The Witcher here will always, always be darkness. And in that darkness there will always be Evil, in that The Contract Witchers do not work for free. Upon darkness there will always be fangs and claws, taking a contract to hunt a monster, the Witcher murder and blood. There will always be things should make a good faith effort to rid the land of that go bump in the night. And we, Witchers, the monster. Payment is usually upon are the ones who will bump back. completion of the task. TA human stalks through the night, cat eyes shining in the Free of Emotion The Witcher should strive to darkened forest. All is silent save for the gentle tapping of his remain free of emotion and to keep an open medallion against his chest. At the sound of an otherworldly mind; often the most obvious answer is the least howl, he dodges out of the way, narrowly avoiding the true. cavernous maw of a werewolf. A tiefling whirls his gleaming sword about his head before Knowing Man From Monster The line between bringing it down before him, hacking a griffin’s wing from its monsters and men can be thin indeed, and the body. Blood and feathers fly as he nimbly carves his way up Witcher must discern what separates the two. the side of the beast before finally splitting its head in two. Neutrality Witchers try not to get too involved in A half- thrusts his hand toward the pack of undead politics; it usually ends badly and complicates shambling toward him. With a short sign, a wave of fire their monster-hunting. explodes forth, followed by him cleaving a path through them with his shining sword. The last thing they see is his face, No Dragons Witchers don’t normally hunt veined from the potions he took, a branching mass of death. dragons out of respect for - and perhaps healthy All of these fighters are Witchers, the ideal being for killing fear of - this sentient Elder Race. In ages past, dragons were hunted to near extinction. monsters. Mutated by the Trial of the Grasses, trained in swordplay, and well versed in nearly every type of monster, Sanctity of Life Humans, elves, dwarves, and they are more than equipped to handle being pitted against sometimes even trolls are not the enemy, and the whatever goes bump in the night. They fill a necessary niche Witcher should avoid taking a sentient life in all in the homeland of their craft, killing monsters for those but extreme situations. Likewise, the best way to plagued by them, and have taken their services to a new land, deal with a monster may not lie in sword or spell. only to find a continent with bounties ripe for the taking. Evil is Evil Lesser, greater, middling… Makes no difference. The degree is arbitary. The definition’s Trained Monster Hunters blurred. If I’m to choose between one evil and Witchers are trained in small batches, usually consisting of another… I’d rather not choose at all. twenty to thirty children, the vast majority of which don’t survive the training. They usually die to monsters, but even fewer survive the infamous Trial of the Grasses, the final part of the process, in which the subject is subjected to toxic chemicals which, in addition to making them infertile, mutate Creating a Witcher them into something more than human, something that is When creating your Witcher, think about how your character both the evil they face and the silver they banish it with. The views the world as a result of your training. Do they view majority of witchers carry two swords with them. Silver for them as an ultimate evil, that thay are on a crusade against? monsters, steel for humans. Or do they view them as feral creatures, unable of Both, for monsters. understanding the evil they perform, simply following their nature? Also, consider your Witchers emotions. As a result of your trials, your emotions have been stunted, The Witcher's Code but they are still there. Consider the circumstances While peasants often claim a Witcher’s only code is surrounding your induction to the Witcher caste. More often gold, some mages and monarchs believe all than not, most children don't get a choice when they are Witchers obey an ancient code of honor, obligating chosen. Orphans are often taken, and there are rumors that them to take any monster contract that comes their some children are abducted. Your parents might have given way. Fact is, there is no single code which unites all you away because they didn't have enough food, or you might Witchers, and often there is tension between their have run to them seeking adventure. Think about this and schools over the philosophical tenets of being a how it impacts your view of humanity. Witcher. Whether an individual Witcher strives to Finally, consider that most Witchers are humans. Owing follow a code of personal honor and professional both to human adaptability and racial cultures. If your conduct is up to the player. Precepts of a Witcher’s witcher is one of the extremely rare non-humans, how does personal code might include: Samplethat affect them, personal ly, in thfileeir career and in relations

1 with their original race.

