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The Witcher
man in dark leather armor
A
his longsword in its scabbard
eases
he follows a track of bestial foot
as
in the night. His cat-like eyes glow
prints
soft yellow in the moonlight, allowing him
a
see into the mouth of the dark cave where
to
creature has its lair. He drinks a cat potion and draws his
the
as he enters the cave, now clear as day to his eyes.
longsword
away from the swipe of a werewolf´s deadly claw,
Dancing
lithe elf expertly strikes with his silvered longsword. After
a
uncovering which villager was infected with
finally
the experienced cat witcher intends to end the
lycanthropy,
moving her fingers in a specific gesture, a griffin
Deftly
sends an aard blast at a swarm of ghouls. The respite
witcher
her enough time to pull a deadly grapeshot bomb from
gives
bag and throw it at the undead swarm´s midst. She then
her
different approaches, all of these are monster
Using
in their own right. Mutated by the Trial of the
hunters
and trained in swordplay, magic and alchemy,
Grasses
hunt monsters that make ordinary men flee in
witchers
professionals in a deadly trade, witchers have a healthy
As
of their talents´ worth. When determined villagers
estimation
herbal remedies fail to drive out a monster, those in need
or
pool their gold and post a contract or spread the word.
will
jobs are the lifeblood of witchers, and they spend most
These
their time roaming, searching for the next contract.
of
a life that might seem care-free and enviable to some,
It´s
it involves facing down many a terrifying beast. And
but
some, a man or woman who kill mythical creatures for a
To
is heroic and admirable. To others, they are as close to
living
as the creatures they hunt. Most common people
monsters
simple and uneducated lives, and that ignorance can
live
lead to fear when faced with the strange and
quickly
unknown.
those, a witcher is an an unfamiliar creature, deadly
For
unreliable. When they need to hire one, they do it
and
seeing it as a necessary evil. Witchers are often
grudgingly,
with a cold shoulder when people see white hair frame a
met
face, or cat-like eyes on a grizzled woman. This disdain
young
witchers to seldom linger in one place for too long,
causes
saddling up and wandering on, looking for their next
quickly
contract.
witchers, especially younger ones, will often seek out
Some
company of other traveling adventurers on a similar path.
the
strength of a group can be invaluable when faced with
The
dangers. If a witcher has a particularly hard time
terrible
attention, being in an adventuring group of diverse
avoiding
can lessen the wide-eyed stares and quiet whispers
people
creating your witcher, the most important aspect to
When
is where and how you received your training. Did
consider
attend a well-known school from a young age, selected
you
the harsh training? Did you encounter a travelling witcher
for
decided to take you on as a student? Or maybe you went
who
a school of your own volition when you came of age, drawn
to
confer with your DM about what place the
Furthermore,
trade and witchers have in your world. Are the
witchering
common and well known? Are witchers respected,
schools
or tolerated? These questions will impact how you
feared
Witcher
string of brutal attacks, and earn his pay.
levels her blade, charging in to finish off the pack.
terror.
Professional Monster Hunters
they are long-lived, very few witchers die in their beds.
though Wandering Outcasts
Creating a Witcher
to the life of a professional monster hunter?
behind their backs.
interact with the world.
2
can make a witcher quickly by following these
You
First, make Strength or Dexterity your highest
suggestions.
score, depending on whether youwant to focus on
ability
melee weapons or on finesse weapons. Your
Strength-based
score should be Constitution for survivability, or
next-highest
if you want more powerful hand signs and
Intelligence
you use the multiclassing rule from the Player's Handbook,
If
what you need to know if you take a level in witcher.
here's
Score Minimum. You must have at least a 13 in
Ability
Strength or Dexterity, and a 13 in Intelligence to take a
either
in this class, or to take a level in another class if you are
level
a witcher.
already
If witcher isn't your initial class, you gain
Proficiencies.
with light armor, medium armor, simple weapons
proficiency
martial melee weapons, and one skill from the witcher
and
list. class
Dice: 1d10 per witcher level
Hit
Points at 1st Level: 10 + your Constitution modifier
Hit
Points at Higher Levels: 1d10 (or 6) + your Constitution
Hit
per witcher level after 1st
modifier
light armor, medium armor
Armor:
simple weapons, martial melee weapons,
Weapons:
crossbows
alchemist's supplies
Tools:
Throws: Constitution, Intelligence
Saving
Choose 3 from Animal Handling, Arcana, Athletics,
Skills:
Investigation, Nature, Perception, Survival
Intimidation,
Religion.
and
is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
This
property of Wizards of the Coast. ©Wizards of the Coast LLC.
