Witcher Monsters are a blight upon society. Ever since society unlocked the secrets of magic, there have been monstrosities created from such magic. Humans were no match for these monsters, and monsters far outnumbered mages. As a solution, Witchers were created. Mutated by potions no man should be able to ingest and live, Witchers are considered monsters of their own kind by some. But one thing remains true. If you want a monsters head, nobody is better to call upon for help than a Witcher. A lone man walks through the streets of the dimly lit city, blood dripping behind him. His yellow cat eyes remain focused on one point; yet he is constantly alert of all of his surroundings. People create a wide berth in the street around him, less in fear of bloodying their clothes, and more in fear of becoming the one who is bloody. The man walks inside the town hall, and as he disappears from view there is an audible sigh of relief from the townsfolk. Inside, the townmaster is sitting at his desk, paying no attention. A sudden thump on the table prompts him to look up, where he is met looking at the severed head of a drowner. Few words are exchanged, gold is exchanged for the head, and the two men part ways. In the townmasters mind, the sooner the better, for this man was a Witcher. Taken as a small child, put under the mutations of the Trial of the Grasses, and trained in the sword relentlessly for years, these monster slayers were more monster than they were human, and only one thing persuaded them. The shine of gold in their hand. Of many, few Witchers are trained in small batches of boys at a very young age. The vast majority of trainees don't survive training. Whether they die from the extensive physical conditioning, swordplay, or the Trial of the Grasses, the final outcome is the same. Some have heard whispers that for every ten boys that undergo training, only one becomes a Witcher. Witcher Code Although every Witcher has a different outlook on life, the world, themselves, and the monsterys they kill, one thought that unites all witchers is the witcher code. The code being; Witchers don't work for free. They value life as much as the next man, and slaying monsters is both an invaluable service worth recompensation, and one of the most dangerous jobs possible. As talented fighters the witchers are, you will never find a witcher as a guard or soldier. Restless creatures, they're almost nomadic; taking contracts as they move from place to place, seemingly lost in this world they were created in, not born in. The Witcher Level Proficiency Bonus Features Vigor Signs Known 1st +2 Witcher Medallion, Witcher Bestiary 3 1 2nd +2 Witcher Knowledge, Witcher Training 4 2 3rd +2 Witcher School Feature, Bomb Crafting, Witcher Alchemy 6 2 4th +2 Ability Score Improvement 7 2 5th +3 Extra Attack, Sign Damage Improvement 9 3 6th +3 Witcher School Feature 10 3 7th +3 Experienced Witcher 12 3 8th +3 Ability Score Improvement 13 3 9th +4 Witcher School Feature 15 3 10th +4 Enhanced Critical, Sign Damage Improvement 16 4 11th +4 Witcher School Feature 18 4 12th +4 Ability Score Improvement 19 4 13th +5 - 21 4 14th +5 Witcher School Feature 22 4 15th +5 Sign Damage Improvement 24 4 16th +5 Ability Score Improvement 25 5 17th +6 Witcher Reflexes 27 5 18th +6 - 28 5 19th +6 Ability Score Improvement 30 5 20th +6 Master Witcher 35 5

Creating a Witcher When creating a witcher, you'll have to think of a personality outside of an emotionless monster slayer. How do they view the world? How do they view their job of slaying monsters? Do they consider monsters inherently evil? Or do monsters become evil through actions against them? Also consider how you view humanity after years of isolation, training at a witcher school. Think about how you were created to protect humanity from monsters, yet humanity scorns you and views you as a monster yourself, while still willingly purchasing your services. One of the most important decisions to consider however, is what school you were trained at. This will define your strengths and views, as each school is different. Witcher Race Although optional, one may choose to use the benefits for the Witcher Race instead of another race when playing the witcher class. Ability Score Increase As a result of your mutations, you gian +2 Dexterity, +2 Constitution, but -1 Charisma. Age Witchers age normally during the beginning of their life, reaching adulthood at the same time as normal humans do. However, a Witcher's lifespan is about 400 years longer than that of a normal human. Alignment Many Witchers value gold above all else, causing them to align themselves between forces, where the most gold is to be made. Others simply don't care about good or evil, they mind their own business. Most Witchers are entirely Neutral, focusing on an internal struggle rather than external. Although, it is not unheard of to have a witcher lean to the side of good or evil. Size Witchers have a weight varying from 140 pounds to 220 pounds, depending on their build. Your size is Medium. Speed Your base walking speed is 30 feet. Adaptive Eyes Witcher eyes are able to make do with little to no light. Gain Darkvision for up to 30 feet, and low light vision for 120 feet. Enhanced Healing You're able to take to potions quickly, allowing their effects to take hold much more easily. For the purpose of healing potions, any roll of 1 counts as 2. Languages You can speak, read, and write in Common, and one other language of: Undercommon, Giant, or Draconic. <img src=https://i.pinimg.com/originals/eb/72/20/eb722099daacc262c316be8d9298daaf.png style='position:absolute;top:290px;right:-180px;width:600px;'/>

