Witcher Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 1st +2 Mutated, Witcher's Brews — — — — — 2nd +2 Fighting Style — — — — — 3rd +2 Witcher School, Signs 2 2 — — — 4th +2 Ability Score Improvement 3 3 — — — 5th +3 Extra Attack 4 3 — — — 6th +3 Blade Oils 4 3 — — — 7th +3 Witcher School Feature 5 4 2 — — 8th +3 Ability Score Improvement 5 4 2 — — 9th +4 Silvered Weapon Expert 6 4 2 — — 10th +4 Witcher School Feature 6 4 3 — — 11th +4 Agile Combatant 7 4 3 — — 12th +4 Ability Score Improvement 7 4 3 — — 13th +5 Additional Brews 8 4 3 2 — 14th +5 Ability Score Improvement 8 4 3 2 — 15th +5 Witcher School Feature 9 4 3 2 — 16th +5 Ability Score Improvement 9 4 3 3 — 17th +6 Agile Combatant (2) 10 4 3 3 — 18th +6 Witcher School Feature 10 4 3 3 — 19th +6 Ability Score Improvement 11 4 3 3 1 20th +6 Witcher Senses 11 4 3 3 1 Witcher Witchers are highly trained monster slayers, herbalists, and trackers that have undergone transformative mutations that make them immune to disease, heighten their senses, and give them special resistance to poisons. This unique resistance to poison enables them to imbibe otherwise toxic concoctions that give them special benefits that range from seeing in darkness to healing wounds to increasing their combat capabilities. Simple Magic Witchers are adept fighters, but also master a spells called signs that aid them in their path. They have access to two unique cantrips: Igni and Aard. These cantrips become more powerful as they gain experience. Witchers are somewhat limited magically compared to their ranger and paladin counterparts, but most do not rely on their magic as much as a trusty piece of silvered steel. Unparalleled Combatants Witchers are feared and respected warriors and monster hunters. Their mutations and martial training give them an advantage while fighting certain foes. Witchers may be mistaken for rangers at first, but they differ in a few key ways: witchers are exceptional monster hunters, but many lack the navigational and survival skills of rangers. Also, their magical ability isn't solely based in nature - they can learn certain divine and arcane spells through meditation. 1

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 Armor: Light armor, medium armor, heavy armor Weapons: Simple weapons, martial weapons Saving Throws: Dexterity, Strength Skills: Choose two from Acrobatics, Athletics, Arcana, Insight, Intimidation, Investigation, History, Medicine, Nature, Persuasion, Stealth, and Survival Equipment You start with the following items, plus anything provided by your background. (a) chain mail or (b) leather, longbow, and 20 arrows.

One martial weapon, and one silvered martial weapon.

Herbalism Kit

(a) Explorer’s Pack or (b) Dungeoneer’s Pack Mutated Starting at 1st level, your basic training is complete, and your mutations begin to manifest. You are immune to disease. You have resistance to poison damage. You gain proficiency with the Perception skill. Witcher's Brews Starting at 1st level you can brew potions using an Herbalism Kit that give you various benefits but are highly toxic to anybody that has not undergone the witcher mutations. A creature that is not a witcher takes 2d4 poison damage if they consume a Witcher’s Brew and they do not gain the benefits of the Brew. The toxicity of the Brews is taxing even on Witchers. You may consume a number of brews equal to your Constitution modifier (minimum of 1) per day. Once your daily limit is reached, you must complete a long rest before you can consume more Brews. Once a Witcher’s Brew has been consumed, you must complete a short or long rest before you can use that Brew again. The time required to consume a Brew is 1 bonus action. 1st Level: Swallow: Restores 1d4 + your Constitution modifier hit points instantaneously, plus an additional 1d4 + your Constitution modifier hit points at the end of each of your turns for a number of rounds equal to half your Witcher level rounded down. A minimum of 1 hit point is restored each turn.

Restores 1d4 + your Constitution modifier hit points instantaneously, plus an additional 1d4 + your Constitution modifier hit points at the end of each of your turns for a number of rounds equal to half your Witcher level rounded down. A minimum of 1 hit point is restored each turn. Blizzard: You gain +1 to your armor class for 1 minute.

You gain +1 to your armor class for 1 minute. Thunderbolt: You gain +1 to attack and damage rolls for 1 minute. 6th Level: Full Moon: Gain temporary hit points equal to two times your Witcher level. The temporary hit points last for 1 minute.

