Download as pdf or txt
Download as pdf or txt
You are on page 1of 24

The Witcher

Witcher Class | For 5e


Witcher Mistrusted Nomads
A man in dark leather armor pulls a handbomb from his pack Many humans who become Witchers undergo the Trial of the
as he finally locates the werewolf he has been tracking in the Grasses, a series of mutations designed to help these hunters
night. His cat-like eyes glow in the moonlight, allowing him to become the apex predators necessary to hunt the creatures
see the creature clearly. Throwing the Moondust bomb at the they do. It is perhaps these mutations that lead many
creature's feet, he draws his twin shortswords and charges in commoners to be distrustful of them, due to the physical
at the man ahead, now unable to shapeshift into his bestial changes the mutations bring, such as cat-like eyes.
form. Another possible reason for their mistrust of Witchers is
Dancing backward from an oncoming pack of ghouls, a the general view that the Witchers are greedy vagabonds,
nimble halfling quickly consumes a potion from his belt, preying on the weak and needy to hand over their valuables
granting a surge of magical strength. A moment later an to deal with their problem. Whenever they do hire a Witcher,
empowered blast of Igni erupts from his palm, washing over it is often as means of last resort, which sometimes results in
the ghouls and burning them to cinder. His blade will make a far more dire situation the Witcher now faces.
quick work of any who remain standing. Some Witchers will work alone to track and fell their
Swiftly moving her fingers to form the appropriate sign, a quarry, but a number of Witchers will work together or within
half-elf slams a Yrden trap on the ground at her feet, forcing a party of traveling adventurers in order to more safely face
the attacking wraith into a corporeal form. She draws her the myriad of dangers in the world, despite having to share
blade, closing in for the kill. the contract's pay.
Using different approaches, all of these are monster Creating a Witcher
hunters in their own right. Trained in swordplay, magic,
alchemy, and crafting, Witchers hunt monsters that make As you create your Witcher character, consider the nature of
ordinary men flee in terror. your training. Were you given up to a Witcher school for
training by a family who couldn't afford to feed you? Did you
Monster Hunters for Hire turn to the Witcher profession out of desperation when you
Witchers dedicate their lives to hunting monsters, studying were exiled? Or perhaps you were yourself saved by a
their strengths and weaknesses in order to effectively kill Witcher, and as a result find yourself drawn to do the same
them. While Witchers may discover monsters in the wild, the for others?
bulk of their work is spent dealing with threats closer to What is your attitude toward the commoners who mistrust
civilization, where people will pay to be rid of the threats. you? Do you have weary patience for their ignorance, or do
These jobs how Witcher's earn a living, and they frequently you find yourself frequently on edge, ready to snap at the next
move from town to town and city to city, seeking out new person who claims you're just as much a monster as the ones
contracts. you're hired to slay?
It is a life filled with constant danger from the various Consult with your DM about how best to incorporate
beasts and monsters in the wilds. Though they train hard and Witchers into your world.
prepare extensively for their fights, not many survive to reach
old age.

Witcher Class | High Lord Amaram


2
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
The Witcher
Proficiency Potions Handbombs Spells
Level Bonus Features Prepared Prepared Known 1st 2nd 3rd 4th 5th
1st +2 Witcher's Bestiary, Witcher School - - - - - - - -
2nd +2 Spellcasting, Fighting Style 2 1 3 3 - - - -
3rd +2 Witcher's Preparation, Blade Oil 3 2 3 4 - - - -
4th +2 Ability Score Improvement 3 2 3 4 2 - - -
5th +3 Extra Attack, Monsters Are My Trade 4 2 4 5 3 - - -
6th +3 Witcher School Feature, Fighting Style 4 2 4 5 3 - - -
7th +3 Greater Witcher Preparation 5 3 4 6 4 - - -
8th +3 Ability Score Improvement 5 3 5 6 4 - - -
9th +4 - 6 3 5 6 4 2 - -
10th +4 Witcher School Feature 6 3 5 6 4 2 - -
11th Superior Witcher Preparation, Honed
+4 7 4 5 6 5 3 - -
Edge
12th +4 Ability Score Improvement 7 4 5 6 5 3 - -
13th +5 - 8 4 6 6 5 3 1 -
14th +5 Witcher School Feature 8 4 6 6 5 3 1 -
15th +5 Master Witcher Preparation 8 4 6 6 5 3 2 -
16th +5 Ability Score Improvement 8 4 6 6 5 3 2 -
17th +6 - 8 5 6 6 5 3 3 1
18th +6 Witcher School Feature 8 5 7 6 5 3 3 1
19th +6 Ability Score Improvement 8 5 7 6 5 3 3 2
20th +6 Master Witcher 8 5 7 6 5 3 3 2

Quick Build
You can make a Witcher quickly by following these Class Features
suggestions. First, make Strength or Dexterity your highest As a Witcher, you gain the following class features.
ability score. Your next-highest score should be Constitution,
or Intelligence if you intend to rely on spellcasting and Hit Points
Witcher Preparation. Second, choose the hermit or the Hit Dice: 1d10 per witcher level
outlander background. Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 5) + your Constitution
Optional Rule: Multiclassing modifier per witcher level after 1st
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. Proficiencies
Ability Score Minimum. You must have at least a 13 in Armor: Light armor
either Strength or Dexterity, and a 13 in Intelligence to take a Weapons: Simple melee weapons, martial melee weapons,
level in this class, or to take a level in another class if you are crossbows
already a Witcher. Tools: Alchemist's supplies
Proficiencies. If Witcher isn't your initial class, you gain Saving Throws: Constitution, Dexterity
proficiency with light armor, simple and martial melee Skills: Choose three from Acrobatics, Arcana, Athletics,
weapons, and crossbows. Insight, Intimidation, Investigation, Medicine, Nature,
Perception, Persuasion, Stealth, and Survival.
Optional Rule: Trial of the Grasses
See the end of this class document for the Human race
variant: Trial of the Grasses.

