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Witcher This document is my attempt at getting a Witcher into D&D 5 th Edition. A Witcher is a human that is changed through sorcery and potions into something more, so the standard race doesn’t quite do the Witcher justice, so this document includes a Witcher “Race”. There is also a Witcher Class that is heavily influenced by the Fighter Class that already exists in 5 th Edition. The Class and Race are designed to work in tandem. If you want to play a Witcher, than you MUST take both for things to work under the system I have created here. The Witcher class contains the three things that any Witcher is known for: sword skills, magic known as Signs, and the creation and use of potions. Using the rules of D&D 5 th Edition, I believe that I have been able to make a respectable Witcher without making it overpowered so that any DM would allow Witcher play. WITCHER RACE The Witcher is a Human who, upon reaching 3 rd Level will undergo a transformation allowing some of his Base Traits to change. A DM may require the Witcher to seek out another Witcher or a Witcher’s School somewhere in the world so that he can go through these Trials. Ability Score Increase 3 (three) Ability Scores of your choice by 1 (one). Age A Witcher ages like a human up until they take part in the Trials. At this point their life extends 100 years beyond that date. No Witcher can attempt the Trials any later than age 35. Skills Any Witcher has to commit to a life of study and therefore gains proficiency in both Arcana and Investigation seeing as he will eventually have access to his Signs and will always need to know how to find things.

5th Edition Witcher

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Witcher

This document is my attempt at getting a Witcher into D&D 5th Edition. A Witcher is a human that is changed through sorcery and potions into something more, so the standard race doesnt quite do the Witcher justice, so this document includes a Witcher Race. There is also a Witcher Class that is heavily influenced by the Fighter Class that already exists in 5th Edition. The Class and Race are designed to work in tandem. If you want to play a Witcher, than you MUST take both for things to work under the system I have created here. The Witcher class contains the three things that any Witcher is known for: sword skills, magic known as Signs, and the creation and use of potions. Using the rules of D&D 5th Edition, I believe that I have been able to make a respectable Witcher without making it overpowered so that any DM would allow Witcher play.

WITCHER RACEThe Witcher is a Human who, upon reaching 3rd Level will undergo a transformation allowing some of his Base Traits to change. A DM may require the Witcher to seek out another Witcher or a Witchers School somewhere in the world so that he can go through these Trials.

Ability ScoreIncrease 3 (three) Ability Scores of your choice by 1 (one).

AgeA Witcher ages like a human up until they take part in the Trials. At this point their life extends 100 years beyond that date. No Witcher can attempt the Trials any later than age 35.

SkillsAny Witcher has to commit to a life of study and therefore gains proficiency in both Arcana and Investigation seeing as he will eventually have access to his Signs and will always need to know how to find things.

Align, Size, SpeedA Witcher takes all his cues from Humans in these regards.

LanguagesCommon and two others of your choice.

After the Trials at 3rd Level the following changes occur to the Witcher Race:

Low-Light VisionBecause of the magic infused with your eyes you have superior vision in dim conditions. You can see in dim light within 60 feet of you as if it were bright light. Your eyes also look

Witcher SensesYou have proficiency in any Wisdom (Perception) check that is made and this proficiency bonus also applies to your passive Wisdom (Perception).

TranceYou no longer need to sleep a full 8 (eight) hours for a long rest. You enter a sort of meditation state where you calm your mind and think on Potion Recipes and the hand movements needed to uses Signs. You receive the equivalent of 8 (eight) hours rest in 4 (four) in your trance like state.WITCHER CLASS

The Witcher Class is very loosely based on the Fighter Class from the Players Handbook. The main Abilities a Witcher uses should be Strength, Dexterity, and Intelligence. Focus Strength if you want to focus on Longsword work; Intelligence if Signs are more important to you. The recommended background is Outlander.

LevelProficiencyBonusFeaturesSignPoints

1st+2Witcher Fighting Style, Unnatural Stamina0

2nd+2Relentless Pursuit0

3rd+2The Trials, 2 Signs, Alchemy2

4th+2-2

5th+3Sign2

6th+3Alchemy2

7th+3-3

8th+3Extra Attack3

9th+4Increased Potion Resistance3

10th+4Sign3

11th+4-4

12th+4Alchemy4

13th+5Increased Potion Resistance4

14th+5Sign4

15th+5Increase Sign Regeneration4

16th+5Relentless Pursuit (2 Uses)5

17th+6Extra Attack (2)5

18th+6-5

19th+6Alchemy5

20th+6Combat Prowess6

CLASS FEATURESAs a Witcher you gain the following features.

