Trefferpunkte
Übungen
Witcher
| Stufe | Übungsbonus | Eigenschaften | Potions Prepared | Handbombs Prepared |
|---|---|---|---|---|
| 1 | + 2 | Witcher's Bestiary Witcher School Feature | 0 | 0 |
| 2 | + 2 | Witcher's Bestiary Witcher School Feature | 0 | 0 |
| 3 | + 2 | Witcher's Bestiary Witcher School Feature | 2 | 2 |
| 4 | + 2 | Witcher's Bestiary Witcher School Feature | 2 | 2 |
| 5 | + 3 | Witcher's Bestiary Witcher School Feature | 3 | 2 |
| 6 | + 3 | Witcher's Bestiary Witcher School Feature | 3 | 2 |
| 7 | + 3 | Witcher's Bestiary Witcher School Feature | 4 | 3 |
| 8 | + 3 | Witcher's Bestiary Witcher School Feature | 4 | 3 |
| 9 | + 4 | Witcher's Bestiary Witcher School Feature | 5 | 3 |
| 10 | + 4 | Witcher's Bestiary Witcher School Feature | 5 | 3 |
| 11 | + 4 | Witcher's Bestiary Witcher School Feature | 6 | 4 |
| 12 | + 4 | Witcher's Bestiary Witcher School Feature | 6 | 4 |
| 13 | + 5 | Witcher's Bestiary Witcher School Feature | 7 | 4 |
| 14 | + 5 | Witcher's Bestiary Witcher School Feature | 7 | 4 |
| 15 | + 5 | Witcher's Bestiary Witcher School Feature | 8 | 4 |
| 16 | + 5 | Witcher's Bestiary Witcher School Feature | 8 | 4 |
| 17 | + 6 | Witcher's Bestiary Witcher School Feature | 8 | 5 |
| 18 | + 6 | Witcher's Bestiary Witcher School Feature | 8 | 5 |
| 19 | + 6 | Witcher's Bestiary Witcher School Feature | 8 | 5 |
| 20 | + 6 | Witcher's Bestiary Witcher School Feature | 8 | 5 |
| Stufe | Übungsbonus | Eigenschaften | Spells Known |
|---|---|---|---|
| 1 | + 2 | Witcher's Bestiary Witcher School Feature | 0 |
| 2 | + 2 | Witcher's Bestiary Witcher School Feature | 2 |
| 3 | + 2 | Witcher's Bestiary Witcher School Feature | 2 |
| 4 | + 2 | Witcher's Bestiary Witcher School Feature | 2 |
| 5 | + 3 | Witcher's Bestiary Witcher School Feature | 2 |
| 6 | + 3 | Witcher's Bestiary Witcher School Feature | 3 |
| 7 | + 3 | Witcher's Bestiary Witcher School Feature | 3 |
| 8 | + 3 | Witcher's Bestiary Witcher School Feature | 3 |
| 9 | + 4 | Witcher's Bestiary Witcher School Feature | 3 |
| 10 | + 4 | Witcher's Bestiary Witcher School Feature | 3 |
| 11 | + 4 | Witcher's Bestiary Witcher School Feature | 4 |
| 12 | + 4 | Witcher's Bestiary Witcher School Feature | 4 |
| 13 | + 5 | Witcher's Bestiary Witcher School Feature | 4 |
| 14 | + 5 | Witcher's Bestiary Witcher School Feature | 4 |
| 15 | + 5 | Witcher's Bestiary Witcher School Feature | 4 |
| 16 | + 5 | Witcher's Bestiary Witcher School Feature | 5 |
| 17 | + 6 | Witcher's Bestiary Witcher School Feature | 5 |
| 18 | + 6 | Witcher's Bestiary Witcher School Feature | 5 |
| 19 | + 6 | Witcher's Bestiary Witcher School Feature | 5 |
| 20 | + 6 | Witcher's Bestiary Witcher School Feature | 5 |
Spell Slots per Spell Level
| Stufe | Übungsbonus | Eigenschaften | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|
| 1 | + 2 | Witcher's Bestiary Witcher School Feature | 0 | 0 | 0 | 0 | 0 |
| 2 | + 2 | Witcher's Bestiary Witcher School Feature | 2 | 0 | 0 | 0 | 0 |
| 3 | + 2 | Witcher's Bestiary Witcher School Feature | 3 | 0 | 0 | 0 | 0 |
| 4 | + 2 | Witcher's Bestiary Witcher School Feature | 3 | 0 | 0 | 0 | 0 |
| 5 | + 3 | Witcher's Bestiary Witcher School Feature | 4 | 2 | 0 | 0 | 0 |
| 6 | + 3 | Witcher's Bestiary Witcher School Feature | 4 | 2 | 0 | 0 | 0 |
