1 Witchers Portrayal of Witchers, Anonymous Indeed, there is nothing 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. They are unscrupulous scoundrels without conscience and virtue, veritable creatures from hell capable only of taking lives... A witcher (in the Elder Speech: vatt'ghern) is someone who has undergone extensive training, ruthless mental and physical conditioning, and mysterious rituals (which take place at "witcher schools" such as Kaer Morhen) in preparation for becoming an itinerant monsterslayer for hire. Taken in as children, witchers-to-be are subjected to intense alchemical processes, consumption of mutagenic compounds, and relentless physical and magical training to make them dangerous and highly versatile against their vast array of opponents, many of which possess superhuman speed, strength and/or other deadly powers. These procedures ultimately mean that each fully-trained witcher is a mutant built specifically to hunt and kill inhuman prey. A witcher's physical skills alone are sufficient to defeat most monsters single-handedly if combined with extensive training and proper weaponry, whereas regular men could only hope to accomplish this in large groups. Witchers

have also been shown to shrug off hits that would normally render normal men unconscious. Additionally, they have been known to survive the strikes of powerful monsters such as giants, or other beings possessing heruculean strength, that would otherwise kill others with a single blow.

2 Mutations shared by all witchers Sterility

Cat-like eyes can constrict to see in blinding light or open to see in near pitch darkness.

Tremendous resistance to disease and a boosted immune system.

Exceptionally increased strength, speed, reflexes, and endurance.

A sixth sense that allows them to "feel" things around them, be it items of importance or people's immediate intentions.

Accelerated healing granting quick recovery from injuries.

Incredibly long lifespan and prolonged youth. Tricks of the trade Though they cover proficiency in basically any weapon that comes to hand, a witcher's training focuses on two primary tools, the steel and silver swords. The steel blade is used for more mundane beings, while the silver blade is used for supernatural beasts. Witchers are also frequent mixers and users of powerful potions, having developed an advanced tolerance to their inherent toxicity, but still limited to a few at a time (even one of their weaker brews would be fatal to an ordinary human). Finally, their formal magical training deals with signs, a low-level yet versatile form of magic that allows witchers to cast spells and enchantments with simple hand gestures. Without extensive improvement and practice, these are mere tricks compared to what a sorceress can do, but they serve very well for someone with a sword in one hand to add a variety of improvisation to their efforts. Also, the more powerful magic used by mages often takes a lot of time to prepare while all signs are instantaneous. Physical prowess In general, a witcher is a formidable and often overwhelming opponent to more mundane races thanks to their superhuman physical prowess, regenerative capabilities, and magic. However, they are not infallible, as they can still make mistakes, take a misstep in battle against mundane men or supernatural demons, or be overwhelmed by sheer numbers and individuals who have the skill to match a witcher, though rare is the individual who managed to slay a witcher out of skill rather than dumb luck or by ambush. Though a witcher's eyes are one way to stick out, another standard means of identification is the witcher medallion. This device aids in the detection of monsters, and no witcher would part with one willingly. The form of an individual medallion (head of a wolf, cat, griffin, etc.) indicates the school at which its owner was trained. The medallion is made for each witcher when they pass the Trial of the Grasses, and hums when magic is nearby. Emotionless Outcasts It is a common belief, even among witchers themselves, that they have no capacity for emotion. This may be debatable, and rather relative, considering the rigors of their training and the dangers they face on a day-to-day basis. Perhaps they have simply never had the time or exposure to society to develop or recognize the reactions to mundane experiences that most take for granted. It may also be explained that a combination of their hard training, genetic modifications, and seclusion from society that may encourage blunted emotional expressions. Occasional references to witchers as 'nonhuman' are somewhat at odds with the original stories in which witcher is identified as a profession, never a race. There is certainly no official classification as such, and the relevant references are usually from witchers identifying with the mistrust and/or hostility faced by elves and dwarves in human society. Likely it is used as a slur against the mutants, likening them to elves and dwarves, though it's worth noting that a text mentions that the Cat School of witchers "are for the most part of elven stock," indicating that there are (or were at one time) indeed nonhuman witchers. Whether or not there actually are any elven witchers is unknown.