Quick Build You can make a Witcher quickly by referring to the table below for important stats and short decriptions of each school School Description Important Stats Bear Strong, durable warriors who are able to shake off large amounts of damage Strength, Constitution Cat Quick, agile fighters who have a knack for being unseen and being hard to hit Dex .phb{ background : white;} .phb img{ display : none;} .phb hr+blockquote{background : white;} terity, Constitution| | Griffin | Masters of signing, and unparalleled spellswords |Wisdom, Constitution or Dexterity | Viper | Extremely powerful alchemists, masters of poison | Wisdom, Dexterity or Constitution | Wolf | Adaptive fighters, masterful swordsmanship | Strength, Constitution or Dexterity Class Features As a Witcher, you gain the following class features Hit Points Hit Dice: 1d10 per Witcher Level

1d10 per Witcher Level Hit Points at 1st Level: 10 + Constitution Modifier

10 + Constitution Modifier Hit Points at Higher Levels: 1d10 (or 6) + Constiution modifier per Witcher level after 1st Proficiencies Armor: Light and Medium armor

Light and Medium armor Weapons: Simple and Martial Weapons

Simple and Martial Weapons Tools: Witcher's Alchemical Kit

Witcher's Alchemical Kit Saving Throws: Constitution, Strength

Constitution, Strength Skills: Choose two from: Acrobatics, Athletics, Insight, Intimidation, Investigation, Perception, Survival Equipment You start with the following equipment. Witchers do not choose a separate background (a) Leather Armor or (b) Scale Mail or (c) Chain Shirt

(a) Longsword and Silvered Longsword or (b) Shortsword and Silvered Shortsword or (c) Silvered Greatsword

Witcher's Alchemical Kit

Witcher's Bestiary

Explorer's Pack Witcher's Bestiary Each witcher keeps a journal that contains information about monsters. Upon setting out, this journal is usually empty, but could contain knowledge of a few monsters. Upon reading tomes, studying corpses, or otherwise learning about the monster, Witchers are capable of determining the strengths and weaknesses of a monster. Within 1 hour of slaying a monster, a witcher may transcribe knowledge gained about that monster into their journal during a short rest. Monsters added to the bestiary are considered known after one long rest. Only one monster may be added to the bestiary per day. Monsters For the purpose of Witchers, monsters are usually defined as any creature that is non-humanoid. Your DM has the final say of what is considered a monster in the campaign, and what is not. Witcher Medallion Upon graduating from the school, witchers are provided with an amulet resembling the school they graduated from. Whenever a Monster is within (5 x Witcher Level) feet of the witcher, the medallion vibrates, making the Witcher aware of their presence. This provides a +2 bonus to initiative, but does not grant the witcher immunity to surprise. Vigor Although Witchers cast through purely somatic means, the magic still requires energy. Witchers draw this energy from themselves, in a form called Vigor. Consult the table at the beginning of the class to see the maximum amount of vigor the witcher has per level. Witcher Signs At first level, the Witcher knows one sign of their choice. They may change the sign known upon short or long rest, but a limited number of signs may be readied at once. Casting a sign costs 1 Vigor point. Casting an enhanced sign costs 3 points. Vigor is regained upon long rest. Some signs may require saving throws to be made. Sign Save DC: 8 + Proficiency + Wisdom Modifier Aard Casting Time: 1 Action

1 Action Duration: Instantaneous Blast a 15 foot cone in front of the user with force energy. All creatures within the cone must make a Strength saving throw. Creatures who fail are knocked back 5 feet, knocked prone, and take 1d6 force damage. This increases by 1d6 at levels 5, 10, and 15. Creatures who pass the save take half damage. Enhanced: Blast becomes a 10 foot radius around the caster Axii Casting Time: 1 Action

1 Action Duration: Instantaneous Choose a target within 20 feet. The target is forced to make a wisdom saving throw, or become stunned for 1 round. On a succesfful save, the creature becomes immune to Axii for 1 hour. Enhanced: Enemies affected by Axii take 1d6 psychic damage, or half as much on a successful save. This damage increases by 1d6 at leves 5, 10, and 15.