| 7 | + 3 | Witcher's Bestiary Witcher School Feature | 4 | 3 | 0 | 0 | 0 |
| 8 | + 3 | Witcher's Bestiary Witcher School Feature | 4 | 3 | 0 | 0 | 0 |
| 9 | + 4 | Witcher's Bestiary Witcher School Feature | 4 | 3 | 2 | 0 | 0 |
| 10 | + 4 | Witcher's Bestiary Witcher School Feature | 4 | 3 | 2 | 0 | 0 |
| 11 | + 4 | Witcher's Bestiary Witcher School Feature | 4 | 3 | 3 | 0 | 0 |
| 12 | + 4 | Witcher's Bestiary Witcher School Feature | 4 | 3 | 3 | 0 | 0 |
| 13 | + 5 | Witcher's Bestiary Witcher School Feature | 4 | 3 | 3 | 1 | 0 |
| 14 | + 5 | Witcher's Bestiary Witcher School Feature | 4 | 3 | 3 | 1 | 0 |
| 15 | + 5 | Witcher's Bestiary Witcher School Feature | 4 | 3 | 3 | 2 | 0 |
| 16 | + 5 | Witcher's Bestiary Witcher School Feature | 4 | 3 | 3 | 2 | 0 |
| 17 | + 6 | Witcher's Bestiary Witcher School Feature | 4 | 3 | 3 | 3 | 1 |
| 18 | + 6 | Witcher's Bestiary Witcher School Feature | 4 | 3 | 3 | 3 | 1 |
| 19 | + 6 | Witcher's Bestiary Witcher School Feature | 4 | 3 | 3 | 3 | 2 |
| 20 | + 6 | Witcher's Bestiary Witcher School Feature | 4 | 3 | 3 | 3 | 2 |
Klassenzauber
Klasseneigenschaften
Stufe 1
Stufe 10
Stufe 11
Stufe 12
Stufe 14
Stufe 15
Stufe 16
Stufe 18
Stufe 19
Stufe 2
Stufe 20
Stufe 3
Stufe 4
Stufe 5
Stufe 6
Stufe 7
Stufe 8
Fortschritt bekannter Zauber
| Stufe | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Bekannte Zauber | 0 | 2 | 2 | 2 | 2 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 5 | 5 |
Zauberwirker-Fortschritt
Startausrüstung
Klasseneigenschaften
Witcher's Bestiary (Level 1)
The Witcher's Bestiary is where a Witcher records the strengths and weaknesses of numerous monsters. Through countless hours of studying your bestiary, you have a chance to recall information you have learned of a non-humanoid creature you are facing when beginning combat.
When you roll Initiative, you can choose to make an Intelligence-based skill check as determined by the DM to recall helpful information about one creature you can see. You must succeed against a DC set by your DM (in most cases a value of 15 may be appropriate). If you do so, then you gain advantage on attack rolls made as part of the first attack action or cast a spell action you make against that creature or another of the same creature type. Alternatively, you can impose disadvantage on the first saving throw that creature or another of the same creature type makes against one of your spells or abilities.
If you do not use this benefit within 1 minute, it is lost. You can use this feature twice, and you regain all expended uses after a long rest.
Witcher School Feature (Level 1)
At 1st level, you choose a school of training that best represents your style of monster hunting. Your Witcher school grants you features.
Witcher Spellcasting (Level 2)
At 2nd level, you have learned a rudimentary form of magic, allowing you to quickly produce magical effects through weaving hand signs. Casting a Witcher spell requires one hand free in order to create the somatic components.
Spell Slots
The Witcher table shows how many spell slots you have to cast your Witcher spells. To cast one of these Witcher spells , you must expend a slot of the spell's level or higher. You can learn additional Witcher spells of your choice at higher levels, as shown in the Witcher table. You regain all expended sp ell slots when you finish a Long Rest.