are
Witcher
Witcher
Level
Proficiency
Bonus
Class
Features
Sign
Dice
Alchemical
Items
1st +2 Monster Hunter, Trial of the Grasses, Hand Signs 2d4 -
2nd +2 Fighting Style, Alchemy 2d4 2
3rd +2 Witcher School, Deflect Missiles 3d4 2
4th +2 Ability Score Improvement 3d4 2
5th +3 Extra Attack 3d6 2
6th +3 Witcher School Feature, Predatory Senses 3d6 2
7th +3 Hardened Resolve 4d6 3
8th +3 Ability Score Improvement 4d6 3
9th +4 Slayer 4d8 3
10th +4 Witcher School Feature 4d8 3
11th +4 Extra Attack (2) 5d8 3
12th +4 Ability Score Improvement 5d8 3
13th +5 Accelerated Recovery 5d10 3
14th +5 Witcher School Feature 5d10 4
15th +5 Magical Defense 6d10 4
16th +5 Ability Score Improvement 6d10 4
17th +6 Improved Slayer 6d12 4
18th +6 Witcher School Feature 6d12 4
19th +6 Ability Score Improvement 6d12 4
20th +6 Greater Mutations 6d12 4
Quick Build
Class Features
a Witcher, you gain the following class features.
As Hit Points
items. choose the folk hero background.
alchemical Second, Optional Rule: Multiclassing
Proficiencies
3
start with the following equipment, in addition to the
You
granted by your background:
equipment
scale mail or (b) leather armor
(a)
a steel longsword and a silver longsword or (b) one
(a)
weapon and one silvered martial weapon
martial
light crossbow and 20 bolts or (b) two handaxes
(a)
at 1st level, you gain proficiency in Nature and
Beginning
If you are already proficient in any of these
Investigation.
your proficiency bonus is doubled for any ability check
skills,
make with them.
you
1st level, you have survived the Trial of the Grasses, a
At
transformation process using chemicals and elixirs.
brutal
your body mutates, giving you the following
Consequently,
benefits.
age at a quarter of the speed you normally would.
You
gain darkvision out to a range of 30 feet. If you already
You
darkvision, its range increases by 30 feet.
have
have resistance against poison damage and advantage
You
saving throws against being poisoned or diseased.
on
have advantage on Constitution saving throws against
You
if your body survived the Trial of the Grasses, it is
Even
scarred. Roll twice or choose two of the following
invariably
at 1st level, you´ve learned a rudimentary form of magic,
Also
you to quickly produce magical effects through hand
allowing
fueled by sign dice.
signs,
Signs. You are able to cast any hand sign detailed
Hand
"Hand Signs" below as a bonus action, unless stated
under
Casting a sign requires a free hand to perform the
otherwise.
Dice. You have two sign dice, which are d4´s. As you
Sign
witcher levels, you gain more sign dice, and your sign
gain
increase in size, as indicated in the Sign Dice column of
dice
witcher table. You regain all expended sign dice after a
the
throws. Some hand signs require a saving throw to
Saving
its effect. The saving throw DC is calculated as follows:
resist
2nd level, you learn a number of alchemical formulae,
At
under "Alchemical Items". After a long rest, you can
listed
a number of items, as indicated in the Alchemical
produce
column of the witcher table. They last until used or
Items
the end of your next long rest. Only you or another
until
can drink the potions, and a single potion´s effect
witcher
not stack with itself during its duration. Ingesting a
does
or applying blade oil requires a bonus action, while
potion
a bomb takes an action. Creating these items
throwing
you to have alchemist's supplies on your person and
requires
throws. Some alchemical items require a saving
Saving
to resist its effect. The saving throw DC is calculated
throw
is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
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property of Wizards of the Coast. ©Wizards of the Coast LLC.
are
Equipment
a monster hunter’s pack (CoS) or (b) an explorer’s pack
(a) Monster Hunter
Trial of the Grasses
exhaustion.
Physical Changes
from the table below.
changes
d6 Change
1 Your hair loses all pigment, turning it white.
2
3
4
5
6
Your pupils turns vertical and your eyes glow yellow in
the dark.
Your core temperature permanently drops and your
skin pales.
Your emotions become numb, making it rare or
difficult for you to have strong emotional reactions.
Your reproductive system has been damaged, leaving
you infertile.
All the hair follicles in your body are dead, causing you
to lose all hair.
Hand Signs
short or long rest.
Sign Save = DC 8 + your proficiency bonus + your
Intelligence modifier
Alchemy
one empty flask per potion.
as follows:
somatic components, in addition to a sign die.