The Witcher Proficiency Signs Vigor Points ( )Denotes Toxicity Level Bonus Features Known without elixirs Tolerance 1st +2 Witcher Trials, Witcher Artifact, Signs, Basic 2 2(1) 0 Witcher Alchemy* 2nd +2 Fighting Style, Specialized Killers 2 4(2) 0 3rd +2 Witcher School, Standard Witcher Alchemy, 2 6(3) 2 Witcher Senses 4th +2 Ability Score Improvement 3 8(4) 3 5th +3 Extra Attack, Monster Slayer 3 10(5) 3 6th +3 Empowered Signs, Enhanced Potions 3 12(6) 4 7th +3 Blade Oils, Witcher School Feature 3 12(6)6 4 8th +3 Ability Score Improvement, Enhanced Witcher 3 14(7) 5 Senses 9th +4 Bomb Crafting, Unnatural Persuasion 3 14(7) 5 10th +4 Greater Empowered Signs 3 16(8) 6 11th +4 Witcher School Feature, Enhanced Alchemy 4 16(8) 6 12th +4 Ability Score Improvement 4 18(9) 7 13th +5 Monsterous Decoctions, Witcher Smithing 4 18(9) 7 14th +5 Witcher School Feature, Ability Score 4 20(10) 8 Improvement 15th +5 Superior Potions 4 20(10) 8 16th +5 Ability Score Improvement 5 22(11) 9 17th +6 Mythic Empowered Signs 5 22(11) 9 18th +6 - 5 24(12) 10 19th +6 Ability Score Improvement 5 24(12) 10 20th +6 Master Witcher 6 26(13) 11

Armor: Light and Medium Armor Quick Build Weapons: Simple weapons, Longswords, Greatswords, You can make a Witcher quickly by following these Battleaxes, Greataxes, Light and Hand Crossbows suggestions. First, make Dexterity your highest score, Tools: Alchemist kit followed by Wisdom. Though depending on your Witcher Saving Throws: Strength and Dexterity school of choice, you may want to make different scores Skills: Choose three from: Perception, Stealth, higher, as seen in the schools description. Finally, take the Investigation, Survival, Acrobatics, Athletics, Insight, or Outlander background. Intimidation. Equipment You start with the following equipment, in Class Features addition to the equipment granted by your background: As a Witcher, You gain the following class features (a) Studded Leather or (b) Scale Mail (a) Adamantine Longsword or (b) Adamantine Battleaxe Hit Points (a) Light Crossbow and 20 bolts or (b) 20 Throwing Hit Pints 1d10 Knives Hit Points at 1st Level: 10 + Constitution modifier Alchemist kit Hit Points at Higher Levels: 1d10 (or 6) + Constitution Witcher's Medallion SampleWitcher's Bestiary * file modifier per Witcher level after 1st Witcher Trials Proficiencies Every aspiring witcher undergoes a rigorous, and many would say cruel, series of trials. The trial of the choice,

See Witcher Elixir 2 where you are physicaly trained. The trial of grasses, which Outside of your favored terrain you must make a accomplishes the majority of your mutations. Thetrial of successful survival check(on a failed check you must take an dreams which finishes the mutations including those of the additional long rest to try again), take two hours and make eyes and bone marrow. Finally the Trial of Mountains where 1d4+Wisdom Modifier Elixirs. you prove you are worthy of being called a witcher and recieve your meteorite sword and silver medallion. During theese trials your body underwent amazing and horrifying Witcher Artifacts mutations leaving you sterile, but granting you the following starting at level 1: Witcher Bestiary The Witcher's Bestiary is where a Witcher records the Darkvision if your race did not already possess strengths and weaknesses of all enemies faced. After you are Darkvision. You can see in dim light within 120 feet of you in combat with a creature and kill/subdue it, it is added to as if it were bright light, and in darkness as if it were dim your Witcher Bestiary. When facing a beast or monster light. You can't discern color in darkness, only shades of recorded in the bestiary, you know about its lore, stats, and gray. Distance is halved if in Elixir Withdrawl. abilities, in addition to its damage immunities, resistances, Plus 10 movement speed and vulnerabilities. This gives you a +1 to attack and damage Immunity to disease rolls. You have