For example, if you know the 1st-level spell Aard and have a 1st-level and a 2nd-level spell slot available, you can cast Aard using either slot.
Spells Known off 1st Level and Higher
You know two 1st-level spells of your choice from the Witcher spell list.
The Spells Known column of the Witcher table shows when you learn more Witcher spells of your choice. Each of the spells must be of a level for which you have spell slots. For instance, when you reach 6th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the Witcher spells you know and replace it with another spell from the Witcher Spell list, which also must be of a level for which you have Spell Slots.
Spellcasting Ability
Intelligence is your spellcasting ability for your witcher spells, since the power of your spellcasting came through rigorous study and practice. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Witcher spell you cast and when making an attack roll with one.
Saving throws: Some spells require a saving throw to resist its effect. The saving throw DC is calculated as follows:
Spell Save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell Attack Modifier = your proficiency bonus + your Intelligence modifier
Witcher Spell list
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
- 2nd Level
blindness/deafness (Prerequisite: School of the Griffin, Supirre)
- 3rd Level
guardian (Prerequisite: School of the Griffin, heliotrope)
- 5th Level
retribution (Prerequisite: School of the Griffin, Quen)
Fighting Style (Level 2)
Also at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same fighting style option more than once, even if you get to choose again later.
Witcher Preparation (Level 3)
The key to a Witcher's success is often found in their preparation, both through alchemy as well as crafting. Among their tools, Witchers are known to utilize specialized potions and handbombs in their fights with monsters.
Starting at 3rd level you gain the Witcher Preparation feature. With this feature you prepare a number of various potions and handbombs from the formulas and schematics you know, which you can then use a number of times equal to your proficiency modifier. Consuming a potion or using a handbomb equals one use of Witcher Preparation.
To regain spent uses of this feature you must have alchemist's supplies on your person as well as devote 1 hour during your long rest to preparation.
Saving throws: Some Witcher Preparation items require a saving throw to resist its effect. The saving throws use the Spell Save DC.
Potions
You can prepare a number of potion formulas, listed under "Alchemy". You gain the ability to prepare additional potions as you gain Witcher levels, as shown in the Potions Prepared column of the Witcher table. Your ability to brew stronger versions of your potions will increase at 7th, 11th, and 15th levels.
A single potion's effect does not stack with itself during its active duration; if the same potion is used prior to the effects of the first potion wearing off, the effects of the first dissipate and are replaced with the effects of the second.
A Witcher's potions are highly toxic, and only a Witcher can withstand the toxins due to their conditioning and training. A non-witcher that drinks a Witcher potion must succeed on a Constitution saving throw against your spell save DC or become poisoned for 1 minute. Even if they succeed, they take poison damage determined by the tier of the potion consumed, and do not get any of the benefits of the potion.
Ingesting a Witcher potion requires your choice of an action or a bonus action.
Handbombs
Potions aren't a Witcher's only form of preparation in hunting monsters. They can also prepare handbombs to tip the scales in their favor, listed under "Alchemy". Witchers are able to prepare schematics for crafting 2 handbombs of their choice at level 3. You can prepare an additional schematic as well as improvements to the handbombs at 7th, 11th, and 15th levels, as shown in the Handbombs Prepared column of the Witcher table.
Using a handbomb requires an action.
Blade Oil (Level 3)
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.
Ability Score Improvement (Level 4)
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Extra Attack (Level 5)
Beginning at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
Monsters Are My Trade (Level 5)
Also at 5th level, you have improved your ability to earn greater compensation in your craft. You gain advantage on all Charisma-based skill checks related to haggling the price of commissions or rewards from hunting monsters.
Blade Oil Superior (Level 6)
Starting at 6th 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 School Feature (Level 6)
At 6th level, you choose a school of training that best represents your style of monster hunting. Your Witcher school grants you features.
Greater Witcher Preparation (Level 7)
The key to a Witcher's success is often found in their preparation, both through alchemy as well as crafting. Among their tools, Witchers are known to utilize specialized potions and handbombs in their fights with monsters.
Starting at 7th level you gain the Witcher Preparation feature. With this feature you prepare a number of various greater potions and greater handbombs from the formulas and schematics you know, which you can then use a number of times equal to your proficiency modifier. Consuming a potion or using a handbomb equals one use of Witcher Preparation.