Witcher Class | High Lord Amaram


3
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
studded 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. Spells Known of 1st Level and Higher
When you roll Initiative, you can choose to make an You know two 1st-level spells of your choice from the Witcher
Intelligence-based skill check as determined by the DM to spell list.
recall helpful information about one creature you can see. The Spells Known column of the Witcher table shows
You must succeed against a DC set by your DM (in most when you learn more Witcher spells of your choice. Each of
cases a value of 15 may be appropriate). If you do so, then you the spells must be of a level for which you have spell slots.
gain advantage on attack rolls made as part of the first attack For instance, when you reach 6th level in this class, you can
action or cast a spell action you make against that creature or learn one new spell of 1st or 2nd level.
another of the same creature type. Alternatively, you can Additionally, when you gain a level in this class, you can
impose disadvantage on the first saving throw that creature choose one of the Witcher spells you know and replace it
or another of the same creature type makes against one of with another spell from the Witcher Spell list, which also
your spells or abilities. If you do not use this benefit within 1 must be of a level for which you have Spell Slots.
minute, it is lost. You can use this feature twice, and you
regain all expended uses after a long rest. Spellcasting Ability
Intelligence is your spellcasting ability for your witcher spells,
Witcher School since the power of your spellcasting came through rigorous
At 1st level, you choose a school of training that best study and practice. You use your Intelligence whenever a
represents your style of monster hunting. Your Witcher spell refers to your spellcasting ability. In addition, you use
school grants you features at 1st level and again at 5th, 10th, your Intelligence modifier when setting the saving throw DC
14th, and 18th levels. for a Witcher spell you cast and when making an attack roll
with one.
Witcher Spellcasting Saving throws. Some spells require a saving throw to
resist its effect. The saving throw DC is calculated as follows:
At 2nd level, you have learned a rudimentary form of magic,
allowing you to quickly produce magical effects through Spell Save DC = 8 + your proficiency bonus + your
weaving hand signs. Casting a Witcher spell requires one Intelligence modifier
hand free in order to create the somatic components.
Spell Attack Modifier = your proficiency bonus + your
Spell Slots Intelligence modifier
The Witcher table shows how many spell slots you have to
cast your Witcher spells. To cast one of these Witcher spells⁠, Fighting Style
you must expend a slot of the spell’s level or higher. You can Also at 2nd level, you adopt a particular style of fighting as
learn additional Witcher spells of your choice at higher levels, your specialty. Choose one of the following options. You can't
as shown in the Witcher table. You regain all expended sp⁠ell take the same fighting style option more than once. Choose
slots when you finish a Long Rest. an additional fighting style at 6th level.
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 Arbalest
Aard⁠using either slot. 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


4
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Contested Ranged Fighting Starting at 3rd level you gain the Witcher Preparation
When making a ranged attack while you are within 5 feet of a feature. With this feature you prepare a number of various
hostile creature, you do not have disadvantage on the attack potions and handbombs from the formulas and schematics
roll. You have a +1 bonus to attack rolls on ranged attacks. you know, which you can then use a number of times equal to
your proficiency modifier. Consuming a potion or using a
Defense handbomb equals one use of Witcher Preparation.
While you are wearing armor, you gain a +1 bonus to AC. You gain access to stronger tiers of potions and
handbombs as you gain new Witcher levels. The Greater tier
Dueling is available at Witcher level 7, the Superior tier is available at
When you are wielding a melee weapon in one hand and no Witcher level 11, and the Master tier is available at Witcher
other weapons, you gain a +2 bonus to damage rolls with that level 15.
weapon. To regain spent uses of this feature you must have
alchemist's supplies on your person as well as devote 1 hour
Great Weapon Fighting during your long rest to preparation.
When you roll a 1 or 2 on a damage die for an attack you Saving throws. Some Witcher Preparation items require a
make with a melee weapon that you are wielding with two saving throw to resist its effect. The saving throws use the
hands, you can reroll the die and must use the new roll, even Spell Save DC.
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. Potions
At 3rd level, you can prepare a number of potion formulas,
Protection listed under "Alchemy". You gain the ability to prepare
When a creature you can see attacks a target other than you additional potions as you gain Witcher levels, as shown in the
that is within 5 feet of you, you can use your reaction to Potions Prepared column of the Witcher table. Your ability to
impose disadvantage on the attack roll. You must be wielding brew stronger versions of your potions will increase at 7th,
a shield⁠. 11th, and 15th levels.
A single potion's effect does not stack with itself during its
Two-Weapon Fighting active duration; if the same potion is used prior to the effects
When you engage in two-weapon fighting, you can add your of the first potion wearing off, the effects of the first dissipate
ability modifier to the damage of the second attack. and are replaced with the effects of the second.
A Witcher's potions are highly toxic, and only a Witcher
Versatile Fighting can withstand the toxins due to their conditioning and
When wielding a versatile weapon with two hands you gain a training. A non-witcher that drinks a Witcher potion must
+2 bonus to damage rolls with that weapon. When wielding a succeed on a Constitution saving throw against your spell
versatile weapon with one hand you gain a +1 bonus to attack save DC or become poisoned for 1 minute. Even if they
rolls with that weapon. succeed, they take poison damage determined by the tier of
the potion consumed, and do not get any of the benefits of the
Witcher Preparation potion.
The key to a Witcher's success is often found in their Ingesting a Witcher potion requires your choice of an
preparation, both through alchemy as well as crafting. Among action or a bonus action.
their tools, Witchers are known to utilize specialized potions Handbombs
and handbombs in their fights with monsters. 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


