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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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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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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

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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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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

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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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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

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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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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

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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

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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

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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

WWW.GMBINDER.COM

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