot cone)
Components: S
Duration: Instantaneous


Building on your knowledge of Glacies, you release a burst of frost from your hand. Each creature in a 20-foot cone must make a Constitution saving throw. A creature takes 8d6 cold damage and has its movement speed reduced by 10 until the start of their next turn on a failed save or half as much damage and no movement speed reduction on a successful one.
At Higher Levels: When you cast this spell using a 5th level spell slot or higher, the initial damage increases by 1d6 for each slot level above 4th.

Sweep

1st-level Evocation
Prerequisite: School of the Griffin, Aard


Casting Time: 1 action
Range: Self (10-foot radius)
Target: Self (10-foot radius)
Components: S
Duration: Instantaneous


Building on your knowledge of Aard, you send out a blast of thunderous force in an area around you. Each creature in a 10-foot radius must make a Strength saving throw. A creature takes 2d6 thunder damage, is knocked prone, and is pushed back 10 feet in a line away from the caster on a failed save. On a successful save the targets only take half damage and are not moved or knocked prone.
At Higher Levels: When you cast this spell using a 2nd level spell slot or higher, the damage increases by 1d6 for each slot level above 1st.

Witcher Class | High Lord Amaram

Expanded Feats

Hardy

You have grown tougher, gaining the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • Your hit point maximum increases by an amount equal to half your level rounded up when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 1 Hit Point.

Magic Initiate (Expanded)

Choose a class: Bard, Cleric, Druid, Sorcerer, Warlock, Witcher, or Wizard. You learn two cantrips of your choice from that class’ spell list.

In addition, choose one 1st-level spell from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it again.

Your spellcasting ability for these spells depends on the class you chose: Charisma for Bard, Sorcerer, or Warlock; Wisdom for Cleric or Druid; or Intelligence for Witcher or Wizard.

Monster Hunter:

When attacking a non-humanoid creature, you gain a +1 bonus to attack and damage rolls against that creature.

Spell Sniper (Expanded)

Prerequisite: The ability to cast at least one spell

You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:

  • When you cast a spell that requires you to make an attack roll, the spell's range is doubled.
  • Your ranged spell attacks ignore half cover and three-quarters cover.
  • You learn one cantrip that requires an attack roll. Choose the cantrip from the Bard, Cleric, Druid, Sorcerer, Warlock, Witcher, or Wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you choose from: Charisma for Bard, Sorcerer, or Warlock; Wisdom for Cleric or Druid; or Intelligence for Witcher or Wizard.

Witcher Potion Adept

Prerequisite: Constitution 13 or higher

You have studied the brewing of Witcher potions, gaining the following benefits:

  • You have built up a resistance to the toxicity of Witcher potions and can consume them safely.
  • You learn to prepare one Witcher potion of your choice, and gain one use of the Witcher Preparation feature for potions only.
  • The tier of the potion you brew is dependent on your highest class level.

You can select this feat multiple times. Each time you do so you must select a different potion to learn.

Witcher Handbomb Adept

Prerequisite: Intelligence 13 or higher

You have studied the crafting of Witcher handbombs, gaining the following benefits:

  • You learn to prepare one Witcher handbomb of your choice, and gain one use of the Witcher Preparation feature for handbombs only.
  • The tier of the handbomb you craft is dependent on your highest class level.

You can select this feat multiple times. Each time you do so you must select a different handbomb to learn.

Witcher Spell Adept:

  • You learn a Witcher spell of your choice. You can select from the base Witcher spells or the alternative spells lists, ignoring any prerequisites.
  • If the chosen spell is a 1st level spell, you can cast it once at 1st level without using a spell slot. You must finish a long rest before you can cast it in this way again, and you can also cast the spell using any spell slots you have.

Versatile Mastery:

When wielding a versatile weapon, you gain the following benefits:

When wielding with one hand:

  • When you apply the grappled condition to a creature as part of the attack action, you can use a bonus action to make a melee weapon attack with a versatile weapon against that creature.
  • Once on each of your turns, you may don/doff a shield (no action required by you).

When wielding with two hands:

  • When making an attack with a versatile weapon held in two hands, you can use your bonus action to grapple or shove the target, or make an additional attack using your unarmed strike.
Witcher Class | High Lord Amaram

Human Race Variant:
Trial of the Grasses

The Trial of the Grasses is a variant Human transformed through various testings and mutagens painful enough to border on torture.