5
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Ability Score Improvement Master Witcher
When you reach 4th level, and again at 8th, 12th, 16th, and At level 20 you have achieved the rank of Master Witcher. You
19th level, you can increase one ability score of your choice can choose one from the following abilities to adopt as part of
by 2, or you can increase two ability scores of your choice by your Witcher combat style:
1. As normal, you can’t increase an ability score above 20 Combat Spell Master: When you kill an enemy by casting
using this feature. Alternatively, you can choose a feat. 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
Extra Attack cast for each creature killed. The enemy killed must have a
Beginning at 5th level, you can attack twice, rather than once, Challenge Rating equal to half your Witcher level or greater
whenever you take the Attack action on your turn. for this effect to be granted.
For example, if you cast a level 4 spell and kill a single
Monsters Are My Trade 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
Also at 5th level, you have improved your ability to earn you kill multiple creatures in this way, you can regain an
greater compensation in your craft. You gain advantage on all expended spell slot for each creature killed.
Charisma-based skill checks related to haggling the price of Deadly Onslaught: Once per turn, when you take the
commissions or rewards from hunting monsters. Attack action or use a bonus action to attack on your turn,
you make one additional weapon attack as part of that action.
Honed Edge You also expand your critical hit range by 1 for all weapon
Starting at 11th level, you have improved your ability to attacks, stacking with any other bonuses you may already
maintain your weapons to such a degree that your damage possess.
dealt is notably stronger. Your weapon attacks now deal an Swarmslayer: You thrive when attacked by a multitude of
additional 1d8 damage. 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


6
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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). 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


7
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
School of the Cat Cat-like Training
School of the Cat Witchers focus their training on nimble or When you choose this school at 1st level, you gain the
ranged fighting to deal damage even as they avoid taking it. following features:
Witchers from the School of the Cat are frequently seen Your weapon attacks score a critical hit on a 19 or 20.
wielding ranged weapons more prevalently than other When an attacker that you can see hits you with an attack,
witchers, and they tend to have a reputation for being you can use your reaction to halve the attack’s damage
emotionally distant and cold. against you.
If you are using light armor, you can add your proficiency
bonus to you AC score.
You can choose one additional fighting style.
You gain proficiency in stealth and acrobatics.
You gain proficiency with ranged weapons.
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.
Blindsense
At 6th level, if you are able to hear, you are aware of the
location of any hidden or invisible creature within 30ft of you.
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.
Once per turn on a hit your weapon attack deals 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
8
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
School of the Griffin Arcane Adept
School of the Griffin Witchers spend most of their time When you choose this school at 1st level, you gain the
studying their spellcraft. While they don't shirk their martial following features:
skills, they are most deadly when wielding magic. They spend You learn more spells than Witchers of other schools,
much of their time studying magic in the company of learned learning one additional spell at 2nd level, and again at 6th,
scholars and nobles seeking tutelage, which often allows 11th, and 16th levels.
them to more easily earn the favor of those in the upper class. 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, 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


9
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
School of the Manticore Improved Alchemical Adept
School of the Manticore Witchers favor protection and Starting at 14th level, you have devoted greater study for
defense over dealing excessive damage, approaching combat Witcher Potions, gaining the following benefits:
with the mentality to wear down their opponents, outlasting Consuming any Witcher potions grants you with 2d8
them while avoiding taking damage behind their shields. temporary hit points. When consuming the Swallow
They also excel in the development of Witcher potions, and it potion, instead of gaining temporary hitpoints you recover
is rare you do not see multiple vials at their belts or on a 2d6 additional health on the first turn of healing.
bandolier. The first three potions you consume per long rest do not
count against your Witcher Preparation uses.
Shield Expert
When you choose this school at 1st level, you gain the Stand Against the Tide
following features: At 18th level, once per turn, when a hostile creature misses
Proficiency in medium armor and shields you with a melee Attack, you can force that creature to repeat
You can perform somatic components for spells, drink the same Attack against another creature (other than itself) of
potions, or hold a non-weapon object such as a torch using your choice within melee range.
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 1d8
temporary hit points. When consuming the Swallow
potion, instead of gaining temporary hitpoints you recover
1d6 additional health 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.

Witcher Class | High Lord Amaram


10
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
School of the Viper Viper's Reflexes
School of the Viper Witchers are treated warily, as they are At 18th level, you have become adept at laying ambushes and
known to take contracts on anyone- not just monsters. They quickly escaping danger. You can take two turns during the
often are seen wielding two weapons at once, seeking to first round of any Combat. You take your first turn at your
inflict maximum damage as quickly as possible. After all, an normal Initiative and your second turn at your Initiative
enemy can't hit you if they're dead. minus 10. You can’t use this feature when you are surprised.

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 1d6
damage 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.

Witcher Class | High Lord Amaram


11
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
School of the Wolf Improved Thorough Preparation
School of the Wolf Witchers are widely known as the most Starting at 14th level, the effects of your Witcher preparation
versatile school of the witchers, expertly utilizing have increased benefits:
spellcasting, potions, handbombs, and martial combat to Consuming any Witcher potions grants you with 1d8
adapt to any situation. temporary hit points. When consuming the Swallow
potion, instead of gaining temporary hitpoints you recover
Adaptable Hunter 1d6 additional health on the first turn of healing.
When you choose this school at 1st level, you gain the Any handbomb you craft will deal an additional 1d6
following features: damage in its initial damage.
The first two handbombs or potions you use per long rest
Proficiency in medium armor do not count against your Witcher Preparation uses.
You can replace the leather armor in your starting
equipment with a chain shirt instead. Prime Specimen
Your speed increases by 5. Upon reaching 18th level, You get a +2 bonus to two different
You get a +1 bonus to your AC when wearing only medium Ability Scores of your choice. Your maximum for each of
armor. these scores is now 22.
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 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 add your
Intelligence modifier to the damage of your witcher cantrips.