3 The Witcher Level Proficiency Bonus Features Sign Bonus 1st +2 Witcher School +1 2nd +2 Fighting Style +1 3rd +2 Potions, Oils, Signs +1 4th +2 Ability Score Improvement +1 5th +3 Mutagen, Signs, Bombs +2 6th +3 Ability Score Improvement, Witcher Swords +2 7th +3 Fighting Style Improvement +2 8th +3 Ability Score Improvement +2 9th +4 Potions, Bombs, Oils +3 10th +4 Mutagen, Witcher Armour +3 11th +4 Fighting Style Improvment +3 12th +4 Ability Score Improvement +4 13th +5 Potions, Bombs, Oils +4 14th +5 Ability Score Improvement +5 15th +5 Mutagen, Bombs +5 16th +5 Ability Score Improvement +6 17th +6 Mutagen, Bombs, Potions, Oils +6 18th +6 Fighting Style Improvement +7 19th +6 Ability Score Improvement +7 20th +6 Fighting Style Improvement, +8 Creating a Witcher A witcher is a lone wolf with a past full of pain and suffering. Its hard to imagine any parent surrendering their child knowing the survial rate, so most witchers are orphans, or children of other more nefarious or mystical heritage. The witchers bond with the world is one of mistrust, abuse and racism, and above all one of coin. Destitute and unwelcome at the homes of those they save, it is a hard life, but one that many witchers take pride in. They do it not for the individual, who seldom deems to thank them, but for the world as a whole, which would decay to savagery without them. Quick Build To quickly make a strong witcher, your highest score should be Intelligence, Strength or Constituion depending on whether you wish to use Signs, Swords or Alchemy as your dominant damage dealing trait. Dexterity should be second highest either way, as this will allow you greater freedom of movement and bespeaks the lithe prowess of a witcher.

























































Class Features As a witcher, you gain the following class features: Hit Points Hit Dice: 1d8 per witcher level

1d8 per witcher level Hit Points at 1 st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (5) + your Constitution modifier per witcher level after 1st Proficiencies Armour: Light armour

Light armour Weapons: All melee weapons.

All melee weapons. Saving Throws: Dexterity, Strength

Dexterity, Strength Skills: Choose two from Survival, Athletics, Arcana and Perception.

Choose two from Survival, Athletics, Arcana and Perception. Resistances: Poison Equipment You start with the following equipment, in addition to the equipment granted by your background: A pair of swords, one steel and one silver

Witcher armour, which until upgraded has the stats of leather armour

A medallion in the shape of the head of your school animal

Alchemists tools and a hook to carry trophys Class Traits Darkvision (120 ft.)

Witchers can find monster contracts on bounty boards in towns and villages which reward gold (sometimes).

4 Witcher Senses A witcher has greatly enhanced senses of sight, smell, hearing and taste. They also train to recognise animal tracks, read the remnants of a battle to determine what happened, and they have an innate sense of how things flow or when danger is near which allows them to track a monster before even knowing what it is. This gives witchers advantage on any checks involving sight, hearing, smell, taste, tracking and indentification of a monster. To gain these benefits, there are some physical signs. Most witchers have cat-like or snake-like slitted yellow eyes, which can greatly unnerve people not used to interacting with them. Their accelerated healing does not eliminate scarring, so their bodies are usually a latticework of white tissue that tells a story of each mistake. Beastiary Each witcher maintains his or her own personal beastiary tracking monsters they have encountered on the Path. It lists common ways to identify the monster, what they generally look like and how they behave. Each fight with a monster is unique, and often reveals new things about them to be added to this journal. As such, the beastiary entry for a monster will contain its weaknesses, resistances, average HP and stat scores. It will also contain ways to detect when the monster is living nearby such as the colour of the tufts of fur on branches, the shape of the claw marks left in the bark of a tree or the shape and depth of a footprint relative to the size and age of the monster. This lifelong study means that not only can a witcher determine greatly more than usual about a monster, especially from a corpse, but they cannot be surprised or frightened by any species of monster they have previously slain. They are also able to determine which of the parts of a monster are useful for harvesting for potions, bombs and oils. Trophies When a witcher accepts a contract to kill a monster, very few people would pay up without hard evidence that the problem was taken care of. As a result, witchers have a macabre habit of decapitating contractually slain monsters and hanging the head from a trophy hook, either on their belt or on a mount. Of course some people still don't pay up when a contract is finished, and it is a witchers right to take whatever actions they need to in order to get paid. This sometimes involves enticing an even bigger monster to the site of the first with bait, or more often a swift beating will get the job done.

