D&D 5th Edition: THE WITCHER CLASS

Similar documents
The Witcher. A Homebrew Class for D&D 5th Edition based on Sapkowski and CDProjekt's works. by Yollo the Dwarf

Logo and Ampersand TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

Athletics - climb, jump, and swim.

Version Character Creation

PALADIN. quick reference D &D 5 E

DRACONIANS IN PATHFINDER

Spellcaster This term is used throughout the book to refer to situations that are true for both wizards and apprentices.

SorCerer Card deck SPeLLS CLaSS features * talents

Incendio Spell, Starts a fire.

This file uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy.

Goblin Warrior. Core: Health: 10 Armor: 2 (Scrap Armor) Movement: 5 square (25 ) Attacks: Goblin Sword: Melee, 1d6+1 OR Goblin Bow: 30, 1d6+1

Bard Card deck BattLe CrIeS * SongS * SPeLLS CLaSS features * talents

Appendix B. Acquired Abilities. List

The Arena v1.0 An Unofficial expansion for Talisman by Games Workshop Copyright Alchimera Games 2012

1 1 NA NA NA NA NA NA NA NA NA NA NA NA 4. Hunter NA 5 NA NA 5 NA NA 6 NA 8 7

Starting Wealth: 5d6 10 gil (average 175 gil.) In addition, each character begins play with an outfit worth 10 gil or less.

Concealment. Ambush. (total) Ambush (darkness) Cover. Bog. Cover (soft) Concealment. Cover (total)

The Witcher Class -Odar Urr, Master Witcher

DEFENSES SCORE 10 + ARMOR/ DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC

Alignment: Any Chaotic alignment. Hit Die: d6.

TAC MYTHOS. Byakhee Attack. 0 CP Any. Mythos Influence Level increases by one. always attacking the nearest unit. The

Prof Features SK Class Features Hit Dice: Hit Points at 1st Level: Hit Points at Higher Levels: Armor: Weapons:

HS Dungeons A dungeon crawl game by Matt InfinityMax Drake With special thanks to the guys at Heroscapers.com

Gamma World Character Generation By: Paul S. Williams( ) For Gamma World 3 rd Ed. Master s of the Earth Campaign

PROFILE. Jonathan Sherer 9/30/15 1

Dwarves v Warband Special Rules. Warband Special Rules

Primo Victoria. A fantasy tabletop miniatures game Expanding upon Age of Sigmar Rules Compatible with Azyr Composition Points

DEFENSES SCORE 10 + ARMOR/ DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC

DWA R F! CLERIC! Cool! Here are some of the things you can do: You gain 1d10 HP at every level!

Roar of the Crowd. Gladiatorial Combat Rules for one to four players. Copyright 2006 Youngdale Productions $3.

2003 Hasbro. All rights reserved. Distributed in the United Kingdom by Hasbro UK Ltd., Caswell Way, Newport, Gwent NP9 0YH. Distributed in the U.S.A.

Eye Color: Survival MOONSHADOW. Linguistics. Ride Sail. Socialize WILLPOWER ESSENCE ANIMA BANNER. ([Essence x 3] + Willpower)

Welcome to the eve of war; a conflict that will rip galaxies apart and this is where it begins. Playing the Game

Ranger. Class Themes CLASSES RANGER. PDF compiled, edited and designed to resemble the official Player s Handbook by /u/barkalot

Player s Handbook Errata

This file uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy.

A Miniatures Combat RPG by Jeff Moore. Artwork Copyright 2008 FunDraw.com

Udo's D20 Mass Combat

ANDROID NOVICE. Attack: Constitution + your level vs. Fortitude

DARK CREEPER Death Throes (Su) Poison Use (Ex) HUMAN ZOMBIE

0-LEVEL RED MAGE SPELLS

Table of Contents. TABLE OF CONTENTS 1-2 INTRODUCTION 3 The Tomb of Annihilation 3. GAME OVERVIEW 3 Exception Based Game 3

CR1 N Small magical beast Init +6; Senses blindsight 90 ft., darkvision 60 ft., low light vision; Perception +4

PROFILE. Jonathan Sherer 9/10/2015 1

Player: Concept: Nationality: Hair Color: Skin Color: Archery Athletics Awareness Dodge Integrity Martial Arts Melee Resistance Thrown War

Overview 1. Table of Contents 2. Setup 3. Beginner Walkthrough 5. Parts of a Card 7. Playing Cards 8. Card Effects 10. Reclaiming 11.

