Witcher Setting For 5e
Witcher Setting For 5e
Witcher Setting For 5e
the
Witcher Setting
for the 5th edition of the world’s greatest role-playing game
Recommended Books
Dive deep into the world of monster hunters, as the prominent characters
from the universe take you on a guided tour of the fascinating dark fantasy
adventure that is The Witcher. This gorgeous, illustrated hardbound volume
contains in-depth knowledge about the locales, the deadly beasts that
inhabit them, and the lethal weapons used to put them down.
http://www.amazon.com/The-World-Witcher-Projekt-Red/dp/1616554827
https://dnd.wizards.com/products/tabletop-games/rpg-products/
Monster Manual
Wizards RPG Team (Wizards of the Coast; September 30, 2014)
https://dnd.wizards.com/products/tabletop-games/rpg-products/
https://dnd.wizards.com/products/tabletop-games/rpg-products/
http://www.amazon.com/Last-Wish-Introducing-Witcher/dp/0316029181/
ref=sr_1_1?
s=books&ie=UTF8&qid=1432509599&sr=1-1&keywords=the+last+wish
MAY 5, 2016
Source: Spellweaving allows augmenting spells on the fly at a risk.
Optional Rules: Added common sense note to weapon & armor breakage.
2,500 years ago, the Continent of the known world was settled by elves, who came from
overseas, meeting the gnomes and the dwarfs already living there. These Elder Races created
the world’s first kingdoms and civilizations. After a period of elven-dwarven wars, the dwarves
and gnomes retreated to the mountains and the elves settled in plains and forests. The magical
cataclysm known as the Conjunction of the Spheres changed everything. For a time, it
shattered the boundaries between the worlds, allowing new beings and phenomenon to cross
over. Though 1,500 years have passed since the Conjunction, traces of that event can still be
found in the world. It was then that magic entered the world, along with monsters that plague
it to this day. The Conjunction also brought the first humans to the world, their arrival marking
the dawn of a new era.
At first the human were nothing more than refugees an intruders, completely lost in their new
and harsh environment. Faced with unknown dangers, they had to fight every day for their very
survival. The last five hundred years, however, have seen a rapid expansion of that young,
ambitious race. Slowly but surely, humans transformed from refugees to conquerors, seizing
most of the known lands from the Elder Races with fire and steel.
Today the world is inhabited by multiple races and cultures, but for the last five centuries
humans have formed an absolute majority. In the North, their lands are divided among
numerous proud warlike kingdoms, which have fought incessantly amongst each other and
against their larger southern neighbor, the powerful Nilfgaardian Empire. After conquering its
smaller neighbors, this rising empire in the past few decades has begun a steady march to the
north, constantly seeking to expand its borders. Nilfgaard and the Northern Kingdoms have
already fought two major wars, but it is the present war, the Third Northern War, that according
to many will finally decide the fate of the world.
The time of the other races has passed. Elves, dwarves, and other species have been forced to
coexist with humans in a human-dominated world, which usually means facing discrimination,
ostracism, and life in ghettos. Racial prejudice, intolerance, and hatred are their daily bread.
Those non-humans who would not accept this were forced to fall back to remote forests and
mountains. Pushed to the very edges of the world, to their last independent enclaves, they
fight a guerrilla war to retain the final shreds of their dignity, and the numerous atrocities
committed by both sides only serve to make the rift between humans and nonhumans ever
deeper.
There are several “eras” you can choose from to run your game.
After the Second Conjunction: In the wake of the events of The Witcher 3: Wild Hunt, a
Second Conjunction was narrowly averted by Geralt, but the damage has been done by
Avallach’s spell, causing a great increase in the number of monsters in the world, including
monsters that have never been seen before.
CALLED SHOTS
Before making an attack roll, you can opt to suffer -5 to hit in order to strike a specific area of
the creature or perform some other combat stunt. The results are at the DM’s discretion, but
they might include things like:
• Striking a giant spider’s venom sac to deplete its poison for an hour.
• Imposing an injury using the injury rules on DMG p. 272.
• Knocking an opponent off-balance so your next ally to attack has advantage against it.
• Pinning a drunkard’s clothes or armor to a tavern wall, restraining them momentarily.
• Shooting a dimeritium collar worn by an imprisoned mage without harming the mage.
MONSTER LORE
While 5th edition did away with monster knowledge checks in favor of a more “old school”
style of play, characters in the Witcher setting often spout off considerable monster lore (as well
as lore about other topics). Instead of resorting to the player making a check and the DM then
regurgitating information — which is neither terribly interesting nor does it present risk
associated with a low roll — you might consider implementing one or more of the following
alternate ways to handle monster lore.
There'd be an unlimited number of points, since they come at a cost, however non-Witchers
would probably be penalized under this system...maybe each monster lore "point" a non-
Witcher spends grants the monster 2 "moves" instead of one. With the exception being ranger
favored enemies, or a certain type of monster closely associated with a PC's backstory.
This puts players in control of how much they know...but adds a price to knowledge about
the creatures lurking in the darkness.
HUMAN
Humans are the major race in both the Northern Kingdoms and the Nilfgaard Empire. When
they came to the Continent, they conquered the lands of the elves. Because elves and humans
can easily interbreed, many humans nowadays have some ancestors with elven blood.
DWARF
Dwarves are one of the elder races, steadily pushed back over time to their mountain enclaves
in Mahakam. Mountain dwarves represent those hailing from Mahakam, while hill dwarves
represent those living in ghettos under the shadow of human rule. During the war with
Nifgaard, dwarves made a name for themselves as mercenaries, although many of them also
fought in Scoia'tael commando units against the Northern Kingdoms. Despite many dwarves
earning grudging acceptance from humans as excellent craftsmen, merchants, and warriors, it
is not uncommon for young dwarves to join the Scoia'tael rebels to fight for more rights for
nonhumans and an end to persecution. Of all the elder races, the dwarves have assimilated
best and many now live in human cities.
GNOME
Gnomes are a secretive and mysterious elder race. Most of them live in Mahakam and are
allied with the dwarves; they seldom interact with humans. Gnomes are talented craftsmen,
miners and inventors. Their technology is superior to that of humans, and gnome weapons can
be equaled by no others. Only rock gnomes exist in the setting.
HALFLING
Halflings are one of the elder races, virtually identical to J.R.R. Tolkien’s hobbits. Some of them,
particularly in the Northern Kingdoms, live among humans despite the persecutions, but some
others joined the Scoia'tael guerrilla bands. Distinctions between lightfoots and stouts are
purely clan distinctions among halflings.
HALF-ELF
A half-elf is one whose parents or grandparents are elves. Anyone with less than one-quarter
elven blood (a “quadroon”) is effectively human and not half-elven.
LANGUAGES
While many languages and dialects are spoken on the Continent, the main ones are:
Common: The language that emerged after the Conjunction of the Spheres as a lingua franca.
Dryad: A language predating the Conjunction, but not related to Elder Speech, it is primarily
spoken by dryads of Brokilon. In D&D it is equivalent to Sylvan.
Dwarvish: One of the older languages filled with swear words; its written form is ideograms.
Elder Speech: The language of the elves based on Celtic languages with a mix of Romance
languages, Old Norse, and Cornish; its written form is runes. In D&D it is equivalent to Elvish.
Gnomish: One of the older languages; its written form is unique runes.
Nilfgaardian: The language of the Nilfgaardian Empire.
Skellige: The language of the Skellige Isles based on Gaelic.
BARBARIAN
Barbarians are most common in the Skellige Isles, though they can be found throughout the
Northern Kingdoms.
BARD
Bards of the Northern Kingdoms often receive education at the University of Oxenfurt where
studies range a whole gamut of subjects - alchemy, trouvereship and poetry, medicine and
herbology, natural history, philosophy, technology, and spying. Bards of Nilfgaard often trace
their education to the Imperial Academy where they study humanities, science, and linguistics.
In the Witcher setting, bards are not necessarily inherently magical, and to reflect this a bard
character should stick to spells which can be explained as extensions of their performing skills
and charisma, and should avoid “loud” or “flashy” spells.