four Bestiary dice, which are d8s. A Bestiary Immuntity to disease while under the influence of Witcher die is expended when you use it. You regain all of your Elixirs(without Elixirs advantage of poison saves) expended bestiary dice when you finish a long rest. You can Cannot be surprised expend one bestiary die and add the result to a saving throw If you lose or break your weapons, buy others cost an made against a ability of a creature listed on the bestiary or additional 500gp above the original price of the weapon. you can add as a penalty on a creature saving throw against Your weapons are unique. your abilities. You need to spend 10 minutes after the battle by analyzing the body of a dead creature and the environment where the fight occurred to be able to add it Witcher Elixir to your bestiary. You gain an additional Bestiary die at 7th As part of your initial training in basic Witcher Alchemy you level and one more at 15th level.(Sentient Humanoid Races learned to make an alchemical substance known as Witcher such as Elves, Dwarves, Humans, ect cannot be added to the Elixir. This substance powers many of your mutations and Bestiary). fuels several of your Witcher abilities. To gain full benefit you mist imbibe this Elixir every day. Witcher Medalion Elixir Withdrawl All Witchers have a magical pendant. At level 1 it is a plain silver disk. At level three when the Witcher chooses his If you cease to take your Elixir for whatever reason, within school it magically takes the the shape of the symbol of their 24hours you begin to go into Elixir Witdrawl. After 24 hours Witcher school. While wearing said medalion, it vibrates if an your Vigor points are reduced by half. You also lose your undead or magical creature or object is within 30 feet. immunity to poison, and instead only get advantage on poison The medalion acts as an atuned magical item and will not saves. A successful save at this point gives no damage, a work if anyone else is wearing it. If it is lost or destroyed it failed save half damage. costs 300GP to replace, and then the Witcher must spend After 48 hours you lose your ability to recover vigor points one full day meditating on it and spend all Vigor points for in a long rest. Your signs do half damage where applicable. that day and the next in order to imbue it with the necessary You now take advantage on Poison Saves, a successful save magical energies. gives half damage, full damage on failed save. Darkvision is reduced to 90feet. After one week you lose your vigor points and the ability to use signs. You no longer have poison resistance. Your Darkvision is reduced to 60'. Your Witcher Potions now give double normal toxicity and it takes two long rests to clear toxicity. You are no longer able to craft Witcher Potions and any attempt to do so requires a Poison Save. On a failed save you take 4d8 damage and enter a poisoned state, taking a further 1d4 damage per round until you succeed on a save. Half damage on a successful save. Crafting Witcher Elixir At level 1 you choose two types of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. In your favored terrain you spend one hour and can crSampleaft 1d8+Wisdom Modifier Elixirs. You may do this file once per long rest. You can carry 14 Elixirs on your person at any given time.

3 You Empower your Aard sign to blast out in a 15ft radius Notebook emanating from you in all directions. All creatures caught in Across your studies with your enemies you have always kept the blast must make a strength saving throw against your track of there vocal and communication patterns. You can Sign save DC. Upon a failed save the creature is thrown back learn up to an amount of languages equal to your Intelligence 15 ft, knocked prone, and dealt 3d6 force damage. On a modifier + your Proficiency modifier. You can not learn successful save the target is pushed back 10ft and takes half druidic or thieves cant in this way. damage.