Igni Casting Time: 1 Action

1 Action Duration: Instantaneous A cone of flames bursts forth from the users hands, dealing 1d6 fire damage in a 15 foot cone. Enemies make a Dexterity saving throw, taking half damage on a successful save. Damage increases by 1d6 at levels 5, 10, and 15. Enhanced: Enemies damaged by Igni suffer twice the amount of dice of a basic Igni. Quen Casting Time: 1 Action

1 Action Duration: 1 Minute Quen grants resistance to self against piercing, slashing, and bludgeoning damage for 1 strike. (Quen is broken upon being hit.) Quen may be cast as a bonus action if the caster has made a successful attack against a creature on their turn. Enhanced: Quen lasts for 2 strikes, and damage resistance is extended to all types of damage. Enhanced Quen cannot be cast as a bonus action upon a successful attack. Yrden Casting Time: 1 Action

1 Action Duration: 1 minute Places down a trap around the caster at a 10 foot radius. Movement speed of all non-allies is halved within the circle. Enemies who enter or exit the circle make a Dexterity saving throw, suffering 1d4 damage upon a failed save. A successful save results in no damage being taken. This increases by 1d4 at levels 5, 10, and 15. Enhanced: Spectral creatures within the trap become physical. (Ghost based creatures lose resistance to physical attacks, other effects are up to DM discretion.) Spells that travel through planes require a charisma saving throw to successfully cast when within the circle. Witcher Knowledge Starting at the second level, gain +1 chance to hit monsters. This bonus increases to +2 at level 8, and +3 at level 14. Against known monsters, deal an extra 1d4 damage when striking with a silvered weapon. This increases by 1 die size at levels 5, 9, 13, and 17. Furthermore, you have an increased critical threat by 1 against known monsters. <img src=https://vignette2.wikia.nocookie.net/witcher/images/d/db/Tw3_journal_cyclops.png/revision/latest?cb=20160511201414 style='position:absolute;top:700px;left:10px;width:400px;'/> Bombs Starting at 3rd level, you have learned ho to make Witcher's bombs, small explosives with varying effects. Some bomb recipes are learned based on school, some have to be found as diagrams. You may craft bombs during a short or long rest. You may possess no more bombs than your proficiency bonus, and you may not have more than 3 bombs of the same type. Crafting one bomb recipe produces up to three explosives. You may accurately throw bombs up to 35 feet in front of you, taking an action to do so. Some bombs make use of saving throws, which is your Bomb Save DC: 8 + Proficiency + Wisdom modifier. Witcher Alchemy Most Witchers are proficient at minor alchemical mixes, some better than others. The witcher may brew up to one potion or decoction during a short rest, provided they have the components and hard alcohol. If the witcher spends a long rest, they may choose to create the enhanced version of a potion. To brew a decoction, make a skill check, adding the proficiency bonus and the wisdom modifier of the witcher. The DC for each decoction is equal to three times it's toxicity value. A failed check results in the regents being consumed, and no decoctions being produced. Each potion or decoction has 2 doses before being fully consumed. A witcher could also choose to brew one oil during a short rest, provided they have the ingrediants and a form of oil. Upon reaching 3rd level, you gain proficiency with the witcher's alchemical kit, and the ability to brew potions, oils, and decoctions. You may hold any number of potions, but no more than one of each kind. The same rule applies for oils and decoctions. Learn two potion recipes and one oil recipe of your choice from the Witcher Potions table. Toxicity Potions add toxicity during the duration in which they are in effect. A Witcher may not exceed toxicity value equal to their Constitution modifier +1. This increases by 1 at levels 5, 10, 15, and 20. Ability Score Increase Upon reaching 4th level, and again at 8th, 12th, 16th, and 19th level, you may choose to increase one ability score by two, or two ability scores by one. You may not increase an ability score over 20 using this feature. Extra Attack Starting at the 5th level, you are able to attack twice, instead of once, upon taking the attack action during your turn. Experienced Witcher Starting at the 7th level, gain proficiency in dexterity saving throws, and pick two additional skill proficiencies. You may not use this feature to gain expertise. Furthermore, gain an additional 2 potion recipes, and one oil recipe.