CLERIC
There are various religions in the world of the Witcher, and the folk of the Northern Kingdoms
are generally pagan and liberal in choice of religion. Many priests lack any special abilities
whatsoever. While clerics claim to receive their powers from their deity, they clearly use magic
that is recognizable as such to other spellcasters. Moreover, the boundary between what
constitutes a god and what constitutes a spirit or fiend (of the sort a warlock would make a pact
with) can be very grey indeed in the setting.
Limit of Death
In the Witcher setting, revivify, raise dead, resurrection, and true resurrection don’t exist.
CULT OF KREVE
Male clerics of the Tempest and War domains worship Kreve. Also known as the Forefather, he
is widely worshipped in Kaedwen. A god of sky and thunder in the Nordling pantheon, Kreve is
popular among seafaring merchants, monarchs, soldiers, and knights. Kreve commands his
followers to fight evil, both within one’s own heart and against external forces. His clergy are
skilled exorcists and often enemies of mages and pagan cults, especially Coram Agh Tera - the
Cult of the Lionheaded Spider.
CULT OF MELITELE
Female clerics of the Life and Nature domains worship Melitele. The goddess has three forms -
virgin, mother, and crone - and her worship was once widespread but now is restricted to small
cults. The most important temple is located in Ellander, where the high priestess Nenneke
governs the cult’s affairs.
DANA MÉABDH
Elven (and rarely dwarven) clerics of the Life and Nature domains worship Dana Méabdh,
known to the elves as the Queen of the Fields and to the dwarves as Bloemenmagde. She
makes appearances to her followers in the summertime Feast of the Scythe (Lammas) as a
golden-haired lady decorated with garlands whose feet don’t touch the earth.
FREYA
Female clerics of the Life and War (DMG) domains worship Freya. Freya is worshipped mainly
on the Skellige islands and nearby coastal areas like Bremervoord and Cintra.
PROPHET LEBIODA
Clerics of the Knowledge domain worship the Prophet Lebioda, a savior-like figure revered in
Kovir and Poviss and the Hengfors League. Lebioda was a saint known for his wisdom and
philosophical musings embodied in the Good Book of the Prophet Lebioda’s Wisdom.
DRUID
Druids are usually hermits seeking to understand nature. Their sacred groves are grown around
a Tree of Life, a sanctuary where bloodshed is forbidden. Leaders of druid circles are known as
hierophants (male) or flaminicas (female). Druid circles are known to inhabit the Skellige Isles;
Caed Dhu, a forest in Angren where druids once lived but were forced to flee south; and Caed
Myrkvid, a mist-shrouded forest in Toussaint where the druids fled to.
FIGHTER
Fighters are veterans of the wars with Nilfgaard and often belong(ed) to one of the world’s
armed forces. A few possibilities include:
Blue Stripes: Temerian special forces made up of ruthless and utterly patriotic humans.
Dun Banner: A Kaedweni light cavalry regiment that was devastated beyond resurrection.
Free Company: An elite mercenary unit (condottieri) financed by Kovir.
Free Slopes: Irregulars waving a guerrilla war against Nilfgaard, seeking Sodden’s liberation.
Landsknechts: Finest Redanian armored division wielding halberds, pikes, and great swords.
Mahakam Volunteer Army: A dwarven infantry sent on suicide missions.
Poor Fucking Infantry: Conscripts and volunteers who joined the Temerian army.
MONK
Kung-fu monks don’t fit the Witcher setting, but one might come from distant Zerrikania.
PALADIN
Paladins with an Oath of Devotion or Oath of Vengeance belong to one of two knightly
religious orders: The Order of the Flaming Rose is affiliated with the Eternal Fire, and the Order
of the White Rose is affiliated with Cult of Kreve. Whether their powers truly come from their
god or if they are actually minor “sources” (see below) is a matter for debate. A paladin with an
Oath the Ancients would most likely be a warden of one of the Nature-based religions like
Melitele or Dana Méabdh.
RANGER (SCOUT)
Rangers are often attached to a nation’s Special Forces or the Scioa’tael and most use the
Scout spell-less variant. If you want to play a PHB ranger, then your character would best fit in
druid society as a special guardian who has been initiated into druidic magic, or as a character
raised among the dryads of Brokilon forest who learned the secrets of the dryads.
SORCERER (SOURCE)
The Source variant replaces the sorcerer in the setting. In the world of the Witcher, a “source”
is a person born with innate magical abilities that are difficult to control. Stressful situations
usually work as the trigger for these abilities. Without proper training most sources are driven
mad by the power they wield, though some manage to find peace with their inner turmoil.
WARLOCK
Warlocks are heavily persecuted in the setting and are favored quarries of the Redanian witch-
hunters. Archfey pacts might be made with Baba Yaga, the Ladies of the Wood, or the Wild
Hunt. Fiend pacts might be made with Kotschie the Deathless or the Lionheaded Spider
Coram Agh Tera. Great Old One pacts might be made with Dagon or the Water Lords.
WIZARD
Wizards (or mages) are born with the gift for magic, like sources, but they receive training to
control their powers. Females (referred to as “sorceresses”) are trained at institutions like
Aretuza on the Isle of Thanedd, while males (referred to as “sorcerers”) are trained at colleges
like Ban Ard in Kaedwen. Training in these schools of sorcery takes many years, acquiring
knowledge and mastering magical skills. Wizards often are proficient in History and with a
megascope (see Equipment). Their powers cause wizards to age at half the rate normal for their
race. Owing to their extensive scientific and political knowledge, mages are coveted as
advisors by monarchs.
Wizards often belong to one of two factions: the Conclave of Mages or the Lodge of
Sorceresses. The Conclave was once the preeminent ruling body governing mages of the
Northern Kingdoms, ensuring that Sources receive proper training, and regulating the
standards and rules of magic such as the ban on necromancy and magic used in army-to-army
combat. However, in recent years after the death of many members during the Thanedd
Rebellion and persecution by the Temple of the Eternal Fire, the Conclave is barely hanging on
by a thread. The Lodge of Sorceresses rose to prominence with the Conclave’s decline as a
secret organization of exclusively female mages. Their secret goal to create a nation ruled by
mages was exposed at Loc Muinne and led to many of the sorceresses being killed or
imprisoned; only a handful of the powerful founding members remain.
WITCHER
Witchers are professional monster slayers who undergo horrific mutations and grueling training
since childhood in secret strongholds sequestered in the mountains.
Witchers are professional monster slayers who belong to an ancient order created to protect
humankind from creatures of nightmare and legend.
The Witchers recruit human children into their ranks by
adopting orphans, receiving unwanted children, and through an
old practice known as The Law of Surprise, in which a Witcher
collects on a life debt sworn by a hapless soul - the traditional words
are “that which you already have but do not know”, which refers to
their unborn child. In rare cases, unscrupulous or desperate Witchers
have kidnapped children.
Upon joining the Witchers, a child faces three trials which
mutate their body and mind. First, during The Choice they
consume a diet of mushrooms, mosses, and herbs and must
endure grueling physical training - this is cleansing for the
mutations to come. They also begin their study of monsters,
herbalism, and sword-fighting at this time. Those who fail this
trial (and don’t die from organ failure) usually leave the
Witchers with some form of madness, such as excessively
aggressive tendencies.
Second, the young would-be Witchers are subjected to
the Trial of the Grasses involving consumption of alchemical compounds
that alter the nervous system and boost reflexes. It is a painful process that
only half the children survive. One of the effects of this trial is to remove
memories of the child’s life before becoming a Witcher.
Third, the Trial of Dreams involves mutation of the eyes allowing for
night-vision, bone marrow, and hormones, though it also results in
infertility. Supposedly this trial finishes removing the prospective Witcher’s
emotion, though that remains debatable. In rare cases when a child’s
mutation seems incomplete a fourth trial is given, the Trial of the Mountains,
a sort of vision quest which serves primarily to test whether the new Witcher’s
memories have truly been removed.
When the apprentice completes these trials they become a full-
fledged Witcher and set forth from the stronghold of the school where they
trained to begin their monster-hunting career.
