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Witcher (A Guide To Alchemy) - v0.2
Witcher (A Guide To Alchemy) - v0.2
S
tray children taught the ways of foul sorcery, their
bodies mutated through blasphemous ritual,
witchers are sent to fight monsters. The Trial of
the Grasses has dulled their emotions beyond
recognition. Yes, their numbers have dwindled
throughout the years. But a few still roam the
lands, offering their bloody work for coin.
Witcher
"A WITCHMAN IS BY SOME CALLED A WITCHER.
Summoning him is most dangerous, albeit he must be called
at times. When none can stand against an accursed monster,
a witchman can contrive. Careful one must be to touch not
the witchman, for thus the mange can one acquire. And
lasses do from him hide away, for lustful the witchman is
above all measure. Though the witchman greatly covertous
and greedy for gold be, giveth ye not such a one more than: a
silver penny for a drowner, for a werecat two silver pennies ,
four silver pennies for a plummard."
-Physiologus
Witcher Traits
Your witcher character has an assortment of abilities, part
and parcel of the mutations.
Ability Score Increase. Your Dexterity score increases by
2, and your Wisdom score increases by 1.
Age. Witchers are known to live incredibly long lives and
age slowly, in theory, a witcher can live to 500 years old, but
none ever has.
Alignment. Witchers are meant to maintain neutrality. In
reality, however, you might have any alignment, and witchers
from the school of the cat are even known for being evil.
Size. Witchers vary widely in height and build, from barely
5 feet to well over 6 feet tall. Regardless of your position in
that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Given cat eyes through the Trial of the
Grasses, you have superior vision in dim and dark conditions.
You can see in dim light within 60 feet of you as if it were
bright light, and in darkness as if it were dim light. You can't
discern color in darkness, only shades of gray.
Enhanced Senses. Due to their heightened senses, you
gain proficiency in the Perception skill, as well as the ability
to track things by scent alone.
Resilient Mutation. After all the mutations required to
become a witcher, you are immune to diseases.
Dulled Emotions. You do not have to make rolls to avoid
being frightened or intimidated, but you have a -4 penalty to
Insight.
Quick Reflexes. After intensive training and mutation,
witchers are much faster and more agile than humans. You
have a +1 bonus to initiative.
Sterile. You cannot sire children.
Languages. You know Common and one other language of
your choice.
Chapter 2: The Witcher Class
T
HE TWELVE CLASSES FOUND IN THE Creating a Witcher
Player's Handbook are all present on the
Continent. This chapter adds a new class - the As you build your witcher, think about these related elements
witcher, without whom the Continent woud of your character's background: How did you come to be
simply cease to be 'The Continent." The under the care of the witchers? What service was done for
chapter also includes a number of subclasses, your father that he agreed to the Law of Surprise as
as well as rules on creating your own. payment? Where you left at the school's keep by your mother,
who found herself unable to care for you? How did you do
during the Trial of the Grasses? Did you nearly die? Were
Witcher there no issues for you? Perhaps you did so well they applied
A mutant in plated armor holds swings her silver sword extra mutations to you.
before him as he runs toward the massed nekkers. A Cat Did you have any friends growing up, bonds formed in the
behind her, clad in studded leather armor, peppers the fire of the Pendulum? Which of the witcher schools did you
nekkers with arrows loosed from his crossbow. The Wolf attend and what elements of their style is favored by you?
nearby shouts out advice, heping to coordinate the attack, Which of the signs do you cast most frequently? You might
and tosses a bomb over the nekkers' heads. Another in chain prefer to deal damage with Igni and rely on your Dexterity to
mail spins and whirls as he approaches the nekker warrior dodge instead of casting Quen, for instance. What was the
with his sword. His companion, yet another mutant, swings first monster you slew? Did you have a favorite teacher at the
two silver blades coated in necrophage oil as he circles the school? Least favorite? What have you named your silver
nekker warrior, undulating with unpredictable movements. A sword?
Manticore downs a potion before chrging in to help his
fellows, black veins covering his face. All of these heroes are Class Restrictions
witchers, one of the most diverse class of characters on the
Continent. They all share a mastery of signs, potions, and In the world of the Witcher, the famed monster
silver swords. They are unparallelled monster hunters, but hunters are almost always mutant males who have
never work for free. Every witcher can be identified by a passed through the Trial of the Grasses, though
rumors have it the Cat School has begun admitting
magical amulet they wear around their necks, and the two elves and humans. In any case, if you would like to
swords slung across their backs like a bow. play a witcher, or someone with witcher training,
who isn't a mutant, or is a female, talk with your
Silver for Monsters DM to see what other options are avaiable.