Enhanced Critical Witchers are master swordman, and are able to strike where it hurts. Starting at the 10th level, your critical range is increased by one. Critical strikes are now scored on 19-20, or 18-20 if it was already 19-20 Witcher Reflexes Starting at the 17th level, against any ranged attack you see, if your weapon is drawn, you may reduce the damage taken by your dex mod + 1/2 witcher level using your reaction. Master Witcher Starting at the 20th level, you may swap weapons as a free action. You also gain advantage to hit versus all known monsters. Witcher Schools As a witcher, you, and the style by which you slay monsters, are defined by the school in which you were trained. The school is where you spent most of your childhood, underwent the Trial of the Grasses and made most of your friends. Each school specializes in something different. School of the Bear Witchers of the school of the bear exceed in soaking up large amounts of damage and stunning opponents with their brute force. They are mountains of men, and a force to be reckoned with. Bomb Crafting At the 3rd level, learn the bomb recipe for Samum Armored Bear Starting at the 3rd level, gain proficiency in Heavy Armor. While wearing heavy armor, bludgeoning, slashing, and piercing damage you take from non-magical weapons is reduced by half of your strength modifier rounded down. This cannot reduce damage taken to 0, and this bonus does not stack with any other damage reduction bonuses. Brute Force Starting at the 6th level, your critical hits force opponents to make a constiution saving throw with a DC equal to 8 + proficiency + Strength Modifier. Failing this save causes enemies to be stunned for 1 round. Turtle Shell Starting at the 6th level, gain +1 AC when wearing heavy armor. Hearty Constitution Starting at the 9th level, gain advantage on all Constitution saving throws, and become immune to the stunned condition. Furthermore, armored bear now uses your entire strength modifier, instead of half. Ursa Major Starting at the 11th level, you gain +1 Constitution, and your constitution maximum becomes 22. You also become resistant to cold damage. Resilience Starting at the 14th level, you may use your reaction to ignore damage from one spell or attack, once per long rest. School of the Cat Witchers of the School of the Cat are agile, fast, sneaky, and Deadly. Cat Witchers specialize in striking their opponents from behind, and from out of sight. Most of the time, their targets literally don't know what hit them. Bomb Crafting At the 3rd level, learn the bomb recipe for Devil's Puffball Silent Strike Witchers of the Cat School are sneaky, but not as sneaky as most rogues. At the 3rd level, gain proficiency in stealth, along with sneak attack dice equal to half of what a rogue of the same level would have. Odd dice become d4 Example: Rogue has 5d6, so a Cat Witcher would have 2d6 + 1d4. At 11th level, known monsters take an entire rogue's sneak dice from your sneak attacks. Deadly Gymnast Starting at the 6th level, gain proficiency in acrobatics, or expertise if already taken. Gain the ability to quickly climb surfaces 30 feet, each foot costing 1 foot of movement. Furthermore, if your enemy misses you with an attack with a value lower than 5 + your dexterity modifier, you may use your reaction to move up to 10 feet without provoking opportunity attacks. For example, if an enemy rolls an 8 to hit, and your dexterity modifier is 4, you would be able to use this ability. Agility Starting at the 9th level, your agility has reached new heights. If an enemy misses you with an attack with a value lower than 5 + your dexterity modifier, you may use your reaction to move up to 15 feet without provoking opportunity attacks, and may also leave a bomb behind OR get an opportunity attack on any enemy you pass with the 15 feet of movement. Silent Movement Starting at the 11th level, you have learned how to move silently on any terrain. Gain advantage on all sneak checks. Armor of Evasiveness Your enemies find it near impossible to land a strike on you. All enemies have disadvantage to hit you, until they have hit you once in combat.