CLASS FEATURES
Only humans and half-elves have the physiology needed to become Witchers. 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 Level: 1d10 (or 6) + your Constitution modifier per Witcher level after 1st
PROFICIENCIES
Armor: Light, medium armor
Weapon: Simple weapons, martial weapons
Tools: Herbalism kit
Saving Throws: Constitution, Dexterity
Skills: Choose two skills from: Acrobatics, Arcana, Athletics, Insight, Intimidation, Investigation,
Nature, Perception, Stealth, Survival
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your
background:
• (a) scale mail, (b) chain shirt or (c) studded leather
• (a) a martial weapon and a shield or (b) two martial weapons
• a silver weapon of your choice
• (a) dungeoneer’s pack or (b) explorer’s pack
2 +2 2 Witcher Signs
5 +3 2 Extra Attack
6 +3 3 Advanced Mutation
9 +4 3 Advanced Mutation
13 +5 4 Advanced Mutation
14 +5 5 -
17 +6 5 -
18 +6 6 Advanced Mutation
20 +6 6 Master Witcher
MUTANT
Due to your altered metabolism after undergoing the trials, you are immune to disease, gain
darkvision out to 60 feet, have an extended lifespan (a few centuries), and your body can
process witcher potions which would be toxic to ordinary humans.
However, as a side effect of this mutation you are rendered infertile, have a freakish
appearance (e.g. predatory eyes, strange colored veins, sharp canine teeth, albinism), and may
be the subject of prejudice.
WITCHER ALCHEMY
You can craft potions unique to Witchers using an herbalism kit. These potions act as potions of
poison to non-Witchers who consume them. Your Witcher potions use the following guidelines:
• The maximum number of potions you can have prepared at any time is equal to your
proficiency bonus.
• In order to craft a Witcher potion you must spend 1 hour crafting, and use ingredients
harvested worth the listed amount of gp or XP. For example, after killing a troll (worth 1,800
XP) you’d have sufficient components to craft 3 swallow potions.
• You begin knowing the uncommon potion recipes listed for level 1+, and you learn rare
recipes at 5th level and very rare recipes at 11th level.
• You may consume up to your Constitution modifier (minimum 1) worth of Witcher potions
safely before needing to take a short rest; if you consume more than this you become
poisoned for 10 minutes and the additional potions have no effect. The number of Witcher
potions you’ve consumed is referred to as your Toxicity. After a short rest your Toxicity
reduces to 0.
WITCHER SCHOOL
At 1st level, you choose a Witcher school that you were trained in, reflecting your fighting style
and approach to monster hunting. Choose from these schools: Bear, Cat, Griffon, Owl, Viper, or
Wolf. To begin with, your school provides no mechanical benefit; it is simply part of your story.
Your school grants you features at 3rd level and again at 7th, 10th, and 15th levels. It also
provides you a list of special maneuvers you can choose from.
WITCHER SIGNS
Witchers wield a unique form of magic developed for monster-hunting called Signs. There are
six known signs based on the classical alchemical elements: Aard, Axii, Heliotrope, Igni, Quen,
and Yrden. At 2nd level you choose two Signs you can cast. You gain an additional Sign at 6th
level and again at 10th, 14th, and 18th levels.
Casting a Sign is an action that requires a free hand, requiring only a somatic gesture. Each
Sign has three uses: an at-will effect, a combat application, and an empowered effect which
becomes available at 7th level.
• Firstly, there is no limit to how often you can use the at-will effect of a Sign.
Wisdom is your spellcasting ability for casting Signs, since you rely on instinct and focus to
create magical effects. You use your Wisdom when setting the saving throw DC for a Sign you
cast and when making an attack roll with one.
AARD
Aard harnesses the power of elemental air into a blast of psychokinetic force emanating from
your outstretched hand.
At-Will Effect: You conjure a minor breeze which might rustle some bushes or lift a small
untended object up into the air for a moment. Maintaining the breeze requires concentration.
Combat Effect: Each creature in a 15 foot cone originating from you or all creatures within 5
feet of you (your choice) must make a Dexterity saving throw. If they succeed, they are
unaffected. If they fail, the creature is pushed 15 feet away from you and has disadvantage on
all attack rolls and ability checks until the end of its next turn. In addition, unsecured objects
that weigh less than 50 pounds are also pushed away and unsecured fragile objects or
crumbling walls may be broken.
Empowered Effect: Creatures that fail their saving throw also are incapacitated until the end of
their next turn.
AXII
Axii draws on elemental water and its mutable nature to influence the mind of a weak-willed
being.
At-Will Effect: You make yourself appear more menacing than usual in the minds of your
onlookers (e.g. your eyes flash, your teeth sharpen, your face is draped in shadow), granting
you advantage on Charisma (Intimidation) checks for as long as you maintain concentration.
Combat Effect: Choose a living humanoid within 30 feet of you. The humanoid must make a
Wisdom saving throw. If you or your companions are currently fighting the humanoid, it has
advantage. If the humanoid fails its save, it is stunned as long as you maintain concentration. If
you or your companions do anything harmful to it, the effect is broken.
Empowered Effect: The target humanoid is charmed if they fail their Wisdom save, does not
remember being charmed, and casual onlookers cannot detect the charm.
IGNI
Igni channels elemental fire into a blast of searing heat.
At-Will Effect: You light or snuff a candle, torch, or small campfire within 30 feet.
Combat Effect: One creature within 30 feet from you must make a Dexterity saving throw. On
a failed save, the creature takes 1d8 fire damage, and no damage on a successful one. Igni’s
damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
If you concentrate, you may sustain a stream of fire against the target creature so long as it
remains within range, though while doing so your speed is halved.
Empowered Effect: The flames affect all creatures in a 30 foot cone originating from you; they
inflict half as much damage on a successful save (instead of no damage), and on a failed save
they light the target on fire. A burning target takes 3 (1d6) fire damage at the end of their turn
unless someone takes an action to extinguish them. In addition, the fire ignites any flammable
objects in the area that are not worn or carried.
QUEN
Quen is the expression of elemental earth, grounding your life force to the earth and erecting a
magical barrier around you.
At-Will Effect: You perform a dowsing with a natural object (e.g. stick) to determine a cardinal
direction you name, or a general terrain feature (e.g. stream) you name within 120 feet.
Combat Effect: As a bonus action, you surround yourself with a shimmering force barrier that
grants you a +2 AC bonus as long as you concentrate, for up to one minute.
Empowered Effect: The first time a melee attack hits you while you’ve erected Quen, the
attacker takes 9 (2d8) lightning damage. In addition, when the barrier ends, all creatures within
5 feet of you are pushed back 5 feet.
YRDEN
Yrden draws power from the fifth element of aether, creating a magical trap on the ground to
snare your enemies.
At-Will Effect: Choose an object within 10 feet of you. You can decipher a discrete magical
inscription on that object that would otherwise be unintelligible, including a spell, a line of
mystical runes, the name of a specific glyph or symbol, etc. Decipher this writing does not
invoke the magic contained in it.
COMBAT SUPERIORITY
At 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You learn 2 maneuvers of your choice, which are chosen from the list of maneuvers
available to your Witcher School (also see the Battle Master archetype in the PHB). Many
maneuvers enhance an attack in some way. You can use only one maneuver per attack.
You learn one additional maneuver of your choice at 5th, 9th, 13th, and 17th levels. Each time
you learn a new maneuver, you can also replace one maneuver you know with a different one.
Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended
when you use it. You regain all of your expended superiority dice when you finish a short or
long rest.
You gain another superiority die at 9th level and one more at 17th level.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist
the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + Strength or Dexterity modifier (your choice)
EXTRA ATTACK
Beginning at 5th level, you can attack twice, instead of once, when you take the Attack action
on your turn. The number of attacks increases to three when you reach 11th level in this class.
ACCELERATED HEALING
You heal lethal wounds seemingly overnight, but must consume twice as much food as normal.
Whenever you spend hit dice to regain hit points, you regain an additional number of hit points
equal to your proficiency bonus per hit die spent.
Note: If you’re playing with Slow Natural Healing, a witcher with Accelerated Healing regains
all hit points and half their Hit Dice after a long rest.