Mythic Empowered Aard: Signs When you empower your Aard sign you can choose for it to Starting at first level, you gain access to signs, a form of have this effect instead. You condense your telekenetic blast magic only usable by Witchers. All signs require the use of into 5 smaller bursts of energy designed to pulverize flesh one hand for somatic components (no other components are and break bone. You can shoot these at any creatures within required). Sign casting is a very strenuous task and requires a 60ft area. A creature hit by this blast must make a Strength intense concentration. saving throwing or be knocked prone and dealt 4d6 damage. At level one, you can only prepare 2 signs for use for the On a success they take half damage. day. This increases with level following the table above. You can change your signs known at the end of a long rest. All Yrden signs can be cast consuming one Vigor point. The amount of As a bonus action, you place a magical trap on the ground Vigor points you have is based on the Witcher table. You (20 ft range) in a 10ft radius, lasting 1d4 turns. All non-allies replenish your used Vigor points when you take a long rest. within the area of the trap have half movement speed. You At level 6 you will gain the ability to use empowered signs. can place a number of traps equal to your wisdom modifier Then starting at level 10, you gain the ability to empower plus 1. your signs with greater potency. To use a Greater Empowered sign, you must spend 2 Vigor points. Then starting at level 17, you gain access to higher level effects for Empowered: When you Empower either your preexisting Yrden trap, or a each sign. When you Empower your signs, you can now new one, it deals 2d6 electrical damage to targets inside the choose a Mythic Empowered sign effect to cast. These cost 3 trap, in addition to the slowing effect. If you empower a vigor points to use. preexisting Yrden trap it resets its duration. Using signs is a strenuous activity. As such, there is a limited amount of times you can cast a sign in a turn. You are only able to use one sign per turn as a bonus action. Sign casting Greater Empowered Yrden: When you empower either your preexisting Yrden trap or a beyond that is possible, but you take a level of exhaustion for new one it's duration increases by 1d6 turns each sign cast and it consumes an action. Sign casting beyond your vigor point cap is possible, but you take two levels of exhaustion for each sign cast and it consumes an Mythic Empowered Yrden: When you can empower your preexisting Yrden trap or cast action. a new Yrden trap, the radius of your Yrden trap increases to Sign Save DC = 10 + Proficiency bonus + Wisdom a 60ft. While you are inside of the the Yrden trap radius you Modifier are hasted. While you are hasted your movement speed is doubled, and you gain an additional action. The trap has all Aard effects of the lower levels of the Yrden sign. Prestidigitation: Out of combat, the Witcher can create disturbances in the Igni air that extinguish small flames like torch and bonfires. Does not consume vigor. Prestidigitation: Out of combat, the Witcher manages to create small flames that light candles, torches and bonfires. Combat: As a bonus action, you blast a 15ft cone with telekinetic force dealing 1d6 force damage .The first two creatures hit within Combat: As a bonus action you send out a burst of flames in a 10 foot the area must make a strength saving throw against your cone, all creatures within the area make a Dexterity saving Sign save DC. On a failed save the creature is knocked back throw. On a failed saving throw the target takes 1d8 fire 10ft, On a successful save the they are only dealt the damage or half damage on a successful save. damage. Empowered: Empowered: You empower your Igni sign, to linger and set a target ablaze. You are able to use your reaction to reduce the damage dealt In addition to the original Igni sign's effect the Witcher by a ranged weapon by 1d8 + your level + your Dexterity chooses a target who is in the area of the Igni sign and sets modifier . If the damage is reduced to 0 you can spend 1 their armor or skin ablaze. The target burns for an extra 1d6 vigor pSampleoint for each ranged shot in order to make a ranged file fire damage. This damage occurs every round at the start of weapon attack and return the projectile with Aard if you their turn for 1d4 rounds. The creature can use an action to possess that sign. put out the flames ending the effect on itself. Greater Empowered Aard:

4 Greater Empowered Igni: You empower your Axii sign, to instead control the target's You gain the ability to focus the energy of the Igni blast into a actions. The target must make a Wisdom saving throw fire stream to hit a single target to devastating effect. The against your Sign save DC. Upon a failed save the target is range of the fire stream is 30ft. An enemy hit by this stream under your control. You can command the target as a bonus immediately takes 3d10 fire damage. Roll a percentile die, on action. The target can remake the saving throw at the end of a 55 or above, the enemy is set ablaze. If set ablaze, the each of its turns, a successful save ends this effect on itself. enemy takes 1d8 fire damage per round for 1d4 rounds. The When the Sign ends the target is dealt 2d6 psychic damage. enemy on their turn can use their action to put out the fire. If the target succeeds their saving throw they are only dealt They will continue to take fire damage every round on their half the psychic damage and have advantage on the save turn until the fire is put out or until the effects of the sign against this Sign for 1d4 turns. ends. Mythic Empowered Axii: Mythic Empowered Igni: You assault up to 2 targets minds with psychic energy. When you Empower your Igni sign you can use the sheer Targets must make a Wisdom saving throw. They take 6d6 heat of your fire to melt armor and reduce defenses. In psychic damage upon a failed save, and half damage upon addition to the effects of the lower levels of this sign, success. If this damage would kill the target they are instead creatures hit by Igni have their armour class lowered by 2 for put to sleep for 1 hour. If they are put to sleep they must the next minute. This does not stack. make a Wisdom saving throw against your Sign save DC. Upon a failed save the targets memory of the past 24 hours Quen is erased. As a bonus action, you can cast Quen. You cast a protective Fighting Style ward around yourself, gaining resistance to bludgeoning, At 2nd level, you adopt a style of fighting as your specialty. piercing, and slashing damage until you are hit for the first Choose one of the following options. You can’t take a Fighting time. This effect last for 2 hits at level 6 and 3 hits at level 10. Style option more than once, even if you later get to choose again due to multiclassing. Empowered: You empower your Quen sign to create a more powerful shield around you which grants you 5 plus your vigor point Defense While you are wearing armor, you gain a +1 bonus to AC. maximum in temporary hit points. The temporary hit point last till a long rest or until depleted. Temporary hit points from this version of the sign do not stack. 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 Greater Empowered Quen: weapon. In addition to the benefits of regular Quen, you gain resistance to all types of of magic damage as well. Additionally, if you take damage from any resistances granted Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you by Quen, your enemy takes half the damage dealt to you. make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The Mythic Empowered Quen: weapon must have the two-handed or versatile property for You create a bubble of potent energy around yourself. You you to gain this benefit. gain immunity to all damage for one round. If you are hit by any melee attacks, ranged attacks,breath weapons or spells, you gain 1d8 temporary hit points. These hit points last until Two-Weapon Fighting When you engage in two-weapon fighting, you can add your used or once you've taken a long rest. Walking while using ability modifier to the damage of the second attack. this sign is considered as being over difficult terrain. Axii Specialized Killers As a bonus action you blast a target's mind with psychic At level 2, a Witcher moves like the wind and strikes swifter energy, the target must make a Wisdom saving throw against than a coursing river. Any unarmed strike can have your your Sign save DC. Upon a failed save the target is stunned dexterity modifier instead of strength. Also, any Versatile until the start of your next turn and dealt 1d6 psychic weapon a Witcher wields that they have proficiency in is damage. If the target succeeds the save they are unaffected considered a Finesse weapon. Additionally, switching by the Sign and gain advantage against this Sign for 1d4 weapons or switching from one-handed to two-handed on a rounds. Versatile weapon requires no action or bonus action.

Empowered Axii: When you make a charisma check, you can use the mind- Standard Witcher alterinSampleg powers of Axii to influence the conversation. You Alchemy file gain advantage on your charisma check. Starting at level 3, you can now use your alchemist's kit to craft specialized Witcher potions and concoctions. These Greater Empowered Axii: potions are incredibly toxic for non-Witchers. You need to