School of the Griffin Witchers of the School of the Griffin are natural signers. They focus on the use of signs in combat, reflecting a style similar to that of spellblades. The mix of sword and magic is extremely potent, making Griffin Witchers a powerful figure. Bomb Crafting At the 3rd level, learn the bomb recipes for Northern Wind, Dragon's Dream, and Dancing Star. Relentless Magic Starting at the 3rd level, killing an enemy with a sign restores 1 point of vigor. Peace of Mind Starting at the 6th level, you have hardened your mind and focused the potency of your signs. Gain advantage on all wisdom saving throws, and add 1 to your Spell DC. Natural Signer Starting at the 9th level, you may replace one of your attacks when taking the attack action with the casting of any basic sign. You may not use this feature to cast more than one sign per turn. Resourceful Signer Starting at the 11th level, you have learned to be ready for anything, and ready to cast a sign at any time. You gain the ability to cast signs as an opportunity attack. You also gain the ability to carry 2 extra bombs, and resistance to psychic damage. Quick Signs Starting at the 14th level, your signing ability reaches new heights. You may cast any non-enhanced sign as a bonus action. School of the Viper Witchers of the School of the Viper spend their time focusing on the creation of potions, oils, decoctions, and applying them to their foes in as many ways as possible. Bomb Crafting At the 3rd level, learn the bomb recipe for Devil's Puffball. Viper Fangs Starting at the 3rd level, when you engage in two-weapon fighting, you may add your ability modifier to the damage of the secondary weapon attack. Furthermore, learn an additional 2 potions and 1 oil from the potions and oils list. Fast Metabolism After spending time around and consuming various potions, you have become used to the toxicity. Starting at the 6th level, your toxicity threshold is extended by 2. Furthermore, you have advantage on all checks to make decoctions. Snake Blood Starting at the 9th level, you gain immunity to poison damage and the poisoned condition, due to your extensive work with poisons. Furthermore, learn an additional 2 potions and 1 oil from the potions and oils list. Viper Oil Starting at the 11th level, your oils have an added potency. Hitting an enemy with an oiled weapon deals an additional 1d4 poison damage to that enemy. True alchemist Your potion crafting is near perfected. Starting at the 14th level, any potion you make is automatically enhanced, and any oil you apply to one weapon is automatically applied to another weapon you are wielding. Furthermore, learn an addition 2 potions and 1 oil from the potions and oiils table. School of the Wolf Witchers of the School of the Wolf focus on their swordplay, honing it to near perfection. They are able to adapt to any fight, and are able to fight multiple opponents at once. Bomb Crafting At the 3rd level, learn the bomb recipe for Grapeshot True Fighter Witchers of the school of the wolf are truly fighters. Gain a fighting style from the fighter table at level 3. Witchers of the school of the wolf are able to use their footwork to gain an advantage in a swordfight, taking less damage from enemy blows based on the positioning of their person. Starting at the 6th level, gain the ability to parry, reducing damage of melee attacks by 1d8 + dex mod 2 times per short rest. Adaptive Defense You are able to apply your training on the fly, and learn from mistakes almost immediately. Starting at the 9th level, after being hit by an enemy, gain +3 AC against that enemy for one round. Multi-Fighter Your awareness in fights is uncanny, your blade seemingly a cyclose as you deflect strike after strike. Starting at the 11th level, enemies do not gain advantage due to flanking. If you do not use the flanking advantage rules, instead gain advantage on all opportunity attacks Teeth of the Wolf Your ability to slay monsters has been honed to an edge. You strike where it hurts, when it hurts the most. Starting at the 14th level, your critical range for known monsters is increased by 1. You now crit on 17-20 against known monsters, instead of 18-20.

Potions, Oils, Decoctions, and Bombs Potions Black Blood Components: Undead Blood, Sewant Mushrooms

Undead Blood, Sewant Mushrooms Use Time: 1 Bonus Action

1 Bonus Action Duration: 30 minutes

30 minutes Toxicity: 2 Any undead creature that damages the witcher without the use of a weapon or spell suffers 1d4 poison damage. This damage is doubled if a creature attacks with a bite or beak. This increases by 1d4 at the 9th and 13th level level. Enhanced: Any creature afflicted by the Black Blood potion due to a bite or beak must make a Constitution saving throw against your spell DC. On a failed save, they are subjected to the poisoned condition and take 1d4 poison damage at the end of their turn for a number of turns equal to your Constitution modifier + 1. Cat Components: Red Berries, Spring water

Red Berries, Spring water Use Time: 1 Bonus Action

1 Bonus Action Duration: 1 Hour

1 Hour Toxicity: 1 You gain darkvision out to a range of 120 feet. However, the potion makes you susceptible to sunlight, and you have disadvantage on all attack rolls and ability checks that require sight while in bright light while under the effects of this potion. Enhanced: You have advantage on saving throws against being blinded, and you gain Magical Darkvision for 120 feet. Full Moon Components: Wolfsbade, Ectoplasm

Wolfsbade, Ectoplasm Use Time: 1 Bonus Action

1 Bonus Action Duration: 1 Hour

1 Hour Toxicity:2 You gain 1d8 temporary hit points. This increases by 1d8 at 5th, 10th, and 15th level. Enhanced: Temporary hit point die becomes 1d10 Golden Oriole Components: Blowball, Monster Feather

Blowball, Monster Feather Duration: 5 Minutes

5 Minutes Toxicity: 2 You gain resistance to poison damage, and if you are currently under the poisoned condition, you are cured. Enhanced: You become immune to poison and the poisoned condition for the duration of the potion Killer Whale Components: Water Monster Scale, Fish Gills

