The Witcher Here Will Always, Always Be Darkness

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The Witcher Here Will Always, Always Be Darkness 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-orc 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.
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