5 finish a long rest before you can use this feature again. If you pass the toxicity limit, you gain 1 point of exhaustion per White Honey potion taken after that. You can only carry up to 3 of each Regain all of your toxicity points, cancels active potion potion on your person at any one time effects. Only one dose per brew made. You may not take any potions for 1 hour after you drink this. The process takes 1 Swallow hour to gather materials that costs 100gp and craft 2 vials. The process takes 1 hour to gather materials and craft 1d6 vials of a potion called Swallow. You need to finish a long rest Non-Witcher Usage before you can use this feature again. Swallow potions, if If any Witcher potion is consumed by a non-Witcher, they consumed by a Witcher, heal 1d6 + your Constitution must pass a DC 18 Constitution saving throw. Or it will modifier at the end of your turn for 4 turns. Toxicity: 2 damage them 3d6 + 5 per hour for 4 hours Enhanced damages for 3d10 + 5 per hour for 8 hours. Enchanced: This can be removed through lesser restoration. At level 8 you can craft Enhanced Swallow, which heals for If they succeed the constitution saving throw, they gain 2d6 + your Constitution modifier. the benefits of the potion for half the duration. Elixir of the Cat Witcher School The Witcher can produce 1d4 potions which double the Starting at level 3, Witchers decide what school they want to Witcher's natural dark vision range to 120 feet, and allow the follow. Each school offers a variety of different skills sight of color in the dark for one day. The process takes 1 Witchers can use to enhance their monster tracking and hour to gather materials and craft 2 vials. You need to finish slaying abilities. There are five schools to choose from: The a long rest before you can use this feature again. Toxicity:1 School of the Wolf, Cat, Viper, Bear, and Griffin. Your Witcher school grants abilities at 7th, 11th, 14th and 18th Enchanced: level. Once chosen this cannot be changed. At level 8, You can produce enhanced "Elixir of the Cat" potions which heighten your Hexer senses to the point that Silver Sword even magical darkness doesn't hinder you: gain Truesight up As part of proving yourself on the Path and choosing(and to 60 ft. This allows you to see invisible creatures and being accepted into) a particular Witcher School, your school objects, automatically detect visual illusions and grants you a Silver Sword(or Axe). This weapon will bear automatically succeed on saving throws against them. The markings particular to the school as well as magical runes material costs include 250 gold pieces and one hour of engraved upon the blade. These runes give the otherwise gathering materials to produce d6 potions which last for 8 soft metal the properties of Adamantine. They have no hours duration each. further enchantment. If the sword is lost or destroyed it will cost 1000GP above the cost of the base weapon to fashion a Black Blood new one. In addition the Witcher will need to spend a full day Duration: 30 minutes Any creature that attacks with claws, meditating upon the blade and spend two full days of Vigor Bite or Beak, or any undead that attacks without a spell or points to imbue it with its magical properties. weapon, takes 1d8 poison damage upon dealing damage to the witcher, this increases by 1d8 at 10th and 15th level. The process takes 1 hour to gather materials and craft 2 vials. Witcher Senses You need to finish a long rest before you can use this feature Starting at level , The Trial of Grasses, and the continued again. Toxicity: 2 usage of Witcher Elixir have improved your senses to near superhuman levels. Witchers have increased hearing and Enchanced: smell. Witchers can detect creatures within 30 feet by sense At level 8, any creature afflicted by your normal Black Blood of smell. If the creature is upwind, the range increases to 60 potion must make a constitution saving throw versus your feet; if downwind, it drops to 15 feet. Strong scents, such as Constitution modifier + Proficiency Bonus + 8. On a failed smoke or rotting garbage, can be detected at twice the ranges saving throw, they are subjected to the poisoned condition noted above. Overpowering scents, such as skunk musk or and take 1d4 damage at the end of their turn for a number of troglodyte stench, can be detected at triple normal range. turns equal to your Constitution modifier. When a Witcher detects a scent, the exact location is not revealed—only its presence somewhere within range. The Witcher can take a bonus action to note the direction of the Killer Whale scent. A Witcher with the scent ability can follow tracks by Duration: 15 minutes. You can breathe underwater. The smell, making a Wisdom check to find or follow a track. The process takes 1 hour to gather materials and craft 2 vials. typical DC for a fresh trail is 10 (no matter what kind of You need to finish a long rest before you can use this feature surface holds the scent). This DC increases or decreases again. Toxicity: 1 depending on the strength of the quarry's odor, the number Sampleof creatures, and the age o f the trfileail. For each hour that the Enchanced: trail is cold, the DC increases by 2. Creatures tracking by At level 8, your fingers and toes become webbed, giving you a scent ignore the effects of surface conditions and poor swimming speed double your walking speed. The duration is visibility. (This is still affected by passive perception checks doubled.

