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Submortimer
2015-06-12, 01:04 AM
Since I've been playing a ton of it recently, I figured I'd throw this up here and see how you all felt about it. It's probably too powerful, but I generally balanced it against the Paladin and the warlock.

Anywho, here goes!

The Witcher

http://www.nordicfilmandtvfund.com/files/1913/5300/0539/sauna_2_finland_ville_virtanen_photo_credit_aleksi _koskinen.jpg

Mutants. Vile, ill-begotten offspring of devils and sorcereresses. Forgotten bastards and unwanted children. to the common folk, this is what comprises a witcher. But, in the very same breath that they are cursed in, the witcher is also pleaded for, for he is one more thing than all of that:

He is a monster hunter.

Witchers are a specially trained group of warriors, dedicated to hunting down all that goes bump in the night, killing it, and then selling its head for coin. They are mercenaries, selling their sword to whoever can afford it, and they are problem solvers, correcting issues that only they are uniquely certified to correct. They are trackers, hunters, and tamers of all that is wild.

But they may not always be heroes.





Level
Prof. Bonus
Features
Decoctions Known
Alchemy Points
Max Alchemy Recepie Level


1
+2
Witcher Training, Witcher code, Alchemy, Signs, Beastiary
-
1
1


2
+2
Fighting Style, Decoctions
2
2
1


3
+2
Witcher School, Silver Sword, Sign Boost
2
3
1


4
+2
Ability Score Improvement
2
4
2


5
+3
Sign Boost
3
5
2


6
+3
Extra Attack
3
6
2


7
+3
School Ability, Sign Boost
4
7
3


8
+3
Ability Score Improvement
4
8
3


9
+4
Sign Boost
5
9
3


10
+4
School Ability
5
10
3


11
+4
Sign Boost
5
11
3


12
+4
Ability Score Improvement
6
12
4


13
+5
Sign Boost
6
13
5


14
+5
School Ability
6
14
5


15
+5
Sign Boost
7
15
5


16
+5
Ability Score Improvement
7
16
6


17
+6
Sign Boost
7
17
6


18
+6
Enhanced Alchemy
8
18
6


19
+6
Ability Score Improvement, Sign Boost
8
19
6


20
+6
Master Witcher
8
20
6



Class Features
As a Witcher, you gain the following class features:

Hit Points
Hit Dice: 1d10 per witcher level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per witcher level after 1st

Proficiencies
Armour:Light armor, Medium Armor, Heavy Armor
Weapons: Simple and Martial weapons
Tools: Alchemists Tools
Saving Throws: Constitution, Intelligence
Skills: Select two from the following list: Athletics, Acrobatics, Animal Handling, Knowledge: Arcana, Knowlege: Nature, Medicine, Ride, Stealth
Equipment
You start with the following equipment, in addition to the equipment granted by your background:

(a) Two longswords, one silvered or (b) any two martial weapons
(a) Simple clothes or (b) Courtieer's Outfit
(a) an explorer's pack or (b) a dungeoneer’s pack
(a) Studded Leather armour or (b) Chain Shirt
any simple weapon, and two daggers

Witcher Code
Witchers of all creeds and types are encouraged to develop a code of their own to follow, something to guide them as they make their way in the world; additionaly, each echool has a few guidelines that it's associated witchers are taught. There are only three rules that all witchers are taught, regardless of school:
- A witcher is paid for his services, and hunts only on contract. Hunting monsters is a tough, thankless job, but it is a job worthy of coin.
- Witcher's do not take official contracts on Sapient beings. They may fight/kill sentient creatures, but they cannot take an official contract on them.
- No Regicide. Assassins kill kings, witchers do not.

Witcher Training
All witchers go through extensive physical and mental training before being sent out into the world, giving them a few standard benefits.
- Witchers gain proficiency in both Investigation and Perception.
- Witchers may use their dexterity modifer instead of their strength modifier when using a versatile weapon.
- Witchers learn to track by scent, and can pick up scent trails due to their heightened sense of smell. They have advantage on investigation and perception checks related to smell.

Beastiary
Each Witcher maintains a copy of a special book known as a Beastiary. More than just a guide to flora and fauna, a Witcher Beastiary contains all of the myriad instrctions for the witcher's alchemy formula and all of the tips, hints, and tactitcs for fighting any monsters he's come across. While your beastiary is in your possesion, you have advantage on any knowledge checks concerning a specific type of monster you have fought before (green dragon, Iron Golem, hobgoblin, etc.). This bonus only applies to generalized knowledge of the creature type: A witcher might know that all green dragons breathe poison, and that they have especially soft spots on the underside of their chin, but they would not know what kind of treasure Parthunax, The Green Lord of the Forest has in his hoard.
Losing a beastiary is quite a big deal for a witcher; Without it, he may not prepare any alchemical formula, nor does he gain use of it's knowledges. Each Beastiary is written in a code only other witchers can decipher, so it will not benefit nor harm any unlearned individual coming into possession of on. Creating a new one requires 100 gp and 24 hours, during which the witcher with put himself into a trance and auto-write the contents into the new book.

Alchemy
Alchemy is an integral part of Witcher training, and a given witcher may know more than a hundred different potions, bomb recipies, and oil mixtures. Alchemy is discussed in further detail in the "Alchemy" post further down the page.

Signs
Though they are creatures formed and mutated by magic, witchers are not spellcasters, and they cannot perform magic in the traditional sense of the term. What they do learn, on the other hand, are a sreries of minor magical "tricks", known as signs. By drawing on the powers of the 5 elements (Air, Earth, Fire, Water, and the Void), they can muddle an opponents mind, protect themselves from the claws of thier beastly foes, and light their enemies ablaze.
Witchers learn all 5 of these signs at first level, and they grow in power slightly as the witcher gains levels in the witcher class. At level 3, 5, 7, 9, 11, 13, 15, 17, and 19, a witcher may chose to upgrade one . Signs may be used at will, and count as cantrips with regards to other types of spellcasting and spell immunity. A sign takes an action to cast, unless stated otherwise, and you may only use one sign per turn.


Aard
By focusing the power of wind, the witcher can blast his foes and/or unattended objects away from him with concussive force.
Level 1: 10 ft. cone, Strength Save or be pushed back 10 ft. Can effect medium or smaller creatures
Level 2: 15 ft. cone, Strength save or be pushed back 20 ft. Can effect Large or smaller creatures
Level 3: 20 ft. cone. Stength save or be pushed bak 20 feet and knocked prone. Can effect Huge or smaller creatures.
Level 4: 30 ft. cone, 1d6 magical bludgeoning damage, strength save or be knocked back 30 ft. and prone. Can effect Huge or smaller creatures.

Axii
By Channeling the power of water, the witcher can muddle the fluid thought in his mind, making them more pliable and open to suggestion. Targets Axii is successful on do not notice that they have been magically tricked. Axii is usless against creatures who are mindless or are immune to mind-affecting abilities.
Level 1: Gain advantage on a Persuasion, Deception, or Intimidation check vs. one target. In combat, Cause one target within 30 ft. to make an Intilligence save or be unable to take reactions till the start of your next turn or they take damage.
Level 2: Gain advantage on a Persuasion, Deception, or Intimidation check vs. two targets. In combat, Cause one target within 30 ft. to make an Intelligence save or be Stunned till the start of your next turn or they take damage.
Level 3: Gain advantage on a Persuasion, Deception, or Intimidation check vs. Three targets. In combat, Cause one target within 30 ft. to make an intelligence save or be Stunned or Frightened till the start of your next turn or they take damage.
Level 4: Gain advantage on a Persuasion, Deception, or Intimidation check vs. four targets. In combat, Cause one target within 30 ft. to make an Intelligence save or be Stunned, Frightened, or be rendered unconscious till the start of your next turn or they take damage.

Igni
By unleashing the power of fire, Witchers can burn their opponents to cinders. More mundanely, Witchers can use this to ignite or douse sources of flame with a snap of their fingers.
Level 1: 5 ft. Range, Dexterity save or take 1d6 fire damage and be lit on fire, taking 1 fire damage per round for one minute; targets may attempt a Dexterity saving throw at the end of each of their turns to put out the flames. Ignite or douse Candles/Lamps
Level 2: 10 ft. cone, Dexterity save or take 1d8 fire damage and be lit on fire, taking 1d6 fire damage per round for one minute; targets may attempt a Dexterity saving throw at the end of each of their turns to put out the flames. Ignite or douse Campfire/Hearth fire
Level 3: 15 ft. cone, Dexterity save or take 1d10 fire damage and be lit on fire, taking 2d6 fire damage per round for one minute; targets may attempt a Dexterity saving throw at the end of each of their turns to put out the flames. Ignite or douse Large bonfire.
Level 4: 20 ft. cone, Dexterity save or take 1d12 fire damage and be lit on fire, taking 3d6 fire damage per round for one minute; targets may attempt a Dexterity saving throw at the end of each of their turns to put out the flames. Ignite or Douse Large bonfire.