ALCHEMICAL BLOOD
Increase your Witcher potion toxicity threshold by one. Even when you’re poisoned due to
toxicity, the potions you imbibe still have an effect. However when you suffer toxicity, and for
every potion you drink while poisoned due to toxicity, you must roll on the Potions Miscibility
table in the DMG.
BEAR ENDURANCE
You have advantage on ability checks and Constitution saving throws you make to stave off
exhaustion.
BLOODHOUND SCENT
You’ve developed an acute sense of smell which grants you advantage on ability checks
involving picking up odors. You can detect the presence of familiar creatures within 30 feet by
sense of smell, though not their precise location.
CAT INSTINCT
You are quick to spring to action, gaining a bonus to initiative equal to your proficiency bonus.
GRIFFON EYES
You can see twice as far as a human outdoors and you don’t suffer disadvantage to your
Wisdom (Perception) checks in a lightly obscured area.
METABOLISM CONTROL
Potions you consume last twice as long. In addition, by meditating for 1 minute you can control
your metabolism in one of the following ways:
NERVES OF STEEL
You cannot be frightened, and you have advantage on Wisdom saving throws against fear-
based spells and effects.
OWL EYES
Your darkvision increases to 120 feet, and you have advantage on ability checks to visually
appraise or inspect anything that is small or highly detailed.
TRANCE
You no longer need to sleep. Instead, you meditate deeply for 4 hours a day. While meditating,
you can dream after a fashion and don’t suffer the sleep penalty to Wisdom checks to perceive
your surroundings. After resting in this way, you gain the same benefit a human does from 8
hours of sleep.
VIPER TONGUE
You can detect poisons by taste and have resistance to poison damage.
WOLF EARS
You’ve developed keen hearing which grants you advantage on ability checks involving
hearing. Additionally, when an invisible creature you can hear makes an attack, it gives away its
precise location to you.
MASTER WITCHER
At 20th level, when you take the Attack action you may replace one of your attacks with casting
a Sign. Also, all Intelligence checks you make to recall lore about monsters have advantage.
Free of Emotion: The Witcher should strive to remain free of emotion and to keep an open
mind; often the most obvious answer is the least true.
Knowing Man From Monster: The line between monsters and men can be thin indeed, and
the Witcher must discern what separates the two.
Law of Surprise: Witchers reserve the right to ask for a child to train as a Witcher in payment
for a life debt.
Neutrality: Witchers try not to get too involved in politics; it usually ends badly and
complicates their monster-hunting.
No Dragons: Witchers don’t normally hunt dragons out of respect for - and perhaps healthy
fear of - this sentient Elder Race. In ages past, dragons were hunted to near extinction.
Sanctity of Life: Humans, elves, dwarves, and sometimes even trolls are not the enemy, and
the Witcher should avoid taking a sentient life in all but extreme situations. Likewise, the best
way to deal with a monster may not lie in sword or spell.
Kaer an Crann was demolished when the traitorous Witcher Raghnall led giants in an assault on
the keep; the majority of the keep crumbled into the sea and with it died most of the Bear
School. In the wake of the attack, Raghnall gained the protection of a local lord and so the few
surviving Witchers were forced to flee to Verden and Cintra. Raghnall is now an old man and
with his favored status in the courts of Skellige waning, a few Witchers of the Bear School have
dared to return to Kaer An Crann.
BONUS PROFICIENCY
At 3rd level you gain proficiency with an armoring kit which allows you to repair armor in the
field and to don and doff armor in half the time as if you had help.
INDOMITABLE
At 10th level you can reroll a saving throw that you fail. If you do so, you must use the new roll,
and you can’t use this feature again until you finish a long rest.
BATTLE TRANCE
At 15th level, after three rounds of combat, you enter a Battle Trance (known as Riastradh in
Skellige). While in Battle Trance you gain the following benefits:
Your Battle Trance lasts for a number of rounds equal to your Constitution modifier (minimum
1). It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a
hostile creature since your last turn or taken damage since then. You can also end your Battle
Trance on your turn as a bonus action. Once your Battle Trance ends, you must wait for another
three rounds of combat to pass before you can enter it again.
BEAR MANEUVERS
Suggested PHB Maneuvers: Lunging Attack, Menacing Attack, Precision Attack, Pushing
Attack, Sweeping Attack
Bear Stance. You can expend a superiority die to enter bear stance. Bear stance reduces the
effect of any forced movement used against you by a number of feet equal to the number
rolled on your superiority die. However, while in bear stance your speed is halved. Maintaining
bear stance requires concentration.
Great Fortitude. When you make a Constitution saving throw, you can spend a superiority die
as a reaction to gain a bonus on your save equal to the number rolled on your superiority die.
Mighty Blow. When you hit a creature with a two-handed weapon, you can spend a superiority
die to deal extra damage equal to the number rolled plus your Strength modifier. However,
performing this mighty blow costs you any temporary hit points you currently have, breaks your
concentration, and grants the next creature to attack you before the start of your next turn
advantage on their attack roll.
Weapon Bind. When you hit a creature with a two-handed weapon, you can spend a
superiority die to make a grapple check against that creature using your weapon. While
grappled, each time the creature makes an attack or fails an escape check, it suffers damage (of
the type dealt by your weapon) equal to the number rolled on your superiority die.
Withstand the Storm (requires Bear Endurance mutation). You can expend a superiority die
to endure extremes of altitude or cold, or to extend a forced march, for a number of hours
equal to the number rolled without any ill effect.
BONUS PROFICIENCY
At 3rd level gain proficiency in one of the following: disguise kit, forgery kit, or thieves’ tools.
DEADLY CRITICAL
At 10th level your weapon attacks score a critical hit on a roll of 19 or 20, and your critical hits
with weapons deal an additional damage die of the weapon’s type.
CRIPPLE
At 15th level, after three rounds of combat you can take the special Cripple action. Make three
attacks. A creature hit by one of these attacks suffers a level of exhaustion. Exhaustion is
cumulative. Once you use Cripple, you must wait for another three rounds of combat to pass
before you can use it again.
CAT MANEUVERS
Suggested PHB Maneuvers: Distracting Strike, Evasive Footwork, Feinting Attack, Precision
Attack, Goading Attack
Danger Sense (requires Cat Instinct mutation). When you roll initiative, you can spend a
superiority die, gaining a bonus to your initiative equal to the number rolled on your superiority
die. In addition, you are not surprised.
Dirt in the Eyes. When an enemy you can see within 5 feet of you makes an attack roll, as a
reaction you can spend a superiority die and impose a penalty on their attack roll equal to the
number rolled on your superiority die.
Feign Death (requires Metabolism Control mutation). When an enemy hits you, you can
spend a superiority die as a reaction to fall prone and feign death. You can maintain your ruse
for a number of rounds equal to the number rolled on your superiority die.
The school was raided by Nilfgaardian soldiers who erroneously believed the Witchers
possessed griffon mounts. The fighting was so terrible that old Witcher Saldigott made the
decision to trigger an ancient trap in the caves, burying an entire banner of Nilfgaardians and
several wounded Witchers. Only a few Witchers remain with Saldigott in the school’s ruined
cavern stronghold.
BONUS PROFICIENCY
At 3rd level, you gain proficiency with shields. You can cast Signs while wielding a shield.
SHIELD SACRIFICE
At 10th level, when you are wielding a shield, as a reaction you may sacrifice your shield to turn
a hit against you into a miss or reduce a critical hit against you into a regular hit. After this, your
shield is sundered and useless until repaired.
Block Missiles. When you are hit by a ranged attack while wielding a shield, you can use your
reaction to spend a superiority die. Reduce the attack’s damage against you by an amount
equal to the number rolled. If the damage drops to 0, the attack becomes a miss.
Risky Footwork. When you trigger a hazard or trap trap, you can spend a superiority die. Add
the number rolled to your AC or saving throw against the hazard/trap, or to an ability check to
avoid the hazard/trap.
Shield Swipe. When you hit a target while wielding a shield, you can spend a superiority die to
deal extra damage equal to the number rolled. In addition, your AC increases by an amount
equal to the number rolled against only the target you just attacked until the start of your next
turn.