Water Monster Scale, Fish Gills Duration: 15 minutes

15 minutes Toxicity: 1 You gain the ability to breathe underwater. Enhanced: Your fingers and toes become webbed, giving you a swimming speed double your walking speed. Furthermore, the duration of the potion is doubled. Cyclone Components: Undead Blood, Water Monster Scale, Feather

Undead Blood, Water Monster Scale, Feather Duration: 1 Minute

1 Minute Toxicity: 3 If you hit a creature with an attack while under the effects of this potion, you gain a +1 to your next attack roll against that same creature. Enhanced: This potions toxicity is increased to 4, and the duration is increased to 2 minutes. If you hit a creature with an attack while this potion is active, you gain a +1 to your next attack roll against that same creature. If you hit with that attack, you gain a +1 on your next attack roll, and so on up to a maximum of half of your proficiency bonus rounded down. Missing an attack causes the bonus to decrease by one, to a minimum of +0. Petri's Philter Components: Magical Monster Essence, Arenaria

Magical Monster Essence, Arenaria Duration: 15 Minutes, or until you cast a sign.

15 Minutes, or until you cast a sign. Toxicity: 2 This potion redirects the leftover magic from the monster to your signs, upon your next sign cast. Consult table below Sign Bonus Effect Aard Range is increased by 5ft Axii Target takes an additional 1d4 + Wis damage Igni Target(s) take an additional 1d4 fire damage at the end of its turn for 2 turns Quen +1 AC until your next turn, or until quen is broken Yrden Target's' speed is reduced to 5 feet. Enhanced: This potions toxicity is reduced to 1 and enhances signs for two casts.

Swallow Components: Wild Berries, Celandine

Wild Berries, Celandine Duration: 4 turns

4 turns Toxicity: 2 Heal for 1d4 + 1 at the end of your turn for 4 turns. If you take damage during the round of combat, only heal for half of the amount, rounded down. This increases by 1d4 at 10th level. Enhanced: The healing increases to 1d6+1 each round. Tawny Owl Components: Insect Venom, Arenaria

Insect Venom, Arenaria Duration: 10 Minutes

10 Minutes Toxicity: 1 Increases your movement speed by 10 feet for the duration. Removes 1 level of exhaustion for the duration. Enhanced: Duration becomes 1 hour, and moveemnt speed is increased by 20 for the duration. If the player takes the potion immedately before taking a long rest at night, they heal 2 leves of exhaustion as opposed to the usual 1. Thunderbolt Components: Insect Venom, Sewant Mushrooms

Insect Venom, Sewant Mushrooms Duration: 1 Minute

1 Minute Toxicity: 3 You gain +1 to attack and damage rolls for the duration. Enhanced: Bonus becomes +2 to attack and damage rolls, and the toxicity of this potion increases to 4. White Raffard Components: Undead Blood, Honeysuckle, Celandine

Undead Blood, Honeysuckle, Celandine Duration: Instantaneous

Instantaneous Toxicity: 2 Regain Hit points equal to 1d6 + constitution modifier. This increases by 1d6 at 10th level. Enhanced: Regain Hit points equal to 3d4 + your constitution modifier. This increases by 3d4 at the 10th level This potion's toxicity remains for 1 hour after conspumtion White Honey Components: Honeysuckle, Spring Water, Dragon's Tongue, OR a gemstone worth 250gp, which is consumed.

Honeysuckle, Spring Water, Dragon's Tongue, OR a gemstone worth 250gp, which is consumed. Duration: Instantaneous

Instantaneous Toxicity: 0 Clears all active potion effects and reduces toxicity value to 0. Only one does per brew made. You may not drink potions for one hour after consuming White Honey. Oils All oils last for 15 minutes once applied Beast Oil Components: Wolf's Liver, Arenaria While applied to a weapon, attacks against creatures of the type Beast take an additional 1d4 acid damage from that weapon. Draconid Oil Components: Draconid Eye, Red Berries While applied to a weapon, attacks against creatures of the type Dragon take an additional 1d4 acid damage from that weapon. Fey Oil Components: Fey Dust, Feather While applied to a weapon, attacks against creatures of the type Fey take an additional 1d4 acid damage from that weapon. Fiend Oil Components: Water Monster Scale, Wolf's Liver While applied to a weapon, attacks against creatures of the type Fiend take an additional 1d4 acid damage from that weapon Hanged Man's Venom Components: Insect Venom, Arenaria While applied to a weapon, attacks against creatures of the type Humanoid (Except Lycanthropes and Shapechangers) take an additional 1d4 poison damage from that weapon Monster Oil Components: Monstrosity Tissue, Red Berries While applied to a weapon, attacks against creatures of the type Monstrosity take an additional 1d4 acid damage from that weapon Shifter Oil Components: Wolfsbane, Celandine While applied to a weapon, attacks against creatures of the type Shapechanger take an additional 1d4 acid damage from that weapon. Undead Oil Components: Undead Blood, Sewant Mushrooms While applied to a weapon, attacks against creatures of the type undead take an additional 1d4 acid damage from that weapon.