Hits & Misses This document is a compilation of all clarifications to the v7.0 rule set that the FRC has received since its release.

# of minis. Minis. Base Size. Vulture. Small Medium Medium Medium Large Large Medium Large. Bandits Dogs Horses. Part. Part 2. Part Part Part.

Dramatis Personae v.0.9

Conflict Horizon Dallas Walker Conflict Horizon

Prototype Character Creation

The Paths to Valhalla. aths to. alhalla. Zephyr Table Games RPG. By Scott Nelson

Shaun Austin Jim Hartman

Undead Remasian Legion v.0.7

Illustration by Mark Zug

Fantasy and Magic Casting spells Casters level Blocking Spells Continuing spells Summoned Creatures

Player: Concept: Nationality: Hair Color: Skin Color: Integrity Performance Presence Resistance Survival. Bureaucracy Linguistics Ride Sail Socialize

Dungeon & Dragons 5.0-EZ

Dungeon & Dragons 5.0-EZ

COMPONENT OVERVIEW Your copy of Modern Land Battles contains the following components. COUNTERS (54) ACTED COUNTERS (18) DAMAGE COUNTERS (24)

Damage / Current HP. Crit: x2 1-Hand, B. Crit: 19-20/x2 Rng: 10' Light, P/S. Alertness. Crit: 19-20/x2 Rng: 120' 2-Hand, P

Pabst B. Ribbit 8 Assassin 13,000 Character Name Level Class Paragon Path Epic Destiny Total XP

Rng: 20 ft./60 ft. Finesse, Light, Thrown. All Eyes On You. Cunning Action. Rng: 150 ft./600 ft. Ammunition, Heavy, Two-Handed.

Table of Contents. Written by Zadmar.

In the event that rules differ in the app from those described here, follow the app rules.

Dungeon & Dragons 5.0-EZ

Spellbow. Class Features As a Spellbow, you gain the following class features. Calm Warriors. Creating a Spellbow. Deadly Assassins.

Swords Against Owlbears Print Book Errata - 17 June 2017

DUNGEON CRAWLER LABYRINTH

The dragons also have breath weapons and their bite is poisonous. (See Player's Handbook)

Eye Color: Survival. Linguistics. Ride Sail. Socialize WILLPOWER ESSENCE ANIMA BANNER. ([Essence x 3] + Willpower)

When a random or pre-set encounter occurs, use the special

Table: The Kingsglaive. Glaive Maximum Enhancement Bonus. Base Attack Bonus. Fort Save. Ref Save. Will Save. Special. Level

Ayrzul Novice s Cleric Spells (Tier 1-2)

Playing By Order of the Queen:

WARRIOR HEROES -LEGENDS TABLE OF CONTENTS GAME BASICS 4 MALE OR FEMALE 8 REPUTATION 8 INTRODUCTION 1 CLASS 8 NEEDED TO PLAY 2 SKILLS 9 ATTRIBUTES 11

Converting to SEG. The following is a correlation between CoC Characteristics and SEG Attributes:

Competitive Five Room Dungeon (Summer Event 2018)

Lord of the Rings - AoA style (2 / 17 / 04 and likely to be revised a few times) LOTR is essentially a low fantasy universe in that there are

Rules. Game Overview. Introduction. Rules Objective. Audience & Number of Players. Play Time. Object of the Game. Page 1.

Initiative. Hit-Points

Armor Token Pool. Granted by Armiger class (a la Mellowship Slinky)

Chapter 1: Building an Army

The Card-Mage A Homebrew D&D 3.5e Base Class, by Tristan Payne.