Quen
By drawing on the power of the earth, Witchers magically shirk off blows that might otherwise be leathal.
Level 1: Gain +1 AC. This lasts for 1 minute or until you take damage.
Level 2: Gain +2 AC. This lasts for 1 minute or until you take damage.
Level 3: Gain +2 AC. This lasts for 1 minute or until you take damage twice. You may cast Quen as a reaction to a successful attack; if you do so, th bonus to AC becomes +5, and you must take a short or long rest before you can do so again. In this case, your Quen shield duration is instantaneous.
Level 4: Gain +2 AC. This lasts for 1 minute or until you take damage three times. You may cast Quen as a reaction to a successful attack; if you do so, the bonus to AC becomes +5, and you must take a short or long rest before you can do so again. You may also cast Quen in reaction to a failed Saving throw, avoiding the effect in question. You must take a long rest before you can do this again. In either case, your Quen shield duration becomes instantaneous.

Yrden
By summoning the power of the Void, a witcher may place a supernatural trap on the ground, slowing his foes, forcing the insubstantial to become whole, the ethereal to become solid, and the invisible to be seen.
Level 1: 10 ft. radius, centered around you. Any foes entering the area of the trap have their speed halved. Yrden lasts for 1 min, and you may only have one trap active at a time.
Level 2: 15 ft. radius, centered around you. Any foes entering the area of the trap have their speed halved. Creatures who are ethereal that enter or start their turn within the area of the trap must make a wisdom save or forced back to the material plane while inside the area. Yrden lasts for 1 min. You may only have one trap active at a time.
Level 3: 20 ft. radius, centered around you. Any foes entering the area of the trap have their speed halved. Creatures who are ethereal or creatures who are in a mist or otherwise insubstantial form that enter or start their turn within the area of the trap must make a wisdom save or be forced back to the material plane/forcibly reformed while inside the area. Yrden lasts for 1 min. You may only have one trap active at a time.
Level 4: 30 ft. radius, centered around you. Any foes entering the area of the trap have their speed halved. Creatures who are ethereal, creatures who are in a mist or otherwise insubstantial form, and creatures that are invisibile (naturally or otherwise) that enter or start their turn within the area of the trap must make a wisdom save or be forced back to the material plane/forcibly reformed/become visible while inside the area. Yrden lasts for 1 min. You may have two traps active at a time.

Fighting Style
At 2nd level, a witcher learns his chosen style of fighting from the following list
- Dueling
- Two Weapon Fighting
- Hand-and-a-Half
- Great Weapon Fighting
- Defense

Decoctions
At 2nd level, a witcher learns how to make special alchemical formula known as Decoctions. The use a distilled form of monster essence known as a mutagen. Each Decoction is made as a potion, and must be consumed for the effect to work; unlike normal witcher potions, consuming a decoction does not effect a non-witcher whatsoever. Most decoctions have an extended duration, lasting for 24 hours or until the witcher takes a long rest; uses of Decoctions are always refreshed following a long rest.
A witcher learns 2 decoctions from the list at 2nd level, and may select new ones as he gains levels per the table.

Silver Sword
The signature weapon of a witcher, a silver sword is both an identifying badge of office and a deadly weapon. Most tales of witchers describe them as wearing a pair of swords on their back: one steel, of men and beasts, and one silver, for monsters. This suits most witchers just fine, as it allows common folk to identify witchers on sight (which means more coin), and it serves to keep their silver sword sharp for when the actual fighting needs to be done.
At third level, a witcher recieves his first Silver Sword. A standard silver sword is an extremely well made longsword, and it is considered a magical weapon. All witchers eventually have a silver blade forged that suits their individual combat style: This may be any form of weapon the Witcher is proficient in, and costs 100 gold in addition to the normal cost for the blade. Any weapon the witcher comes across may be treated to becomes a silver weapon: this process takes 24 hours and 100 gp worth of materials.

Witcher Schools
At 3rd level, the witcher graduates from his chosen school fo training. He joins one of the following School, and he is given his silver sword and a Medallion linked to the School. This medallion is highly sensitive to latent magical energies, and will vibrate when it is within 30 ft. of a sufficiently strong magical aura. The Available schools are:

- School of the Cat - sneaky assassins (Stealth, sneak attack)
- School of the Wolf - Hunters ( Combat specialists)
- School of the Bear - Tanky Heavy attack specialists (Durability)
- School of the Griffon - Sign-using "Spellcasters" (Better signs)
- School of the Viper - Alchemy Masters

Extra Attack
At 6th level, whenever you take the attack action, you may attack twice.

Enhanced Alchemy
A witcher of sufficient level is, in his specific field, a true master of alchemy. The witcher adds his Int modifer to his level to determine his total number of alchemy points.

Master witcher.
A master witcher is a terrifying creature to behold: nearly immortal, almost invincible, and supremely deadly. A master witcher adds his Intelligence bonus to all melee damage and attack rolls., in addition to his strength or dexterity bonus.

Schools
School of the Wolf

Wolf's Prey
At 3rd level, you learn to capatalize on a creature's weakness. Once per tun, you may deal an additional 1d8 damage to a creature that has already been damaged.

Pack Tactics
at 7th level, you learn to weave in and out of battle, dodging strikes and setting yourself up for strikes. You do not provoke opportunity attacks on your turn from targets you attacked that turn.

Whirlwind Attack
At 10th level, you gain the ability to make a whirling attack with your blade. As an action, you may make one attack against every opponent that is adjacent to you.

Improved Pack Tactics
At 14th level, you learn to utilize your combat allies to benefit the you and the group as a whole. As a bonus action, you may grant either yourself or an ally Advantage on their next attack roll against an enemy you are adjacent to. You must have an ally adjacent to that creature to use this ability.



School of the Cat
Panther's Prey
You have learned how to strike quickly, and without hesitation. At 3rd level, Once per turn, you can deal an additional 1d8 damage to one creature you hit with an attack if you have advantage on the attack roll.
You don't need advantage on the attack roll to apply your Panther's Prey damage if no other enemies of you or the target are within 5 feet of the target.
If you have the Sneak attack ability from another class, it does not stack with Panther's Prey. You may use both abilities on the same turn, if you are able to, but not on the same attack.
Your Panther's Prey ability deals additional damage based on the table below

[tr= bgcolor:#8E5A2E]

Level

Bonus damage


8th

2d8


15th

3d8



Padded Feet
You've been trained to be unseen and unheard, as well as getting into places no one should get to. at 7th level, You gain Proficiency in Sneak and Acrobatics.

Poisoned Blades
You've learned the secret of brewing your oils to be more potent. At 10th level, When you attack your target with an Oiled Blade (that matches their creature type), that creature must make a saving throw (DC 8 + your Proficiency bonus + your Intelligence Bonus). Failure means they take damage from the oil each round for one minute.

Layerd Oils
You've become a master of applying oils, and always seem to be prepared. At 14th level, You may apply and recieve the benefits from two oils on a given blade. Additionally, you may apply an oil to a blade as an action, althrough this ruins any other oils that might have been on the blade.

School of the Bear

Berzeker Barrage
Witchers from the school of the Bear have, historically, been known to be almost madmen on the battlefield. Though their strength is unquestionable, their sanity often is. You gain the ability to Rage, as per a Barbarian. You may do this a number of times, as indicated by the following list; after that, you must complete a long rest before you can do it again.




Level

Rages

Rage damage


3rd

1

+2


6th

2

+2


12th

3

+2


17th

4

+3



Berzerker Attack
Bears are one of the most vicious creatures in the forest, yet you aim to be stronger. At 7th level, You may attempt to strike your target with extra force. Whenever you attack a target with a two handed, versatile, or heavy melee weapon, you may take a -5 penalty on the attack roll to deal an additional +10 damage on the damage roll.

Berzerker's Thirst
Alcohol may disorient others, but for you, it fills you with strength and power. When consuming a potion, Witcher or Magical, you gain Temp HP equal to your Witcher level in addition to any other benefits. If the potion gives you Temp HP, you add these to that total.

Immortal Fortitude
Warriors of the Bear are completely invincible, and none can be felled on the battlefield; This is a rumor, but the story is not so far from the truth. At 14th level, you gain advantage on all Con Saving throws and on Death Saves


School of the Griffon

Arcane Potency
You've put your mind into your Signs, and they are all the better for it. At 3rd level, your signs become harder to resist. The DC to resist you Signs increases by +1, and by +2 at level 10.

Arcane Celerity
At 7th level, you learn to mix your signs into your combat routine. Once per turn, when you take the attack action, you may sacrifice one of your attacks to utilize a sign.