Griffon’s Honor. When an enemy attacks you or an ally, as a reaction you can spend a
superiority die, granting yourself and allies who can see and hear you a bonus to an ability
check of your choice equal to the number rolled until the start of your next turn.
Shielded Resurgence. When an attack roll that also requires a saving throw is made against
you while you’re wielding a shield, you can spend a superiority die. Add the number rolled to
your saving throw.
BONUS PROFICIENCY
At 3rd level, you gain proficiency in alchemist’s supplies and learn additional potion recipes,
allowing you to replicate any potion in the DMG (but not oils). Cross-reference the potion’s
rarity with Witcher Alchemy to determine which level you must be to craft a given potion.
ARCANE SENSES
At 10th level, when you use your medallion to sense magic, you gain the full benefit of detect
magic, you can sense whether a creature has the ability to cast spells and whether that ability is
trained or wild (a source), and you can see invisible and ethereal creatures until the end of your
next turn. Additionally, at your DM’s discretion you may receive prophetic dreams.
SIGN MASTERY
At 15th level, after three rounds of combat you recharge a Sign automatically and you can cast
a Sign as a bonus action. Once you do, you must wait for another three rounds of combat to
pass before you can use Sign Mastery again.
Moon Sight (requires Owl Eyes mutation). While within moonlight, you can spend a
superiority die as a bonus action to see all hidden, invisible, or ethereal creatures within 60 feet
for a number of rounds equal to the number rolled on your superiority die.
Perspicacity. You can spend a superiority die to examine a creature you interact with as a
bonus action. You gain a bonus on Wisdom (Insight) checks to gauge that creature’s motives
and identity equal to the number rolled on your superiority die.
Revealing Strike. When you hit a creature that can change shape, phase, or turn ethereal, you
can spend a superiority die to deal extra damage equal to the number rolled. The creature’s
A mysterious calamity befell the school and their former stronghold was
destroyed. From the ashes, Letho the Kingslayer forged an alliance with the
Nilfgaardian Emperor to rebuild the School of the Viper in exchange for
assassinating the northern kings. With Letho and his assassins dead or
missing, however, the Emperor reneged on his agreement and the few
remaining Vipers live as outcasts scattered across Nilfgaard and beyond.
BONUS PROFICIENCY
At 3rd level, you gain proficiency with a poisoner’s kit, and can craft poisons using the same
guidelines as Witcher Alchemy. See the DMG for a list of poisons.
EVASION
At 10th level, you can nimbly dodge out of the way of certain area effects, such as a red
dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you
to make a Dexterity saving throw to take only half damage, you instead take no damage if you
succeed on the saving throw, and only half damage if you fail.
WHIRLWIND
At 15th level, after three rounds of combat while you’re wielding two weapons, you can take a
special Whirlwind action; you make a melee attack against every creature within 5 feet of you,
alternating between your main and offhand weapons as you wish. Once you use Whirlwind, you
must wait for another three rounds of combat to pass before you can use it again.
Anchoring Strike. When you hit a creature that can teleport or plane shift, you can spend a
superiority die to deal extra damage equal to the number rolled. For a number of rounds equal
to the number rolled, the creature cannot teleport or plane shift.
Close the Gap. When an enemy moves away from you, as a reaction you can spend a
superiority die, moving a number of feet toward the enemy equal to the number rolled, and
making an opportunity attack. If the opportunity attack hits you deal extra damage equal to the
number rolled on your superiority die.
Offhand Swipe. While you are wielding two weapons, when you miss with an opportunity
attack you can spend a superiority die and make an attack against the same target with your
offhand weapon. If the attack hits you deal extra damage equal to the number rolled on your
superiority die.
Viper’s Escape (requires Viper’s Tongue mutation). The flick of your tongue provides you with
a limited form of tremorsense. When an enemy moves within 5 feet of you, as a reaction you
can spend a superiority die and move away from it a number of feet equal to the number rolled
on your superiority die plus your Dexterity modifier. This movement does not provoke
opportunity attacks from that enemy.
Lightning Reflexes. When you make a Dexterity saving throw, you can spend a superiority die
as a reaction to gain a bonus on your save equal to the number rolled on your superiority die.
Kaer Morhen was overrun by human fanatics when the School of the Cat betrayed the Wolves
to the sorcerer Vilgefortz and the Witcher-slayer Le Bonhart; most of the Witchers were killed.
Further losses were sustained when a criminal group called the Salamandra assaulted the
fortress to steal the secrets of Witcher mutation. Today, only a handful of Wolves occupy the
keep, overseen by their leader Vesemir.
DEADLY CASCADE
At 15th level, after three rounds of combat you can take the Deadly Cascade action. This
grants you three attacks. If you hit the same creature with two or three of these attacks, the hits
become critical hits. Once you use Deadly Cascade, you must wait for another three rounds of
combat to pass before you can use it again.
Aural Acuity (requires Wolf Ears mutation). You can spend a superiority die to determine how
fast a creature’s pulse is pounding (a potential indicator of lying or impending violence)
provided they are within 30 feet of you. Additionally, creatures within 30 feet that you cannot
see don’t have advantage to attack you. These effects last for a number of rounds equal to the
number rolled on your superiority die.
Deflect Arrows. When you are hit by a ranged weapon attack while wielding a marital weapon,
you can use your reaction to spend a superiority die. Reduce the attack’s damage against you
by an amount equal to the number rolled. If the damage drops to 0, the attack becomes a
miss, and if it would drop below 0 then you reflect the attack back at the attacker if they are
within 30 feet, dealing damage equal to the number rolled on your superiority die.
Pack Attack. When you hit an enemy while one of your allies is within 5 feet of it, you can
spend a superiority die, dealing extra damage equal to the number rolled on your superiority
die. The next ally who hits that enemy with a melee attack before the start of your next turn
deals extra damage equal to the number rolled on your superiority die.
Free silver sword & Dex/Con saves (+) Heavy armor proficiency (+)
Witcher Signs @2nd, 6th, 10th, 14th, 18th Action Surge @2nd and 17th (++)
(+++++) Indomitable @ 9th, 13th, 17th (+++)
Witcher School feature (proficiency) @3rd (+) Student of War (proficiency) @3rd (+)
Advanced Mutation @6th, 9th, 13th, 18th (+++) Ability Score Improvement @6th and 14th (++)
mutations are worth about half a feat or a bit Improved Combat Superiority @18th (+)
more, so this progression seems comparable
Witcher School feature @ 7th (+) Know Your Enemy @7th (+)
Witcher School feature @10th (+) Improved Combat Superiority @10th (+)
A source is a person born with innate magical abilities that are difficult to control once they
have bloomed. In the Witcher setting this magic is known as The Power or Chaos; it is the raw
unshaped pattern of elemental energy. Strong emotions and stressful situations usually work as
the trigger for a source’s abilities to erupt; such unpredictable expressions of The Power are
referred to as wild magic surges and they can have devastating consequences. Schools of
sorcery, like Aretuza and Ban Ard, were created to help these children cultivate and control
their powers, lest the abilities drive them mad. However, without such training, a source
inevitably suffers increasing mental trauma. In the Witcher setting there are two bloodlines a
source belongs to: either a Wise Lineage (witchcraft) or Elder Blood (ancient elven blood
granting the power to traverse space and time).
Sources in a Party
The source class is a variant sorcerer, and in all respects functions as a sorcerer. The main
difference being the unpredictability and severity of a source’s wild magic surges.
HIT POINTS
Hit Dice: 1d6 per source level.
Hit Points at 1st Level: 6 + your Constitution modifier.
Hit Points at Higher Level: 1d6 (or 4) + your Constitution modifier per source level after 1st.
PROFICIENCIES
Armor: None
Weapon: Simple weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two skills from: Arcana, Deception, Insight, Intimidation, Nature, and Persuasion
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your
background:
• (a) a light crossbow and 20 bolts or (b) any simple weapon
• a trinket
• two daggers
• (a) dungeoneer’s pack or (b) explorer’s pack
INNATE MAGIC
You are an innately magical being, which has the following effects:
• You do not rely on material components for your spells. However, if a spell has a component
with gold piece value, you still need to use a component in that case.