5 Signs Witchers have access to a basic form of magic known as signs. These can be cast with a non-verbal one-handed semantic gesture and require no components or concentration. Casting a sign counts as an action, and once a sign has been cast the witcher must replenish his or her stamina on the following turn. A witchers spellcasting ability is Intelligence and their spell attack bonus is their Intelligence modifier + their Sign Bonus. A sign saving throw is a dexterity save against the witchers intelligence score. There are five signs a witcher masters. Igni Cantrip Casting Time: 1 action

1 action Range: 5 foot cone (narrow)

5 foot cone (narrow) Components: S

S Duration: Instant Red hot sparks and flame spray from your hand, incinerating flesh and armour alike. The target must make a sign saving throw, taking 1d6 (4) fire damage + Sign Bonus on a failed save, rising by 1d6 at 4th, 8th, 12th, 16th and 20th witcher level. Aard Cantrip Casting Time: 1 action

1 action Range: 5 foot cone (wide)

5 foot cone (wide) Components: S

S Duration: Instant A telekinetic blast of force issues forth from your palm, pushing back friend and foe alike, breaking objects and even weak walls and doors. Large or smaller creatures within range are pushed back 5ft, and fall prone on a failed sign save. Push back distance increases by 2ft at 4th, 8th, 12th, 16th and 20th witcher level. Axii Cantrip Casting Time: 1 action

1 action Range: Visible Target within 30 ft.

Visible Target within 30 ft. Components: S

S Duration: Instant You wave your hand and a soft light blossoms around the targets head, confuddling their senses and tricking their mind. The target makes a sign saving throw, becoming stunned on a failed save, suggestable to the next thing said to them. The effect ends when the target takes damage, after 1 minute or 1 turn of combat, whichever is first. On a successful save, the target is aware that you tried to ensorcel them, and may become hostile or enraged. Only one target can be affected by Axii at a time, and affecting a new target ends the effects on the previous one.

Quen Cantrip Casting Time: 1 action

1 action Range: Self

Self Components: S

S Duration: Instant A shining nimbus surrounds the witcher, emitting a soft hum. Gain 1d8 temporary hit points that last for 1 minute or 3 turns of combat, whichever comes first. The amount of temporary hit points increases by 1d8 at 4th, 8th, 12th, 16th and 20th witcher level. Yrden Cantrip Casting Time: 1 action

1 action Range: 5 foot radius

5 foot radius Components: S

S Duration: 20 seconds (3 turns) or until another Yrden is cast You cast a circle of glowing purple runes on the floor that pulse softly. Enemies in the circle must make a sign saving throw, and are considered "slowed" on a failed save, meaning their attacks have disadvantage. The radius of the circle of glyphs expands by 2ft at 4th, 8th, 12th, 16th and 20th witcher level. Creatures other than the witcher crossing the circle require triple the usual movement speed, and exiting the circle ends the effect. More Powerful Variants When a witcher reaches a level marked with Signs, they can choose to study a sign, granting them the ability to cast the sign in a more powerful mode. Casting the more powerful variant of a sign costs 1 Sign point. Your total sign points are equal to your Intelligence modifier (minimum 1), and recharge on a short or long rest. Choose from the following: Study of Igni - Intense Heat A superheated variant of Igni which weakens an enemies armour or carapace, permanently reducing its AC by 2. Passive: Igni now ignores resistance to fire. Study of Aard - Ground Pound Aard can now be cast as a 5 ft. radius area of effect spell centred on the user. Passive: All large or smaller creatures that fail the sign save also take 1d4 (2) force damage, increasing by 1d4 at 4th, 8th, 12th, 16th and 20th witcher level. If this extra damage is enough to kill a creature, it explodes in a shower of viscera and gore, dealing an additional 1d4 force damage to enemies with 5 ft. Study of Axii - Multi-Mind Melt Out of combat, a single cast of potent Axii can now affect up to 5 creatures simultaneously, and does not provoke negative reactions on failure (excepting repeat castings on the same target in short periods of time). This costs a sign point. In combat, Axii can now affect an additional enemy, but must be cast with a sign point to do so. Passive: An affected targets next attack has disadvantage while they shake off the effect.