HIT POINTS__________________________________Hit Dice: 1d10 per fighter levelHit Points at 1st Level: 10 + your Constitution ModifierHit Points at Higher Levels: 1d10 + your Constitution Modifier

PROFICIENCIES______________________________Armor: Light and Medium ArmorWeapons: Simple Weapons, Longsword, Hand CrossbowTools: Alchemist SetSaving Throws: Strength, IntelligenceSkills: Choose two from Acrobatics, Animal Handling, Athletics, Insight, Intimidation, Investigation, Nature, StealthWITCHER FIGHTING STYLE_________________As a Witcher you are taught how to slay things with a single blade in your hand, and the eventual use of different magical spells known as Signs cast from your off hand. When you are wielding just a Longsword and nothing else, you gain a +2 bonus to attack and damage rolls with your Longsword.

UNNATURAL STAMINA_____________________A Witcher is taught that he can push his body beyond the limits of normal men and therefore can shrug off damage and keep going on in a fight. On your turn, you can use a Bonus Action to regain hit points equal to 1d10 + your Witcher Level. Once this feature has been used, you need to finish a short or long rest to use it again.

RELENTLESS PURSUIT______________________Starting at 2nd Level, you steel your determination and focus for a singular moment. On your turn, you can take one additional action on top of your regular Action and possible Bonus Action. Once this has been used, you need to finish a short or long rest to use it again. Starting at 16th Level, you can use it twice before you rest, but only once in the same turn.

TRIAL OF THE GRASSES, DREAMS, MOUNTAINS___At 3rd Level a Witcher has grown in skill and knowledge as that the only thing left for him to do but attempt to pass the Three Trials. The potions and spells that are infused into the Witchers body change him at his most base level. The Witcher gains access to Low-Light Vision, Witcher Senses, and the ability to Trance as detailed in the Witcher Race above.

SIGNS______________________________________When you reach 3rd level, a Witcher gains access to two Signs that he would use on a regular basis; these Signs are based on spells currently in 5th Edition, only modified. A Witcher can choose whatever Sign they want to learn in what order. The number of Signs that a Witcher knows increases at 5th, 10th, and 14th Levels.

Along with his Signs, a Witcher gains access to Sign Points as outlines in the Class Chart. Every time a Witcher casts a Sign he uses up 1 (one) Sign Point. After a short rest a Witcher regenerates half of his Maximum number of Sign Points. He regains all his Sign Points after a long rest.

ALCHEMY__________________________________Also at 3rd level the newly minted Witcher would have access to making 2 (two) different types of Potions through the use of his Alchemy. A Witchers anatomy has been changed so that he can consume these extremely poisonous and dangerous concoctions. The benefits of a potion does not stack on itself so you cant drink 2 (two) of the same kind and receive double the bonus. The Witcher gains access to 2 (two) additional potion recipes at 6th, 12th, and 19th Levels for a total of 8 Potions that a Witcher can make by 19th Level.

EXTRA ATTACKWhen you reach 8th Level you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 17th Level.

INCREASED POTION RESISTANCEA Witcher at 9th Level has built up a tolerance for the toxic potions that it consumes so that he can drink 2 (two) potions of different types at the same time. The Witcher can consume 3 (three) different potions at one time at 13th Level.

INCREASED SIGN POINT REGENERATIONStarting at 16th Level a Witcher can, once a day, regenerate all of his Sign Points during a short rest. He regains the ability to do this after a long rest.

COMBAT PROWESS__________________________At 18th Level, when a Witcher uses his Action to cast a Sign he also gets to make one melee attack with his Longsword as well.

** I know that one of the defining things about the Witcher games is Geralts use of Fighting Styles I know that they are cool and all but this class already has a lot of things and out of a desire to not have the class be crazy overpowered, I have decided to not include Fighting Styles at all. **

SIGNSWhen you reach 3rd Level, you augment your martial prowess with ability to cast Signs. The general rules for casting a Sign is the same as casting a spell. See chapter 10 of the Players Handbook for the general rules on Sign or Spell Casting. A Witcher has access to only 5 spells known as Signs. All of these Signs have a use in and out of combat, though some are better suited for one over the other. A Witcher gains new Signs as he grows in level and some of the Signs grow with the Witchers Class Level.

Sign Casting Ability Intelligence is the Sign Casting Ability for your Witcher Signs. You use your Intelligence whenever a Sign refers to your Sign Casting Ability. In addition, you use your Intelligence Modifier when setting the saving throw DC for a Witcher Sign you cast and making an attack roll with one.