• You radiate magic when a creature casts detect magic upon you; it appears to be a kind of
magic reflected by your Sorcerous Bloodline. This cannot be concealed in any manner.
• You can cast detect magic at-will.
SORCEROUS BLOODLINE
Choose a sorcerous bloodline, which describes the source of your innate magical power:
Storm, Elder Blood, or Wise Lineage.
2 +2 2 Font of Magic
3 +2 3 Metamagic
5 +3 5 Encroaching Madness
7 +3 7 Arcane Siphon
9 +4 9 Arcane Overreach
10 +4 10 Metamagic
11 +4 11 Encroaching Madness
13 +5 13 Instinctive Magic
15 +5 15 Encroaching Madness
17 +6 17 Metamagic
20 +6 20 Sorcerous Restoration
SOURCE WEAKNESS
You must select three emotional weaknesses that can cause your magic to trigger
unintentionally. The nature of how the wild magic is expressed depends on your Sorcerous
Bloodline. In addition, even if you multi-class into another class, you still gain the Encroaching
Madness feature when your total character level is 5th, 11th, or 15th.
In selecting your emotional weaknesses, think of things which make you angry, fearful, guilty,
sad, or any other “negative” emotion. You can look to your bond, flaw, ideal, alignment, or
faction to determine what these might be. Examples might include seeing non-humans
When you are in a situation that would fulfill one of the three conditions you listed, you trigger
a Wild Magic Surge. As a full-round action you can try to delay your Wild Magic Surge until
your next turn with a Wisdom check against your spellcasting DC. If you succeed, the Wild
Magic Surge is postponed one round. You may continue resisting and postponing the surge as
long as you continue succeeding Wisdom checks. In the rare event you manage to succeed six
consecutive Wisdom checks you successfully suppress the Wild Magic Surge completely.
SPELLCASTING
Cantrips, Spell Slots, Spells Known of 1st Level and Higher, and Spellcasting Ability are the
same as the PHB sorcerer. However, you do not get Spellcasting Focus (which is obviated by
Innate Magic). Additionaly, you can perform Spellweaving.
Spellweaving. When you cast a cantrip or a spell, you may alter the the spell’s appearance,
damage type, or other small parameters, or you may even combine two cantrips or spells
together. The general guideline for doing so is that you can’t duplicate the effects of
metamagic and that whatever changes you create can’t exceed the power of a spell slot used
to cast the spell. However, manipulating the forces of chaos thus poses risk; you must make a
spellcasting ability (Charisma) check or miscast the spell as determined by your DM. The DC is
10, unless your DM determines that what you’re attempting is exceptionally difficult.
ENCROACHING MADNESS
At 5th level, when you trigger a Wild Magic Surge you also trigger a form of long-term
madness of your choice (see DMG 260) that lasts until you take a long rest or 24 hours passes,
whichever comes first.
At 11th level, you show subtle signs of madness though you are able to mostly keep this under
control. Gain a form of indefinite madness as a new flaw (see DMG 260).
At 15th level, when you trigger a Wild Magic Surge you also trigger a form of short-term
madness of your choice (in addition to the long-term madness) that lasts 10 minutes.
ARCANE SIPHON
At 7th level you can use Arcane Siphon to cast dispel magic once per long rest. When you
successfully cast dispel magic, you absorb the spell levels of whatever magic effect you dispel.
On your next turn you must then cast a spell using those absorbed spell levels. At the end of
your turn if any of the absorbed spell levels are not channeled into a spell, you sustain 1d6
force damage per spell level as the magical energies wrack your body and are dissipated. This
damage cannot be reduced or mitigated in any way. Note that this does not allow you to cast a
spell using a spell slot of a higher level than you normally could cast.
ARCANE OVERREACH
At 9th level, you learn to tap the magic intertwined with the deepest parts of yourself. As a
bonus action, you can expend 1d12 hit points per spell level to gain a bonus spell slot of that
level, up to a maximum of 5th level. If you use Arcane Overreach again before you finish a long
rest, increases the number of hits points you must expend per spell level by 1d12.
INSTINCTIVE MAGIC
At 13th level, you can cast a spell as a reaction when you feel threatened. This spell must be
one that would normally require an action to cast, and you must expend a number of sorcery
points equal to the spell’s level. You cannot use Instinctive Magic again until you take a short or
long rest.
SORCEROUS BLOODLINES
STORM
https://media.wizards.com/2015/downloads/dnd/UA_Waterborne_v3.pdf
This bloodline uses the Storm sorcerous origin from the Wizards of the Coast website, and may
imply the character has a connection to Cailleach the Storm Hag or another mythical figure
associated with storms. When your Source Weakness, or some other event you and your DM
agree upon, would trigger a Wild Magic Surge, roll 1d10 on the table below.
1. Chaos Storm: An obviously unnatural storm whips into being in the sky above the Source. It
extends to a radius of 100' per level, and consists of black clouds, high winds, and wildly
variable weather events such as driving rain, pounding hail, intense thunder, and so on. The
specific weather event can change at the GM's whim, up to once per round. The overall effect
of the storm is that anyone caught within the radius suffers disadvantage on skill checks due to
interference from water, wind, hail, noise, distraction, and so on. The storm can also do
noticeable property damage to anything that could reasonably be damaged by weather of this
kind (trees, wooden houses with thatch roofs, fragile goods left out, etc). There is a dark vortex
at the center of the storm cloud overhead that follows the Source around until it dissipates (the
Source must take a short or long rest).
3. Static Charge: All ferrous metal within 20' per level of the Source becomes outlined by
ghostly St Elmo's Fire and begins arcing into anything grounded nearby. This can range from
inconvenient and painful in the case of small implements and tools, to mildly damaging in the
case of most weapons, to very dangerous for those wearing metal armor. Anything that fits
entirely within one hand, or close to it, does 1 damage per round. A large item that can be be
wielded in one or two hands will do 1d6 damage per round. Light or Medium armor does 2d6
damage per round, and heavy armor does 3d6 per round. The effect lasts 1 round per caster
level of the originating Source. A handheld item can be dropped to avoid further damage.
Worn items must be removed.
4. Auntie Em's Lament: Clouds appear in the sky overhead, and a dark funnel cloud descends
onto the Source. The Source is lifted into the cloud and held aloft, and can take no actions
during the Surge. He is surrounded by a ring of wind that acts like a gust of wind spell blowing
in a circle around him, as well as a wind wall. The radius of this effect is 5' per caster level.
Vision is heavily obscured within this area as well due to dust and flying debris. At level 10 the
area does 2d6 damage per round to anyone entering or starting their turn in the area due to
flying debris. At level 15 treat the affected area as a whirlwind spell. The funnel cloud cannot
be controlled by the Source, though it could move at the GM's whim, carrying the Source
along with it. The Surge lasts one round per caster level, and the Source is stunned until a
Constitution save at his spellcasting DC is succeeded at when it ends. If the Surge is somehow
ended prematurely, the Source is not stunned, but will fall from an altitude of 5' per caster level
as the winds dissipate.
5. Because of THIS, Ben Franklin! Clouds appear overhead, and lightning begins to rain
down from above! Each round for 1 minute per level, one lightning bolt (treat as a call lightning
spell) affects a random target within 50' per Source's level that the Source can see. The target
can be a creature, object or structure. It can set objects and structures ablaze if it is flammable.
6. Storm That Never Breaks: Heavy clouds block the sky, thunder booms in the distance, and
the static charge before a storm raises hairs on the back of the neck. If it is daylight the ambient
light grows dim. Intermittent gusts of wind or rain seem to presage a storm. Animals (even
trained or companion animals) and many NPCs respond as if a terrible storm was imminent.
This lasts for 2d6 hours. The Source is filled with foreboding and if he expends any sorcery
points while the weather is thus changed, the Source is stunned until the start of his next turn
as he revels in the chaos.
7. Into the Heavens: Fierce erratic winds whip across the landscape within 50 feet per level of
the Source, some with an almost white ethereal shape provoking religious superstitions and
8. Maddening Winds: Howling winds affect an area within 50 feet per level of the Source. The
winds last for 1 minute per level of the Source. They impose disadvantage on ranged weapon
attacks and Perception checks relying on hearing, extinguish open flames, and make flying
nearly impossible. Strangely these winds do not disperse fog, and hissing voices can vaguely
be heard carried by the wind. Each minute a creature is exposed to the winds they must make
a Wisdom or Charisma saving throw (their choice) against the Source’s spellcasting DC or suffer
long-term madness according to the DMG (1d10 x 10 hours).