6 Study of Quen - Surprise! Passive: When the last temporary hit point granted by Quen is lost, the shield explodes in a burst of force with 5 ft. radius centred on the witcher. All creatures of size large or smaller must make a sign saving throw, and are pushed back 5 ft. taking 1d6 force damage on a failed save. Study of Yrden - Potent Runes A version of Yrden is cast with blue runes, occasionally sparking and humming with electricity. Any enemy that starts their turn inside the Yrden trap takes 1d8 lightning damage on a failed sign save. In addition, all non-magical projectiles passing through the Yrden trap are disintegrated. If this would usually trigger an additional effect, such as when destroying a thrown bomb or a pitch barrel, these effects do not happen. Oils, Potions, Bombs Witchers are adept users of a variety of potions which can restore health and grant other passive benfits both in and out of combat. Oils can be applied to both steel and silver swords to deal bonus damage to a particular subclass of monsters. Bombs can be used not just to deal damage to monsters or the environments but also to generate clouds of dust or powder with special effects. Oils One oil can be applied to a weapon either out of combat passively or as an action in combat. It lasts the duration of combat, until the weapon is sheathed, or for 3 hours, whichever is first. Oils have three stages: their base form, enhanced and superior. To craft an oil, a witcher must first acquire the associated alchemical formula. These can sometimes be bought from herbalists or traders, or found in the world. They require a witcher to gather a set of ingredients left to DM discretion, but should be increasingly harder to locate if one wishes to craft higher level oils. Oil Damage Level Bonus Damage Base 1d4 extra damage Enhanced 1d6 extra damage Superior 1d10 extra damage Types of Oil Each oil is effective only aganst the class of monster it is named for. Most oils require some appendage or body part from a creature of the class they effect, i.e. Celestial Oil may require an angel feather to brew. Table of Oils Aberration Beast Celestial Draconid Elemental Fey Fiends Giant Humanoid Monstrosity Plant Undead Once an oil has been made, it is then considered limitless in supply and does not need to be refilled. When a witcher reaches a level marked with Oils, they can chose one of the following benefits: Double Oil Two different oils can be applied at the same time to a weapon without affecting each other. Sharing is Caring Oils can be applied to a weapon wielded by a creature other than the witcher, with the usual limitations and rules. Poisoned Oils When dealing a critical hit with a weapon treated with the correct oil, the target is poisoned (ignoring usual poison immunity) for 1d6 per turn until dead. Sapping Oils If the target of an attack is affected by an oil, one of its immunities become resistances (where there are many, the DM decides), and all its resistances are negated. This effect can be stacked (removing multiple immunities) and persists until the target dies. Moment of Genius Instantly either create or upgrade one oil, regardless of ingredient costs or whether you have the alchemical formula. Oily Scabbard Nominate a scabbard oil, which can be changed on a long rest. Apply the oil by sheathing your sword, or to a sheathed weapon before it is drawn, as a bonus action.