Improved Signs
At 10th level, you learn to use your signs in new and interesting ways:
- You may cast Aard in a circle around youself, with a radius equal to the cone length.
- You may choose to Charm an opponent affected by Axii for a number of rounds equal to your Intelligence modifier
- You may cast igni in a 5 ft. wide line, with a length equal to double the cone length.
- You may use your action to concentrate on your Quen shield. Doing so reduces your speed to 0, but increases your AC gain by +5. You may hold the shield up for a number of rounds equal to your intelligence modifier.
- You may cause foes trapped inside Yrden to have their speed dropped to 0.
Once you use an improved sign, you must take a short or long rest before you can use this ability again.

Arcane Destruction
Your signs become a truly deadly weapon. You add your Intilligence bonus to the damage of both Igni and Aard, and any one that hits you with a melee attack while Quen is up take damage equal to your Intelligence bonus.

School of the Viper

Aquired Tolerance
At 3rd level, you start to train your body to better handle the toxins present in witcher potions. Your toxicity threshold is equal to your con score + your proficiency bonus

Specialization
You've trained extensively in one aspect of Alchemy. At 7th level, you may Select one:
Viper Oil - All oils deal an additional d6 damage
Pyrotechnics - All bombs deal additional damage equal to your int mod.
Refreshment - consuming a potion of any type heals you for 1d6 + you Int mod in addition to it's other effects.

Efficiency
You learn how to squeeze the most out of your mixtures. At 10th level, All alchemical mixtures produse one additional dose or bomb.

Master Alchemist
Your studies in your field have allowed you to supass nearly all others. At 14th level, you may select one:
Cluster Bombs - Your bombs split into three pieces, allowing you to target three different areas. Enemies in overlapping areas of effect are only hit once.
Adaptation - The duration of all ingested potions is doubled.
Synergy - You no longer suffer the negative effects of toxicity overdose.



Notes
- This class is probably unbalanced for normal play. I'm going to keep tweaking it, but the source character is a bit on the OP side, so getting the right feel while still being balanced is an arduous task.
- the picture is the main character from the Finnish movie Sauna. As I've played through The Wild Hunt, I've been reminded of that movie so many times, so he's my iconic image. Since my Geralt is decked out in Mastercraft Bear armor and sports a goatee, he even kinda looks like that guy!

Submortimer
2015-06-12, 01:05 AM
Decoctions

Decoctions are a special form of potion, made from a mix of herbs, highly refined alcohol, and monster essence known as mutagen. The witcher then consumes this potion, permanently altering his body chemistry and granting him special benefits. Each time you gain a level in the witcher class, you may replace one decoction for another. Some decoctions have a level requirement; this refers to your witcher level, not total character level.

Alghoul
You gain a portion of the Alghoul's ravenous hunger, driving your forward with increased vigor. On the same turn you Use the Dash action, you may use a Bonus action to make a single melee attack; this attack deals an additional 5 damage.

Ancient Leshen (Pre-req: level 9)
You absorb the power of an ancient Leshen, a powerful spirit of the woods. You can channel this power to fuel your signs, casting them in quick succession. When you activate this power, for one minute, you may choose to cast a sign as a bonus action, and you may cast an additional sign each turn. Once you have used this power, you must take a long rest before you can use it again.

Arachas (pre-req: level 9)
Your skin takes on the consistency of the Arachas's arachnoid carapace, protecting you from damage. When you activate this ability, you gain resistance to non-magical Bludgeoning, Slashing, and Piercing damage. This lasts for one hour. After you use this ability, you must take a Long rest before you can use it again.

Arch-griffin (Pre-req: level 5)
You absorb some of the Arch-griffin's raw killing power, turning you into a whirlwind of death. Whenever you drop a foe to 0 hp, you may use a bonus action to make a single melee attack.

Basalisk (Pre req: level 7)
You gain some of the Basalisk's chaotic internal chemistry. You may activate one dose of potion you know. The AP cost for that potion cannot exceed your Con modifier. Once you use this ability, you cannot use it again until you have taken a long rest.

Chort (Pre req: level 7)
You gain some of the legendary resistance of the Chort. You gain advantage on any saving throws to resist being stunned, thrown, or pushed.

Cockatrice (Pre req: level 9)
You gain a fraction of the internal chemistry of the Cockatrice, allowing you to get the same effect out of a smaller amount of potion. Any potion you create with the Alchemy ability generates one additional dose.

Doppler
You gain some of the powers of a changeling. You may cast Disguise Self at will, without using a spell slot.

Earth Elemental (pre-req: Level 15)
You distill some of the Earth elemental's unnatural heartiness and resistance to damage. When subjected to a spell or effect that requires you to make a Constitution saving throw to take only half damage, you instead take no damage on a successful save and hlaf damage on a failed save.

Ekimmara (Pre req: level 13)
You gain a portion of the vampire's blood draining ability. Each time you damage an enemy with a melee attack, you gain Temporary HP equal to your Int bonus. you may not have more Temporary Hp from this ability than your witcher level.

Fiend
You absorb some of the Fiend's intense muscle mass. Your strength is considered to be 24 for the purposes of of Lifting and carrying capacity, Strength checks, and Athletics checks. Additionally, you may choose to re-roll a failed Strength save or strength based skill check; one you use this ability, you must take a short or long rest before you can do it again.

Forktail
Your internal chemisty changes to be more like that of the Forktail Wyvern, and you can turn your saliva into a potent toxin. You learn the Poison Spray Cantrip, using your Int Mod as the spellcasting modifer.

Grave Hag
You gain a small portion of a grave hag's ability to feed off it's enemies. Whenever you kill an opponent, you gain Regenration, healing 1 point of damage per turn for one minute. This stacks with any other sources of regeneration.

Griffin (Pre-req: Level 11)
Your skin takes on some of the qualities of Griffin skin, increasing your resistance to damage. When you activate this decoction, each time you are hit by slashing, piercing, or bludgeoning damage, your skin toughens, causing you to take one less damage from all non-magic slashing, piercing, or bludgeoning sources. This damage reduction stacks, up to a maximum of 5 . This effect lasts for 10 minutes. Once you activate this decoction, you must take a short or long rest before you can do it again.

Katakan (pre-req: Level 11)
You gain some of the katakan's vile cunning, showing you how to deal terrible amounts of damage. Each time you score a critical hit, you deal an additional die of damage.

Leshen (pre-req: Level 9)
You gain a sliver of the Leshen's nature spirit, turning your blood slightly caustic. Every time you are hit by a melee attack, the attacker takes acid damage equal to your proficiency bonus.

Nekker Warrior
You gain a fragment of the Nekker Warrior's leadership skill, learning how to enforce your will on lesser creatures. You gain Advantage on all Handle Animal and Ride checks.

Nightwraith
You gain a portion of the Nightwraith's life-siphoning ability. Every time you kill an opponent, your maximum HP total (not you current hp total) increases by an amount equal to your proficiency bonus. This new HP max lasts until you take a long rest.

Noonwraith
You gain a sliver of the Noonwraith's firey powers. Every melee attack you make deals an additional 1 point of fire damage.

Reliever's
Distilling the essence from multiple types of undead, you become much better suited at fighting them. Any attacks you make against an undead creature deal an additional 1 point of Radiant damage, and you have resistance to necrotic damage.

Troll (Pre-req: level 15)
You alter yourself such that you permanently gain a portion of a troll's regeneration. You gain Regeneration, Healing 1 point of damage each round, and automatically stabilize if you drop to 0 hp. If you are damaged by fire or acid, you lose this healing ability until the end of your next turn. This fast healing will regrow lost limbs or other body parts. Unlike other creatures with regeneration, you can still die from massive damage.

Water Hag (pre-req: level 7)
You gain a fraction of the Water Hag's sense of cunning and strength, striking only when you are at your most potent. Any time that you are at full health, you deal an additional 1d6 damage on all melee attacks

Werewolf
You gain some of the Werewolf's boundless energy and movement ability. Your movement speed increases by 10 ft. and you double the distance you can jump on any athletics check.

Wraith
You absorb some of a wraith's cowardly essence, teaching you how to hide from subsequent attacks. Any time you are dealt damage equal to 1/4 of your HP or more, you may use your reaction to activate Quen.

Wyvern (Pre-req: level 11)
You gain a fraction of the Wyvern's relentless bloodthirst. When you activate this decoction, each time you deal damage, you gain a damage bonus to subsequent attacks; for every attack you land, your bonus goes up by 1, to a maximum of +5. This bonus damages lasts until you take damage from a target, and the Decoction effect lasts for 10 minutes. Once you activate this Decoction, you must take a short or long rest before you can do so again.


Feel free to make suggestions: these are taken 100% from what they do in the Witcher 3. Reminder, they're supposed to be about the level of Invocations, with similar durations and whatnot. Also, i'm totally aware they are not permanent bonuses in the games...that's me taking some artistic license.