Alchemy Save DC = 8 + your proficiency bonus + your
Intelligence modifier
4
at 2nd level, you adopt a particular style of fighting as
Also
specialty. Choose one of the following options. You can't
your
the same Fighting Style option more than once, even if
take
get to choose again later.
you
learn two cantrips of your choice from the wizard spell
You
Intelligence is your spellcasting ability for them.
list.
you gain a level in this class, you can replace one
Whenever
these cantrips with another cantrip from the wizard spell
of
have blindsight with a range of 10 feet. Within that range,
You
can effectively see anything that isn't behind total cover,
you
if you're blinded or in darkness. Moreover, you can see
even
invisible creature within that range, unless the creature
an
making a ranged attack while you are within 5 feet of a
When
creature, you do not have disadvantage on the attack
hostile
Your ranged attacks ignore half cover and three-quarters
roll.
against targets within 30 feet of you. You have a +1
cover
you engage in two-weapon fighting, you can add your
When
modifier to the damage of the second attack. Also, you
ability
make the second attack as part of the Attack action,
can
of using your bonus action.
instead
you roll a 1 or 2 on a damage die for an attack you
When
with a melee weapon that you are wielding with two
make
a creature you can see hits a target, other than you,
When
5 feet of you with an attack, you can use your reaction
within
reduce the damage the target takes by 1d10 + your
to
bonus (to a minimum of 0 damage). You must be
proficiency
a shield or a simple or martial weapon to use this
wielding
reaction.
long as you are not wearing heavy armor or using a shield,
As
have a swimming speed and a climbing speed equal to
you
a bonus action, you can enter a defensive stance that lasts
As
the start of your next turn. While in your defensive
until
you can make opportunity attacks without using your
stance,
and you can use your reaction to make a melee
reaction,
against a creature that moves more than 5 feet while
attack
your reach.
within
wielding a versatile weapon with two hands you gain a
When
bonus to damage rolls. When wielding a versatile weapon
+2
one hand, and nothing in your other hand, you gain a +2
with
to attack rolls.
bonus
addition, as a bonus action you can make an unarmed
In
or shove attack if you have a free hand to do so.
strike
is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
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property of Wizards of the Coast. ©Wizards of the Coast LLC.
are
Fighting Style
Great Weapon Fighting
Arcane Warrior
you can reroll the die and must use the new roll, even
hands,
the new roll is a 1 or a 2. The weapon must have the two-
if
or versatile property for you to gain this benefit.
handed Interception
list.
Blind Fighting
Mariner
hides you.
successfully from Close Quarters Shooter
normal speed, and you gain a +1 bonus to armor class.
your Tunnel Fighter
to attack rolls on ranged attacks.
bonus Defense
you wearing armor, you gain a +1 bonus to AC.
While are Dual Wielder Fighting
Versatile Fighting
5
3rd level, you choose a school of training that best
At
your style of monster hunting: Bear, Cat, Griffin,
represents
or Wolf. Your witcher school grants you features at 3rd
Viper
and again at 6th, 10th, 14th and 18th level.
level
3rd level, your mutations and skill allow you to react with
By
speed. If you are wielding a melee weapon, you can
blinding
your reaction to deflect the missile when you are hit by a
use
weapon attack. When you do so, the damage you take
ranged
the attack is reduced by 1d10 + your Dexterity modifier
from
your Witcher level.
+
you reach 4th level, and again at 8th, 12th, 16th, and
When
level, you can increase one ability score of your choice
19th
2, or you can increase two ability scores of your choice by
by
As normal, you can’t increase an ability score above 20
1.
at 5th level, you can attack twice, instead of
Beginning
whenever you take the Attack action on your turn.
once,
number of attacks increases to three when you
The
11th level in this class.
reach
at 6th level, you gain enhanced senses that
Starting
you to both track prey and avoid danger. You have
allow
on Wisdom (Perception) checks that rely on
advantage
or smell, and you can't be surprised while
hearing
you reach 7th level in this class, the terrible
When
you´ve faced have hardened your resolve.
monsters
gain proficiency in Wisdom saving throws and
You
have advantage on saving throws against being
you
or frightened.
charmed
you already have this proficiency, you gain
If
9th level, your rigorous training and fighting skill
At
a deadly edge to your attacks. You gain a bonus
gives
your weapon damage rolls equal to half your proficiency
to
(rounded up).
bonus
bonus damage increases to your proficiency bonus
This
you reach 17th level in this class.
when
13th level, enhanced regeneration from mutations
At
you recover faster from exertion. When you finish
lets
long rest you regain all of your Hit Dice, instead of
a
half. only
whenever you finish a short rest, your exhaustion
Also,
if any, is decreased by 1.
level,
15th level, your experience fighting wielders of dark magic
At
made you skilled at resisting magical attacks.