7 Potions Witchers can brew and imbibe severely toxic potions which grant them a wide variety of benefits. Any living creature that has not undergone the Trial of the Grasses would be killed, painfully, by drinking any of these potions with none of the benefits. The witchers unique mutations allow them to alter their biology in response to these powerful concoctions. Potions, like oils, require alchemical formulae to be found which detail lists of ingredients at DM discretion. Once a full set of ingredients is collected, a witcher can spend one hour brewing the base mixture for a potion. The first time it is made, a potion has two charges. These charges, and indeed the charges of all potions currently made, can be refilled on a long rest as long as the witcher is carrying a spirit based alcohol. The number of potion charges increases to 3 and 4 at enhanced and superior level, respectively. Drinking a potion costs an action and toxicity points equal to the toxicity cost of the potion. You start with toxicity points equal to your Constitution modifier + 1 (with a minimum of 0) and when you reach zero, drinking another potion causes you to gain 2 points of exhaustion. Toxicity points are regenerated on a short rest. When you reach a level marked with Potions, your toxicity point maximum increases by one and all points are restored instantly. Swallow Toxicity Cost: 2 points Your skin ripples and writes as your body repairs itself many times faster than usual. It is excrutiating, but you are accustomed to pain. Roll a number of d6 equal to your current maximum toxicity points. Restore this much health per turn for three turns, or the total amount immediately out of combat. If the witcher takes damage, even indirectly, no health is regenerated on his/her next turn. Enhanced: You may re-roll any 1 or 2 when determining health regeneration, but must keep the new result. Superior: Taking damage no longer interupts health regeneration. Thunderbolt Toxicity Cost: 2 points A reckless excess of adrenaline floods your body and your muscles swell in size, cording tightly with veins bulging against the surface. You feel stronger, faster, deadlier. Your melee weapons deal an extra dice of damage. This effect lasts for 3 turns or 1 minute out of combat, and stacks with oils and other boosting effects. Enhanced: The bonus damage is increased to two extra dice. Superior: The bonus damage is increased to three extra dice. In addition, gain 10 ft. of movement while active. A lot to keep track of... The witcher class is complex to play and full of unlockables and craftables. It is recommended for players who are confident tracking their own inventory to reduce strain on the DM. Petri's Philter Toxicity Cost: 2 points The small spark of magic inside you roars to a mighty fire. You feel mystical power flooding your body, pulsing against your skin, hammering for release. Any dice check involved when determining the effects of a sign is automatically resolved in the witchers favour. Any secondary effects that require a dice check are automatically applied. This effect lasts for 3 turns or 1 minute out of combat. Enhanced: Any damage dice rolled when determining the effects of a sign are automatically considered to be the highest possible number. Superior: You may cast an extra sign as a bonus action on the turn you drink the potion. Black Blood Toxicity Cost: 1 point A dark swirling haze clouds your eyes, then they turn midnight black. Your blood runs as dark as midnight, and your very presence is an affront to the undead. Any Undead that makes a melee attack of type "bite", "claws" or similar against the witcher must make a sign saving throw, taking 2d6 Holy damage on a failed save and 1d6 on a sucess. This effect lasts for 1d6 turns or 1 minute out of combat. Enhanced: Any melee attack triggers the effect, rather than just those that involve some part of the attackers body. The damage increases to 3d6 Holy damage on a failed save. Superior: All Undead within 5 ft. of the witcher, even if simply passing by, must make the sign saving throw. The damage on a failed save increases to 4d6 Holy damage. Golden Oriole Toxicity Cost: 1 point Your skin begins to gather a sheen of sweat and your eyes burn with an amber light. Your body feels coated in wax, inside and out. You gain total immunity to poison damage, and creatures using attacks that would normally have you make a saving throw against poison damage are unable to inflict direct damage of any kind. This effect lasts for 1d6 turns or 1 minute out of combat. Enhanced: If an enemy would have inflicted poison damage on the witcher and this potion prevented it, the next attack against that enemy has advantage. Superior: Any poison damage that would have been dealt is restored as health.

8 Bombs Witchers are master alchemists, which gives them an excellent handle on pyrotechnics and incendiary projectiles. When a witcher reaches a level marked with Bombs, they may choose one of the bombs below to learn the formula for. The ingredients should still be gathered and they should be thematic rather than chemically accurate. Crafting more after the first of each kind of bomb requires an explosive primer, and in many cases the local theives guild or other nefarious faction will be willing to sell black powder for a reasonable price. Resupplying all empty bomb slots requires 1 hour during a rest where the witcher can work undisturbed indoors in the dry, it wouldn't do to have wet powder in them. Making bombs outside or in bad conditions requires a DC14 consitution check, with nothing made on failure. Throwing a bomb counts as an action, and you can only carry two of any specific kind of bomb at once. A bomb can be thrown up to 30 ft. accurately, and requires no check to guarantee impact at the desired site. Any kind of obstruction, long range, bouncing off of something or otherwise non-standard throw requires a dice check decided by the DM. A bomb saving throw is a dexterity check against the witchers constituion score. There are six types of bombs regularly used by witchers, each with a different effect. Samum You'll probably want to look away for this one.