Troupes Types Attaques² Tir PV SVG CMD Taille PTS Min/max Spé. Hammerers Infanterie Miners Infanterie 3/ /1 3

Introduction. Contents

DEFENSES SCORE 10 + ARMOR/ DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC

D&D 5E RULES CLARIFICATIONS (Layout optimized for Chrome and Opera browsers)

not stopped, they will soon overwhelm us all! You must lead the fight or the world is surely doomed! - Walter P Matherson What is in the Expansion?


updated: may 2018 rules addendum may 2018 privateerpress.com

TAROKKA DECK UNLEASHED

Tonight you sit quietly in a dark corner of the Inn s large common room, with a cup of ale and a piece of hard, brown bread in front of you.

Dungeon Cards. The Catacombs by Jamie Woodhead

DUNGEONS & DRAGONS. As a Drupal project. Hacking and slashing our way through real-world content management problems

Roll for the Tournament -Jousting

MONSTERS OF THE SCARRED LANDS VOLUME 1. CONSTRUCTS. Alain Giorla

VANGUARD. THE FANTASY SKIRMISH GAME Beta Playtest

The magicite knight is an archetype of the knight class.

This file uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy.

Transcription:

D&D 5th Edition: THE WITCHER CLASS Indeed, naught is more repulsive than these monsters that defy nature and are known by the name of witcher, as they are the offspring of foul sorcery and witchcraft. Unscrupulous scoundrels without conscience and virtue, they are veritable creatures from hell, capable only of taking lives... Monstrum - A Portrayal of Witchers, Anonymous Taken in as children, witchers are subjected to intense alchemical processes, consumption of mutagenic compounds, and relentless physical and magical training. The end result is a monster slayer for hire. Permanent results of mutations shared by all witchers include: Sterility Cat-like eyes granting acute night vision - witchers can constrict their pupils to see in blinding light or open them to see in near pitch darkness. Resistance to disease (which functions in most cases as complete immunity) and a boosted immune system, allowing them to consume large quantities of potions that could prove deadly if consumed by others. Heightened witcher senses, allowing them to feel their environment, and to track and hunt enemies. Accelerated healing granting quick recovery from injuries. Long lifespans and prolonged youth. Witchers are proficient in the use of most weapons, but are never seen without their two swords. A steel greatsword is maintained for use against common foes, whereas a silver longsword is reserved for beasts resistant to all but magical attacks. Witchers are also trained in the mixing and brewing of potions, having developed a tolerance to alchemical toxicity. Lastly, witchers are attuned to the use of Signs, a special form of battle magic. A medallion, formed in the likeness of a wolf, cat or griffin, indicates the school where the witcher was trained. 1

It is a common belief that witchers have no capacity for emotion. This perception is due largely, in part, to the rigorous training and seclusion from society, which has been known to result in blunted emotional expression. THE WITCHER Level Proficiency Bonus Features 1st +2 Witcher Senses 2nd +2 Battle Meditation 3rd +2 Alchemy, Combat Casting 4th +2 Ability Score Improvement 5th +3 Extra Attack 6th +3 Ability Score Improvement 7th +3 Aard and Igni Upgrades 8th +3 Ability Score Improvement 9th +4 Advanced Alchemy 10th +4 Yrden and Igni Upgrades 11th +4 Extra Attack (2) 12th +4 Ability Score Improvement 13th +5 Aard and Igni Upgrades 14th +5 Ability Score Improvement 15th +5 Igni Upgrade 16th +5 Ability Score Improvement 17th +6 Axii Upgrade 18th +6 Superior Alchemy 19th +6 Ability Score Improvement 20th +6 Extra Attack (3) CLASS FEATURES HIT POINTS Hit Dice: 1d10 per level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per level after 1st Proficiencies Armor: All armor Weapons: Simple weapons, martial weapons Tools: None Saving Throws: Constitution, Wisdom Skills: Insight, Intimidation, Investigation and Perception Special: Resistance to disease, witcher senses, battle meditation 2