Witcher Class | High Lord Amaram


12
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Elixir of the Bear
Alchemy Witcher Potion
Potions For 10 minutes, you gain temporary hitpoints, determined by
the tier of the potion.
Any Witcher worth their coin will have a number of prepared
potions on their person, ready to be used at a moment's Elixir of the Bear Tier Temporary Hitpoints
notice to give the Witcher an edge when dealing with deadly Elixir of the Bear 10
foes. Consuming 1 vial of a potion is equal to one use of
Witcher Preparation. Greater Elixir of the Bear 15
Superior Elixir of the Bear 20
Non-Witcher Penalty
Non-Witchers who consume Witcher potions must succeed Master Elixir of the Bear 25
on a Constitution saving throw or be poisoned for one
minute. Even if they succeed, they take poison damage Elixir of the Cat
depending on the tier potion consumed, and retain none of Witcher Potion
the potion's benefits. Reference the table below for the For 1 hour, your vision is increased through a heightening of
damage amounts: your senses.
Potion Tier Poison Damage Taken
Elixir of the Cat Darkvision Range
Base Potion 1d8 Tier Increase Special Senses
Greater 2d8 Elixir of the Cat 30 -
Superior 3d8 Greater Elixir of See Through
60
the Cat Illusions
Master 4d8
Superior Elixir of See Through Magical
90
Black Blood the Cat Darkness
Witcher Potion Master Elixir of
120 Truesight
For 1 minute, any creature that attacks and hits you with the Cat
claws, bite, or beak must make a Constitution saving throw.
On a failed saving throw, they are subjected to the poisoned Elixir of the Griffin
condition and take poison damage at the start of each of their Witcher Potion
turns; this damage ignores poison resistance and immunity. For 1 minute, the potency of your spells is increased. When
They repeat the saving throw at the end of each of their turns, casting a spell, you choose to deal greater amounts of damage
ending this condition on a success and gaining immunity to or imbue yourself with a momentary boost to your health,
Black Blood for 1 hour. determined by the tier of the potion.
Black Blood Tier Poison Damage Taken The damage bonus applies to the base damage of a spell,
but not to a secondary effect, such as the burning condition of
Black Blood 2d4 Igni or the Frozen condition of Glacies.
Greater Black Blood 3d4
Damage Temporary
Superior Black Blood 4d4 Elixir of the Griffin Tier increase Hitpoints
Master Black Blood 5d4 Elixir of the Griffin 1d6 1d4
Greater Elixir of the
Elemental Decoction 2d6 1d6
Griffin
Witcher Potion Superior Elixir of the
For 1 minute, you gain increased defense against a particular Griffin
3d6 1d8
damage type, reducing the amount of damage taken per
instance by an amount determined by the tier of the potion. Master Elixir of the
Griffin
4d6 1d10
This potion can reduce 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

13
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Elixir of the Manticore Golden Oriole Tier Conditions
Witcher Potion Golden Oriole Blinded, Deafened
For 1 minute, whenever you take piercing, bludgeoning, and Greater Golden
slashing damage you reduce the damage as well as gain a Oriole
Charmed, Frightened, Poisoned
bonus to AC, determined by the tier of the potion. Superior Golden
Paralyzed, Petrified, Stunned
Damage AC Oriole
Elixir of the Manticore Tier Reduction bonus Master Golden You have Immunity for all listed
Elixir of the Manticore -1 - Oriole Conditions
Greater Elixir of the
Manticore
-1 +1 Killer Whale
Witcher Potion
Superior Elixir of the
Manticore
-2 +1 You can now breathe underwater. At higher tiers, your speed
and the potion's duration increase.
Master Elixir of the
-2 +2 Killer Whale Tier Swim Speed Increase Duration
Manticore
Killer Whale - 15 minutes
Elixir of the Viper
Greater Killer Whale 10 1 hour
Witcher Potion
For 1 minute, enemies have disadvantage on opportunity Superior Killer Whale 20 4 hours
attacks made against you, and you gain a bonus to your Master Killer Whale 30 16 hours
movement speed, determined by the tier of the potion.
Elixir of the Viper Tier Bonus Movement Swallow
Witcher Potion
Elixir of the Viper 10 feet
You heal a certain amount of hitpoints immediately, and again
Greater Elixir of the Viper 15 feet at the start of each of your turns for the next three rounds,
Superior Elixir of the Viper 20 feet determined by the tier of the potion. If you fall to zero
hitpoints while the potion is still active, you are immediately
Master Elixir of the Viper 30 feet stabilized, and the potions effects end.
Elixir of the Wolf Swallow Tier Healing per turn
Witcher Potion Swallow 2d4
For 1 minute, your weapon attacks have increased accuracy Greater Swallow 3d4
as well as an increased critical hit range, determined by the
tier of the potion. Superior Swallow 4d4
Master Swallow 5d4
Attack Critical Range
Elixir of the Wolf Tier Bonus Increase
Thunderbolt
Elixir of the Wolf +1 - Witcher Potion
Greater Elixir of the
+1 +1 For 1 minute, your melee weapon attacks deal greater
Wolf damage, determined by the tier of the potion.
Superior Elixir of the
+2 +1 Thunderbolt Damage Bonus
Wolf
Ignore resistances to piercing,
Master Elixir of the Thunderbolt
+2 +2 slashing, and bludgeoning damage
Wolf
Greater Thunderbolt +2
Golden Oriole Superior Thunderbolt +3
Witcher Potion
Master Thunderbolt +4
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.
Non-Witchers can consume Golden Oriole without taking
the Non-Witcher penalty.