has
long as you are not incapacitated, you have advantage
So
saving throws against spells and other magical effects,
on
20th level, the mutations from your trial has made
At
changes in your physiology. You are immune to
profound
damage, all diseases and the poisoned condition.Also,
poison
two of your ability scores. Those ability scores each
choose
by 2, to a
increase
of 22.
maximum
is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
This
property of Wizards of the Coast. ©Wizards of the Coast LLC.
are
Witcher School
Magical Defense
Deflect Missiles
spell attacks have disadvantage against you.
and Greater Mutations
Ability Score Improvement
this feature. Alternatively, you can choose a feat.
using Extra Attack
Predatory Senses
are conscious.
you Hardened Resolve
in Charisma saving throws instead.
proficiency Slayer
Accelerated Recovery
6
presented signs are the magical effects witchers can
The
through quick hand signs.
produce
You thrust you hand forward and cause a blast of
Aard.
force. Each creature in a 15-foot cone must make
telekinetic
Strength saving throw, taking force damage equal to one
a
die and is pushed back 10 feet on a failed save. On a
sign
saving throw it takes half as much damage and isn
successful
pushed back. Nonmagical flames in the area are
´t
You release a burst of flames from your hand. Each
Igni.
in a 15-foot cone must make a Dexterity saving
creature
A creature takes fire damage equal to two sign dice on
throw.
failed save, or half as much damage on a successful one. A
a
object in the area ignites if it isn´s being worn or
flammable
carried.
A fluid finger movement that covers you in a
Quen.
magical layer. You gain temporary hit points equal
protective
A sign meant to confound an enemies´ faculties. A
Axii.
within 30 feet must make a Wisdom saving throw.
creature
a failed save, you can add a sign die to all Charisma
On
directed at the creature for 10 minutes. If you attack
checks
creature or target it with a harmful spell or ability, the
the
ends. On a successful saving throw, or when the effect
effect
the creature knows you influenced it.
ends,
Whenever you are hit by an attack, physical or
Heliotrop.
you can use your reaction to cross your wrists and
magical,
a magical barrier against the source. You expend a
summon
die and add it to your Armor Class against that attack,
sign
causing it to miss.
potentially
Holding your hand towards a point on the ground
Yrden.
reach, you expend a sign die and create a 15 foot
within
circle of runes centered on that point that lasts for 1
radius
Creatures except you and your allies treat the circle
minute.
difficult terrain. Creatures can´t benefit from the
as
Movement or Shapechanger traits while
Incorporeal
its area, and creatures on the Ethereal Plane are
in
as if they are not.
treated
is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
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property of Wizards of the Coast. ©Wizards of the Coast LLC.
are
Hand Signs
extinguished.
to one sign die + your Intelligence modifier for 1 hour.
7
Forest. Heightened vigor lightens your step. Your
Maribor
increases by 10 feet for 1 hour.
speed
Elemental Decoction. Your skin toughens and
Earth
gnarly, giving you a +2 bonus to AC for 1 minute.
becomes
Increased strength and adrenaline release
Thunderbolt.
your combat prowess. You gain a +1 bonus to
enhances
and damage rolls for 10 minutes.
attack
Raffard. A restorative potion that closes wounds
White
quickens healing. You regain hit points equal to 1d6 +
and
witcher level.
your
For 1 hour, the range of your darkvision increases by
Cat.
feet and you can see in darkness as if it were bright light.
30
Philter. The first time you would roll sign dice for
Petri´s
hand sign within 1 minute after drinking the philter, instead
a
rolling dice, you can use the highest number possible for
of
die. each
Oil. Choose a type of creature: aberrations, beasts,
Blade
constructs, dragons, elementals, fey, fiends, giants,
celestials,
oozes, plants, or undead. Alternatively, you can
monstrosities,
one race of humanoids (such as gnolls or orcs). You can
select
the oil in this flask to coat one melee weapon. A creature
use
the chosen creature type takes 1d4 additional weapon
of
when hit by the weapon. Once applied, the poison
damage
potency for 1 hour before drying.
retains
bombs can be thrown at an area within 30 feet where it
All
detonate, affecting all creatures within 10 feet.
will
Star. A flammable concoction that spreads sticky
Dancing
Each creature in the area must succeed on a Dexterity
fire.
throw or be coated with sticky fire. A coated creature
saving
2d4 fire damage at the start of each of it turns. A
takes
damage increases by 2d4 at 5th, 11th and 17th level
This
this class.
in
Puffball. This bomb releases a burst of poisonous
Devil's
that spreads around corners. Each creature in the area
gas
succeed on a Constitution saving throw take 1d12
must
damage and be poisoned until the end of your next
poison
On a successful saving throw it takes half as much
turn.
and suffers no adverse effects.