To regain spent uses of this feature you must have alchemist's supplies on your person as well as devote 1 hour during your long rest to preparation.
Saving throws: Some Witcher Preparation items require a saving throw to resist its effect. The saving throws use the Spell Save DC.
Greater Potions
You can prepare a number of potion formulas, listed under "Alchemy". You gain the ability to prepare additional potions as you gain Witcher levels, as shown in the Potions Prepared column of the Witcher table. Your ability to brew stronger versions of your potions will increase at 7th, 11th, and 15th levels.
A single potion's effect does not stack with itself during its active duration; if the same potion is used prior to the effects of the first potion wearing off, the effects of the first dissipate and are replaced with the effects of the second.
A Witcher's potions are highly toxic, and only a Witcher can withstand the toxins due to their conditioning and training. A non-witcher that drinks a Witcher potion must succeed on a Constitution saving throw against your spell save DC or become poisoned for 1 minute. Even if they succeed, they take poison damage determined by the tier of the potion consumed, and do not get any of the benefits of the potion.
Ingesting a Witcher potion requires your choice of an action or a bonus action.
Greater Handbombs
Potions aren't a Witcher's only form of preparation in hunting monsters. They can also prepare handbombs to tip the scales in their favor, listed under "Alchemy". Witchers are able to prepare schematics for crafting 2 handbombs of their choice at level 3. You can prepare an additional schematic as well as improvements to the handbombs at 7th, 11th, and 15th levels, as shown in the Handbombs Prepared column of the Witcher table.
Using a handbomb requires an action.
Ability Score Improvement (Level 8)
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Witcher School Feature (Level 10)
At 10th level, you choose a school of training that best represents your style of monster hunting. Your Witcher school grants you features.
Honed Edge (Level 11)
Starting at 11th level, you have improved your ability to maintain your weapons to such a degree that your damage dealt is notably stronger. Your weapon attacks now deal an additional 1d8 damage.
Superior Witcher Preparation (Level 11)
The key to a Witcher's success is often found in their preparation, both through alchemy as well as crafting. Among their tools, Witchers are known to utilize specialized potions and handbombs in their fights with monsters.
Starting at 11th level you gain the Witcher Preparation feature. With this feature you prepare a number of various superior potions and superior handbombs from the formulas and schematics you know, which you can then use a number of times equal to your proficiency modifier. Consuming a potion or using a handbomb equals one use of Witcher Preparation.
To regain spent uses of this feature you must have alchemist's supplies on your person as well as devote 1 hour during your long rest to preparation.
Saving throws: Some Witcher Preparation items require a saving throw to resist its effect. The saving throws use the Spell Save DC.
Superior Potions
You can prepare a number of potion formulas, listed under "Alchemy". You gain the ability to prepare additional potions as you gain Witcher levels, as shown in the Potions Prepared column of the Witcher table. Your ability to brew stronger versions of your potions will increase at 7th, 11th, and 15th levels.
A single potion's effect does not stack with itself during its active duration; if the same potion is used prior to the effects of the first potion wearing off, the effects of the first dissipate and are replaced with the effects of the second.
A Witcher's potions are highly toxic, and only a Witcher can withstand the toxins due to their conditioning and training. A non-witcher that drinks a Witcher potion must succeed on a Constitution saving throw against your spell save DC or become poisoned for 1 minute. Even if they succeed, they take poison damage determined by the tier of the potion consumed, and do not get any of the benefits of the potion.
Ingesting a Witcher potion requires your choice of an action or a bonus action.
Superior Handbombs
Potions aren't a Witcher's only form of preparation in hunting monsters. They can also prepare handbombs to tip the scales in their favor, listed under "Alchemy". Witchers are able to prepare schematics for crafting 2 handbombs of their choice at level 3. You can prepare an additional schematic as well as improvements to the handbombs at 7th, 11th, and 15th levels, as shown in the Handbombs Prepared column of the Witcher table.
Using a handbomb requires an action.
Ability Score Improvement (Level 12)
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Witcher School Feature (Level 14)
At 14th level, you choose a school of training that best represents your style of monster hunting. Your Witcher school grants you features.
Master Witcher Preparation (Level 15)
The key to a Witcher's success is often found in their preparation, both through alchemy as well as crafting. Among their tools, Witchers are known to utilize specialized potions and handbombs in their fights with monsters.