Gain temporary hit points equal to two times your Witcher level. The temporary hit points last for 1 minute. Cat: You gain Darkvision with a range of 60 feet for 1 hour. If you already have Darkvision, the range of your Darkvision is increased by 60 feet. 11th Level: Killer Whale: Gain water breathing for 1 hour.

Gain water breathing for 1 hour. Tawny Owl: Gain one additional attack when you take the Attack action on your turn for 1 minute.

Gain one additional attack when you take the Attack action on your turn for 1 minute. Petri’s Philter: Damaging spells gain 1 damage per die for 1 minute. Fighting Style At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. Archery You gain a +2 bonus to attack rolls you make with ranged weapons. Defense While you are wearing armor, you gain a +1 bonus to AC. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a 2+ bonus to damage rolls with that weapon. Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Spellcasting At 3nd level you have mastered the use of spells called signs. Spell Slots The Witcher table shows how many spell slots you have to cast your witcher spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. 2

Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the witcher spell list. The Spells Known column of the Witcher table shows when you learn more witcher spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the witcher spells you know and replace it with another spell from the witcher spell list, which also must be of a level for which you have spell slots. In addition to your chosen spells, you learn the following spells: Witcher Level Spells 3rd aard, igni, shield 7th suggestion 13th slow 19th locate creature The descriptions for Igni and Aard can be found at the end of this document. Spellcasting Ability Wisdom is your spellcasting ability for your witcher spells, since your magic draws from meditation. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a witcher spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Spellcasting Focus You can use your witcher school’s amulet as a spellcasting focus for your witcher spells. Witcher School At 3rd level you select your Witcher School to choose your path as a Witcher. The school you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level. Additionally, You acquire an amulet of your chosen witcher school that can be used as your spellcasting focus. Ability Score Improvement When you reach 4th level, again at 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Blade Oils Beginning at 6th level you may make Blade Oils using an Herbalism Kit and a spell. Upon completing a short or long rest you may expend one spell slot of 1st level or higher to create a Blade Oil for one type of creature (undead, humanoid, fiend, et al.). You may create multiple Blade Oils at the end of your rest by expending additional spell slots. Applying a Blade Oil to a weapon or up to 20 ammunition causes attacks with that weapon to deal an additional 1d8 damage to creatures of that type for the duration of the oil. A Blade Oil is consumed when used, and once it is applied lasts for 1 hour. If the Blade Oil is not used within 8 hours of its creation then it loses its potency and expires. The time required to apply a Blade Oil is 1 action. A weapon or ammunition may only benefit from one Blade Oil at a time. Silvered Weapon Expert Starting at 9th level, your experience with silvered weapons allows you to do additional damage to certain creatures. Your weapon attacks against non-humanoid creatures deal an additional 1d8 damage if you are using a silvered weapon. Agile Combatant Starting at 11th level, when you are hit by an attack you may use your reaction to cause it to miss. Alternatively, you may use your reaction to choose to succeed on a Dexterity saving throw after knowing the result. Once you use this feature, you must finish a short or long rest before using this feature again. Beginning at 17th level you may use this feature twice between rests. Additional Brews Starting at 13th level, you may use each Witcher’s Brew twice before needing to complete a short or long rest to replenish them. Duplicate effects do not stack. Witcher Senses At 20th level, your senses are unparalleled. You gain Blindsight with a range of 30 feet, you can see invisible creatures and objects, you cannot be surprised, unseen attackers do not have advantage against you, and you gain a +5 bonus to your passive Perception. 3