damage
damage increases by 1d12 at 5th, 11th and 17th level
This
this class.
in
Bomb. This bomb releases a cloud of
Dimeritium
slivers, which last for 1 minute. When a creature
dimeritium
its turn in the area, or enters the area for the first time
starts
its turn, it must make a Constitution saving throw. On a
on
Dream. This bomb releases a cloud of
Dragons´s
gas that spreads around corners. It lasts for 1
flammable
or until a wind of at least 10 miles per hour disperses
minute
If a spark or fire (such as igni) appears in the area while
it.
cloud persists, it ignites with a blast of ghost-like fire.
the
creature in the area must make a Dexterity saving
Each
taking 2d6 fire damage and 1d6 force damage on a
throw,
save or half as much on a successful one.
failed
fire damage increases by 2d6 and the force damage
The
by 1d6 at 5th, 11th and 17th level in this class
increases
A compact bomb that sprays shrapnel. Each
Grapeshot.
in the area must make a Dexterity saving throw,
creature
2d10 piercing damage on a failed save or half as much
taking
a successful one.
on
damage increases by 2d10 at 5th, 11th and 17th level
This
this class.
in
Dust. A bomb that creates a burst of fine silver
Moon
Each creature in the area must succeed on a
slivers.
saving throw or be unable to benefit from the
Constitution
trait for 1 minute. If a creature that fails the
Shapechanger
throw is transformed, it returns to its true form.
saving
Wind. A bomb that releases a gust of frigid air.
Northern
creature in the area must make a Constitution saving
Each
taking 2d8 cold damage and its speed is reduced by 10
throw,
until the start of your next turn on a failed save. On a
feet
saving throw it takes half as much damage and
successful
damage increases by 2d8 at 5th, 11th and 17th level
This
this class.
in
This bomb creates a burst of blinding light. Each
Samum.
in the area must succeed on a Constitution saving
creature
take 1d8 radiant damage and be blinded until the end
throw
your next turn. On a successful saving throw it takes half
of
much damage and suffers no adverse effects.
as
damage increases by 1d8 at 5th, 11th and 17th level
This
is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
This
property of Wizards of the Coast. ©Wizards of the Coast LLC.
are
Alchemy
Bombs
Potions and Oil
creature can use its action to remove the fire.
failed save, it can´t cast spells until the start of its next turn.
suffers no adverse effects.
in this class.
8
witchers are trained in schools, each with its own way of
All
They differ in mindset and method, but all train
training.
from the school of the bear rely on heavy armor and
Witchers
forceful fighting style. Rather than evading attacks, they let
a
armor and powerful build absorb the damage. This
their
them to be up-close and personal with their enemy,
allows
powerful counterattacks. A witcher of the bear
launching
is typically strong, direct and brave.
school
you choose this school at 3rd level, you gain proficiency
When
heavy armor and Strength saving throws. Also, you have
in
on saving throws to resist being grappled, knocked
advantage
or moved against your will.
prone
at 3rd level, you can leverage your considerable
Additionally
in combat to strike a powerful blow. Once on each of
strength
turns when you hit a creature with a melee attack, you
your
increase the weapon´s damage by 1d4.
can
damage increases to 1d6 at 6th level, 1d8 at 10th
This
and 1d10 at 14th level in this class.
level,
at 6th level, you can brace yourself to absorb
Starting
blows. As a bonus action on your turn, or as a
incoming
when you take damage, you can grant yourself
reaction
hit points equal to your Constitution modifier
temporary
of 1). You can only gain temporary hit points in
(minimum
way once per round, and you lose any temporary hit
this
10th level, you can withstand harsh effects, such as a green
At
poison breath or a blight spell. When you are
dragon's
to an effect that allows you to make a Constitution
subjected
throw to take only half damage, you instead take no
saving
if you succeed on the saving throw, and only half
damage
if you fail.
damage
at 14th level, when you take damage from a creature
Starting
is within 5 feet of you, you can use your reaction to make
that
melee weapon attack against that creature. If you are below
a
your maximum hit points after taking that damage, you
half
18th level, your ferocity and strength makes you a
At
opponent. You can now deal damage from Brutal
formidable
whenever you hit a creature with a melee attack, not
Strike
once per turn.
just
is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
This
property of Wizards of the Coast. ©Wizards of the Coast LLC.
are
Witcher Schools
the purpose, hunting and slaying monsters.
toward same School of the Bear
Heavy Steel
Brutal Strike
Brace
gained from this feature after 1 minute.
points Mettle
Furious Retaliation
advantage on the attack roll.
have Juggernaut
9
and precise, cat witchers use their remarkable agility
Quick
its fullest potential in combat. Combined with the variant
to
the Trial of the Grasses performed on recruits at Cat
of
it makes for an efficient killer. This Trial is infamous
schools,
its effect, quelling even more emotions from the mind.