Witcher Class | High Lord Amaram


14
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Handbombs Dimeritium Bomb
Witcher Handbomb
Witchers are nothing if not versatile in their approaches to
slaying monsters, and the second tool in their Witcher Upon impact, the Dimeritium Bomb explodes into a mist of
Preparation arsenal is the handbomb. Highly effective area- Dimeritium shards in a 10-foot radius, forming a cloud of
of-effect weapons, you can throw them at a point you can see Dimeritium dust that momentarily stunts magic within the
within 60 feet of you to wreak havoc on your enemies. area and forces creatures within the area to make a Dexterity
Whether used as a simple damage-dealer, or as a method saving throw. On a failed save a creature takes piercing
of strategically controlling the battlefield, your chances of damage dependent on the tier of the handbomb, or half as
survival will improve dramatically when you wield them. much damage on a successful one. The Dimeritium cloud
Using 1 handbomb equals one use of Witcher Preparation. lingers in the area for the duration or until a moderate non-
magical wind disperses it.
Dancing Star Bomb Creatures inside the cloud cannot cast spells below a
Witcher Handbomb certain level, and magic items inside the cloud temporarily
lose their magical properties while in the cloud, including
Upon impact, the Dancing Star bomb explodes in a 10-foot illusions. Any ongoing magical effects from spells are
radius, followed by a series of smaller explosions within the dispelled within the cloud, as well as any attempted spell that
area of effect after 1 round. Each creature in this area must would travel through the cloud's radius. Creatures cannot
make a Dexterity saving throw. On a failed save a creature become ethereal within the cloud. The spell levels affected
takes fire damage dependent on the tier of the handbomb, or are determined by the tier of the handbomb. The cloud
half as much on a successful one. Any creature still disperses after 3 rounds.
remaining in the area during the secondary series of
explosions must repeat the save or take fire damage. Area of Piercing Spell
If a creature fails the first saving throw, it has disadvantage Dimeritium Tier Effect Damage Levels
on the second saving throw. Dimeritium 10 1d8 2nd Level
Dancing Star Area of Initial Fire Secondary Fire Greater
Tier Effect Damage Damage 10 2d8 3rd Level
Dimeritium
Dancing Star 10 2d6 2d4 Superior
15 3d8 4th Level
Greater Dimeritium
15 4d6 4d4
Dancing Star Master
15 4d8 5th Level
Superior Dimeritium
20 6d6 6d4
Dancing Star
Master
25 8d6 8d4
Dancing Star

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

Witcher Class | High Lord Amaram


15
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Dragon's Dream Bomb Area of Piercing Poison
Moondust Tier Effect Damage Damage
Witcher Handbomb
Upon impact, the Dragon's Dream Bomb releases a cloud of Moondust 10 1d8 2d6
explosive gas in a 10-foot radius. The gas alone does not have Greater
15 2d8 4d6
any effect on creatures within the area, and will disperse after Moondust
1 minute. If any fire enters that area, the gas explodes, Superior
dealing fire damage to all creature caught in the blast, Moondust
15 3d8 6d6
dependent on the tier of the handbomb.
If multiple Dragon's Dream Bombs are used and their Master
20 4d8 8d6
areas of effect would overlap, the resulting explosive damage Moondust
does not stack for the overlapped area. Instead, the area of
the gas expands to a wider range. Northern Wind Bomb
Dragon's Dream Tier Area of Effect Fire Damage
Witcher Handbomb
Dragon's Dream 10 3d6
Upon impact, the Northern Wind bomb releases a burst of
freezing cold in a 10-foot radius. Each creature in this area
Greater Dragon's Dream 10 6d6 must make a Constitution saving throw. On a failed save a
Superior Dragon's Dream 15 9d6
creature has their movement reduced to 0 until the end of
their next turn, and takes cold damage dependent on the tier
Master Dragon's Dream 15 12d6 of the handbomb. On a successful save the creature has their
movement reduced to half until the end of their next turn and
Grapeshot Bomb takes only half damage.
Witcher Handbomb Northern Wind Tier Area of Effect Cold Damage
Upon impact, the Grapeshot bomb explodes in a 10-foot Northern Wind 10 2d4
radius. Each creature in this area must make a Dexterity
saving throw. On a failed save a creature takes piercing Greater Northern Wind 15 4d4
damage dependent on the tier of the handbomb, or half as Superior Northern Wind 15 6d4
much on a successful one. Structures within the blast take
double the damage dealt. Master Northern Wind 20 8d4

Grapeshot Tier Area of Effect Piercing Damage


Samum Bomb
Grapeshot 10 2d8 Witcher Handbomb
Greater Grapeshot 15 4d8 Upon impact, the Samum bomb explodes in a flash of bright
Superior Grapeshot 15 6d8
white light and deafening sound in a 5-foot radius. Each
creature in this area must make a Constitution saving throw.
Master Grapeshot 20 8d8 On a failed save a creature is stunned for 1 turn and takes
thunder damage dependent on the tier of the handbomb. On
Moondust Bomb a successful save the creature is not stunned and takes only
Witcher Handbomb half damage.
Upon impact, the Moondust bomb releases a flurry of silver Samum Tier Area of Effect Thunder Damage
splinters in a 10-foot radius. Each creatures in this area must Samum 5 2d4
make a Dexterity saving throw. On a failed save a creature
takes peircing damage dependent on the tier of the Greater Samum 5 4d4
handbomb, or half as much on a successful one. Superior Samum 10 6d4
Shapechangers take additional poison damage dependent
on the tier of the handbomb regardless of the outcome of the Master Samum 10 8d4
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.