Submortimer
2015-06-12, 01:08 AM
Alchemy
Of all the skills a witcher learns, the most mysterious and vexing of them is alchemy. Though not altogether different than normal alchemy, the mixtures and recipes learned by a witcher are highly focused around both killing monsters and their own unnatural physique. Witchers learn hundreds of types of formulas, some simply improving on existing favorites, some totally new and unique.
A witcher's alchemical mixters come in three flavors: Oils, which are applied to a weapons; Potions, which are consumed by the witcher for a beneficial effect; and Bombs, which are used directly on the enemy to explosive effect.:

Witcher Potions may be consumed as a bonus action on a turn. Witcher Potions are usually fatal to almost any creature that has not undergone the Witcher's "Trial of the Grasses", forcing a DC 20 Constitution save upon ingestion; failure causes 2d10 poison damage per recipe level, with half damage on a successful save, in addition to the potion's effects. Witcher potions may be administered to unconcious or unwilling individuals, but this is highly frowned upon by other witchers and may be considered an evil act.

Witcher Bombs require an action to use, and have a range of 60 ft. If the bomb requires a saving throw, the saving throw DC is 8 + the Witcher's Intelligence Bonus + his proficiency bonus

Witcher Oils are applied to weapons and ammunition prior to engaging a foe, and are designed to cause those treated weapons to deal additional damage to a give type of enemy. An oil takes 10 min. to apply, and may be done as part of a short or long rest. The oil evaporates after 24 hours, and applying an oil to a weapon that already has an oil on it cancels out the effect of the previous oil. Regardless of the oil's potency, a given foe may only be affected by an oil's damage once per turn. Oils have no effect if consumed, burned, or otherwise.

Alchemical mixtures, bombs, and oils take preperation, materials, and time to use. A witcher may prepare a number of alchemical recipies following a long rest equal to one half his level + his Intelligence Bonus; after that, his uses of those mixtures may be refreshed following a short rest. Any witcher mixtures become inert after 24 hours. In order to prepare an alchemical mixture, the witcher must spend a number of Alchemy Points equal to that recipie's cost. He is limited on how potent his creations are: He may not spend more points on a single mixture than his current Recipe Level known, and he may neverspend more than 1 + his intelligence modifier, minimum 1; as well, he may not prepare multiple mixtures of the same type. A witcher starts off knowing 3 alchemical formula: one potion, one oil, and one bomb. After that, he learns a new one each time he gains a new level; these are kept in his Beastiary. A witcher may possess any number of alchemical formula, and can learn new recipies though study and searching, and may copy them into his beastiary; this process takes 1 hour, and costs 50 gp.

Toxicity
While a witcher's mutated form can handle the extremely potent toxins and purified alcohols that make up witcher potions, even their bodies can only take so much. Over a short time, A witcher can safely ingest an number of potions who's total alchemy point value is equal to his Constitution Score; after that, he suffers the effects of overdose. He begins to take 3d6 points of non-reduceable poison damage for a number of rounds equal to the alchemy point value ingested above his con score, as the toxins work their way out of his system. Provided the witcher does not go into overdose, the toxins of a given potion are flushed from his system when the duration of the potion ends. The toxins of a single use potion last for 5 rounds.

(Example: Tovar the Witcher has a con score of 13, and is in the middle of a tough fight with a griffon. He's already taken a Cat potion (1 AP) and three of his doses of Superior Swallow potion, all of which are still active (9AP). He takes a rather bad claw strike from the griffon, and in a state of desperation, drinks his Enhanced White Rafford's potion to heal (3 Ap), and his Superior Thunderbolt Potion (3 AP). This puts him at 16 AP ingested, and in a bit of a dangerous spot. He uses the boost from his potions to finish off the griffon, thanks his stars that he remembered to prepare some Whie Honey today, and takes a dose, clearing his system of the toxins.)

The mixtures the witcher knows come from the following list, broken into levels. To ready a mixture, a witcher spends Alchemy points equal to the level of the recipe, and then 10 minutes making the mixture. The mixture then has a number of uses, usually two or three; Spent alchemy points are recovered following a long rest. A witcher need not spend all of his alchemy points at the beginning of the day; he may save some for later use, should he need something unexpected.

Most of the mixtures on this list have both an Enhanced and Superior version, which are considered seperate mixtures and must be learned independantly. Enhanced mixtures are considered one Recipe Level higher than the base mixture (and cost 1 additional alchemy point to prepare), and Superior mixtures are considered 2 levels higher (and cost 2 additional points).


Oil: Hunter
This potent blend of toxins makes short work of Bears, Wolves, Tigers, and even the occasional Moose. Any beast struck with a weapon treated with Hunter oil takes an additional 1d6 poison damage. This mixture produces one dose of Oil.
Enhanced Mixture: 2d6 Poison damage
Superior Mixture: 3d6 Poison damage

Oil: Hanged Man's
Bandits and raiders fear the witcher who knows the secrets of Hanged Man's Venom. Any Humanoid struck with a weapon treated with Hanged Man's oil takes an additional 1d6 poison damage. This mixture produces one dose of Oil.
Enhanced Mixture: 2d6 Poison damage
Superior Mixture: 3d6 Poison damage

Oil: Gardner
This noxious mixture of defoliants rendered in horse fat is a blessing to any witcher venturing into the jungle. Any Plant struck with a weapon treated with Gardner oil takes an additional 1d6 acid damage. This mixture produces one dose of Oil.
Enhanced Mixture: 2d6 Acid damage
Superior Mixture: 3d6 Acid damage

Oil: Monstrosity
Somewhat of a catch-all, Monsters of many flavors seem particularly allergic to this blend of dog tallow and deadly nightshade. Any Monstrosity struck with a weapon treated with Monstrosity oil takes an additional 1d6 poison damage. This mixture produces one dose of Oil.
Enhanced Mixture: 2d6 Poison damage
Superior Mixture: 3d6 Poison damage

Oil: Necrophage
Undead are a highly common breed of monster witchers are called to exterminate, and as such, this blend of bear fat, holy water, and incense is one of the first mixes many juinor witchers learn. Any Undead struck with a weapon treated with Necrophage oil takes an additional 1d6 Radiant damage. This mixture produces one dose of Oil.
Enhanced Mixture: 2d6 Radiant damage
Superior Mixture: 3d6 Radiant damage

Bomb: Grapeshot
This bomb is packed tightly with silver, salt, and cold iron shrapnel: a good go-to bomb for when you don't know your enemy's weaknesses. A Grapeshot bomb explodes in a 20 foot radius sphere; all targets in the area make a reflex save or take 2d6 points of Magical bludgeoning damage. This Mixture makes 2 bombs.
Enhanced: 30 ft. radius, 4d6 damage, 3 bombs
Superior: 40 ft. radius, 6d6 damage, 4 bombs

Potion: Cat
This mixture heightens a witchers natural senses, allowing him to see in even pitch blackness. The Witcher gains Darkvision out to 60 feet for 1 hour this mixture makes three doses of potion.
Enhanced: Duration increased to 8 hours. 3 doses.

Potion: Swallow
An invaluable potion, and the first every good witcher learns. Swallow potion enhances the witcher's natural healing, providing him regeneration. After consuming a swallow potion, the witcher will heal 1 point of damage every round; this lasts for 1 minute, and continues to function even if he is forced to death saves. If Swallow is still active in your system, you automatically pass one death save each turn the potion is still active, though you still get failed death saves for receiving damage while in that state. Multiple doses of Swallow are additive, and will stack with one another, but will all cease functioning when the shortest duration potion ends. Unlike other forms of regeneration, you can still be killed by massive damage.
This mixture produces 3 doses of potion.
Enhanced: 2 hp regeneration, 4 doses, 2 min duration.
Superior: 3 hp regeneration, 5 doses, 3 min duration.