Witchers learn the basics of all combat styles. Every witcher
can swing a silver sword, brew blade oils, bombs, decoctions,
and potions, as well as cast signs. Likewise, a witcher is
adept at tracking down an slaying monsters. Beyond that
basic degree of familiarity, each witcher school specializes in
a certain style of combat. Some concentrate on crossbows,
some on fighting with two weapons at once, and some on
strengthening their signs. This combination of broad general
ability and extensive specialization makes witchers superior
monster hunters in the wilderness and dungeons alike.
On the Path
Not everyone who accepts coin and sets out to hunt a
monster is a witcher. Most of these adventurers are relatively
untrained amateurs with only the most basic monster
knowledge. Only those taken from their family through the
Law of Surprise, mutated by the Trial of the Grasses, and
trained by a witcher or at a witcher school are truly witchers.
All witchers feel drawn to use their training as adventurers.
The dungeon delving, monster slaying, and other dangerous
work common among adventurers is what a witcher was
created and trained for. There are great risks, perhaps, but
also great rewards-few witchers who spend all their time in
the keep have the opportunity to discover a magic rune
sword, for example.
Hit Points
Fighting Style
Hit Dice: 1d10 per witcher level You adopt a particular style of fighting as your specialty.
Hit Points at 1st Level: 10 + your Constitution modifier Choose one of the following options. You can't take a Fighting
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution Style option more than once, even if you later get to choose
modifier per witcher level after 1st again.
Proficiencies Archery
Armor: Light armor, Medium armor You gain a +2 bonus to attack rolls you make with ranged
Weapons: Simple Weapons, Martial Weapons weapons.
Tools: Alchemist's Supplies
Saving Throws: Constitution, Wisdom Defense
Skills: Choose three from Acrobatics, Animal Handling, While you are wearing armor, you gain a +1 bonus to AC.
Athletics, Stealth, History, Investigation, Intimidation,
Perception, and Survival
Dueling Witcher Alchemy
When you are wielding a melee weapon in one hand and no Starting at 2nd level, you gain the ability to craft witcher
other weapons, you gain a +2 bonus to damage rolls with that potions, blade oils, decoctions, and bombs, provided you have
weapon. alchemist’s supplies on you and know the formulae. You also
Great Weapon Fighting learn two potion formulae, two blade oil formulae, one
When you roll a 1 or 2 on a damage die for an attack you decoction formulae, and two bomb formulae. Witcher
make with a melee weapon that you are wielding with two formulae and their effects are listed at the end of this section,
hands, you can reroll the die and must use the new roll, even after signs.
if the new roll is a 1 or a 2. The weapon must have the two- You also gain the ability to consume potions with a toxicity
handed or versatile property for you to gain this benefit. value, up to a maximum of 100 toxicity.
Above your maximum toxicity, you are poisoned and take
Two-Weapon Fighting one hit die of poison damage on the start of each turn until
When you engage in two-weapon fighting, you can add your your toxicity decreases below your maximum or until you
ability modifier to the damage of the second attack. make a DC 18 Constitution saving throw, which also ends the
effects of the last potion you consumed.
Witcher Potions
Name Effect Duration Toxicity
Black Blood Whenever you are bitten by a creature, that creature takes 1d6 poison damage per round 1 min 15
until it succeeds on a DC 20 Constitution saving throw. It must also move 5 feet away
from you, but doesn't incur opportunity attacks for doing so.
Blizzard +4 to Dexterity and Dexterity maximum after killing an enemy. Further kills do not add to 30 s 25
the bonus, which lasts until the potion duration ends.
Cat You gain superior darkvision, +2 to Wisdom (Perception) checks, and immunity to the 3 min 15
charmed condition. If you are already charmed, the effect ends.
Full Moon Grants you 30 temporary hit points until the end of the duration. Full Moon potions do not 1 min 25
stack with one another.
Golden Oriole You cannot take poison damage or be poisoned. If you are poisoned, the effect 1 min 20
immediately ends.
Killer Whale You can hold your breath for a number of minutes equal to 1 + your Constitution modifier 10 min 15
(minimum of 30 seconds), plus half your Constitution modifier rounded down (minimum
of 30 seconds).
