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DND 5e - Witcher - Class
DND 5e - Witcher - Class
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.
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.
13
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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.
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.
Cover art:
Gwent Illustration: Fiend by Marek Madej
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.