You start with the following equipment: Suit of chain or leather armor Silver longsword (1d8 +1) Steel greatsword (2d6) Light crossbow and 20 bolts Bestiary of Monsters Alchemical tools Witcher Senses You have low light vision and your proficiency bonus is doubled for Investigation and Perception. Battle Meditation Starting at 2 nd level, you treat short rests as you would a long rest. Alchemy Starting at 3rd level, you gain the ability to create alchemical concoctions for your sword, giving you advantage on your attack rolls against a specific creature. To create the solution, you must first harvest the creature s organs, and then spend 1 gold piece per the creature s hit dice to gather the necessary ingredients. New solutions require a day to prepare, after which time you may enhance your weapons after a short rest. You may only enhance your weapons with one solution at a time. The solution dissipates after a day. Advanced Alchemy: At 9th level, choose any creature with 9 hit dice or less that you have harvested. Against the creature, you have advantage on your attack rolls. Superior Alchemy: At 18th level, choose one creature type. Against creatures of that type with 18 hit dice or less that you have harvested, you have advantage on your attack rolls. SIGNS Starting at 3 rd level, you learn to use Signs, or glyphs, to create a variety of magical effects. Signs work like Cantrips, in that there is no limit to how many you can cast per day. Combat Casting In combat, you must focus on the Sign you wish to use for the time required. You may not attack or take any other actions during this period. If you take damage or suffer any adverse effect while you are focusing, you lose your focus and must begin again at the start of the following round. You use your Wisdom modifier when setting the saving throw DC for a witcher sign. Sign save DC = 8 + your proficiency bonus + your Wisdom modifier. 3

QUEN Focus Time: 2 rounds Range: Self Duration: 1 minute or until broken The Sigil of Protection. Creates a force field around you, absorbing incoming energy, kinetic or otherwise, equal in damage points to your level + your Wisdom modifier. For instance, at 3rd level and with a +2 bonus for Wisdom, Quen absorbs 5 points of damage. So if an attack against you would normally deal 8 points of damage, you would take only 3. Once the protective barrier takes damage, it is broken and must be recast. IGNI Focus Time: 1 round Range: Self (15-foot cone) Duration: Instantaneous The Sigil of Combustion. Works as the spell Burning Hands. As you hold your hand out, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren t being worn or carried. At 7th level, Igni deals 4d6 fire damage, at 10th level 5d6 damage, at 13th level 6d6 damage and at 15th level 8d6 damage. AARD Focus Time: 1 round Range: Self (10-foot cone) Duration: Instantaneous The Sigil of Force. You push opponents away from you with magical force. Enemies must make a saving throw vs. your spell casting ability or be stunned for one round. The Aard sign can also be used to topple objects, break through barriers, or knock flying enemies to the ground. Starting at 7th level, enemies failing their saving throws against Aard fall prone. At 13th level, enemies are knocked prone and stunned. 4

YRDEN Focus Time: 1 round Range: Self (15-foot radius) Duration: 1 minute The Sigil of Containment. Yrden creates a circle of magical glowing glyphs on the ground in a 15 radius. Enemies walking into the circle must make a successful saving throw vs. your spell casting ability or become slowed for one minute. Starting at 10th level, Yrden can also turn invisible creatures visible and make noncorporeal enemies vulnerable to non-magical weapons when standing within the glyph circle. Moving in and out of the circle takes one action. AXII Casting Time: 1 action (charm) 1 round (confusion / dominate person) Range: 30ft (charm/dominate person) 10-foot radius sphere (confusion) Duration: 1 hour (charm) 1 minute (confusion) 10 minutes (dominate person) The Sigil of Persuasion. Identical to the spell Charm Person. You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails it is charmed by you until the spell ends or until you or your companions do something harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends it knows it has been charmed. At 7th level, the Axii sign can be used as the spell Confusion. This spell assaults and twists creatures minds, spawning delusions and provoking uncontrolled actions. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it. An affected target can t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn. d10 Behavior 1. The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn t take an action this turn. 2-6. The creature doesn t move or take actions this turn. 7-8. The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing ths turn. 9-10. The creature can act and move normally. At the end of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target. 5

At 17th level, the Axii sign can be used as the spell Dominate Person. You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as Attack that creature, Run over there, or Fetch that object. If the creature completes the order and doesn t receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn t do anything that you don t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. 6