in
how each person responds to the Trial varies. Some
However,
have a wide range of emotions but never feel strongly.
might
could be left with a few specific emotions that govern
Others
you choose this school at 3rd level, you gain proficiency
When
the Acrobatics skill. Your proficiency bonus is doubled for
in
a weapon without the heavy property gains the
Also,
property when you wield it.
finesse
at 3rd level, you can use a bonus action on your
Additionally
to make one weapon attack with a finesse weapon that
turn
are holding in one hand. You do not add your ability score
you
to the damage roll of this attack.
modifier
at 6th level, your mutations make your emotions
Starting
stable and reliable. You gain proficiency in the
unnaturally
and Intimidation skills. Additionally, when you
Deception
an ability check with either of those skills you can treat
make
at 10th level, you have no qualms about pushing
Starting
points and delivering deadly strikes.
weak
weapon attacks score a critical hit on a roll of a 19 or
Your
Also, you can roll one additional weapon damage die
20.
determining the extra damage for a critical hit with a
when
attack that has the finesse property.
weapon
at 14th level, you can quickly move out of the way of
Starting
area effects, such as a green dragon's poison breath
certain
a fireball spell. When a spell or other effect would have you
or
a saving throw due to being in an area of effect, you can
make
your reaction to move up to half your movement speed,
use
moving you outside the effect’s area.
potentially
at 18th level, whenever you score a critical hit or
Starting
a creature to 0 hit points with a melee attack on your
reduce
you can immediately move up to half your speed and
turn,
a melee attack. This can only trigger once per turn.
make
your weapon attacks now score a critical hit on a roll
Also,
a 18 - 20.
of
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property of Wizards of the Coast. ©Wizards of the Coast LLC.
are
School of the Cat
decisions morality.
their and Form Over Force
any ability check you make that uses that skill.
Quick Strike
Dulled Emotions
d20 roll of 9 or lower as a 10.
a Deadly Critical
Agile Dodge
Killer Instinct
10
and knowledgeable, witchers of the griffin school have
Proud
deeper understanding of magic than most witchers. As
a
hand signs are their strongest weapon in combat. They
such,
to old codes of honor and knightly chivalry, which
adhere
them respect and high social statuses among both the
grants
and the commonfolk.
nobility
you choose this school at 3rd level, you have spent time
When
lore and mingling with higher society. You gain
studying
in two skills of your choice from among Arcana,
proficiency
Persuasion or Religion. If you are already proficient
History,
a skill you chose, your proficiency bonus is doubled for any
in
check you make with that skill.
ability
at 3rd level, your extensive knowledge of the
Additionally
empowers your hand signs. When you cast a hand
arcane
it has the following additional effect.
sign
- Empowered. A Large or smaller creature that fails
Aard
saving throw is also knocked prone.
the
- Firestream. You can release a continous stream of
Igni
when casting Igni, as if you are concentrating on
fire
spell. If you do, you can maintain Igni on each of your
a
turns without expending a sign die, but
subsequent
must use your bonus action to cast it and you can´t
you
the same hand for anything else. You can maintain
use
effect for up to 1 minute.
this
- Resistive Shield. While you have temporary
Quen
points from Quen, you also benefit from half cover.
hit
- Supress Will. Whenever a creature affected
Axii
your Axii targets you with an attack or a harmful
by
or effect, it must succeed on a Wisdom saving
spell
or waste the attack, spell or effect.
throw
- Cushioning Barrier. If the attack still hits
Heliotrop
reduce the damage by an amount equal to the roll
you,
- Warding Circle. Ranged attack rolls against
Yrden
inside the ring, or ranged attacks at creatures
creatures
at 6th level, whenever you make a Charisma
Starting
and don´t knowingly tell a lie to the creatures
check
you can roll a d4 and add the number rolled
involved,
the check's total.
to
10th level, you have a wellspring of mana that never
At
to run dry. When you roll initiative and have no
seems
at 14th level, you uncover magical lore from either
Starting
nature or occultism. Choose Cleric, Druid or
religion,
when you gain this feature. Whenever you finish a
Warlock
rest you can choose a spell of 4th level or lower from the
long
list of the chosen class to memorize. You can cast that
spell
once before you have to complete another long rest, and
spell
have to meet all the requirements for casting the spell.
you
is your spellcasting modifier for it. If you choose
Intelligence
spell of 1st, 2nd or 3rd level, you can cast it at 4th level. You
a
only have one spell prepared in this way at a time.
can
18th level, you can roll an additional sign die when casting
At
Igni or Quen.