Starting at 15th level you gain the Witcher Preparation feature. With this feature you prepare a number of various master potions and master handbombs from the formulas and schematics you know, which you can then use a number of times equal to your proficiency modifier. Consuming a potion or using a handbomb equals one use of Witcher Preparation.
To regain spent uses of this feature you must have alchemist's supplies on your person as well as devote 1 hour during your long rest to preparation.
Saving throws: Some Witcher Preparation items require a saving throw to resist its effect. The saving throws use the Spell Save DC.
Master Potions
You can prepare a number of potion formulas, listed under "Alchemy". You gain the ability to prepare additional potions as you gain Witcher levels, as shown in the Potions Prepared column of the Witcher table. Your ability to brew stronger versions of your potions will increase at 7th, 11th, and 15th levels.
A single potion's effect does not stack with itself during its active duration; if the same potion is used prior to the effects of the first potion wearing off, the effects of the first dissipate and are replaced with the effects of the second.
A Witcher's potions are highly toxic, and only a Witcher can withstand the toxins due to their conditioning and training. A non-witcher that drinks a Witcher potion must succeed on a Constitution saving throw against your spell save DC or become poisoned for 1 minute. Even if they succeed, they take poison damage determined by the tier of the potion consumed, and do not get any of the benefits of the potion.
Ingesting a Witcher potion requires your choice of an action or a bonus action.
Master Handbombs
Potions aren't a Witcher's only form of preparation in hunting monsters. They can also prepare handbombs to tip the scales in their favor, listed under "Alchemy". Witchers are able to prepare schematics for crafting 2 handbombs of their choice at level 3. You can prepare an additional schematic as well as improvements to the handbombs at 7th, 11th, and 15th levels, as shown in the Handbombs Prepared column of the Witcher table.
Using a handbomb requires an action.
Ability Score Improvement (Level 16)
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Witcher School Feature (Level 18)
At 18th level, you choose a school of training that best represents your style of monster hunting. Your Witcher school grants you features.
Ability Score Improvement (Level 19)
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Master Witcher (Level 20)
At level 20 you have achieved the rank of Master Witcher. You can choose one from the following abilities to adopt as part of your Witcher combat style:
Multiklassen
Multiklassen-Voraussetzungen
- DEX: 13
- STR: 13
Erworbene Übungen
Unterklassen
Unterklassen-Eigenschaften
School of the Bear
School of the Bear (Level 1)
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:
You gain 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 (Level 6)
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 (Level 10)
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 (Level 14)
At 14th level, you gain innate regenerative powers. At the start of each of your turns, if you are below half your maximum hit points, you regain hit points equal to your Constitution modifier (minimum of 1) + half your Proficiency Bonus (rounded down). You don't gain this benefit if you have 0 hit points or are Petrified or Unconscious.
Primal Beast (Level 18)
At 18th level, you increase either your Strength or Constitution score by 4. Your maximum for this score is now 24.
School of the Cat
School of the Cat (Level 1)
School of the Cat Witchers focus their training on nimble or ranged fighting to deal damage even as they avoid taking it. Witchers from the School of the Cat are frequently seen wielding ranged weapons more prevalently than other witchers, and they tend to have a reputation for being emotionally distant and cold.
Cat-like Training
When you choose this school at 1st level, you gain the following features:
You gain proficiency in simple and martial ranged weapons.
You can choose to take a shortbow with 20 arrows with your starting equipment in place of the light crossbow and 20 bolts.
As long as you have both hands free, you have a climbing speed equal to your base movement speed.
Agile Strike
Starting at 1st level, when you use your action to dash, disengage, or hide, you can use your bonus action to make a single weapon attack.
Mental Fortitude
Also at 1st level, your emotional distance from others offers you resistance against creatures attempting to mentally influence you. You have advantage on saving throws when a creature you can see attempts to charm or frighten you.
Harass (Level 6)
Beginning at 6th level, Once on your turn when you hit a creature with an attack, that creature has disadvantage on its first attack made against a creature other than yourself.
Hasty Retreat (Level 10)
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 (Level 14)
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 (Level 18)
Starting at 18th level you can establish one creature within 60 feet of you as Prey. Drawing from the information you can recall about the creature, you exploit it's weaknesses, gaining the following effects:
You gain a +2 bonus to attack rolls against the target.