Consult your DM on how best to implement this variant within the setting of your world.

Painful Mutations

As a method of preparing yourself to face monstrous foes, you have subjected yourself to the Trial of the Grasses, a brutal transformation process using chemicals and elixirs that has only a 30% survival rate. Consequently, your body mutates, giving you numerous benefits, as well as physical mutations that clearly set you apart from others.

Trial of the Grasses Traits

Your character has a number of traits in common with others who have underwent the Trial of the Grasses.

Ability Score Increase. You have a +2 bonus to Constitution and a +1 bonus to a different ability score of your choice.

Age. The mutations extend your life span causing you to begin aging at a quarter of your normal rate, beginning at the age you underwent the Trials.

Alignment. Humans do not lean toward any particular alignment, though the Trial tends to emphasize the character traits of a person, meaning if they lean towards one alignment, they become more firmly rooted within it, and are less prone to act in a manner contrary to that alignment.

Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position within that range, your size is medium.

Speed. Your base walking speed is 35 feet.

Darkvision. Your eyes now take on the appearance of a cat's, with slitted pupils that glow in the dark (The most common eye color is golden, though the mutations may result in varying colors). You gain darkvision out to a range of 60 feet.


Improved Vigor. You do not need to sleep any more in order to rest. Instead, you meditate deeply, remaining semiconscious, for 4 hours a day. While meditating you gain the same benefit other humans do from 8 hours of sleep.

Improved Constitution. You have advantage on saving throws against poison, and against being poisoned or diseased.

Physical Mutations. Your body develops a random number of weird quirks, such as pigmentless hair, skin, etc. Discuss these abnormalities with your DM. You can use the table below as a guide. Whatever you choose or roll, the mutations your body underwent leave it apparent that you are different from other humans.

Languages. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other people they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish muscial expressions, Dwarvish military phrases, and so on.

d6
Physical Mutations
1
Your hair loses all pigment, turning white.
2
You are missing patches of hair or develop new patches of hair in abnormal locations, or lose at least one fingernail or toenail.
3
Your core temperature permanently drops and your skin pales.
4
Your emotions become numb, making it rare or difficult for you to have strong emotional reactions.
5
Your reproductive system has been damaged, leaving you infertile.
6
All the hair follicles in your body are dead, causing you to lose all hair.
Witcher Class | High Lord Amaram