Aard,
once per turn when you take the Attack action on
Also,
turn, you can forego one attack and instead cast a hand
your
is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
This
property of Wizards of the Coast. ©Wizards of the Coast LLC.
are
School of the Griffin
Expanded Lore
Well Educated
Battlemage
Improved Hand Signs
sign without consuming a sign die.
of the sign die (down to a minimum of 0 damage).
it are made at disadvantage.
across Chivalry
Tireless evoker
sign dice remaining, you regain 1 sign die.
11
witchers are feared for their expertise in poison and
Viper
tactics. In combat they use a fast, dual wielding
assassination
style, aiming to overwhelm opponents. Unlike
fighting
from most schools, vipers are known to take
witchers
you choose this school at 3rd level, you gain proficiency
When
the poisoner's kit and the Stealth skill. Your proficiency
in
is doubled for any ability check you make that uses
bonus
Also, you can perform somatic components with a
Stealth.
at 3rd level, your attacks are even deadlier when you
Also
unaware or debilitated creatures. Each time you hit an
strike
paralyzed, poisoned, restrained, stunned,
incapacitated,
or unconscious creature with a weapon attack, it
surprised
at 6th level, you can conduct an hour-long crafting
Starting
to create one dose of a poison worth up to 300 gp
process
DMG p.257). As part of this process, you must spend a
(see
of coins equal to the value of the poison. Creating a
number
dose in this way requires you to have a poisoner's kit
poison
your person. Once you craft a poison in this way, you can't
on
so again until you finish a long rest.
do
when a creature makes a saving throw against
Additionally,
poison you use, you can choose to apply your Alchemy Save
a
instead of the inherent poison DC.
DC
10th level, you have trained yourself to move lightly and
At
You can take the Hide action as a bonus action on
unseen.
turn, and you have advantage on Dexterity (Stealth)
your
to avoid being heard.
checks
at 14th level, you can attack twice instead of once
Starting
your off-hand attack when you engage in two-weapon
with
If you would add your ability modifier to the damage
fighting.
of the first attack, do so for the second as well.
roll
18th level, one of your eyes mutates and takes on a deep
At
color, with the pupil narrowing to a small slit, like that of
red
as an action choose a creature that you can see
Also,
30 feet of you that you subject to terrible mental
within
It takes 14d6 psychic damage. If it has less than 100
images.
points after taking the damage, it is stunned until the
hit
of your next turn.
beginning
you use this feature, you can't use it again until you
Once
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property of Wizards of the Coast. ©Wizards of the Coast LLC.
are
School of the Viper
on humanoids as well as monsters.
contracts Viperous Repertoire
holding a melee weapon.
hand Exploit Weakness
an additional 1d4 damage from the weapon.
takes Poison Crafter
Creeping Death
Twin Fangs
Evil Eye
a snake. You gain truesight out to a range of 30 feet.
finish a long rest.
12
from the school of the wolf are widely respected for
Witchers
professionalism and efficiency. Although they are
their
and flexible with their tools and skills, wolf witchers
versatile
at close combat fencing, adapting to any foe.
excel
3rd level, choose two skills from the witcher class skill list
At
you are proficient with. Your proficiency bonus is
that
for any ability check you make that uses either of the
doubled
proficiencies.
chosen
at 3rd level, you learn maneuvers that are fueled
Additionally
special dice called superiority dice.
by
You learn three maneuvers of your choice, which
Maneuvers.
listed under "Maneuvers" below. Many maneuvers
are
an attack in some way. You can use only one
enhance
per attack.You learn one additional maneuver of
maneuver
choice at 6th, 10th, and 14th level. When you gain a level
your
this class, you can choose one of the maneuvers you know
in
replace it with another maneuver of your choice.
and
Dice. You have four superiority dice, which are
Superiority
A superiority die is expended when you use it. You
d6s.
all of your expended superiority dice when you finish a
regain
or long rest.You gain another superiority die at 6th
short
and one more at 14th level.Your superiority dice
level
in size as you gain levels in this class, d8 at 6th level,
increase
at 10th level and d12 at 14th level,
d10
Throws. Some of your maneuvers require your target
Saving
make a saving throw to resist the maneuver's effects. The
to
at 6th level, if you spend at least an hour
Starting
clues, interrogating witnesses or researching
investigating
concerning a creature type you gain the following
lore
for 1 week:
benefits
have advantage on any Wisdom (Perception) or
You
(Survival) check you make to find creatures of
Wisdom
type. that
on each of your turns when you hit a creature of that
Once
with a weapon attack it takes an additional 1d8
type
from the weapon.
damage
can only have these benefits against one creature type
You
a time. at
10th level, you gain an additional reaction each round,
At
can only be used to make an Attack of Opportunity or
which
use the Deflect Missiles feature. A single effect can only
to
a single reaction.
trigger
at 14th level, you move nimbly and skillfully in
Starting
dancing around your foes. Opportunity attacks
combat,
you are made with disadvantage and moving through
against
terrain costs you no extra movement.
difficult
at 18th level, once per turn when you make a
Starting
attack, you can use a maneuver you know, rolling a
weapon
is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
This
property of Wizards of the Coast. ©Wizards of the Coast LLC.
are
School of the Wolf
Footwork
Expert Hunter
Blademaster
d6 in place of expending a superiority die.