Potion: Maribor Forest
Maribor Forest potion Provides a temporary "pick me up" for the witcher that feels he needs it, spiking his adrenaline and fueling his "Flight or Fight" response, as the situation dictates. A dose of Maribor Forest potion allows the witcher to take the Dash action as a bonus action for 1 minute. Alternately, he may consume the whole dose in one attack, granting him advantage on a single attack roll; this ends the duration of the potion. This mixture makes two doses of potion.
Enhanced: BA: Dash, movement speed +10 ft or Advantage and +int mod damage on one attack, 3 doses
Superior: BA: Dash, movement speed +20 ft or Advantage and +int mod damage on two attacks, 4 doses

Potion: Tawny Owl
Use of the Tawny Owl potion can allow a Witcher to remain on the hunt for far longer than he would normally. When you drink this potion, you gain 1 HP, and the potion provides enough nourishment to sustain you for one day. This mixture makes one dose of potion.



level 2
Oil: Demolition
This thick, caustic compound is a bane to all inorganic objects. Any Construct or object struck with a weapon treated with Demolition oil takes an additional 1d6 Acid damage. This mixture produces one dose of Oil. This oil does not harm the weapon it is applied to.
Enhanced Mixture: 2d6 Acid damage
Superior Mixture: 3d6 Acid damage

Oil: Deviant
Eldritch horrors and mutated monstrosities all recoil in pain when struck by a blade coated in Deviant oil. Any abberation hit by a weapon coated in deviant oil takes an additional 1d6 necrotic damage.
Enhanced Mixture: 2d6 Necrotic damage
Superior Mixture: 3d6 Necrotic damage

Oil: Pudding
Though not a commonly encountered foe, oozes tend to be a hard to kill pest. This endothermic compound helps to maximize damage while minimized the chances that the enemy will divide itself. Any ooze hit by a weapon coated in Pudding oil takes an additional 1d6 cold damage.
Enhanced Mixture: 2d6 Cold damage
Superior Mixture: 3d6 Cold damage

Oil: Ogroid
Not just useful against ogres, Ogroid oil is a potent weapon against giants of all types. Any Giant that is hit by a weapon coated in Ogroid oil takes an additional 1d6 Necrotic damage.
Enhanced Mixture: 2d6 Necrotic damage
Superior Mixture: 3d6 Necrotic damage

Oil: Cursed
In instances of possession, there are two ways to handle the issue: Drive out the offending spirit, or kill the host. Cursed oil, crafted from rendered humanoid fat, silver, and holy water, is a two-pronged fork, both increasing damage o the host while potentially forcing the spirit out. Any possessed creature that is hit by a weapon coated in Cursed oil takes an additional 1d6 Radiant damage, and the creature may make a charisma saving throw against the possessing spirit to attempt to drive it out.
Enhanced Mixture: 2d6 Radiant damage
Superior Mixture: 3d6 Radiant damage

Bomb: Devil's Puffball
Highly effective against large crowds of weak beasts and humanoids, this bomb releases a large cloud of poison gas when it explodes. A Devil's Puffball bomb explodes in a 20 foot radius sphere; all targets in the area take 2d8 points of poison damage, or half that on a successful constitution save. The cloud lingers for a number of rounds equal to your Intelligence modifier; creatures who enter the cloud for the first time on a turn or who begin their turn within the area take 1d8 poison damage, or half that on a successful constitution save. This Mixture makes 2 bombs.
Enhanced: 30 ft. radius, 4d8/2d8 damage, 3 bombs
Superior: 40 ft. radius, 6d8/3d8 damage, 4 bombs

Bomb: Samum
Against creatures who use eyes to see, a Samum bomb is a surefire way to gain an upper hand. Against creatures that hate light, it is often the best way to end a fight. A Samum bomb explodes in a 20 foot radius sphere; all creatures within the area must make a dexterity saving throw or be blinded for a number of rounds equal to your intelligence modifier; if a creature with Sunlight sensitivity or special vulnerability to light or sunlight is caught in the area, they are blinded for twice as long and take 2d6 points of radiant damage.
Enhanced: 30 ft. radius, 4d6 damage, 3 bombs
Superior: 40 ft. radius, 6d6 damage, 4 bombs

Potion: Thunderbolt
Thunderbolt potion is an invaluable aid to any Witcher who sees armed conflict on a regular basis. Upon taking a dose of Thunderbolt, your combat abilities immediately improve, giving you a +1 to melee attack and damage rolls for 1 minute. This mixture produces 2 doses of potion.
Enhanced: +2 bonus, 3 doses, 2 min duration.
Superior: +3 bonus, 4 doses, 3 min duration.

Potion: Killer Whale
A utility draught made for extended underwater hunts, Killer Whale potion allows the user to breathe underwater for 1 hour. This mixture makes 1 dose of potion.
Enhanced: 8 hour duration.
Superior: 24 hour duration.

Potion: White Rafford's
An emergency blend, White Rafford's potion can immediately close life threatening wounds. Upon drinking this potion, you heal 2d8 + Your intelligence modifier HP. This Mixture makes two doses of potion.
Enhanced: 4d8 + int mod HP, 3 doses.
Superior: 6d8 + int mod HP, 4 doses.


level 3
Oil: Priest
A devastatingly potent mixture of sacred oil, silver flakes, and diamond dust, Priest oil is an absolute necessity for any Witcher going up against a Demon or Devil. Any fiend hit by a weapon coated in priest oil takes an additional 1d6 Radiant damage.
Enhanced Mixture: 2d6 Radiant damage
Superior Mixture: 3d6 Radiant damage

Oil: Relict
This thick, viscous mixture of Cold Iron shavings, tree sap, and elvesear is a solid boon to any Witcher hunting the Fey. Any fey hit by a weapon coated in Relict oil takes an additional 1d6 Psychic damage.
Enhanced Mixture: 2d6 Psychic damage
Superior Mixture: 3d6 Psychic damage

Oil: Draconoid
Though Witchers do not take contracts to hunt true dragons, they certainly take contracts on creatures with far more than a passing similarity; for all such encounters, this blend of lizard blood, nightshade, and pyrite dust helps to even the odds. Any dragon or draconic creature hit by a weapon coated in Draconoid oil takes an additional 1d6 Necrotic damage.
Enhanced Mixture: 2d6 Necrotic damage
Superior Mixture: 3d6 Necrotic damage

Oil: Elemental
Elementals rarely require contracts, as they are usually far away from the rest of humankind; Witchers, however, are rarely so lucky. Any elemental hit by a weapon coated in Elemental oil takes an additional 1d6 force damage.
Enhanced Mixture: 2d6 Force damage
Superior Mixture: 3d6 Force damage

Oil: Angel Feather
A rarely needed mixture, Angel Feather is a bane to celestial creatures that may happen to get in a witcher's way. Any Celestial creature hit by a weapon coated in Angel feather oil takes an additional 1d6 Necrotic damage.
Enhanced Mixture: 2d6 Necrotic damage
Superior Mixture: 3d6 Necrotic damage

Bomb: Dancing Star
Packed tight with sulfur and black powder, this bomb is the best tool for dealing with creatures vulnerable to fire. A Dancing Star bomb explodes in a 20 foot radius sphere: each creature in the area takes 3d6 fire damage and is caught on fire, taking an additional 1d6 fire damage at the start of each of it's turns for 1 minute. A successful dexterity save halves the initial damage and prevents the creature from catching on fire. This mixture makes 1 bomb.
Enhanced Mixture: 25 ft. radius, 5d6/2d6 damage, 2 bombs
Superior Mixture: 30 ft. radius, 7d6/3d6 damage, 3 bombs

Bomb: Dragon's Dream
More of a trap than a traditional bomb, Dragon's dream creates a cloud of highly flammable gas when it explodes. A dragons dream bomb explodes in a 20 foot radius sphere, filling the space with gas: this gas cloud lingers for a number of rounds equal to your intelligence modifier. When a fire effect (Spell, torch, Alchemists fire, etc.) enters the area, the gas ignites, dealing 10d6 fire damage to all creatures within the area, or half that on a successful dexterity saving throw. This mixture makes three bombs.
Enhanced Mixture: 30 ft. radius, 4 bombs
Superior Mixture: 40 ft. radius, 5 bombs

Potion: Golden Oriole
An invaluable tool in any witcher's belt, Golden Oriole potion immediately neutralizes any toxins in the bloodstream and protects the body from further poisons. Upon consuming the potion, you immediately end the Poisoned condition if you are currently subject to it. As well, you gain immunity to both poison damage and the Poisoned condition for one hour. This mixture creates one dose of potion.
Enhanced: 8 hour duration.
Superior: 24 hour duration.

Potion: Full Moon
A preparatory draught, this potion gives the drinker a heady boost to their vitality. Upon drinking a dose of Full moon potion, you immediately gain a number of temporary HP equal to 5 x your intelligence modifier. This mixture creates two doses of potion.
Enhanced: 6 x int mod temp hp, 3 doses.
Superior: 7 x int mod temp hp, 4 doses.

