Livspoeng
Kyndigheter
Witcher
| Niva | Dyktighetsbonus | Egenskaper | Focus Points |
|---|---|---|---|
| 1 | + 2 | Alchemy Mutations | 0 |
| 2 | + 2 | Alchemy Mutations | 2 |
| 3 | + 2 | Alchemy Mutations | 2 |
| 4 | + 2 | Alchemy Mutations | 2 |
| 5 | + 3 | Alchemy Mutations | 3 |
| 6 | + 3 | Alchemy Mutations | 3 |
| 7 | + 3 | Alchemy Mutations | 3 |
| 8 | + 3 | Alchemy Mutations | 3 |
| 9 | + 4 | Alchemy Mutations | 4 |
| 10 | + 4 | Alchemy Mutations | 4 |
| 11 | + 4 | Alchemy Mutations | 4 |
| 12 | + 4 | Alchemy Mutations | 4 |
| 13 | + 5 | Alchemy Mutations | 5 |
| 14 | + 5 | Alchemy Mutations | 5 |
| 15 | + 5 | Alchemy Mutations | 5 |
| 16 | + 5 | Alchemy Mutations | 5 |
| 17 | + 6 | Alchemy Mutations | 5 |
| 18 | + 6 | Alchemy Mutations | 5 |
| 19 | + 6 | Alchemy Mutations | 5 |
| 20 | + 6 | Alchemy Mutations | 5 |
Klasseegenskaper
Niva 1
Niva 10
Niva 11
Niva 12
Niva 13
Niva 14
Niva 15
Niva 16
Niva 17
Niva 18
Niva 19
Niva 2
Niva 20
Niva 3
Niva 4
Niva 5
Niva 6
Niva 7
Niva 8
Niva 9
Startutstyr
Klasseegenskaper
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 2 alchemy products 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 Intelligence 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. 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
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.
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. At 13th level, you can choose another proficiency from the list.
Witcher School Feature (Level 7)
At 7th level, you gain a feature from your Witcher School.
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.
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.
Witcher School Feature (Level 14)
At 14th level, you gain a feature from your Witcher School.
Evasion (Level 15)
At 15th 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 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.
Foil (Level 17)
Starting at 17th 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.
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 3 products at a time, instead of 2. When you gain this feature, you learn 4 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.
Underklasser
Underklasse-egenskaper
School of the Bear
School of the Bear (Level 3)
Honorable and stout, the witchers of the School of the Bear focus on holding their ground rather than dancing around their foes. Through their unique training, strength, and tenacity, Bear school witchers can stand up to powerful warriors and beasts alike.
Heavy Gear Training
Starting at 3rd level, you can ignore the somatic requirement of signs while using weapons with the two-handed property. Additionally, you gain proficiency with heavy armor.
Vitalic Blows (Level 7)
At 7th level, you can imbue your strikes with your own vigor; when you hit with a melee weapon attack, you can expend 2 focus to spend one of your hit dice and add it to your damage on that attack. Starting at 14th level, you can choose to expend 2 hit dice instead. When you use your Vitalic Blows feature, you can make a Shove attack as a bonus action for the rest of the turn.
Thick Skin (Level 10)
By 10th level, you have developed natural defenses on your body to defend you from the elements; you are resistant to adverse effects due to extreme weather and temperatures, and have resistance to fire and cold damage.
Ursine Endurance (Level 14)
By 14th level, your ability to withstand damage and resist malignant effects has been improved through intense conditioning. You gain proficiency in Constitution and Strength saving throws; additionally, when you fail a saving throw at which you are proficient, you can choose to succeed instead. Once this feature is used, it cannot be used again until you complete a long rest.
School of the Cat
School of the Cat (Level 3)
The only school known to accept contracts on humans, the School of the Cat has largely become ostracized by their fellow witchers for this breach of their honor code. The school's effectiveness, however, cannot be doubted. Aggressive and flexible, the school focuses on landing many strikes to exploit weaknesses while avoiding damage through mobility.