Maribor Forest You gain one additonal adrenaine point whenever you would gain just one. 1 min 20
Petri's Philter Your signs count as though cast at 2 Sign Points extra, but cost no additional points to 1 min 25
maintain.
Swallow At the start of each of your turns, you regain 4 hit points, up to your hit point maximum. 1 min 20
The number of hit points decreases by 1 for each attack that hit you since the end of your
last turn.
Tawny Owl You gain 1 Sign Point every 5 rounds. 1 20
minute
Thunderbolt Your weapon attacks deal an extra 2 damage. 1 25
minute
White Honey Clears Toxicity and cancels all active potion effects. N/A N/A
Witcher Potion Crafting
Name Materials Required Time Required
Black Blood x2 Sewant Mushrooms, Lesser Ghoul (200 XP) 1 hour
Blizzard x5 White Myrtle Petals, Generic golem (10,000 XP) 1 hour
Cat x4 Berbercane Fruit, Drowner (100 XP)/Mucknizer (200 XP)/Drowner Dead (400 XP)/Nixa 1 hour
(100 XP)/Water Hag (2,200)
Full Moon x2 Wolfsbane, Nightwraith (2,300) 1 hour
Golden Oriole x4 Blowball, Noonwraith (2,300 XP) 1 hour
Killer Whale x5 Balisse Fruit, x6 Buckthorn, Drowner (250 XP)/Mucknizer (500 XP)/Drowner Dead (1,000 1 hour
XP)
Maribor Forest x3 Berbercane Fruit, Alghoul (450 XP), Drowner (200 XP)/Mucknizer (400 XP)/Drowner 1 hour
Dead (800 XP)
Petri's Philter x5 Arenia, Nightwraith (2,300 XP)/Noonwraith (2,300 XP)/Penitent (1,800 XP)/Lesser 1 hour
Wraith (900 XP)
Swallow x5 Celandine, Drowner (100 XP)/Mucknizer (200 XP)/Drowner Dead (200 XP) 1 hour
Tawny Owl x2 Verbena, Arachas (700 XP)/Venomous Arachas (1,100 XP)/Armored Arachas (1,100 XP). 1 hour
Thunderbolt x2 Cortinarius, Endrega Worker (450 XP) 1 hour
White Honey x1 Honeysuckle 1 hour
Basic Poisons
Black Venom. Black venom immediately poisons a target if it
gets into their bloodstream or is ingested. A successful DC 16
Constitution check made at the start of each of the creature's
turns ends the effect, but the target can become poisoned
again if they consume more black venom or are cut by a
poisoned weapon. While poisoned in this way, a creature
takes 2 poison damage every round until it succeeds the
saving throw. Coating a blade in black venom requires an
action and remains for a minute. In drinks, it takes a DC 16
Wisdom (Perception) check to realize the drink is poisoned.
Perfume Potion. Someone who consumes a draught of
perfume potion must make a DC 16 Constitution saving
throw. Failure causes intoxication for 1d10 hours. This
intoxication can only be undone by magic or wives’ tears
potion. Perfume potion has a Toxicity of 25. It takes a DC 16
Wisdom (Perception) check to notice it in a drink. An
intoxicated creature has a -4 penalty to Dexterity and
Intelligence, and a -6 to Charisma. When you are once again
sobber, roll a d4. On a 1, you do not clearly remember your
actions while intoxicated.
Poisoner's Friend. Poisoner’s friend is a clear liquid that
can be poured into a drink to give it a potent savory or sweet
taste. This raises the DC to detect poison to 20.
The following table details what herbs are available in the
Herbs and Components world and where they can be found.
Herbs and Components
Name Cookie Type
-5 Raisin
8th Chocolate Chip
11th 2 or lower
14th 3 or lower
17th 4 or lower
Appendix A: Mutagens
T
he following section contains a simple table
which relates a specific color of mutagen to
monsters.
Mutagens
Type Monsters
Lesser Devourer (450 XP)/Alghoul (450 XP)/Arachas (700 XP)/Armored Arachas (1,100 XP), Venomous Arachas (1,100
Red XP)/Nekker (50 XP)/Nekker Warrior (200 XP)/Grave Hag (1,800 XP)/Water Hag (1,100 XP)/Lesser Ghoul (50
XP)/Drowner (25 XP)/Mucknixer (50 XP)/Drowned Dead (200 XP)