Witcher Class | High Lord Amaram


16
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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
Chains (Prerequisite: School of the Griffin, Yrden)
Blindness/Deafness (Prerequisite: School of the Griffin,
Supirre)
Heliotrope
Supirre Witcher Spell Descriptions
3rd Level Base Spells
Glacies Aard
Guardian (Prerequisite: School of the Griffin, Heliotrope) 1st-level Evocation
4th Level Casting Time: 1 action
Rimefrost (Prerequisite: School of the Griffin, Glacies) Range: Self (20-foot cone)
Yrden Target: Self (20-foot cone)
Components: S
5th Level Duration: Instantaneous
Retribution (Prerequisite: School of the Griffin, Quen) You send out a blast of thunderous force. Each creature in a
Somne 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


17
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Axii Heliotrope
1st-level Enchantment 2nd-level Abjuration
Casting Time: 1 action Casting Time: 1 reaction, when you take non-psychic
Range: 30 feet damage from an enemy you can see
Target: A creature you can see within range Range: Self
Components: S Target: Self
Duration: Instantaneous Components: S
You attempt to psychically cloud the mind of a creature. The Duration: Instantaneous
creature you target must make a Wisdom saving throw. A You impose a magical shield between you and incoming
creature takes 2d6 psychic damage and has disadvantage on damage, reducing the damage from one attack by 3d8.
all attacks and ability checks it makes until the end of it's next At Higher Levels: When you cast this spell using a 3rd level
turn on a failed save. On a successful save the target only spell slot or higher, the damage reduction increases by 1d8
takes half damage and does not suffer disadvantage. A for each slot level above 2nd.
creature immune to being charmed automatically succeeds School of the Griffin bonus: You can add your Intelligence
on its save. modifier to the damage reduction rolled.
At Higher Levels: When you cast this spell using a 2nd level
spell slot or higher, the damage increases by 1d6 for each slot Igni
level above 1st. 1st-level Evocation
School of the Griffin bonus: You now deal full psychic Casting Time: 1 action
damage even if the creature succeeds on its saving throw. If Range: Self (15-foot cone)
the target fails the save, it is stunned until the end of its next Target: Self (15-foot cone)
turn. Components: S
Glacies Duration: Instantaneous
3rd-level Evocation You release a burst of flame from your hand. Each creature in
Prerequisite: School of the Griffin, Glacies a 15-foot cone must make a Dexterity saving throw. A
creature takes 2d8 fire damage and are pushed back 5 feet in
Casting Time: 1 action a line away from the caster on a failed save or half as much
Range: 60 feet damage on a successful one.
Target: A creature you can see within range At Higher Levels: When you cast this spell using a 2nd level
Components: S spell slot or higher, the damage increases by 1d8 for each slot
Duration: 1 minute level above 1st.
You send out a highly concentrated burst of frost at a creature School of the Griffin bonus: Targets take an additional 1d6
you can see within range. Make a ranged spell attack against fire damage.
the creature. On a hit the target takes 5d8 cold damage and
creatures of large size or smaller must make a Strength Quen
saving throw or be encased in ice, becoming restrained for 1 1st-level Abjuration
round. Creatures encased in ice can make a Strength saving Casting Time: 1 bonus action
throw at the start of their turns to attempt to break free. On a Range: Self
successful save, the targets only take half damage and are not Target: Self
restrained. Components: S
At Higher Levels: When you cast this spell using a 4th level Duration: 1 minute
spell slot or higher, the initial damage increases by 1d8, the
number of creatures you can target increases by 1 for each You cover yourself in a magical layer of protection. You gain a
slot level above 3rd. +2 bonus to AC for 1 minute or until you are hit by 2 attacks.
School of the Griffin bonus: You can target 1 additional This does not stack with other instances of the Quen spell.
creature when casting Glacies. At Higher Levels: When you cast this spell using a 2nd level
spell slot or higher, the number of hits your shield can take
increases by 1 for each slot level above 1st.
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


18
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Somne If you attempt to place a second trap while the first is still
5th-level Transmutation active, the first trap will disappear and its effects will end.
School of the Griffin bonus: Within the affected area hostile
Casting Time: 1 action creatures must spend 3 feet of movement for each 1 foot they
Range: 60 feet move.
Target: A willing creature you can see within range
Components: S Alternative Witcher Spell
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 has their
Descriptions
movement speed doubled, gains a +3 bonus to AC, has Chains
advantage on Dexterity saving throws, and gains one 2nd-level Abjuration
additional action. That action can be used only to take the Prerequisite: School of the Griffin, Yrden
Attack (one weapon attack only), Dash, Disengage, or Hide Casting Time: 1 action
action. Range: 30 feet
School of the Griffin bonus: You have advantage on Target: A creature you can see within range
concentration checks to maintain the spell. Components: S
Supirre
Duration: Concentration, up to 1 minute
2nd-level Divination Building from your knowledge of Yrden, you cause ethereal
chains to burst from the ground to bind a creature of Large
Casting Time: 1 bonus action size or smaller within range in place. The target creature
Range: 60 feet must make a Strength saving throw to prevent being
Target: A creature you can see within range restrained. If the creature fails they are restrained and take
Components: S 2d6 lightning damage at the start of their turn until they are
Duration: Concentration, up to 1 hour able to break free or the spell ends. They can repeat their
You mark a target with your heightened senses, focusing on Strength saving throw each turn to attempt to break free of
that target to the exclusion of all else. For up to 1 hour, you the chains. If they succeed they are no longer restrained and
have a +2 bonus to attack rolls against this target, and suffer take no further damage.
a -2 penalty to AC when attacked by unmarked enemies. At Higher Levels: When you cast this spell using a 3rd level
Attacks made by you against a marked target deal an extra spell slot or higher, you can target one additional creature for
1d4 damage. each slot level above 1st.
If the target flees, you have advantage on any Wisdom
(Perception) or Wisdom (Survival) check you make to find it Firestream
until the target is dead, you dispel the mark, or the time for 1st-level Evocation
the spell runs out. Prerequisite: School of the Griffin, Igni
At Higher Levels: When you cast this spell using a 3rd level Casting Time: 1 action
spell slot or higher, you can mark one additional target for Range: 60 feet
each spell slot higher than 2nd. Target: A creature you can see within range
School of the Griffin bonus: When casting Supirre, you do Components: S
not suffer the penalty to AC for the duration of the spell. Duration: Concentration, up to 1 minute
Yrden Building on your knowledge of Igni, you send out a stream of
4th-level Abjuration flames towards a creature within range. Make a ranged spell
attack against the creature. On a hit the target takes 3d6 fire
Casting Time: 1 action damage, and on each of your turns for the duration, if the
Range: 30 feet creature is within 60 feet of you, you can use your bonus
Target: A point you can see within range action to continue channeling the flames at the target,
Components: S dealing 1d4 fire damage on a hit.
Duration: 5 rounds This spell ends if the target gains total cover from you, or if
You place a 15-foot-radius magical trap on the ground you do not use your bonus action to continue to channel the
centered on a point within range you can see. Within the flames. You must maintain one hand dedicated to the
affected area each instance of damage dealt in increased by channeling of the flames for the duration of the spell.
1d4 to all creatures, and hostile creatures must spend 2 feet At Higher Levels: When you cast this spell using a 2nd level
of movement for each 1 foot they move. Within the area of spell slot or higher, the initial damage increases by 1d6 for
effect, no being may teleport or planar travel, and incorporeal each slot level above 1st, and the subsequent damage from
beings are forced into a corporeal form. Additionally, spells channeling increases by 1d4.
cannot be cast within or pass through this area if they are
cast using a spell slot level equal to the spell slot level used to
cast this spell.

