Witcher
Branch Features
Bonus Spells
As a witcher ranger, you learn two additional spells of your choice from each spell level on the Witcher Signs table, once you can cast spells of that level. You always know these additional spells and they don’t count against the number of spells that you know.
Witcher Signs
Spell Level | Spells |
---|---|
1st | Bane, Burning Hands, Command, Detect Evil and Good, False Life, Shield, Thunderwave |
2nd | Calm Emotions, Enhance Ability, Hold Person, Magic Weapon, Scorching Ray, Shadow Blade, Web |
3rd | Bestow Curse, Elemental Weapon, Fire Shield, Haste, Hypnotic Pattern, Slow, Stoneskin, Vampiric Touch |
Talents
Talent | CP | Prerequisites |
---|---|---|
Witcher Training | 5 | - |
Witcher Alchemy I | 5 | - |
Hardy | 10 | Witcher Alchemy I and 7 Other Ranger Talents |
Witcher Alchemy II | 5 | Witcher Alchemy I and 7 Other Ranger Talents |
Mutant | 30 | Hardy and 10 Other Ranger Talents |
Witcher Alchemy III | 5 | Witcher Alchemy II and 10 Other Ranger Talents |
Spellslinger | 65 | Mutant and 13 Other Ranger Talents |
Witcher Training
Cost: 5 Character Points
Your witcher training grants you the following benefits:
- When wearing chainmail armour, the maximum Dexterity bonus that you may add to your Dexterity defence increases by 1 and you ignore the noisy property.
- Using your knowledge of the hunt to stalk your prey, you can use your Wisdom attribute to make Stealth checks
- When wielding weapons with the versatile property, you can choose to add your Dexterity modifier instead of your Strength modifier to your attack and damage rolls.
Witcher Alchemy I
Cost: 5 Character Points
You learn to craft a corrosive substance that you use to give your weapons an extra bite.
You can spend an hour during a long rest or downtime to gather the necessary materials to concoct an acidic solution. You have enough acid for three applications.
As an action, you can apply this acid to a weapon. For for the next minute, the weapon deals additional corrosive damage equal to your Wisdom modifier. If you have successfully identified the target creature’s type, then its damage resistance versus attacks laced with your acid is reduced by one step.
Hardy
Cost: 10 Character Points
Prerequisites: Witcher Alchemy I and 7 Other Ranger Talents
You are immune to disease, resistant to poison, and have +1d on defence checks to resist the Poisoned and Frightened conditions.
Witcher Alchemy II
Cost: 5 Character Points
Prerequisites: Witcher Alchemy I and 7 Other Ranger Talents
When you create your acid, you are able to produce 3 additional applications, for a total of 6.
Mutant
Cost: 30 Character Points
Prerequisites: Hardy and 10 Other Ranger Talents
Through your study of alchemy you have learned to transmute your body in various ways.
Choose two of the following benefits:
- Increase your infravision by 30 feet.
- Increase your speed by 5 feet.
- Increase your damage reduction by 1.
- Increase your maximum mana by 3.
Witcher Alchemy III
Cost: 5 Character Points
Prerequisites: Witcher Alchemy II and 10 Other Ranger Talents
When you create your acid, you are able to produce 3 additional applications, for a total of 9.
Spellslinger
Cost: 65 Character Points
Prerequisites: Mutant and 13 Other Ranger Talents
If you know any of the following spells, you can cast them using only a single action instead of two:
- Burning Hands
- Calm Emotions
- Daylight
- Protection from Energy
- Scorching Ray
- Thunderwave
- Web
- Vampiric Touch
You can do this a number of times equal to your Wisdom modifier. You regain all uses of this feature after a short or a long rest.
The Witcher archetype was written in collaboration with and is dedicated to our friend, fellow player, games master and brewer, Daniel Duane Harcourt (August 1978 — December 2021).
We miss you, Dan. Rest in peace.