Improved Critical
Starting at 3rd level, you critical strike on a roll of 19 or 20 on the d20. Additionally, when you critically strike you gain focus up to your cap.
Quick Reflexes (Level 7)
Starting at 7th level, you are quick to respond to threats and retreat. When a creature makes an attack roll against you, you can choose to consume 1 focus and use your reaction to impose disadvantage on that attack. As a part of the same reaction, you can move 10 feet without provoking opportunity attacks.
Impeccable Instinct (Level 10)
At 10th level, your instincts prevent you from being caught flatfooted. You can add your proficiency bonus to initiative rolls, and cannot be surprised. Additionally, when you make a Dexterity saving throw, you can expend 2 focus to grant yourself advantage.
Deadly Flurry (Level 14)
At level 14, you can use your focus to unleash a flurry of blows. When you take the Attack action, you can expend 3 focus to make two additional weapon attacks as part of that action.
Once you use this feature, you cannot use it again until you complete a long rest or critically strike with a weapon attack.
School of the Griffin
School of the Griffin (Level 3)
With honor and dignity, members of the School of the Griffin pride themselves on dispatching enemies and fulfilling contracts with utmost efficiency. Witchers of the Griffin school focus on enhancing their utilitarian magical spells and weaving them into their combat techniques.
Total Focus
At 3rd level, you can close out all irrelevant sensory information to take in the battlefield. As a bonus action, you can mark a creature; the marked creature has disadvantage on saves against all your signs. You can only mark a new creature after either killing the currently marked creature or removing the mark as an action. Additionally, your focus cap increases by 1.
Sign Intensity (Level 7)
Starting at 7th level, you can channel additional energy into your signs to grant them new applications. When you cast a sign, you can expend 1 extra focus to add an extra effect as listed below.
Opulence (Level 10)
At 10th level, you can channel the royal pride of a griffin to command an air of authority. You gain proficiency in the Persuasion skill. Additionally, when you make a Charisma saving throw, you can expend 2 focus to grant yourself advantage.
Elemental Flow (Level 14)
Beginning at 14th level, your mastery of signs allows you to use the energy they release to charge your weapon with arcane power. After you cast a sign, you may charge a weapon that you are holding provided it is not already charged with this feature. The next time you hit with a weapon attack using that weapon, that attack deals an additional 1d6 fire, lightning, or cold (your choice) damage and generates an additional 1 focus. If unused, this effect fades after one minute.
School of the Viper
School of the Viper (Level 3)
Based in an unknown location and possibly dissolved, the School of the Viper is a secretive organization, its students few and scattered. The school is known for doing whatever needs to be done for a contract, specializing in hit and run tactics some may call dirty fighting.
Dual Wielder
Starting at 3rd level, you can adopt the traditional two-weapon fighting technique of the Viper School. You can ignore the somatic requirement of signs while using two-weapon fighting; additionally, you gain the Two Weapon Fighting fighting style.
Slippery (Level 7)
At 7th level, you are hard to keep in place and adept at escaping sticky situations. You can expend 1 focus to use Disengage or Dash as a bonus action; if you do, you can also remove the restrained or grappled condition from yourself.
Tolerance (Level 10)
By 10th level, you have become accustomed to metabolizing toxic materials. You have resistance to poison damage, and advantage on saving throws against the effects of poisons and venoms. Additionally, when applying sword oil you can choose humanoid as the target creature type.
Killing Strike (Level 14)
Starting at 14th level, your strikes are specialized at finishing off weakened enemies. Once per turn, when you hit a creature whose current health is less than half its max health with a weapon attack, your attack deals an additional 3d6 damage of your weapon's type. Additionally, once per turn when you kill a creature, you gain 2 focus and can make an additional weapon attack as a part of your Attack action.
School of the Wolf
School of the Wolf (Level 3)
Based in Kaer Morhen, the School of the Wolf is perhaps the most renowned and populous school still around, although 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 razor sharp focus guides your attacks in combat. Starting at 3rd level, your weapon attacks deal additional damage equal to your current focus.
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.