The bomb detonates on impact with a hard surface, exploding in a birght magnesium flare. Creatures that see the explosion and have eyes make a bomb saving throw, and are blinded for 3 turns on a failed save. Northern Wind Anyone else warm? Just me?

The bomb detonates 5 seconds after being thrown. The explosion releases a burst of freezing cold of 5 ft. radius centred on the point of detonation. Creatures within this range must make a bomb saving throw, taking 2d10 cold damage on a failed save as well as being frozen solid for 1 turn, or half as much damage with no freezing on a successful save. Huge and gargantuan creatures cannot be frozen. Devil's Puffball Was that you? That is disgusting...

The bomb detonates on impact, releasing a cloud of noxious, flammable gas 10 ft. wide. A creature starting its turn in the gas makes a bomb saving throw, taking 1d10 poison damage on a failed save. The poison lingers for 3 turns or until a strong wind blows it away. The gas is also extremely flammable, and even the slightest spark can cause it to combust. This consumes the gas and creates a fiery explosion. All creatures inside the gas at the time of explosion make a bomb saving throw, taking 3d10 fire damage on a failed save.







































Moon Dust This is, in fact, your final form.

This bomb detonates 5 seconds after being thrown in a huge shower of tiny silver slivers 60 ft. in radius that lasts 10 turns. Any creature that is invisible, in an alternative form or hidden by some other quirk of their nature reverts to its true form. Werewolves, vampires and undead are slowed to half speed and are locked into human form if applicable. All weapons are considered silvered when inside the cloud. Grapeshot He's not getting up from that.

The bomb detonates 5 seconds after being thrown in a deafening explosion, spraying razor sharp shrapnel in all directions. Any creature within 10 ft. of the detonation point must make a bomb saving throw, taking 2d10 piercing damage on a failed save and half as much on a successful one. Creatures that would usually gain advantage on checks involving hearing make this check with disadvantage. Dragon's Dream Do I still have my eyebroiws?

The bomb detonates on impact, releasing an enormous wave of heat, flames and scorching hot oil. Targets within 5 ft. of the explosion make a bomb saving throw, taking 2d10 fire damage on a failed save as well as being set ablaze, taking an additional 1d6 fire damage each turn until the flames are extiguished. Targets within 10 ft. must make a bomb saving throw, taking 2d10 fire damage on a failed save and half as much on a successful one.

Bombs are not just for combat It is useful to remember that bombs can be used out of combat for many purposes, from moving that stubborn thick stone wall out the way to starting a campfire, albeit a little overkill. Samum does not deal damage, making it ideal for a getaway in a crowded area. Northern Wind might let you cross that lake of lava, if you're fast enough...

