SIGNING IN

Points de Vie

Dés de Vie 1d10 par niveau

Maîtrises

DEX , WIS

Witcher (Variant by ClassyMoustache)

Niveau Bonus de Maîtrise Capacités Focus Points
1 + 2 Alchemy Mutations 0
2 + 2 Alchemy Mutations 4
3 + 2 Alchemy Mutations 4
4 + 2 Alchemy Mutations 4
5 + 3 Alchemy Mutations 5
6 + 3 Alchemy Mutations 5
7 + 3 Alchemy Mutations 5
8 + 3 Alchemy Mutations 5
9 + 4 Alchemy Mutations 6
10 + 4 Alchemy Mutations 6
11 + 4 Alchemy Mutations 6
12 + 4 Alchemy Mutations 6
13 + 5 Alchemy Mutations 7
14 + 5 Alchemy Mutations 7
15 + 5 Alchemy Mutations 7
16 + 5 Alchemy Mutations 7
17 + 6 Alchemy Mutations 8
18 + 6 Alchemy Mutations 8
19 + 6 Alchemy Mutations 8
20 + 6 Alchemy Mutations 8

Capacités de Classe

Niveau 1

Alchemy
Mutations

Niveau 10

Witcher School Feature

Niveau 11

Battle Signs

Niveau 12

Ability Score Improvement
Monster Hunter (+2)

Niveau 13

Quick Wits
Studious Eye +

Niveau 14

Witcher School Feature

Niveau 15

Foil

Niveau 16

Ability Score Improvement

Niveau 17

Monster Hunter (+3)

Niveau 18

Alchemy Expertise

Niveau 19

Ability Score Improvement

Niveau 2

Focus
Signs

Niveau 20

Adrenaline Rush

Niveau 3

Witcher School

Niveau 4

Ability Score Improvement

Niveau 5

Extra Attack
Monster Hunter

Niveau 6

Studious Eye
Meditation

Niveau 7

Witcher School Feature
Evasion

Niveau 8

Ability Score Improvement

Niveau 9

Empowered Signs

Maîtrises

Armor

light

medium

Weapons
Skills

Équipement de Départ

(a) hand crossbow and a pack with 20 bolts or (b) a simple weapon

Capacités de Classe

Alchemy (Level 1)

At 1st level, you have been trained in the specialized alchemy used by witchers to prepare themselves for combat. During a short rest, you can use Alchemist's supplies to craft a potion, oil, or bomb if you have the required ingredients and know the appropriate recipe, a list of which are found at the end of this class description. You can carry a number of alchemy products equal to your dexterity modifier at any given time, and only you can use the products you create.

The number of recipes you know is equal to your proficiency bonus + your Wisdom modifier. At the DM's discretion, other recipes may be available for purchase or found in the world.

Mutations (Level 1)

As a witcher, you have undergone mutations to your body including the perilous Trial of the Grasses. Starting at 1st level, you gain the following benefits:

  • Your walking speed is increased by 5 feet. At 10th level, this bonus increases to 10 feet. At 18th level, this bonus increases to 20 feet, and you gain a climbing speed equal to your walking speed.

  • You have darkvision, up to a range of 30 feet. At 10th level, this range increases to 60 feet. At 18th level, this range increases to 120 feet, and you also gain blindsight to a range of 30 feet.

  • You have advantage on Wisdom (Perception) and Wisdom (Survival) checks based on smell.

  • You are immune to natural diseases.

  • You are completely sterile - you can have no children through natural means.

  • Your lifespan is extended dramatically - you age at a rate 10 times slower than regular members of your race.

Focus (Level 2)

At 2nd level, you have learned the art of reading your opponent and the battlefield, allowing you to enhance your attacks and use powerful abilities. Your focus is set to 1 when you roll initiative, and you gain 1 focus each time you successfully hit with a weapon attack, up to your focus cap, which is detailed on the witcher class table. You lose all focus after combat ends.

When you make a weapon attack, you can spend 2 focus to grant yourself advantage on that attack; if you do so, that attack cannot generate focus.

Starting at 11th level, your focus is set to 3 when you roll initiative instead of 1.