Witcher Class | High Lord Amaram


19
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Guardian Sweep
3rd-level Abjuration 1st-level Evocation
Prerequisite: School of the Griffin, Heliotrope Prerequisite: School of the Griffin, Aard
Casting Time: 1 reaction, when an ally within 30 feet of you Casting Time: 1 action
takes damage from a non-psychic attack Range: Self (10-foot radius)
Range: 30 feet Target: Self (10-foot radius)
Target: A willing creature you can see within range Components: S
Components: S Duration: Instantaneous
Duration: Instantaneous Building on your knowledge of Aard, you send out a blast of
Building on your knowledge of Heliotrope, you use your thunderous force in an area around you. Each creature in a
reaction to magically shield that ally from harm, reducing 10-foot radius must make a Strength saving throw. A creature
damage from one attack by 4d6 plus your Intelligence takes 2d6 thunder damage, is knocked prone, and is pushed
modifier. back 10 feet in a line away from the caster on a failed save.
At Higher Levels: When you cast this spell using a 4th level On a successful save the targets only take half damage and
spell slot or higher, the damage reduction increases by 1d6 are not moved or knocked prone.
for each slot level above 3rd. At Higher Levels: When you cast this spell using a 2nd level
spell slot or higher, the damage increases by 1d6 for each slot
Retribution level above 1st.
5th-level Abjuration
Prerequisite: School of the Griffin, Quen
Casting Time: 1 action
Range: Self
Target: Self
Components: S
Duration: 10 minutes
Building on your knowledge of Quen, you cast a retaliatory
ward around yourself, dealing damage to attacking enemies
for 1 minute. 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 2d10 + your Intelligence
modifier.
At Higher Levels: When you cast this spell using a 6th level
spell slot or higher, .
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.

Witcher Class | High Lord Amaram


20
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Expanded Feats Witcher Handbomb Adept
Prerequisite: Intelligence 13 or higher
Hardy You have studied the crafting of Witcher handbombs,
You have grown tougher, gaining the following benefits: gaining the following benefits:
Increase your Constitution score by 1, to a maximum of You learn to prepare one Witcher handbomb of your
20. choice, and gain one use of the Witcher Preparation
Your hit point maximum increases by an amount equal to feature for handbombs only.
your level when you gain this feat. Whenever you gain a The tier of the handbomb you craft is dependent on your
level thereafter, your hit point maximum increases by an highest class level.
additional 1 Hit Point. You can select this feat multiple times. Each time you do so
Magic Initiate (Expanded) you must select a different handbomb to learn.
Choose a class: Bard, Cleric, Druid, Sorcerer, Warlock, Witcher Spell Adept:
Witcher, or Wizard. You learn two cantrips of your choice Increase your Intelligence score by 1, to a maximum of 20.
from that class’ spell list. You learn a Witcher spell of your choice. You can select
In addition, choose one 1st-level spell from that same list. from the base Witcher spells or the alternative spells lists,
Using this feat, you can cast the spell once at its lowest level, ignoring any prerequisites.
and you must finish a long rest before you can cast it again. You can cast this feat's 1st-level spell without a spell slot,
Your spellcasting ability for these spells depends on the and you must finish a long rest before you can cast it in
class you chose: Charisma for Bard, Sorcerer, or Warlock; this way again. You can also cast the spell using any spell
Wisdom for Cleric or Druid; or Intelligence for Witcher or slots you have.
Wizard.
Versatile Mastery:
Monster Hunter:
When wielding a versatile weapon, you gain the following
When attacking a non-humanoid creature, you gain a +1 benefits:
bonus to attack and damage rolls against that creature. When wielding with one hand:
Spell Sniper (Expanded) When you apply the grappled condition to a creature as
Prerequisite: The ability to cast at least one spell part of the attack action, you can use a bonus action to
make a melee weapon attack with a versatile weapon
You have learned techniques to enhance your attacks with against that creature.
certain kinds of spells, gaining the following benefits: Once on each of your turns, you may don/doff a shield (no
When you cast a spell that requires you to make an attack action required by you).
roll, the spell's range is doubled. When wielding with two hands:
Your ranged spell attacks ignore half cover and three-
quarters cover. When making an attack with a versatile weapon held in
You learn one cantrip that requires an attack roll. Choose two hands, you can use your bonus action to grapple or
the cantrip from the Bard, Cleric, Druid, Sorcerer, shove the target, or make an additional attack using your
Warlock, Witcher, or Wizard spell list. Your spellcasting unarmed strike.
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.