6 for stealth rolls.) Should a non Witcher attempt to apply one of these oils These senses diminish like all other witcher abilities with the must take a DC 17 constitution roll or suffer the poisoned Elixir Withdrawl. The ability is halved after 48hours and condition for 2d6 hours. disappears after a week. Enhanced Witcher Senses Ability Score Increase Starting at 8th level your senses are enhanced to yheir peak When you reach 4th level, and again at 6th, 8th, 12th, 14th, as your mutaitons finalize. You gain the Observant feat and 16th, and 19th level, you can increase one ability score of become proficient perception or expertise if you already are your choice by 2, or you can increase two ability scores of as well as gaining the "Evasion" class feature. You can no your choice by 1. As normal, you can’t increase an ability longer be surprised by any enemy and gain immunity to the score above 20 using this feature. Frightened condition, Upon catching a scent you can use Using the optional feats rule, you can forgo taking this your bonus action to make a survival roll of DC 15 to feature to take a feat of your choice instead. determine what type of being it is. You gain advantage on tracking (Survival) checks. Extra Attack Beginning at 5th level, you can attack twice, instead of once, Bomb Crafting whenever you take the Attack action on your turn. Starting at level 9, you can craft Grapeshot, Dimeritium or The number of attacks increases to three when you reach Samum bombs using your alchemist kit. The process takes 1 11th level in this class and to four when you reach 20th level hour to gather materials and to craft 3 bombs of a single type in this class. of your choice. You may only use this feature once, beyond that, a long rest is required to use it again. You can only carry 3 of each bomb at any given time. As a bonus action, you can Monster Slayer light and throw the bomb with a range of 30ft. The line between monsters and men can be thin indeed, and the Witcher must discern what separates the two. Grapeshot: Upon impact, the bomb explodes in a 15ft radius and Monsters damages all creatures in that area dealing 3d10 piercing Starting at level 5, when you attack a creature (i.e. All other damage. If they succeed on a Dexterity saving throw against creatures that do not have the Humanoid category. ) with a your Sign save DC, they take half damage. silvered weapon, you gain +1 to your attack and damage roll. If you attack a creature that is Humanoid, this has no effect. Dimeritium bomb: You can pass the magical resistance with this feature, even if Upon impact explodes into a mist of Dimeritium shards with your weapon is not magic. This increases at level 9 to a +2, at a 15 ft radius dealing 1d10 piercing damage to creatures in level 14 to +3, at level 20 to +4. In low magic campaigns you the radius. If they succeed on a Dexterity saving throw only get the initial bonus. against your Sign save DC, they take half damage. Magic in this sphere is canceled for 1d4 turns, including illusions. Humans and Non-Humans Starting at level 5, when you attack a humanoid (i.e. All Samum: creatures that have Humanoid category ) creature with a Upon impact, the bomb explodes in a flash of white in a 15ft steel Witcher weapon, you gain +1 to your attack rool. If you radius attempting to stunning all creatures in that area for 3 attack a creature that is not Humanoid, this has no effect. rounds. A creature hit must make a Constitution saving This increases at level 9 to a +2, at level 14 to +3, at level 20 throw against your Sign save DC. Upon a failed save the to +4. target is stunned for 3 rounds, the creature can remake the save at the end its turn. If a creature saves it is unaffected by Blade oils the explosion. Starting at level 7, you can use an action to coat your blade in a specially crafted oil that is harmful to the recipient. If you Monstrous Decoctions have a monster of a certain type recorded in your beastiary, Starting at level 13, when you slay a monster and record it in (aberrations, beasts, celestials, dragons, elementals, fey, your beastiary, or if you already have it in your beastiary, you fiends, giants, humanoids, monstrosities, oozes, plants or may take one hour to craft a special decoction based on the undead) you can take 1 hour to craft a single blade oil that monsters ability using your alchemists kit. When you will affect all creature of that type with your alchemists kit. consume this potion you can use one stat, damage When you apply this oil, for the next 20 attack rolls you make resistance, damage immunity, condition immunity, or sense with that weapon, you roll an additional d8 when you strike a from the creature's stat block as your own for the next creature of the matching type with your sword. The blade oil Sampleminute. Toxicity:4 file is used up in the process. Even when attacking a none matching your counter goes down but you do not gain any advantage.

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