Bombs Dancing Star Components: Sulfur, Phosphorous, Saltpeter Detonating this bomb produces a fiery explosion in a 10 foot radius that may cause enemies to ignite. Deals an initial 3d4 fire damage. DEX saving throw for half damage. Creatures who fail the saving throw take an additional 1d4 fire damage per round for 3 rounds, or until the flames are quenched. Devil's Puffball Components: Sewant Mushrooms, Sulfur, Saltpeter Detonating this bomb creates a cloud of corrosive gas within a 10 foot radius sphere. Any creature that ends its turn within the radius must made a Constitution saving throw, taking 1d8 acid damage on a failed save, and half as much on a successful one. This damage increases by 1d8 at 7th, 12th, and 16th level. Dimeritium Bomb Components: Magic Monster Essence, Quicksilver, Fey Dust, Saltpeter Detonating this bomb produces a shimmering cloud within a 10 foot radius sphere. Any creature that attempts to cast a spell or sign from inside this radius must make a Wisdom saving throw. On a failed save, the spell fails. Spells can pass through the cloud unhindered. Any spellcasting creature that enters the radius must make a Wisdom Saving throw or lose concentration. Dragon's Dream Components: Phosphorous, Sewant Mushrooms, Saltpeter Detonating this bomb produces a cloud of green smoke within a 10 foot radius sphere that lasts for 1d4 rounds until dissipating. Creatures that end their turn in the gas must make a constitution saving throw or suffer 2d4 poison damage. If ignited, it explodes, and all creatures within this radius must make a Dexterity Saving throw, taking 1d10 fire damage on a failed save, and half as much on a successful one. This damage increases by 1d10 at 7th, 12th, and 16th level. Grapeshot Components: Iron Fillings, Phosphorous, Saltpeter Detonating this bomb produces a blast of shrapnel within a 10 foot radius sphere. Creatures within this radius must make a dexterity saving throw. They take 2d4 Piercing damage on a failed save, or half as much on a successful one. This damage increases by 2d4 at 7th, 12th, and 16th level. Samum Components: Phosphorous, Celandine, Saltpeter Detonating this bomb produces a flash of blinding light within a 15 foot radius sphere. All creatures within this radius must make a Wisdom Saving throw or be blinded for 1d4 rounds. Moon Dust Components: Wolfsbane, Quicksilver, Phosphorous, Saltpeter Detonating this bomb produces a blast of tiny crystalline shard within a 10 foot radius sphere. Any creature with the type shapechanger must succeed on a constitution saving throw or be unable to change shape for 1 minute. At 15th level, the duration becomes 15 minutes. Northern Wind Components: Spring Water, Quicksilver, Iron Fillings, Saltpeter Detonating this bomb produces a blast of icy cold air within a 10 foot radius sphere. All creatures in this radius must make a Strength Saving throw or be frozen (paralyzed) for 1d4 / 2 rounds. Decoctions Banshee Decoction Components: Banshee Vocal Chords, Quicksilver, Arenaria

Banshee Vocal Chords, Quicksilver, Arenaria Duration: 2 Hours

2 Hours Toxicity: 6 Each enemy with a challenge rating greater than ¼ that you kill grants you 5 + your constitution modifier temporary hit points for the duration, which adds up. Basilisk Decoction Components: Basilisk Eye, Water Monster Scale, Celandine

Basilisk Eye, Water Monster Scale, Celandine Duration: 1 Hour

1 Hour Toxicity: 5 While under the effects of this potion, Yrden causes creatures to make a constitution saving throw. Upon failure, creatures that are within Yrden have their movement speed reduced to 0, and automatically fail any dexterity saving throw. Chimera Decoction Components: Chimera Lung, Monster Feather, Spring Water

Chimera Lung, Monster Feather, Spring Water Duration: 4 Hours

4 Hours Toxicity: 3 While under the effects of this potion, you gain advantage on all Dexterity Saving throws, and the longest you can be stunned is 1 round. Dragon Decoction Components: Dragon's Scale, Saltpeter, Red Berries

Dragon's Scale, Saltpeter, Red Berries Duration: 4 Hours

4 Hours Toxicity: 4 While under the effects of this potion, you have resistance to a certain type of damage. The dragon scale used in the creation of this potion determines the resistance type.