Your weapon attack deal an additional 1d8 damage against the target.
You have advantage on saving throws from that creature.
For the duration of the effect, whenever you move, you can sense if you are moving closer or further away from your Prey.
This effect lasts up to 8 hours, even if the target moves out of range. You may establish a new Prey only if the target is killed or subdued, or if you do not have any established Prey still active.
School of the Griffin
School of the Griffin (Level 1)
School of the Griffin Witchers spend most of their time studying their spellcraft. While they don't shirk their martial skills, they are most deadly when wielding magic. They spend much of their time studying magic in the company of learned scholars and nobles seeking tutelage, which often allows them to more easily earn the favor of those in the upper class.
Arcane Adept
When you choose this school at 1st level, you gain the following features:
You learn more spells than Witchers of other schools, learning one additional spell at 2nd level, and again at 6th, 11th, and 16th levels.
You also learn a number of cantrips in addition to your Witcher spells, learning two cantrips from the Witcher spell list early at level 1, as well as an additional cantrip at 4th, 7th, and 11th level. You can find these cantrips listed in the Witcher Spellcasting 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 Spellcasting 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 (Level 6)
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 Spellcasting list for more information.
Arcane Riposte (Level 10)
At 10th level, you add your Intelligence modifier to the damage you deal with any Witcher cantrips.
Additionally, when you take damage from a spell or magical effect you can siphon a portion of the magical energy to empower your spells. The next damaging spell you cast deals an extra die of damage to one target.
Martial Spellcasting (Level 14)
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 (Level 18)
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
School of the Manticore
School of the Manticore (Level 1)
School of the Manticore Witchers favor protection and defense over dealing excessive damage, approaching combat with the mentality to wear down their opponents, outlasting them while avoiding taking damage behind their shields. They also excel in the development of Witcher potions, and it is rare you do not see multiple vials at their belts or on a bandolier.
Shield Expert
When you choose this school at 1st level, you gain the following features:
You gain proficiency in medium armor and shields.
You get a +1 bonus to your AC when wearing only medium armor.
You can perform somatic components for spells, drink potions, or hold a non-weapon object such as a torch using a hand holding a shield.
You can use your bonus action to make an offhand weapon attack using your shield. This attack deals 1d4 bludgeoning damage on a hit and has the finesse property. Starting at 10th level, this damage increases to 1d6.
You can prepare one additional potion formula of your choice at 3rd, 7th, 11th, and 15th levels.
Improved Fortitude
Starting at 1st level, you gain improved constitution from your training, earning you a +1 bonus to your health for each Witcher level.
Alchemical Adept (Level 6)
Beginning at 6th level, you have devoted greater study for Witcher Potions, gaining the following benefits:
Consuming any Witcher potions grants you with temporary hit points equal to 1d8 + your Intelligence modifier. If a potion grants temporary hit points, the temporary hit points gained adds the temporary hit points from the potion with the temporary hit points gained from this ability. When consuming the Swallow potion, instead of gaining temporary hit points you recover additional health equal to 1d6 + your Intelligence modifier on the first turn of healing.
The first potion you consume per long rest does not count against your Witcher Preparation uses.
Human Shield (Level 10)
At 10th level, when an ally within 5 feet of you takes damage from a non-magical attack, you can use your reaction to interpose yourself in front of your ally, taking the damage yourself instead.
Additionally, the first two potions you consume per long rest do not count against your Witcher Preparation uses.
Improved Alchemical Adept (Level 14)
Starting at 14th level, you have devoted greater study for Witcher Potions, gaining the following benefits:
Consuming any Witcher potions grants you with temporary hit points equal to 2d8 + your Intelligence modifier. When consuming the Swallow potion, instead of gaining temporary hit points you recover additional health equal to 2d6 + your Intelligence modifier on the first turn of healing.
The first three potions you consume per long rest do not count against your Witcher Preparation uses.
Stand Against the Tide (Level 18)
At 18th level, when a hostile creature misses you with a melee Attack, you can use your reaction to force that creature to repeat the same Attack against another creature (other than itself) of your choice within melee range.
Additionally, while you are wielding a shield, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by 2.
School of the Viper
School of the Viper (Level 1)
School of the Viper Witchers are treated warily, as they are known to take contracts on anyone- not just monsters. They often are seen wielding two weapons at once, seeking to inflict maximum damage as quickly as possible. After all, an enemy can't hit you if they're dead.