Combat Superiority
saving throw DC is calculated as follows:
Maneuver Save = DC 8 + your proficiency bonus + your
Strength or Dexterity modifier (your choice)
Professional Contractor
Wolven Storm
13
maneuvers are presented in alphabetical order.
The
When an enemy you can see moves within 5 feet of
Brace.
you can use your reaction to expend one superiority die
you,
make one weapon attack against that creature. If the
and
hits, add the superiority die to the attack's damage roll.
attack
Attack. When you hit a creature with a weapon
Disarming
you can expend one superiority die to attempt to
attack,
the target, forcing it to drop one item of your choice
disarm
it's holding. You add the superiority die to the attack's
that
roll, and the target must make a Strength saving
damage
On a failed save, it drops the object you choose. The
throw.
lands at its feet.
object
Strike. When you hit a creature with a weapon
Distracting
you can expend one superiority die to distract the
attack,
giving your allies an opening. You add the
creature,
die to the attack's damage roll. The next attack roll
superiority
the target by an attacker other than you has
against
if the attack is made before the start of your next
advantage
turn.
Footwork. When you move, you can expend one
Evasive
die, rolling the die and adding the number rolled
superiority
your AC until you stop moving.
to
Attack. You can expend one superiority die and use
Feinting
bonus action on your turn to feint, choosing one creature
a
5 feet of you as your target. You have advantage on
within
next attack roll this turn against that creature. If that
your
hits, add the superiority die to the attack's damage roll.
attack
advantage is lost if not used on the turn you gain it.
The
Eye. When you make an Intelligence
Hunter´s
check or a Wisdom (Perception) check, you
(Investigation)
expend one superiority die, and add the superiority die to
can
ability check.
the
Attack. When you hit a creature with a weapon
Maneuvering
you can expend one superiority die to maneuver one
attack,
your comrades into a more advantageous position. You add
of
superiority die to the attack's damage roll, and you choose
the
friendly creature who can see or hear you. That creature
a
use its reaction to move up to half its speed without
can
opportunity attacks from the target of your attack.
provoking
When another creature damages you with a melee
Parry.
you can use your reaction and expend one superiority
attack,
to reduce the damage by the number you roll on your
die
die + your Dexterity modifier.
superiority
Attack. When you make a weapon attack roll
Precision
a creature, you can expend one superiority die to add
against
to the roll. You can use this maneuver before or after
it
the attack roll, but before any effects of the attack are
making
applied.
When a creature misses you with a melee attack,
Riposte.
can use your reaction and expend one superiority die to
you
a melee weapon attack against the creature. If you hit,
make
add the superiority die to the attack's damage roll.
you
Attack. When you hit a creature with a weapon attack,
Trip
can expend one superiority die to attempt to knock the
you
down. You add the superiority die to the attack's
target
roll, and if the target is Large or smaller, it must
damage
a Strength saving throw. On a failed save, you knock
make
target prone.
the
is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
This
property of Wizards of the Coast. ©Wizards of the Coast LLC.
are
Maneuvers
is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
This
property of Wizards of the Coast. ©Wizards of the Coast LLC.
are
Credits
Version 1.0 - Created by /u/johnares93
Images, in order of appearance:
The safest road by seven-teenth
Geralt of Rivia by CD Projekt Red
castle sketch by Mateusz Michalski
Gerd by Anton Nazarenko
Lambert by Bartłomiej Gaweł
Geralt:Professional by Dave Rapoza
Ivo of Belhaven by Anna Podedworna
Madoc by Valeriy Vegera
Gerd by Eleonora "Noura" Abdrakhmanova
Gezras of Leyda by Bogdan Rezunenko
Keldar by Bogdan Rezunenko
Ivar Evil-Eye by Valeriy Vegera
Geralt of Rivia by Marek Madej
Archgriffin by Oleksandr Kozachenko
Medallions by u/lennoxonnell
Stains by u/flammableconcrete
Inspiration:
Sean´s gaming corner
Mage Hand Press
Laserllama
Witcher class by Andrew Rayleigh
Cover and back cover art: Draw Souls
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