9. Biblical Deluge: Heavy precipitation pounds an area within 100 feet per level of the Source.
Everything is lightly obscured, open flames are extinguished, and creatures have disadvantage
on Perception checks that rely on sight or hearing. While a region plagued by drought may
bless the Source as a rain-maker, eventually folks realize the rain doesn’t stop. There may be
several hours of clear skies intermittently, but eventually the downpour begins again, flooding
fields, rotting crops, attracting drowners and water monsters, and giving birth to diseases. The
rain lasts until the soil is damaged (i.e. weeks) and is localized, not following the Source around.
10. Double Trouble: Roll twice and apply both effects. Reroll duplicate results.
ELDER BLOOD
The Elder Blood is a result of elven genetic tampering over centuries using blood magic and
selective breeding. Ages ago the elven sorceress Lara Dorren, who carried the Elder Blood,
coupled with the human mage Cregannan and from their union came human, elven, and half-
elven descendants who bear the power of the Elder Blood. This mutation grants the ability to
travel through space and time, and to walk between worlds.
1. Gate of Worlds: A gate to another world appears within 50 feet of you and lasts for a
minute, until dispelled, or until you are sucked into it. The gate exerts a magical gravitational
pull on all creatures and unsecured objects within 50 feet; any creature starting their turn in the
area must make a Strength saving throw against your spellcasting DC. On a failed check, a
creature or object weighing up to 300 pounds is knocked prone and pulled 30 feet toward the
vortex. Moving away from the gate treats the area as difficult terrain. Anyone sucked into the
2. Planar Bleeding: Hallucinatory terrain occurs around you, revealing a scene from another
world that follows you for up to 1 hour. Some trait from that world also affects the spell’s area
(the player and DM can look to the DMG’s section on planes for inspiration on possible traits).
3. Teleport Flurry: You and all creatures within 50 feet are teleported to a random location you
have never seen before, potentially underwater or in some other hostile environment. 1d6
rounds later, you and all creatures within 50 feet teleport again to a random location, and 1d6
rounds after that you return to where you were originally. After each teleport, you and all
creatures that teleported suffer a level of exhaustion.
4. Reactive Teleport: You and all creatures within 50 feet are teleported to a random location
you have visited before, preferably a place you are familiar with. The idea is that the reactive
teleport shunts you to the first place your mind would go subconsciously. After this teleport,
you are unable to teleport until you take a long rest.
5. Walk Through Worlds: You intermittently vanish every other round, starting this one, for the
next minute. On rounds when you vanish, you appear in some other world with an environment
that is hostile in some manner, and in your place an extraplanar monster appears. When you
reappear in the world, the monster vanishes. Whether this is the same monster or a different
one is at the DM’s discretion.
6. Walk Through Time: You vanish only to reappear at the start of your next turn; however you
must roll a d10 again to determine whether you are 1d6 years younger (1-5) or 1d6 years older
(6-10). In the case of becoming younger, you’ve literally reverted to a younger version of
yourself though you retain the knowledge and experiences of your older self, and your
memories feel ephemeral. In the case of becoming older, you have memories of a life you led
in a different timeline that feel not quite tangible. At the DM’s discretion, there may be bonuses
or penalties associated with significant aging such as wounds being healed, conditions ending,
attribute changes, proficiency loss/gain, or memory loss.
7. Space-Time Distortion: Space and time distort in an area around you within 50 feet per
Source level for the next minute. Roll a d10 again: (1-5) space-time compacts, halving distances
and all creatures operate as if under the effect of a haste spell, (6-10) space-time expands,
doubling distances and all creatures operate as if under the effect of a slow spell. Additionally,
any creature attempting to leave the area of effect ends up on the other side, preventing them
from leaving the area until the distortion ends. The distortion follows you, so if your movement
away from a creature would cause them to leave the area they are freed of the distortion.
9. Magical Eruption: Pure magic energy pours from your body, cascading down in pulses of
blinding force, affecting all creatures within 10 feet per Source level who suffer 1d10 force
damage for every two Source levels (rounded up). A Constitution saving throw against your
spellcasting DC mitigates this damage by half. However, on a failed save the creature is
knocked prone and blinded until the end of its next turn.
10. Double Trouble: Roll twice and apply both effects. Reroll duplicate results.
EXTRADIMENSIONAL AWARENESS
At 1st level, when you cast detect magic you sense the presence of ethereal creatures,
creatures from other planes of existence, and portals within range.
TRANSLOCATION
At 1st level, you can use misty step a number of times per short rest equal to your proficiency
bonus.
DREAMS BEYOND
At 6th level, when you sleep during a long rest you have visions of other lands and other
worlds. Roll a d20. On a result of 9 or less, the visions are hard to decipher or irrelevant. On a
result of 10 or higher, the visions grant you the benefit of a divination spell.
TEMPORAL DISJUNCTION
At 14th level, if you don’t know the haste spell add it to your spells known. You do not need to
concentrate to sustain a haste spell on yourself.
FREEDOM OF MOVEMENT
At 18th level, you are under the effect of a permanent freedom of movement spell and you can
now cast misty step at-will.
WISE LINEAGE
Sources of a wise lineage go by many names - witch, wise woman, medicine man, hedge
mage. By whatever name they are known, they practice a tradition of magic passed down from
mother to daughter, father to son. Rather than send source children away to distant lands or
risk them going mad, older witches teach them to gain a degree of control over their powers
using techniques passed down through families and covens for ages. Some whisper these
1. The Witching Hour: A false eclipse effect occurs in a fixed area within 100 feet per Source
level as a supernatural shadow covers the sun or moon, obscuring its light and ushering in
untimely darkness. This effect lasts until the next sunrise. Witches (including yourself), hags, and
nocturnal monsters gain advantage on their spell attacks and saving throws against their spells
are disadvantaged for the duration. In addition, this darkness emboldens wicked beings that
venture forth with greater than normal boldness.
2. Beneficium: A possessing spirit, haunting specter, or curse plaguing a person in the area is
drawn into your body and mind until exorcised, put to rest, or dispelled. If you personally know
someone who is possessed, haunted, or cursed, their burden is preferentially made your own.
3. Maleficium: Someone your hold ill feelings toward suffers disease, poisoning, an extremely
unlikely accident, or other misfortune as your subconscious exerts itself. This “maleficium”
leaves behind magical traces of the Source at the scene that witch hunters or others
knowledgeable of the signs of witchery will recognize.
4. Wyrd: All humanoids within 50 feet per Source level are confronted by illusions of one
possible destiny they may face, usually something grim or tragic. All temporary hit points,
bardic inspiration dice, and magical “buffs” in the area are lost. Humanoids in the area must
make a Charisma saving throw against your spellcasting DC or suffer long-term madness
according to the DMG (1d10 x 10 hours).
5. Out of Body Experience: You collapse and are stunned for 1d6 rounds, but while stunned
you benefit from a scrying spell revealing a place or person that relates to your current quest.
6. Hag’s Eye: You attract the attention of a powerful hag and become aware that this creature
is now scrying you and those near you. You become frightened for the duration of the event.
This fell observation causes minor supernatural events near you, such as milk souring, shadows
that temporarily move independently of their casters, unusual animal behavior, and so on.
People other than you in the observed area can make a Wisdom saving throw to feel the chill
of being watched by something malevolent. They won't know the source though, and may
assume it's you. Similarly, witch hunters or others knowledgeable of the signs of witchery will
recognize the strange events surrounding you. The scrying continues until the next noon, or the
next sunrise, whichever comes first.
8. Something Wicked This Way Comes: You experience a premonition of future events at the
DM’s discretion, becoming blinded until the start of your next turn as your eyes turn a single
solid color (e.g. black, misty silver, white). The premonition should center on a great evil like a
black magic ritual, a king’s descent into madness, an impending raid on a village, the next
victim of a monstrous killer, etc. Your close brush with pure evil taxes body, mind, and soul,
incurring a level of exhaustion.