Viper's Speed
When you choose this school at 1st level, you gain the following features:
Your speed increases by 5 feet while wearing only light armor with no shield equipped.
You can ignore the somatic requirements of spells while wielding weapons.
You can prepare one additional handbomb schematic of your choice at 7th, 11th, and 15th levels.
Viper Strike
Also at 1st level, if you are wielding a single weapon with the light property, you may use your bonus action to make a single weapon attack.
Once per turn, if you miss an attack against a creature, you can deal an extra 1d6 damage to that creature if you hit on the next attack during that turn.
Additionally, if you attack the same creature with at least two melee weapon attacks on the same turn, you gain an additional action on your turn. That action can be used only to take the Dash, Disengage, Hide, or Use an Object action.
Explosive Preparation (Level 6)
Beginning at 6th level, you have devoted greater study to the preparation of Witcher Handbombs, gaining the following benefits:
Handbombs can be thrown using your choice of an action or a bonus action.
Any handbomb you craft will deal an additional damage equal to 1d6 + your Intelligence modifier in its initial damage.
The first handbomb you use per long rest does not count against your Witcher Preparation uses.
Improved Viper Strike (Level 10)
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 (Level 14)
Starting at 14th level, you learn to trade accuracy for swift strikes. Once per turn, if you take the attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that attack roll to make an additional weapon attack against that target as part of the same action.
Additionally, the first two handbombs you consume per long rest do not count against your Witcher Preparation uses.
Viper's Reflexes (Level 18)
At 18th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any Combat. You take your first turn at your normal Initiative and your second turn at your Initiative minus 10. You can't use this feature when you are surprised.
School of the Wolf
School of the Wolf (Level 1)
School of the Wolf Witchers are widely known as the most versatile school of the witchers, expertly utilizing spellcasting, potions, handbombs, and martial combat to adapt to any situation.
Adaptable Hunter
When you choose this school at 1st level, you gain the following features:
You gain proficiency in medium armor
You get a +1 bonus to your AC when wearing only medium armor.
You also learn a number of cantrips in addition to your Witcher spells, learning one cantrip from the Witcher spell list early at level 1, as well as an additional cantrip at 4th, 7th, and 11th level. You can find these cantrips listed in the Witcher Spells section.
You learn one additional Witcher Spell of your choice at level 2. This does not count against your number of spells known.
Improved Fortitude
Starting at 1st level, you gain improved constitution from your training, earning you a +1 bonus to your health for each Witcher level.
Arcane Strike
Also at 1st level, when you deal damage with a spell you can add an extra 1d4 to the damage you deal with any melee weapon attacks using the attack action before the end of your next turn.
Thorough Preparation (Level 6)
Beginning at 6th level, you have become more efficient at Witcher Preparation, gaining the following benefits:
You can prepare one additional potion formula and one additional handbomb schematic.
Handbombs can be thrown using your choice of an action or a bonus action.
The first handbomb or potion you use per long rest does not count against your Witcher Preparation uses.
Improved Critical (Level 6)
Also at 6th Level, your weapon Attacks score a critical hit on a roll of 19 or 20.
Improved Arcane Strike (Level 10)
At 10th level, the damage from your Arcane strike increases to 1d6, and the first weapon attack you make after dealing damage with a cantrip or witcher spell before the end of your next turn has advantage. Additionally, you can now add your Intelligence modifier to the damage of your witcher cantrips.
Improved Thorough Preparation (Level 14)
Starting at 14th level, the effects of your Witcher preparation have increased benefits:
Consuming any Witcher potions grants you with temporary hit points equal to 1d8 + your Intelligence modifier. If a potion grants temporary hit points, the temporary hit points gained adds the temporary hit points from the potion with the temporary hit points gained from this ability. When consuming the Swallow potion, instead of gaining temporary hit points you recover additional health equal to 1d6 + your Intelligence modifier on the first turn of healing.
Any handbomb you craft will deal an additional damage equal to 1d6 + your Intelligence modifier in its initial damage.
The first two handbombs or potions you use per long rest do not count against your Witcher Preparation uses.
Prime Specimen (Level 18)
Upon reaching 18th level, You get a +2 bonus to two different Ability Scores of your choice. Your maximum for each of these scores is now 22.