Earth Elemental Decoction Components: Elemental Mind Gem, Phosphorous, Saltpeter

Elemental Mind Gem, Phosphorous, Saltpeter Duration: 1 Hour

1 Hour Toxicity: 6 While under the effects of this potion, you gain resistance to slashing damage, and you have advantage on Strength saving throws against being moved against your will. Fiend Decoction Components: Fiend's Eye, Arenaria, Mistletoe

Fiend's Eye, Arenaria, Mistletoe Duration: 4 Hours

4 Hours Toxicity: 7 While under the effects of this potion, your strength score increases by two, and your strength score maximum increases by 2. Ghost Decoction Components: Ectoplasm, Quicksilver, Arenaria

Ectoplasm, Quicksilver, Arenaria Duration: 2 Hours

2 Hours Toxicity: 4 While under the effects of this potion, you gain advantage on saving throws against being charmed, knocked prone, or blinded. Gorgon Decoction Components: Gorgon Hair, Spring Water, Blowball

Gorgon Hair, Spring Water, Blowball Duration: 1 Hour

1 Hour Toxicity: 5 While under the effects of this potion, you gain immunity to being paralyzed or petrified. Griffin Decoction Components: Griffin's Beak, Wolf's Liver, Sulfur

Griffin's Beak, Wolf's Liver, Sulfur Duration: 1 Hour

1 Hour Toxicity: 5 After taking damage while under the effects of this decoction, your AC increases by 1. This may only happen one time per dose. One brewing of this decoction provides 2 doses. Hag's Decoction Components: Hag Tongue, Honesuckle, Mistletoe

Hag Tongue, Honesuckle, Mistletoe Duration: 2 Hours

2 Hours Toxicity: 2 While your hit points are at their maximum, you deal an additional 1d8 damage whenever you deal damage. The type of damage is whatever type of damage was dealt by the original attack. Hellhound Decoction Components: Hellhound Fang, Water Monster Scale, Spring Water

Hellhound Fang, Water Monster Scale, Spring Water Duration: 1 Hour

1 Hour Toxicity: 3 While under the effects of this potion, you may cast igni as a reaction Hydra Decoction Components: Hydra Larynx, Sewant Mushrooms, Wolfsbane

Hydra Larynx, Sewant Mushrooms, Wolfsbane Duration: 2 Hours

2 Hours Toxicity: 6 While under the effects of this potion, if you take more than 10 damage over the course of one round in combat, you may make an additional attack on your next turn if you take the attack action. Leshen Decoction Components: Powdered Leshen Antler, Wolf's Liver, Mistletoe

Powdered Leshen Antler, Wolf's Liver, Mistletoe Duration: 1 Hour

1 Hour Toxicity: 7 While under the effects of this potion, for every 4 damage you take from one attacker, they take 1 psychic damage. Lycanthrope Decoction Components: Lycanthrope Spinal Fluid, Wolfsbane, Quicksilver

Lycanthrope Spinal Fluid, Wolfsbane, Quicksilver Duration: 8 Hours

8 Hours Toxicity: 4 While under the effects of this potion, you may take the dash action as a bonus action for the duration of the potion. Furthermore, you may travel at a fast pace for the duration without suffering from Exhaustion. Manticore Decoction Components: Manticore Jaw, Monster Feather, Phosphorous

Manticore Jaw, Monster Feather, Phosphorous Duration: 1 Hour

1 Hour Toxicity: 6 While under the effects of this potion, you gain proficiency in throwing darts, and you may throw 3 darts instead of one when you take the attack action on your turn. Minotaur Decoction Components: Minotaur Ear, Fey Dust, Honeysuckle

Minotaur Ear, Fey Dust, Honeysuckle Duration: 2 Hours

2 Hours Toxicity: 5 While under the effects of this potion, you gain resistance to piercing damage. Ogre Decoction Components: Ogre Eye, Mistletoe, Celandine

Ogre Eye, Mistletoe, Celandine Duration: 1 Hour

1 Hour Toxicity: 5 While under the effects of this potion, as an action on your turn, you may expend 1 hit die and regain hit points equal to 1d10 + your constitution modifier. Roc Decoction Components: Roc Beak, Monster Feather, Spring Water

Roc Beak, Monster Feather, Spring Water Duration: 1 Hour

1 Hour Toxicity: 6 While under the effects of this potion, your critical hit threshold decreases by 1. For instance, you score a critical hit on a 19-20 as opposed to 20.