Signs (Level 2)

Starting at 2nd level, you are able to channel your focus to cast a few simple but practical magic hexes used by witchers called signs. You can cast a sign in place of a weapon attack when you take the Attack action on your turn, or using a bonus action. Casting a sign costs 1 focus, and you can only cast one sign on your turn. You can't cast a sign while holding something in each hand or wielding a weapon with the two-handed property.

Signs are considered level 1 evocation spells with somatic components for the purposes of other magical effects, and are not considered weapon attacks.

You learn two signs at 2nd level, and another at 5th, 9th, and 13th level.

Saving Throws

The saving throw DC is calculated as follows:

Sign

Igni

You blast flames at a creature within 15 feet. It must make a Dexterity saving throw, taking 2d6 fire damage on a failed save or half that on a successful save. When empowered, all creatures in a 15 foot cone are affected instead.

This damage increases by 1d6 at 5th(3d6), 11th(4d6), and 17th(5d6) level.

You can also cast the Control Flames cantrip at will.

Quen

You place a protective shield on yourself. For the next minute, the first time you take damage from a weapon attack, that damage is reduced by 1d8. When empowered, you can cast this as a reaction to being attacked.

This reduction increases by 1d8 at 5th(2d8), 11th(3d8), and 17th(4d8) level.

Yrden

You place down a magical circle with a radius of 10 feet around you that lasts one minute. Inside the circle is difficult terrain for hostile creatures and enemies resistant to only nonmagical damage lose this ability. When empowered, all ranged attacks from hostile creatures made into the circle from without are made with disadvantage.

Aard

You blow a powerful burst of air at a creature within 15 feet. It must make a Strength saving throw or be pushed 10 feet back and knocked prone. When empowered, all creatures in a 5 foot radius sphere around you are affected instead.

You can also cast the Gust cantrip at will.

Axii

You attempt to cloud the mind of a creature within 15 feet. It must make a Wisdom saving throw; on a failed save, the creature has disadvantage on the first attack it makes until the end of its next turn. A creature immune to being charmed automatically succeeds on its save. When empowered, the affected creature loses its first attack entirely.

You can also cast the Friends cantrip at will.

Witcher School (Level 3)

At 3rd level, you choose a witcher school whose techniques and style you wish to employ. Choose between the School of the Wolf, Bear, Cat, Griffin, or Viper, detailed at the end of this class description. The school you choose grants you features at 3rd level, then again at 7th, 10th, and 14th level.

Ability Score Improvement (Level 4)

When you reach 4th, 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, instead of once, whenever you take the Attack action on your turn.

Monster Hunter (Level 5)

The line between monsters and men can be thin indeed, and the Witcher must discern what separates the two. Starting at 5th level, when you strike an Aberration, Celestial, Construct, Elemental, Fey, Fiend, Giant, Monstrosity, Ooze, or Undead with a silvered weapon, you gain a +1 bonus to hit and damage rolls. Additionally, when you strike a Humanoid or Beast with a weapon that is not silvered, you gain a +1 to hit and damage rolls. These bonuses will not stack with bonuses from magic weapons, you can instead choose the higher bonus.

Studious Eye (Level 6)

By 6th level, you have learned to identify certain traits and characteristics in creatures you fight. By either observing a creature for 1 minute or spending 1 focus as a bonus action, you learn one aspect about the creature of your choice: Creature Type, Armor Class, Senses, Damage Vulnerabilities, Damage Resistances, Damage Immunities, or Condition Immunities. At 13th level you may learn two aspects of your choice instead.

Additionally, choose one of Intelligence (Investigation), Wisdom (Perception), Wisdom (Insight), or Wisdom (Survival) that you are proficient in; your proficiency bonus is doubled for any ability check that uses the chosen skill.

Meditation (Level 6)

At 6th level, you can manipulate your metabolism to deeply meditate and stave off both hunger and exhaustion. You can enter a trance-like state for any number of hours. During this time, you accumulate hunger and thirst ten times slower than normal, and do not require sleep. After 6 hours of largely uninterrupted meditation, you receive the benefits of a long rest, as well ending any condition or disease affecting you. While meditating you cannot see and are less aware of your surroundings. You have disadvantage on any Wisdom (Perception) checks but are otherwise conscious.

Witcher School Feature (Level 7)

At 7th level, you gain a feature from your Witcher School.

Evasion (Level 7)

At 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or a lightning bolt spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Ability Score Improvement (Level 8)

When you reach 8th 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.