9 Witcher Schools The witcher schools are the organizations which train and equip witchers. While schools differ in mindset and details of training, most of them teach equally professional hunters. Headquartered in secluded locations, each one is built on the blood, sweat, and tears of countless children who stood within them, honing their technique and skill. The training at each different school reflects the nature of the animal that the school is named for. School of the Wolf The school of the Wolf was a school of witchers headquartered at Kaer Morhen in Kaedwen. They are considered to be masters of brewing potions and other alchemical formulae, and as such Wolf School witchers make better potions, oils and bombs than other school, and can tolerate greater toxicity. Your Wolf School training has granted you an extra toxicity point, enabling you to tolerate greater quantities of potions. Training in such a scarce location has taught you to use the plants around you, and you can refill your bombs and potions without need for alcohol and black powder if you are near plant life of some kind. Vesemir did not let you leave Kaer Morhen empty handed, your starting equipment includes 3 base level oils or your choice. School of the Cat School of the Cat is a bunch of ragtag witchers whose headquaters are located in the travelling Dyn Marv Caravan. They are usually nimble, with fighting styles that favour many smaller blows with lighter weapons and armour than usual. As a cat school witcher, you are naturally light on your feet, so your base movement speed is 40 ft. You also learned from the animal you emulate, and can fall from great heights without sustaining damage. If you do not already possess it, you gain proficiency in acrobatics, as well as proficiency using a crossbow or shortbow. School of the Bear School of the Bear is a school of witchers headquartered in Haern Caduch keep in Amell in the Slopes. Witchers of the Bear School, unlike the Wolves, tend to be loners and do not forge strong bonds with their brethren. Meetings between them on the Path can even lead to a bloodshed. They wear heavier armor, favoring defense over agility, giving you proficiency in medium and heavy armour. Along with the Cat School, they are the only known witcher schools to use crossbows in their hunt, giving you proficiency with them. You also gain +1 to your Strength score in keeping with your bearlike attributes. School of the Griffin School of the Griffin, sometimes referred to as School of the Eagle, is a school of witchers headquartered in Kaer Seren located at the sea end of a mountain range. They earned their name exterminating the griffins of the Koviri mountains which had been a real trouble for the settlers. Throughout the ages, the other schools respected the Griffins for their study of magic and fighting style that emphasized multiple opponents. Griffin School equipment is of medium weight and amplifies the intensity of the wearer's Signs; as such, it is heavily implied that the school and its disciples may have specialized in the use of magic. Griffin witchers may also possess higher standards of social etiquette compared to other schools. You gain proficiency in medium armour, and may choose one of the more powerful sign variants as a starting bonus from your study at Kaer Seren.

10 Witcher Swords, Armour and Senses A witcher may commonly sleep rough and get spattered with gore and entrails, but you'll never meet another living creature that takes better care of their swords and armour. The skill required to forge master level witcher gear is vanishingly rare, and often doesn't take place without a large sum of money changing hands or the payment of a life debt. When a witcher passes through the levels marked with Witcher Swords and Witcher Armour, the following things are considered to happen as a matter of course. Witcher Swords You hear of a blacksmith of extraordinary skill in a nearby town, who is said to be able to forge the greatest swords a man has ever laid eyes on. You dust of the sword diagram you left your Witcher School with, the design and materials list for a mater level sword. The ingredients required to make the sword are left to DM discretion, and the cost of having it forged can vary from blacksmith to blacksmith, sometimes gold, a favour, guild rank being pulled, perhaps even a quest to save their child. The swords take a day to make, and you receive a mastercrafted silver and steel sword, both of which are considered as +2 magic weapons. Additionally, witcher swords cause critical hits on a 19 and 20. The witcher swords by school have the following traits: Mastercrafted Steel and Silver Swords School Attack Bonus Damage Properties Wolf Proficiency + STR + 2 1d8 + STR + 2 Damage dealt by bombs is increased by 1d6. Cat Proficiency + DEX + 2 1d8 + DEX + 2 Attacks of opportunity against you have disadvantage. Bear Proficiency + STR + 2 1d10 + STR + 2 You may take a -5 penalty to an attack roll to boost damage by 1d10. Griffin Proficiency + INT + 2 1d8 + INT + 2 Damage done with signs is increased by 1d6. Witcher Armour You hear that a famous armourer, usually in service to a king or noble, has been banished from his/her former employment after being blamed for a jousting match gone wrong. They just so happen to have set up shop nearby, so before they become too busy, you dust off the armour diagrams you brought with you when you left your Witcher School. Like the swords, the armour may require you to gather certain ingredients, pay an obscene amount of gold, save a princess, the usual things someone asks of a witcher. But the result! The armour takes 3 days to make and you receive chest armour, gauntlets, leg armour and boots, all of which are considered as +2 magic armour. All witcher armour grants resistance to attacks from teeth, claws, fangs, talons, tails etc. of any beast of size large or smaller, in addition to having the following traits: Mastercrafted Witcher Armour School AC Class Properties Wolf 14 Light You can carry an extra bomb of each type and potions gain an extra charge per refill. Cat 13 Light You have advantage on DEX saving throws while wearing this armour. Bear 16 Heavy Your heavy armour gives you momentum. Succesful attacks against medium or smaller creatures after moving more than 10 ft. knock them prone. Griffin 15 Medium Suitable for fighting many enemies at once, the spikes that cover this armour deal 1 damage to any creature making a melee attack against the witcher. Mutagens Mutagens are something a witcher can occasionally harvest from the body of a slain foe. These chinks of viscera contain key ingredients that enable them to be brewed into a special one off potion that can permanently alter a witchers physiology. When passing through a level marked with Mutagen, you may choose one of the following benefits: From now on, rather than sleeping you may choose to meditate. This counts as a long rest in the same way as sleeping does, but instead you remain alert and cannot be surprised. You can also brew potions and make bombs while meditating.