Potion: Petri's Philter
This somewhat noxious concoction strengthens your signs, boosting your magical prowess. Upon consuming a dose of Petri's Philter, your damage dealing signs deal an additional 1d4 damage to each creature affected, and the save DC of your signs increases by 1. This effect lasts for one minute. This mixture creates one dose of potion.
Enhanced: +1d6 damage, +2 save DC, 2 doses.
Superior: +1d8, +3 save DC, 3 doses.


level 4
Bomb: Northern Wind
A useful mixture for fighting crowds of enemies or flame-based elemental creatures, Northern Wind bombs release a blast of frigid air and gas, freezing foes solid. A Northern Wind bomb explodes in a 20 foot radius sphere. Each creature in the area makes a constitution saving throw: Failure causes the creature to take 4d6 cold damage and have their speed reduced to 10 ft. until the start of your next turn. This mixture creates 2 bombs.
Enhanced: 25 ft. radius, 7d6 cold damage, 5 ft. speed, 3 bombs
Superior: 30 ft. radius, 10d6 cold damage, 0 ft. speed, 4 bombs

Potion: Blizzard
An invigorating mixture of ground coffee, Peppermint oil, and mercury, the Blizzard potion increases your reflexes and reaction time. Upon taking a dose of Blizzard, your AC and dexterity saving throw bonus each increase by +1. This effect lasts for one minute. this mixture creates two doses of potion.
Enhanced: +2 AC/Save bonus, 3 doses
Superior: +2 AC/Save bonus, 4 doses

Potion: White Honey
A sweet, refreshing blend of honey, lingonberry, and strong neutral spirits, White honey is used to cleanse the body of Witcher potions and remove the effects of toxicity. Upon consuming a draught of White Honey, all currently active potions effects and overdose effects end, and your toxicity level drops to zero. This mixture creates 2 doses of potion.
Enhanced: 3 doses
Superior: 4 doses


level 5
Bomb: Moon Dust
This bomb is made from a mixture of finely granulated silver, hemlock, and wolf's bane, and is highly effective at rooting out shapechangers and invisible creatures. When a Moon Dust bomb explodes, it throws up a cloud of dust which lasts for up to 1 min; any invisible creature or shapechanger that enters or starts it's turn inside it's 20 ft. radius make a constitution saving throw; failure means that they are either rendered visible or revealed as a shapechanger, whichever is appropriate. They are marked in this way for the entire time they are in the cloud, and for a number of rounds equal to your intelligence modifier afterwards. This mixture produces two bombs.
Enhanced: 20 ft. radius, shapechangers are forced to shift to their natural form, 3 bombs.


level 6
Bomb: Dimeritium Bomb
This potent grenade is stuffed with a fine dust made of the magically inert element known as Dimeritium. When a Dimeritium bomb explodes, it throws up a cloud of dimeritium dust which lasts for up to 1 min; any creature that enters or starts it's turn inside it's 20 ft. radius make a wisdom saving throw; failure means that their supernatural abilities (Breath weapons, spellcasting, regeneration, phasing, teleportation, etc.) are suppressed, unable to be used while inside the cloud of dust. Upon exiting the cloud, affected creatures abilities are still suppressed for a number of rounds equal to your Int mod, though they may make a wisdom saving throw at the end of each of their turns to remove the effect. This Mixture makes 2 bombs.

Submortimer
2015-06-12, 01:09 AM
Witcher Race

Augmented Human

Augmented Humans are the result of years of intense physical training, magical manipulation, and alchemical consumption. Trained from an early age, young boys (and, occasionally, girls) prepared for what is known as the "Trial of the Grasses", a grueling treatment of Potions, poisons, decoctions, and mutagen. most who undergo the trial do not survive, but those that do become stronger, faster, and gain supremely heightened senses. Humans are the only known race that can accomplish this feat, as any other race that has tried has resulted in a universal mortality rate for the candidate.
Augmented Humans look more or less like other humans, if not a bit more muscular, save for one thing: the eyes. Augmented Human eyes permanently take on a bright, almost glowing color of yellow, and the pupil becomes a slit, similar to that of a cat. There are other physical changes that can occur (the hair becoming stark white is rather common), but the eyes are the only change that takes place in all candidates.
Augmented humans age much slower than normal, reaching maturity at 20 years and living to nearly 400. Augmented Humans are universally sterile.

Augmented Humans gain the following benefits:

Stat increase
- +2 Strength, +1 to two other stats
Trial of the Grasses
- Augmented Humans gain Resistance to Poison damage, and may ingest Witcher potions without ill effect.
Inexhaustable
- Augmented Humans Ignore the penalties from thier first level of exhaustion, and do not die from exhaustion untill they gain 7 levels of it.
Meditation
- Augmented Humans do not need to sleep, although they can. They may enter a meditative state for 4 hours, which provides the same benefit as 8 hours sleep.
Heightened Senses
- Augmented Humans have their senses enhanced to an almost supernatural degree. They gain:
- Advantage on investigation checks
- Proficiency in Investigation and Perception


Feats
Bastard Sword Fighter
You gain a number of abilities when using a versatile weapon:
- When using a weapon with the versatile trait in two hands, You gain a +1 to your AC.
- You may use your Dexterity modifier instead of your Strength modifier for attack and damage rolls when using a versatile weapon.
- You may use the Disengage action as a bonus action on your turn.

Fighting Styles
Hand-and-a-half
When using a versatile Weapon in two hands, you gain a +1 to hit and +1 to damage

ImSAMazing
2015-06-12, 02:13 PM
I like the class, I'll go over it in detail later. However, when taking a short look at it, it seems really difficult.

Submortimer
2015-06-12, 11:40 PM
Added some new stuff, hope for some great feedback!

note: the wolf school is 100% the Ranger Hunter subclass, minus the ranged choices. it's what I would have given them anyways, this just makes it a bit easier.

Ilinoris
2015-06-13, 05:56 AM
As one who is currently at a stalemate with a homebrew Witcher class, this is obviously interesting to me.
I'll definetly be taking a closer look at it! :smallsmile:

ZenBear
2015-06-13, 01:22 PM
Definitely SUPER OP, but it would be immensely fun to play in an all Witcher campaign.

Submortimer
2015-06-13, 02:20 PM
Is it really that bad? I tried building one at 10th level, and it seemed like they could do some damage, but weren't really all that much more powerful than a paladin...

I'll agree, super OP at higher levels...then again, what isn't?

ZenBear
2015-06-13, 05:04 PM
Is it really that bad? I tried building one at 10th level, and it seemed like they could do some damage, but weren't really all that much more powerful than a paladin...

I'll agree, super OP at higher levels...then again, what isn't?

Let's break down just a few things:

Igni is basically half-potency Burning Hands at-will. At level 1, a Wizard can cast BH twice a day for 3d6 which averages 10.5. Witchers can cast Igni an unlimited times per day for 1d10 which averages 5.5 with a slightly smaller cone. Nobody has that level of multi-target damage potential at level 1. Level 4 at 16th level deals 4d10 average 22. Comparable spell slot for Wiz is 8 which is 10d6 average 35. Not a big difference considering Wiz gets that once per day with a small radius and Witcher gets unlimited per day in double the area. A comparable 8th level damage spell would be Sunburst which is 12d6+blind. Not much better damage, nice rider, still only 1 per day. All of this without taking into consideration the additional 1-3d6 per round ongoing damage.

Quen is a real kick in the nuts though. +1 AC isn't such a big deal when it costs an action to gain and you lose it from taking damage. +4 AC as a bonus action though? Holy balls that is ridiculous. A lot of people complain about "Un"Bounded Accuracy being broken. I don't really agree, but this ability might be the thing to break it.

Berzerker Resistance... Barbarians get this only while raging, which is a limited resource that is tough to maintain (take damage or attack, not always possible with a canny DM). War Clerics get this at 17th level, it's the capstone Domain ability. You're giving this out at level 3? Always on?

Arcane Celerity: you didn't add Extra Attack to the features list, so it took me a second to realize it was up there. You need to clarify if this ability means once per turn, once per action, or you can sacrifice both attacks to perform Signs. It's current wording leaves that a point of potential debate.

Acquired Tolerance: what does your toxicity threshold do?

Extra Attack: is 2 weapon attack really worth not casting Agni every round?

Master Witcher: basically the Ranger capstone but applies to attack and damage every round no matter your target. Frankly I think this ought to be what Rangers get, but it isn't and I can't speak to how balanced it might be. Seems crazy strong though.

Those are just a few points I caught while skimming. There could be more. I'm not 100% about my math on Agni, I was using a website to calculate the averages. http://rumkin.com/reference/dnd/diestats.php

All issues aside though, I want to reiterate I freaking LOVE this class. I wouldn't allow it in a traditional game but after reading this I REALLY want to run a Witcher campaign. Props!

Submortimer
2015-06-14, 04:56 AM
Igni is basically half-potency Burning Hands at-will. At level 1, a Wizard can cast BH twice a day for 3d6 which averages 10.5. Witchers can cast Igni an unlimited times per day for 1d10 which averages 5.5 with a slightly smaller cone. Nobody has that level of multi-target damage potential at level 1. Level 4 at 16th level deals 4d10 average 22. Comparable spell slot for Wiz is 8 which is 10d6 average 35. Not a big difference considering Wiz gets that once per day with a small radius and Witcher gets unlimited per day in double the area. A comparable 8th level damage spell would be Sunburst which is 12d6+blind. Not much better damage, nice rider, still only 1 per day. All of this without taking into consideration the additional 1-3d6 per round ongoing damage.


So I made some changes to Igni: now it's an "all or nothing" effect, the first level is comparable to Poison Spray in terms of effectiveness, and I reduced the damage and range all around. I WOULD make a slight adjustment to your thinking about what a comparable ability vs the wizard is. Burning hands is a very inefficient use of spell slots; A better comparison, at higher levels, is Fireball. 8d6 at level 3, 13d6 at level 8, much bigger area.