21
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Human Race Variant: Improved Vigor. You do not need to sleep any more in order
Trial of the Grasses to rest. Instead, you meditate deeply, remaining
The Trial of the Grasses is a variant Human transformed semiconscious, for 4 hours a day. While meditating you gain
through various testings and mutagens painful enough to the same benefit other humans do from 8 hours of sleep.
border on torture. Improved Constitution. You have advantage on saving
Consult your DM on how best to implement this variant throws against poison, and against being poisoned or
within the setting of your world. diseased.
Physical Mutations. Your body develops a random
Painful Mutations number of weird quirks, such as pigmentless hair, skin, etc.
As a method of preparing yourself to face monstrous foes, Discuss these abnormalities with your DM. You can use the
you have subjected yourself to the Trial of the Grasses, a table below as a guide. Whatever you choose or roll, the
brutal transformation process using chemicals and elixirs mutations your body underwent leave it apparent that you are
that has only a 30% survival rate. Consequently, your body different from other humans.
mutates, giving you numerous benefits, as well as physical Feat. You gain one feat of your choice.
mutations that clearly set you apart from others. Languages. You can speak, read, and write Common and
one extra language of your choice. Humans typically learn the
Trial of the Grasses Traits languages of other people they deal with, including obscure
Your character has a number of traits in common with others dialects. They are fond of sprinkling their speech with words
who have underwent the Trial of the Grasses. borrowed from other tongues: Orc curses, Elvish muscial
Ability Score Increase. You have a +2 bonus to expressions, Dwarvish military phrases, and so on.
Constitution and a +1 bonus to a different ability score of d6 Physical Mutations
your choice.
Age. The mutations extend your life span causing you to 1 Your hair loses all pigment, turning white.
begin aging at a quarter of your normal rate, beginning at the You are missing patches of hair or develop new
age you underwent the Trials. 2 patches of hair in abnormal locations, or lose at least
Alignment. Humans do not lean toward any particular one fingernail or toenail.
alignment, though the Trial tends to emphasize the character
traits of a person, meaning if they lean towards one 3
Your core temperature permanently drops and your
alignment, they become more firmly rooted within it, and are skin pales.
less prone to act in a manner contrary to that alignment. Your emotions become numb, making it rare or
Size. Humans vary widely in height and build, from barely 4
difficult for you to have strong emotional reactions.
5 feet to well over 6 feet tall. Regardless of your position
within that range, your size is medium. 5
Your reproductive system has been damaged, leaving
Speed. Your base walking speed is 35 feet. you infertile.
Darkvision. Your eyes now take on the appearance of a 6
All the hair follicles in your body are dead, causing you
cat's, with slitted pupils that glow in the dark (The most to lose all hair.
common eye color is golden, though the mutations may result
in varying colors). You gain darkvision out to a range of 60
feet.

Witcher Class | High Lord Amaram


22
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Version Log 10/16/2022 - v1.1.0
1/6/2023 - v2.0.1
Simplified starting class equipment.
Updated Spellcasting section at level 2 to add "Spells
Updated Viper's Strike to allow a single bonus action Known of 1st Level and Higher" section.
weapon attack when wielding a single weapon with the Removed School of the Bear level 1 item to ignore
light property (this is intended to prevent the class somatic components as it is unnecessary.
effectiveness from being limited to only dual-wielders) Improved School of the Bear's Implacable feature to be
Also updated Viper's Strike's wording to allow the damage used once per short rest, and to gain a second use at 14th
to occur on a subsequent attack during the same turn if level.
any attack misses. This will allow a level 5+ School of the Expanded the School of the Griffin's description for the
Viper Witcher to incur the damage if their first or second Alternative Witcher Spells section for clarity.
attack misses, but their third attack hits. Removed the line from Viperous Repertoire that gives
Changed Quen from a 2nd-level spell to a 1st-level spell. them an extra melee weapon to their starting equipment.
This was shifted to be a base class equipment option.
10/17/2022 - v2.0.0 Corrected the wording of Viper's Strike, Improved Viper's
Minor formatting adjustments. Strike, and Rapid Strike for clarity.
Overhauled introductory sections and replaced some of Overhauled the Witcher Spells, including adjusting
the artwork to better establish this class document as damage values, spell levels, etc.
separate from others' work. Flipped the spell descriptions for Glacies and Rimefrost to
Added clarification for the wording of the Deadly provide a better variety of spells to the whole class (not
Onslaught feature to be applicable for bonus action having nearly every spell be an AoE cone).
attacks. Swapped certain artwork selections and updated crediting
Updated the base descriptions for the Witcher schools. to meet crediting guidelines.
Updated the School of the Bear's Stand Your Ground
feature to improve the damage to 1d6 at 10th level. 10/15/2022 - v1.0.0
Changed the name of the School of the Bear's Furious Release for initial review and playtesting.
Retaliation feature to Deadly Counter.
Updated the wording of the School of the Griffin's Dual For questions and feedback, click here to fill out the
Casting feature for clarity, and removed the requirement google form for this document. Your thoughts are
to have both hands free. appreciated to help make the contents the best they can
Updated the School of the Manticore's Shield Warrior be!
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


23
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Credits
Created by /u/highlordamaram

Cover art:
Gwent Illustration: Fiend by Marek Madej

Images, in order of appearance:


witcher 3 wild hunt by omertunc (p2, p3)
The Witcher's mediallion by Artem (p4)
Vesemir by Bartlomiej Gawel (p5)
Gwent: Way of the Witcher by Valeriy Vegera (p6)
Gerd - the witcher of School of the Bear by Eleonora
"Noura" Abdrakhmanova (p7)
Witcher of the Cat school - Real time - TUTORIAL by
William Paré-Jobin (p8)
Griffin Witcher by Katarzyna Bekus (p9)
School of the Manticore from CD Projekt Red (p10)
GWENT Card Game - Auckes Card by Bryan Sola (p11)
The Witcher 3 - Wild Hunt by DaveRapoza (p12)
Madoc by Valeriy Vegera (p15)
Geralt: Aard by Bartlomiej Gawel (p17)
Ivo of Belhaven by Anna Podedworna (p20)
Cosimo Malaspina by Anton Nazarenko (p22)

Rear cover art:


The Witcher by Draw Souls

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)

WWW.GMBINDER.COM

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

You might also like