Sign Save DC = 8 + your Proficiency Bonus +Your Intelligence Modifier

AardWitcher SignCasting Time: 1 ActionRange: Self (20 Foot Cone)Components: SDuration: InstantaneousA wave of thunderous force flies from your off hand. Each creature in a 20 foot cone, weighing up to 150lbs, originating from you must make a Constitution Saving Throw. On a failed save, a creature is pushed 10 feet away from you and knocked prone. On a successful save, the creature is not pushed and does not fall prone.If the spell is used on objects than anything unsecured within the area of effect is automatically pushed 10 feet away from you by the spell.At Higher Levels: At level 8 it can push up to 200lbs, at level 13 it can push up to 250lbs, at level 18 it can push up to 300lbs.

IgniWitcher SignCasting Time: 1 ActionRange: Self (15 Foot Cone)Components: SDuration: InstantaneousAs you hold your off hand out in front of you a thin sheet of flames shoots forth. Each creature in a 15 foot cone must make a Dexterity Saving Throw. A creature takes 2d6 points of fire damage on a failed save, or half as much damage on a successful one.This Sign can also be used to light and put out candles, fireplaces, torches, and campfires within the range of the Sign.At Higher Levels: When you reach level 7 the damage increases to 4d6, level 11 the damage increases to 6d6, level 15 the damage increases to 8d6, and level 19 the damage increases to 10d6.

YrdenWitcher SignCasting Time: 1 ActionRange: 5 feetComponents: SDuration: 1 minute or 10 roundsPlacing your hand on the ground around your feet you create a small 5 foot area invisible trap that is undetectable by all natural means. A creature that walks over this area must succeed on a Strength Saving Throw or be restrained until the Sign ends or the creature is attacked. A creature restrained by the trap can use its action to make a Strength Check against your Sign Save DC. On, a success, it frees itself.

QuenWitcher SignCasting Time: 1 ActionRange: SelfComponents: SDuration: See TextBy touching your chest you give yourself resistance against bludgeoning, piercing, and slashing damage from 1 (one) attack or 2 rounds, whichever comes first.At Higher Levels: At level 11 the Sign resists 2 attacks or 3 rounds, at level 20 the Sign resists 3 attacks or 4 rounds.

AxiiWitcher SignCasting Time: 1 ActionRange: 15 feetComponents: SDuration: 1 minuteYou attempt to charm a humanoid you can see within range. It must make a Wisdom Saving Throw, and does so with advantage if he is being attacked. If it fails, it is charmed by you until it is harmed. A charmed creature thinks that you are a friendly acquaintance. When the Sign ends id does not know that it was charmed.

ALCHEMYPotions that a Witcher can make to increase skills or abilities are dangerous but very beneficial. At higher levels, a Witcher can consume more than one potion at a time but he can never consume the same potion twice and receive the bonuses twice. By 13th Level a Witcher can drink 3 (three) different potions and receive the benefits of all three for a full hour of in game time.

POTIONSBlizzardThis potion gives the Witcher a +2 (two) to his AC but doesnt let him add any of his Damage Modifier* for his Longsword for 1 (one) hour. **Material Cost: 20gp **

CatGives the Witcher Darkvision for 1 (one) hour.Material Cost: 30gp

Golden OrioleThe Witcher gets to have Advantage once on a Saving Throw against a poison that is affecting him or that affects him in the next hour.Material Cost: 80gp

Petris PhilterThis potion increases the potency of all Signs so that any Saving Throw a creature makes to avoid a Sign has Disadvantage for 1 (one) hour.Material Cost: 200gp

ThunderboltThis potion gives the Witcher -2 (two) to his AC and lets him double his entire Damage Modifier* for his Longsword for 1 (one) hour. **Material Cost: 20gp

White HoneyThis potion cancels the effects of all consumed potions, reducing a Witchers Toxicity to 0 (zero); can be used to wake an overdosed Witcher.Material Cost: 10gp

WillowThis potion gives Advantage against stun and charm for 1 (one) hour.Material Cost: 800gp

WolfThe Witchers Longsword scores critical hits on Attack Roll of 19 or 20 for 1 (one) hour.Material Cost: 150gp

* The Damage Modifier is the total amount added to a die roll when calculating damage. *** If Thunderbolt and Blizzard are used together they lose all benefit but still add to toxicity. **

TOXICITYAt lower levels the Witcher can only drink 1 (one) potion but as he levels up, he can drink up to 3 (three) at a time. If the Witcher drinks more potions than he has a tolerance for than he passes out till a potion is out of his system and he is at his tolerance level once again. When he regains consciousness he loses a Death Saving Throw till he dies or takes a Long Rest. So, if he over doses 3 (three) times in 1 (one) day than he dies from his own potions. The other thing to remember is that if a Witcher has been drinking than it counts as a use of one of his potions; heavily counts as two potions Toxicity is actually alcohol poisoning seeing as the base for every Witcher Potion is alcohol, the stronger the better. The toxicity level of each individual potion stays in a Witchers system for the full hour even if the effect of the potion is already spent.