In any case, I think I've nerfed igni enough to balance it out.



Quen is a real kick in the nuts though. +1 AC isn't such a big deal when it costs an action to gain and you lose it from taking damage. +4 AC as a bonus action though? Holy balls that is ridiculous. A lot of people complain about "Un"Bounded Accuracy being broken. I don't really agree, but this ability might be the thing to break it.


Yeah, I was having a real problem with this.
In the game, you cast igni, and it blocks an attack for you; that's much too powerful of an ability. I think I've adjusted it to the point where it should be useable: the basic ability is balanced around Shield of Faith, starting off worse, then equal to, then better than. Now, you also gain a once/short rest casting of Shield, and a once/long rest "panic button".



Berzerker Resistance... Barbarians get this only while raging, which is a limited resource that is tough to maintain (take damage or attack, not always possible with a canny DM). War Clerics get this at 17th level, it's the capstone Domain ability. You're giving this out at level 3? Always on?


You're totally right. Now, they just get the ability to Rage. Times per day and bonus damage is equal to a Barbarian of half their level.



Arcane Celerity: you didn't add Extra Attack to the features list, so it took me a second to realize it was up there. You need to clarify if this ability means once per turn, once per action, or you can sacrifice both attacks to perform Signs. It's current wording leaves that a point of potential debate.


Added Extra Attack to the features list. This should be once per turn.



Acquired Tolerance: what does your toxicity threshold do?


This is actually discussed in the Alchemy Formula List post.



Extra Attack: is 2 weapon attack really worth not casting Agni every round?


It should be, now :-)

Also, bear in mind that I haven't finished the Decoctions list or the Alchemical Mixture list. Against specific opponents, with their silver swords and oils, witchers should be doing a ton of single-target damage, lots more than igni can dish out.



Master Witcher: basically the Ranger capstone but applies to attack and damage every round no matter your target. Frankly I think this ought to be what Rangers get, but it isn't and I can't speak to how balanced it might be. Seems crazy strong though.


Yeah, the Ranger capstone is garbage. I totally think this is appropriate for a level 20 character.



All issues aside though, I want to reiterate I freaking LOVE this class. I wouldn't allow it in a traditional game but after reading this I REALLY want to run a Witcher campaign. Props!

Thanks! It is built so that you could pretty easily have a 5-hunting party and people wouldn't overlap too much.

Note: in a full on witcher game, players SHOULD be restricted to the Augmented Human race if they are going to play as Witchers.

Ilinoris
2015-06-14, 05:48 AM
Just one quick thing.
The ability to ignite house fires at will.
That just seems so far off what the Signs that the Witcher uses actually is, or is that just my opinion?
To me it seems like they are obviously small, not so powerful "spells".

Submortimer
2015-06-18, 09:31 PM
Update post: Made a number of changes to signs, school abilities, and overall class abilities in order to better balance it out. Still at a bit of a loss as to what to do with the Bear school: i want to get rid of rage, but i don't have a better alternative in mind. Wolf school, until now, was just a straight ripoff of the Hunter; now it pulls a couple abilities from that class, but it's much more "Locked in".

beltaur
2015-06-25, 05:52 PM
I love how this class looks and not concerned if it is OP but was wondering if it is finished or are you going to write up the Alchemy levels 2 - 6 descriptions?

Submortimer
2015-06-26, 12:16 AM
Yes, I intend to, hopefully by tomorrow. Have to deal with work and all that nonsense :-)

A_Man
2015-06-26, 01:03 AM
Wow, very cool. I've actually been working on a witcher port in another system. Would you mind if I stole some of your ideas? :smallsmile:

Submortimer
2015-06-26, 01:09 AM
Feel free! This is the home brew page: EVERYTHING is open source!

ban.make
2015-08-10, 01:58 AM
The Witcher is one of my favorite game.

Iorddonen
2015-08-15, 07:33 PM
Loving this class so far! Just the other day my group started a new campaign and I convinced my GM to let me play this class with some minor modifications. I'm absolutely loving it so far! I've used pretty much every sign in the encounters so far and they haven't been too strong from our point of view, and The "Bastard Sword fighter" feat has made my Witcher an amazing skirmisher! My only concern is that the alchemy list hasn't been updated yet, and I'm getting close to needing the higher level formula, do you have a timeframe for when we can expect updates? If not it's not so big of a deal, my GM and I have been talking about expanding upon your list of Alchemical formula with our own list. If and when we get to doing that I'll be sure to post what we create (if that's ok with you!) so you can see what we've done and maybe work it into your class!

Please keep up the good work!
Iorddonen (or Kadoric, my Witcher!)

Submortimer
2015-08-18, 12:51 AM
I haven't been on the boards in a while, but yeah, i do intend on finishing the list. Witcher 3 new game+ just came out, so I may get re-inspired :-)

Deviantyte
2015-09-25, 11:21 PM
Stumbled upon this class while looking for a decent Homebrew to play in my group's game when I noticed this thread. Ran it past my DM, and he cleared it, yay!

Anyways, the real point of this reply was to offer some suggestions. I noticed you haven't gotten around to the second and third level recipe effects yet, which is fine, but since I'm making a higher level Witcher, I needed to have some effects for these higher recipes. So I did some research, came up with my own effects while staying within the general pattern of what you were doing.

Here's what I came up with for your second and third level recicpes:


Oil: Construct - Additional 1d6 damage to Constructs. Produces one dose
Enhanced - Additional 2d6 damage.
Superior - Additional 3d6 damage.

Oil: Abberation - Additional 1d6 damage to Abberation. Produces one dose
Enhanced - Additional 2d6 damage.
Superior - Additional 3d6 damage.

Oil: Ooze - Additional 1d6 damage to Ooze. Produces one dose
Enhanced - Additional 2d6 damage.
Superior - Additional 3d6 damage.

Oil: Ogroid - Additional 1d6 damage to Ogroid. Produces one dose
Enhanced - Additional 2d6 damage.
Superior - Additional 3d6 damage.

Oil: Cursed - Additional 1d6 damage to Cursed. Produces one dose
Enhanced - Additional 2d6 damage.
Superior - Additional 3d6 damage.

Bomb: Devil's Puffball - A Devil's Puffball bomb explodes in a 20ft diameter circle; all targets in the area make a DEX save or take 2d6 points of poison damage. Leaves a cloud of poison dealing 1d6 damage to those that start their turn or enter the cloud. Cloud lasts for 1 minute. This Mixture makes 2 bombs.
Enhanced: 30ft. diameter, 4d6 damage, 3 bombs
Superior: 40ft. diameter, 6d6 damage, 4 bombs

Bomb: Samum - A Samum bomb explodes in a 20ft diameter circle; all targets in the area make a DEX save or take 2d6 force damage and be blinded until they pass a CON saving throw. Can also be used to destroy monster nests. Makes 2 bombs
Enhanced: 30ft diameter, 4d6 damage, 3 bombs
Superior: 40ft diameter, 6d6 damage, 4 bombs

Potion: Thunderbolt - Gain an extra d6 of damage for 1 minute. Makes 3 doses.
Enhanced: 2d6 damage, 2 minutes.
Superior: 3d6 damage, 3 minutes.

Potion: Killer Whale - Grants advantage on rolls related to breathing underwater and grants 30ft Low-light vision while underwater. Lasts 1 hour. Makes 3 doses.
Enhanced: Advantage on rolls related to breathing, +3 bonus to the rolls. Grants 30ft Darkvision while underwater
Superior: Advantage on rolls related to breathing, +6 bonus to the rolls. Grants 60ft Darkvision while underwater.

Potion: Tawny Owl - Grants an additional 10ft of movement. Lasts for 1 hour. Makes 3 doses.
Enhanced: Grants additional 20ft of movement for 2 hours.
Superior: Grants additional 30ft of movement for 3 hours.

Potion: White Rafford's - Instantly restores 2d8 hit points. Makes 2 doses.
Enhanced: Instantly restores 4d8 hit points.
Superior: Instantly restores 6d8 hit points.

Oil: Fiend - Additional 1d6 damage to Fiends. Makes one dose.
Enhanced: Additional 2d6 damage to Fiends.
Superior: Additional 3d6 to Fiends.

Oil: Relict - Additional 1d6 damage to Relicts. Makes one dose.
Enhanced: Additional 2d6 damage to Relicts.
Superior: Additional 3d6 to Relicts.

Oil: Draconoid - Additional 1d6 damage to Draconoids. Makes one dose.
Enhanced: Additional 2d6 damage to Draconoids.
Superior: Additional 3d6 to Draconoids.

Oil: Elemental - Additional 1d6 damage to Elementals. Makes one dose.
Enhanced: Additional 2d6 damage to Elementals.
Superior: Additional 3d6 to Elementals.