Empowered Signs (Level 9)

Starting at 9th level, you can use signs in new, more powerful variants for an enhanced effect. By consuming 2 additional focus, you can cast an alternative form of each sign as detailed in their descriptions.

Witcher School Feature (Level 10)

At 10th level, you gain a feature from your Witcher School.

Battle Signs (Level 11)

At 11th level, you can incorporate signs more easily into your assault. When you take the Attack action on your turn, you can cast a sign without forgoing any of your weapon attacks. Additionally, at the end of each of your turns, if you haven't cast a sign this turn, you gain 1 focus.

Ability Score Improvement (Level 12)

When you reach 12th 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.

Monster Hunter (+2) (Level 12)

The bonus increases to +2 at 12th level.

Quick Wits (Level 13)

Starting at 13th level, you are quick to act and ready to leap into combat at an opportune time. When you roll initiative, you may roll the d20 twice and choose which roll to use.

Studious Eye + (Level 13)

At 13th level, you can choose another proficiency from the list.

Witcher School Feature (Level 14)

At 14th level, you gain a feature from your Witcher School.

Foil (Level 15)

Starting at 15th level, you are capable of interrupting the spells and abilities of your opponents. When a creature forces you or a friendly creature to make a saving throw, you can use your reaction to make a weapon attack against it. If your attack successfully hits, any creature affected automatically succeeds on their save against the effect. Once you use this feature, you cannot use it again until you complete a long rest.

Ability Score Improvement (Level 16)

When you reach 16th 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.

Monster Hunter (+3) (Level 17)

The bonus increases to +3 at 17th level.

Alchemy Expertise (Level 18)

At 18th level, you have mastered efficiently using materials and recycling components in your alchemical crafts. You ignore crafting components when creating Alchemy products. Additionally, you can carry more 3 products at a time. When you gain this feature, you learn 5 new Alchemy recipes of your choice.

Ability Score Improvement (Level 19)

When you reach 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.

Adrenaline Rush (Level 20)

At 20th level, you can utilize your adrenaline to burst into a rush of action. At the end of your turn, if you have 5 focus available, you can choose to immediately take another turn; at the end of that turn, you lose all focus. Once you use this feature, you cannot use it again until you complete a long rest.

Sous-classes

School of the Bear
WitcherClassyMoustache
School of the Cat
WitcherClassyMoustache
School of the Griffin
WitcherClassyMoustache
School of the Viper
WitcherClassyMoustache
School of the Wolf
WitcherClassyMoustache

Capacités de Sous-classe

School of the Bear

School of the Cat

School of the Griffin

School of the Viper

School of the Wolf

School of the Wolf (Level 3)

Based in Kaer Morhen, the Wolf school is perhaps the most renowned and populous school remaining, although it is still home to few students. The school focuses on mastering the basic witcher techniques, complementing them with new maneuvers to deal with any kind of monstrous prey.

Battle Trance

Your focus is sharpened by the danger of combat. Starting at 3rd level, you gain 1 focus whenever a creature misses you with a weapon attack or you succeed on a save. Additionally, you can consider versatile weapons finesse weapons.

Spins and Pirouettes (Level 7)

Starting at 7th level, you can nimbly leap across the battlefield to engage opponents. Before making a melee weapon attack or casting a sign, you can move 5 feet without spending any of your movement. If this movement provokes an opportunity attack, it is made with disadvantage.

Arrow Deflection (Level 10)

By 10th level, you have learned to defend yourself from projectiles by parrying them. When a creature makes a ranged weapon attack against you, you can use your reaction and spend 1 focus to make an attack roll with a melee weapon you are holding; if your total is higher than the creature's attack roll, their attack misses.

Rushing Agility (Level 14)

At 14th level, you can use your focus to execute especially aggressive attacks. You learn the following maneuvers, which you can use as an action by expending 3 focus:

  • Whirl

    You whirl around, attacking all creatures around you. Make a melee weapon attack against each creature of your choice within 5 feet.

  • Rend

    You take a wide, heavy swing at a creature. Make a melee weapon attack; if it hits, the attack automatically critically strikes and the target creature must make a DC 20 Constitution saving throw. On a failed save, the creature's AC is reduced by 2 for one minute. This reduction does not stack.