Permanently increase your maximum health by 10 points. (Can be chosen multiple times).

You find a way to strengthen the extremities of your limps, and can now jump 10 ft. straight up, and have a climbing speed on all but the slickest of surfaces of 15 ft.

Your respiritory system is enhanced, meaning you can breathe air that would be toxic to others and do not get exhausted from altitude. You can hold your breathe considerably longer and feel reduced effects from pressure.

You mutate gills which allow you to breathe underwater, and your eyes adapt to see better in underwater conditions.

Your sensitivty to magic is increased, and when your medallion hums you can cast detect magic out of combat instinctively.

11 Fighting Styles A witcher has many different approaches at his or her disposal when dispatching a monster, and this variety can lead to indecision; fatal in the heat of battle. As such, witchers often choose a fighting style which favours either sword attacks, sign usage or potion and bomb use. Relentless Agression This style is for witchers who prefer the close combat approach of hammering at an enemy with their sword over and over again until one of them dies. It grants more attacks, greater mobility in close quarters and the brute strength needed to despatch enemies quickly. At 2nd level when selecting this style, you master the ability to dodge and roll. You can now prepare roll or dodge as a bonus action, which automatically moves you out of range of an attack by 5 ft. or 10 ft. respectively. At 7th level, you can now make two attacks with your sword per turn. These can be against separate enemies. At 11th level, you can attack with your sword in a whirling circle, striking all enemies within 5 ft. This consumes all your normal actions for the turn, but make one attack roll against the average armour class of all enemies in range. At 18th level, your knowledge of monster weak points is perfect. If an enemy is in your beastiary, you can locate its weak point and make an attack against that. It has an AC of the base creature AC + 5. Any hit on this weak point inflicts 3x the usual damage, but the weak point cannot be attacked again for 3 turns or until a new one is made by another combatant.



























































At 20th level, your knowledge of monster physiology allows you to make punishing attacks on their weakest points. When attacking a creature suffering a condition that restricts its movement (stunned, prone, petrified, parylsed, restrained etc.) that is also in your bestiary, you may choose to make the attack with no advantage and a -10 penalty. A successful attack roll allows you to instantly kill the monster, regardless of any other conditions or health remaining. They cannot make saving throws and they cannot be stabilised. This ability cannot be used against legendary creatures. Sign Adept This style is for witchers who prefer to use magic in combat as well as swords, and wish to develop their use of signs beyond that of an ordinary witcher. At 2nd level when selecting this style, you may choose an additional sign to study the advanced variant of. Increase your maximum sign points by 1. At 7th level, you may now cast a sign in addition to attacking with your sword. At 11th level, you can now cast a sign every turn, as your stamina regenerates almost instantly. Aard can now be cast more carefully, and you may select up to 3 creatures that do not feel its effects. At 18th level, your knowledge of magic has grown prodigious, and creatures automatically fail the check for Axii as long as they have an Intelligence score lower than your own. Increase your maximum sign points by 1. At 20th level, you can now cast an additional sign per turn as a bonus action. If any enemy is knocked prone with Aard, also apply the effects of Northern Wind as though the enemy had been hit by the bomb.