Oil: Celestial - Additional 1d6 damage to Celestials. Makes one dose.
Enhanced: Additional 2d6 damage to Celestials.
Superior: Additional 3d6 to Celestials.

Bomb: Dancing Star - A Dancing Star bomb explodes in a 20ft diameter circle; all targets in the area make a DEX save or take 2d6 fire damage and catch fire. Targets can make a DEX save at the beginning of their turn to snuff the flames. Fire deals an extra 1d6 per round. Can also be used to destroy monster nests. Makes 2 bombs
Enhanced: 30ft diameter, 4d6 damage, 2d6 lingering fire, 3 bombs
Superior: 40ft diameter, 6d6 damage, 3d6 lingering fire, 4 bombs

Bomb: Dragon's Dream - A Dragon's Dream bomb explodes in a 20ft diameter circle, releasing a highly flammable gas. When ignited, the gas explodes, dealing 2d8 fire damage. Makes 2 bombs.
Enhanced: 30ft diameter, 4d8 damage, 3 bombs
Superior: 40ft diameter, 6d8 damage, 4 bombs

Potion: Golden Oriole - Grants immunity to poison for 1 minute. Makes 3 doses.
Enhanced: Immune to poison for 2 minutes. Grants advantage on saving throws to neutralize any poisons currently in the body.
Superior: Immune to poison for 3 minutes. Neutralizes all poison in the body.

Potion: Full Moon - Grants 10 temporary hit points. Lasts 1 minute. Makes 3 doses.
Enhanced: Grants 20 temporary hit points. Lasts 2 minutes.
Superior: Grants 30 temporary hit points. Lasts 3 minutes.

Potion: Petri's Philter - Adds 2 to the DC for Aard, Axii, Igni, and Yrden. Quen lasts an extra minute. Lasts for one hour. Makes 3 doses.
Enhanced: Adds 3 to the DC for Aard, Axii, Igni, and Yrden. Quen lasts two extra minutes and an additional hit.
Superior: Adds 4 to the DC for Aard, Axii, Igni, and Yrden. Quen lasts two extra minutes and two additional hits.

Thoughts?

Iorddonen
2015-10-10, 10:37 PM
Deviantyte, Without play testing any of this (My GM was a first time GM and got kinda overwhelmed so we have stopped for now as he tries to re-adjust) The poisons are a good start, the only refinement would be to specify the damage like the OP did with his. The potions look good as well, nothing that jumps out too much at me there. However, it's in the bombs where issues arose, for me anyway.

2nd lvl: Bomb: Devil's Puffball - A Devil's Puffball bomb explodes in a 20ft diameter circle; all targets in the area make a DEX save or take 2d6 points of poison damage. Leaves a cloud of poison dealing 1d6 damage to those that start their turn or enter the cloud. Cloud lasts for 1 minute. This Mixture makes 2 bombs.
Enhanced: 30ft. diameter, 4d6 damage, 3 bombs
Superior: 40ft. diameter, 6d6 damage, 4 bombs

3rd lvl: Bomb: Dancing Star - A Dancing Star bomb explodes in a 20ft diameter circle; all targets in the area make a DEX save or take 2d6 fire damage and catch fire. Targets can make a DEX save at the beginning of their turn to snuff the flames. Fire deals an extra 1d6 per round. Can also be used to destroy monster nests. Makes 2 bombs
Enhanced: 30ft diameter, 4d6 damage, 2d6 lingering fire, 3 bombs
Superior: 40ft diameter, 6d6 damage, 3d6 lingering fire, 4 bombs

These two do pretty much exactly the same thing, except it's a different damage type and each has a different secondary effect. In all honesty if it came down to it i would take the Puffball over the Dancing star everytime, because it's a lower level slot, does the same damage, leaves a cloud for 1 minute and you can't pat yourself down to get rid of the damage per turn. Destroying monster nests is good at an RP standpoint but i can't see that having too much use in game terms. I don't know how i would do it, but i would definitely do something different with one of these 2 bombs, they're too similar and the Puffball is better in most situations i would think.

I was actually rereading the bombs as i was typing this and all 4 bombs included do very similar things, that really needs to be changed, especially so because these are higher level Formula, so they should in general be more powerful than the tiers below. I'm still fairly new to RPG games like DND and I haven't ever played a Witcher game (i've only heard my friends rave about it for hours and hours) so I'm not someone who would be good at balancing these, but I can see they need to be tweaked a bit.

All in all it looks like a pretty good starting point, just needs some refining to keep things interesting.

PoeticDwarf
2015-10-11, 05:58 AM
I didn't read the class yet, but I saw immediately a problem. The HP (higher levels) is 1d10(or 7) why 7 and not 6, his HD isn't d12 but d10 so 7hp would be wrong, right?

Submortimer
2016-01-12, 09:00 PM
I've finally finished the rest of the potions. Let me know what needs to change.

RedOndjage
2016-02-15, 05:34 PM
Will we see this up on the Middle Finger of Vecna blog sometime in the future? I would really hope so! I think it's great. It might be useful to use some of this material for the "xenoalchemist" archetype that you guys are working on as well!

You mentioned that you balanced this against a warlock or a paladin. Did you save any of those comparisons? I would like to see them, if you wouldn't mind.

Submortimer
2016-02-15, 06:43 PM
It's up as a draft, but frankly it's a big piece of fan work, and a proper PDF probably won't be done for some time, if at all.

Also, numbers wise, I tried to keep it at a fair comparison, but I don't have any of that math, not. It needs EXTENSIVE playtesting, which I know some people are doing, but those people are not me.

I'll let you know if anything comes up in the future regarding this!

RedOndjage
2016-02-15, 07:14 PM
Ah! I tried searching for it on there but I couldn't find it. Definitely keep me posted if you do any more work on it. I would play test it if I had the time, but alas, I just don't have it at the moment.

This might be a little off topic, but do you know if/when the xenoalchemist will be getting posted? And how close is that archetype to this class, if at all? It would seem to me that quite a few of the mechanics would transfer pretty nicely to that kind of character.

User_Undefined
2016-09-18, 08:25 PM
I really, really like this class, and the race and feat. They all work well together (not surprising). One of my groups is planning to run through Curse of Strahd, and I'm going to see if I can make a Witcher. There are a few things I'd look at though.

The first one I saw was the Cat School's Poisoned Blades. It isn't stated, but I'm assuming the creature needs to make a CON save. Do they need to save every time they're hit? Are multiple failed saves additive in damage? Duration? Both?
Regarding oils, it sounds like one dose is enough to coat whatever my weapon is, including dual wielded ones. This sounds like a design choice made to promote player creativity, which I approve of.

Another is the Wolf's School Improved Pack Tactics. It might be easier to say that the Witcher can use the Help action as a bonus action and can target himself.
Also in the Wold School, does their Whirlwind attack require separate attack rolls against each enemy? I assume yes, but it isn't stated.

I want to make sure I'm reading this right. I get a silvered longsword at level 1. It counts as silver for immunities and resistances. At level 3, it now counts as magical and silver for immunities and resistances. This ability applies to any silvered weapon I have made for me, but not for any silvered weapons I find. Is that correct?

The decoctions are good, though I'd like to suggest that you order them by level first and then alphabetically for ease of character building. This could just be my idiosyncrasies, though.

Alchemy is good, except for one that I'll discuss below.

The Augmented Human gets a lot of stuff. Based on the race building guidelines floating around, they are pushing the top of what "balanced" races should have. There are two things I'd change about them. The first is give them Darkvision. Despite what the games show, Witchers can see in the dark. Related to this, I'd change the Cat potion to:

Potion: Cat
This mixture heightens a Witcher's natural senses, [allowing him to see in even magical darkness.] The Witcher gains Darkvision out to 60 feet [or his natural Darkvision extends by 30 feet] for 1 hour. [The Witcher can see through both magical and mundane Darkness.] This mixture makes three doses of potion.
Enhanced: Duration increased to 8 hours. 3 doses.

If you want to make something closer to what Witcher 3 does, maybe let Cat allow you to see living creatures through walls up to 1? 3? 5? feet thick.

The other thing I'd change is the racial skill proficiencies. This race and class were designed to work together, but both give proficiency in Investigation and Perception. That's basically giving an Augmented Human Witcher two free proficiencies in addition to what the class can choose and background gives. This is what I feel is pushing the race a bit too far forward. I'd change the proficiency to something like the Dwarf's Stonecutting or Gnome's Artificer's Lore and let Augmented Humans double their proficiency bonus for Investigation and Perception checks. Maybe focus it to checks related to monsters, but that could run into the Favored Enemy issue of it being useless depending on what kind of campaign the DM is running.

I like the feat because it gives solid bonuses to using a versatile weapon over a two handed one. One question I have is why does the fighting style only work when using both hands instead of simply using a versatile weapon?

EDIT: One more thing. There's no Ride skill in 5e. It should be removed from the list of class skills and the Nekker Warrior decoction.