Version Log

1/31/2024 - v2.0.5
  • Clarification: Updated Dancing Star Bomb to clarify the second chain of explosions occurs at the start of the Witcher's next turn.
  • Balance: Updated the Hardy Feat to increase the hit point maximum by half the character's level, instead of increasing the maximum by 1 HP for each level.
11/4/2023 - v2.0.4
  • Clarification: Updated Grapeshot Bomb to clarify that inorganic creatures of certain material types have disadvantage on the saving throw.
2/2/2023 - v2.0.3
  • Balance: Updated Quen to last for one minute, removing the qualification of taking a certain number of hits. No longer improves when upcast at higher levels as a result.
1/30/2023 - v2.0.2
  • Balance: Increased School of the Bear's Innate Regeneration feature to include healing by half your proficiency bonus, rounded down.
  • Balance: Updated Arcane Riposte feature to allow adding the Intelligence modifier to the damage dealt with Witcher cantrips.
  • Balance: Added a +1 bonus to AC for the School of the Manticore's Shield Expert feature.
  • Balance: Increased the temporary hit points and healing gained from consuming potions for the School of the Manticore's Alchemical Adept and Improved Alchemical Adept features by including the Intelligence modifier when determining temporary hit points or healing.
  • Balance: Added +2 damage reduction feature for bludgeoning, piercing, and slashing damage from non-magical attacks for the School of the Manticore's Stand Against the Tide feature.
  • Balance: Increased the additional damage for handbombs given by the School of the Viper's Explosive Preparation feature to include the Intelligence modifier.
  • Balance: Increased the temporary hit points and additional healing from consuming potions, as well as additional damage for handbombs from the School of the Wolf's Improved Thorough Preparation feature to include the Intelligence modifier.
  • Balance: Increased the Thunderbolt potion's additional damage to +2 at the Greater tier, +4 at the Superior tier, and +6 at the Master tier.
1/6/2023 - v2.0.1
  • Balance: Updated Viper's Strike to allow a single bonus action weapon attack when wielding a single weapon with the light property (this is intended to prevent the class effectiveness from being limited to only dual-wielders).
  • Balance: Updated Viper's Strike's wording to allow the damage to occur on a subsequent attack during the same turn if any attack misses. This will allow a level 5+ School of the Viper Witcher to incur the damage if their first OR second attack misses, but their third attack hits.
  • Balance: Changed Quen from a 2nd-level spell to a 1st-level spell and made it a concentration spell. Also clarified it will not stack with the Somne spell to prevent abuse by casting it with Somne. Increased the base number of hits it can take from 2 to 3, and made the +2 bonus to Saving Throws as well as AC.
  • Clarification: Added clarification that the Somne spell will not stack to prevent abuse.
  • Balance: Changed Supirre's additional damage from 1d4 to 1d8.
  • Balance: Changed Yrden's upcasting to allow increased additional damage in addition to blocking higher level spells. Also updated duration from 5 rounds to 1 minute.
  • Balance: Changed Chains' base number of targets from one creature to two.
  • Balance: Changed Retribution ward damage from 2d10 to 5d4, and added upcasting.
  • Balance: Changed temporary hit point scaling for Elixir of the Griffin to 2d4, increasing the size of the die by 2 for each tier of the potion.
  • Balance: Changed the damage die for the Northern Wind handbomb from a d4 to a d6
  • Clarification: Clarified Witcher Spell Adept feat and changed from a half-feat to a full feat.
10/17/2022 - v2.0.0
  • Minor formatting adjustments.
  • Overhauled introductory sections and replaced some of the artwork to better establish this class document as separate from others' work.
  • Added clarification for the wording of the Deadly Onslaught feature to be applicable for bonus action attacks.
  • Updated the base descriptions for the Witcher schools.
  • Updated the School of the Bear's Stand Your Ground feature to improve the damage to 1d6 at 10th level.
  • Changed the name of the School of the Bear's Furious Retaliation feature to Deadly Counter.
  • Updated the wording of the School of the Griffin's Dual Casting feature for clarity, and removed the requirement to have both hands free.
  • Updated the School of the Manticore's Shield Warrior feature to increase the damage of its shield attack to 1d6 at 10th level.
  • Changed the name of the School of the Manticore's Shield Warrior feature to Shield Expert.
  • Changed the name of the School of the Viper's Viperous Repertoire feature to Viper's Speed.
  • Updated the School of the Wolf's Improved Arcane Strike feature to increase the damage to 1d6.
Witcher Class | High Lord Amaram
10/16/2022 - v1.1.0
  • Simplified starting class equipment.
  • Updated Spellcasting section at level 2 to add "Spells Known of 1st Level and Higher" section.
  • Removed School of the Bear level 1 item to ignore somatic components as it is unnecessary.
  • Improved School of the Bear's Implacable feature to be used once per short rest, and to gain a second use at 14th level.
  • Expanded the School of the Griffin's description for the Alternative Witcher Spells section for clarity.
  • Removed the line from Viperous Repertoire that gives them an extra melee weapon to their starting equipment. This was shifted to be a base class equipment option.
  • Corrected the wording of Viper's Strike, Improved Viper's Strike, and Rapid Strike for clarity.
  • Overhauled the Witcher Spells, including adjusting damage values, spell levels, etc.
  • Flipped the spell descriptions for Glacies and Rimefrost to provide a better variety of spells to the whole class (not having nearly every spell be an AoE cone).
  • Swapped certain artwork selections and updated crediting to meet crediting guidelines.
10/15/2022 - v1.0.0
  • Release for initial review and playtesting.

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Witcher Class | High Lord Amaram

Credits

Created by /u/highlordamaram

Cover art:
Images, in order of appearance:
Rear cover art:
Inspirations:
  • The Witcher series, by Andrzej Sapkowski
  • The Witcher video games, by CD Projekt Red
  • Witcher class by /u/johnares93
Special Thanks:
  • /u/leuku (for review and editing)
  • BigDamDog (for review, editing, and playtesting)
 

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