Witcher Schools Witchers follow the path of one of four different schools: Wolf, Cat, Griffin, and Bear. School of the Wolf The witchers that follow the path of the Wolf are avid hunters and trackers. They lean the closest to rangers and specialize in monster lore and maximizing the effectiveness of their herbalism. '' Monster Hunter Beginning at 3rd level, you make checks to track and recall lore about non-humanoid creatures with advantage. You also gain proficiency with Survival (Expertise if you are already proficient). Wolf School Spells In addition to your chosen spells, you also learn the following spells at the indicated levels: Witcher Level Spells 3rd hunter's mark 7th locate object 13th remove curse 19th guardian of nature Improved Brews Starting at 7th level, Swallow restores 2d4 hit points instead of 1d4 hit points per turn, Blizzard grants +2 AC instead of 1, and Thunderbolt grants +2 to attack and damage rolls instead of 1. Additionally, you may drink a number of brews equal to your Constitution modifier + 2 (minimum of 3) before you must complete a long rest. Lingering Brews Starting at 10th level, your Witcher's Brews effects last longer. The duration of all brews is doubled. Prepared Hunter At 15th level, you have perfected the creation of Blade Oils. You may make two Blade Oils using one spell slot of 1st level or higher. Artisanal Brews Beginning at 18th level, Swallow restores 3d4 hit points instead of 2d4 hit points per turn, Blizzard grants +3 armor class instead of 2, and Thunderbolt grants +3 to attack and damage rolls instead of 2. School of the Cat Cat school witchers are typically assassins for hire. They focus on swift, precise attacks. Improved Critical Starting at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20. You also gain proficiency with Stealth (Expertise if you are already proficient). Cat School Spells In addition to your chosen spells, you also learn the following spells at the indicated levels: Witcher Level Spells 3rd disguise self 7th shadow blade 13th water walk 19th shadow of moil ` Shadow Strikes Starting at 7th level, when you score a critical hit with a Finesse or ranged weapon, you roll weapon damage dice three times instead of two. Man Killer Starting at 10th level, Silvered Weapon Expert also applies to humanoids. Superior Critical Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20. Swift Strikes Beginning at 18th level, while using a Finesse or ranged weapon, you may attack three times, instead of two, when you use the Attack action on your turn. Additionally, while using a Finesse weapon, you may make two attacks, instead of one, when you use your reaction to make an attack of opportunity. '' School of the Griffin Griffin school witchers are the most adept at spellcasting. They are able to empower the witchers' signature cantrips Igni and Aard for reliable and devastating area damage. Quick Signs Beginning at 3rd level, you may cast Igni and Aard as bonus actions. You also gain expertise with Perception. Griffin School Spells In addition to your chosen spells, you also learn the following spells at the indicated levels: Witcher Level Spells 3rd command 7th web 13th magic circle 19th polymorph 4

Agile Casting Starting at 7th level, you may substitute one of your attacks during your Attack action on your turn to cast Igni or Aard. Additionally, when you use your reaction to take an attack of opportunity, you may cast Igni or Aard in the target's direction instead of an attack. Improved Signs Beginning at 10th level, Igni’s damage die becomes a d8 and the cone is now 30 feet. Aard’s damage die becomes a d6 and the push back scaling increases to 10 feet (the push back is 20 feet at 5th level, 30 feet at 11th level, and 40 feet at 17th level). Intense Signs Starting at 15th level, when you cast Igni or Aard, you may roll double the number of damage dice. Once you have used this feature twice you cannot use it again until you complete a short or long rest. Additional Effects At 18th level, Igni and Aard gain additional effects. Igni now ignites creatures that fail their saving throw, dealing 2d8 fire damage at the start of their turn. An action can be used by either the burning creature or a creature within 5 feet of it to extinguish the flames. When you cast Aard you may choose to knock the targets prone, push them back, or both if they fail their saving throw. School of the Bear Bear school witchers are the toughest warriors. They wield heavy weapons and armor to great effect and are adept at locking down a target. Armored Defense Beginning at 3rd level, if you are wearing heavy armor you may add your Constitution modifier to your AC (maximum bonus of 2). You also gain proficiency with Athletics (Expertise if you are already proficient). Bear School Spells In addition to your chosen spells, you also learn the following spells at the indicated levels: Witcher Level Spells 3rd compelled duel 7th hold person 13th beacon of hope 19th stone skin Crushing Blow Starting at 7th level, a creature that receives a critical hit from you while you are wielding a Heavy weapon must make a Constitution saving throw (DC = 8 + your Strength modifier + proficiency bonus). On a failed saved, the target is stunned until the end of their next turn. Overwhelm Beginning at 10th level, you may use the Shove action as a bonus action. Additionally, as an action you may attempt to restrain a creature using a grappling contest. If the targeted creature is at least one size larger than you, then you have disadvantage on the Athletics check. Bear’s Endurance At 15th level, you gain proficiency with Constitution saving throws. Martial Prowess Starting at 18th level, you may use your bonus action to make one weapon attack. 5