9. Anguish: A wave of mental anguish pours from you, affecting all creatures within 10 feet per
Source level who suffer 1d10 psychic damage for every two Source levels (rounded up). A
Wisdom saving throw against your spellcasting DC mitigates this damage by half. However, on
a failed save the creature is incapacitated until the end of its next turn. A creature cannot be
killed by this damage, only knocked unconscious.
10. Double Trouble: Roll twice and apply both effects. Reroll duplicate results.
CURATIVE FORENSICS
At 1st level, when you use a spell to cure a creature or remove a condition from a creature, you
also get a glimpse of whatever creature or effect caused the damage or condition, learning the
general appearance of the creature, the damage type of the wound or condition, and how long
ago the wound or condition was inflicted. Additionally, when you attempt to diagnose a
disease or identify a magical curse, your corresponding check is advantaged.
GREATER DIVINATION
At 14th level, when you cast divination you may pose a question concerning a specific goal,
event, or activity that will occur in an undefined period of time - even millennia in the future!
You can also ask about events which have already occurred, with no limit on how long back in
history your question goes.
WEAVER OF FATE
At 18th level, you can speak, read, and write all languages, you are under the effect of a
permanent nondetection spell, and you can cast augury at-will.
Covens
A group of three or more Sources following the same Wise Lineage may form a coven,
applying their combined magical power toward a common goal. Such witches recognize one
of their number as the High Priestess - typically the eldest - whom the others are expected to
obey, though never blindly. All members of the coven share a limited empathy with one
another, able to tell when one of their number is in trouble, pain, or pleasure provided they
are on the same plane.
A coven of witches adopts spiritual practices reflecting the nature of the tradition it
represents, for example revering the triple-aspected goddess in one of her many forms. While
a coven creates no stronghold of its own, the witches meet monthly on a Sabbath in a secret
basement, ruins, abandoned temple, cavern, or similarly secluded place. This sacred site
holds special significance for the High Priestess who can call upon clairvoyance to perceive
the sacred site at-will provided she is on the same plane as the site.
When gathering, witches of the same coven can perform collaborative ritual castings,
boosting the power of their rituals to have far greater effects at the DM’s discretion. Due to
the danger witch hunters pose to covens, it is not uncommon for witches to makes allies
among the local peasants, conceal themselves with magic, and to develop a secret language
or other means of identifying one another.
CLASS FEATURES
As a scout you gain the following class features. Any features not described below are identical
to the corresponding features of the ranger class in the PHB.
HIT POINTS
Hit Dice: 1d10 per scout level.
Hit Points at 1st Level: 10 + your Constitution modifier.
Hit Points at Higher Level: 1d10 (or 6) + your Constitution modifier per scout level after 1st.
PROFICIENCIES
Armor: Light armor, medium armor, shields
Weapon: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose three from: Animal Handling, Athletics, Insight,
Investigation, Nature, Perception, Stealth, and Survival
EQUIPMENT
You start with the following equipment, in addition to the
equipment granted by your background:
• (a) scale mail or (b) leather armor
• (a) two shortswords or (b) two simple melee weapons
• (a) dungeoneer’s pack or (b) explorer’s pack
• a longbow and a quiver of 20 arrows
SIGN LANGUAGE
You learn a sign language known by scouts that allows
you to communicate complex strategies without speaking to
those who understand the sign language.
17 +6 +15 ft Relentless
SCOUT’S MOVEMENT
At 2nd level, your speed increases by 5 feet while you are wearing armor that doesn’t impose
disadvantage on Stealth checks (or no armor). This bonus increases by 5 feet at 9th level and
again at 16th level.
POULTICES
At 2nd level, you can create special herbal poultices that have healing power comparable to
some potions. You can spend 1 hour gathering herbs and preparing herbal poultices using
treated bandages to create a number of such poultices equal to your Wisdom modifier
(minimum 1). You can carry a number of poultices at one time equal to your Wisdom modifier
(minimum 1). The poultices you create cannot be applied by anyone but you. After 24 hours,
any poultices that you have not used lose their potency.
If you spend 1 minute applying one of your poultices to a wounded living creature, thereby
expending its use, that creature regains 1d6 hit points for every two ranger levels you have
(rounded up).
COMBAT SUPERIORITY
At 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You learn 2 maneuvers of your choice, which are chosen from the list of maneuvers
available to fighters with the Battle Master archetype. Many maneuvers enhance an attack in
some way. You can use only one maneuver per attack.
You learn one additional maneuver of your choice at 5th, 9th, 13th, and 17th levels. Each time
you learn a new maneuver, you can also replace one maneuver you know with a different one.
Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended
when you use it. You regain all of your expended superiority dice when you finish a short or
long rest.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist
the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + Strength or Dexterity modifier (your choice)
ANIMAL CALLS
At 5th level, you can mimic the sounds of any beast or non-sentient monster. You must have
heard the creature speaking, or heard the creature make the sound, for at least 1 minute. A
successful Wisdom (Insight) check contested by your Intelligence (Nature) check allows a
listener to determine that the sound is faked.
NATURAL ANTIVENOM
Starting at 9th level, you have advantage on saving throws against poison and have resistance
to poison damage. Additionally, you can use one of your poultices to cure one poison effect on
the creature you are applying it to, in addition to restoring hit points.
MASTER TRACKER
Starting at 13th level, when traveling alone in your favored terrain you leave behind no trail and
cannot be tracked.
Additionally, when you inspect tracks during a short rest in any terrain, you learn the number
and nature of the creatures that have moved through the area in the past 24 hours. You
determine the creatures’ overall state of health and the age of the tracks. You ascertain when
and where they entered the area, as well as when and where they left. Your first attack against a
creature you have been tracking has advantage.
RELENTLESS
Starting at 17th level, when you roll initiative and have no superiority dice remaining, you
regain 1 superiority die.
BEASTLY COORDINATION
Beginning at 15th level, when an attacker that you can see hits your beast companion with an
attack, you can call out a warning. If your beast companion can hear you, it can use its
reaction to halve the attack’s damage against it.
This spell can be cast as either a reaction (“reactive translocation”) or an action (“targeted
translocation”).
Reactive Translocation. When a creature you can see within 15 feet offends you, attacks you,
or attempts to move closer to you, you can attempt to teleport the creature away as a reaction.
It must make a Charisma saving throw, and on a failed save it is teleported along with its
equipment in a random direction (d8) a distance equal to 4d10 x 10 feet, ending prone at the
destination which must be on the ground or the surface of water. If the creature would arrive in
a place already occupied by an object or another creature, instead it is teleported to the
nearest unoccupied space.
Targeted Translocation. As an action you can attempt to teleport a creature you can see
within 15 feet of you. It must make a Charisma saving throw, and on a failed save it is
teleported along with its equipment to a place within 100 feet that you can see, visualize, or
describe by stating distance and direction such as “100 feet straight downward” or “upward to
the northwest at a 45-degree angle, 100 feet.” The destination need not be on the ground,
and if teleported into the air the creature falls. If the creature would arrive in a place already
occupied by an object or another creature, instead it is teleported to the nearest unoccupied
space.
Casting at higher levels. When you cast this spell with a 6th level spell slot, increase the
distance Reactive Translocation teleports by an extra 2d10 before the multiplier (i.e. at 6th level
it would teleport 6d10 x 10 feet), or increase the distance Targeted Translocation teleports by
either 10 feet upward (if causing falling damage) or 100 feet outward (if teleporting to solid
ground).
CONCLAVE OF MAGES
The Conclave was once the preeminent ruling body governing mages
of the Northern Kingdoms, ensuring that Sources receive proper
training, and regulating the standards and rules of magic such as the ban on
necromancy and magic used in army-to-army combat. However, in recent
years after the death of many members during the Thanedd Rebellion and
persecution by the Temple of the Eternal Fire, the Conclave is barely hanging on by
a thread.
FREE SLOPES
Free Slopes began as an independence movement to liberate Belhaven and the
Slopes from Nilfgaardian rule. In time they blossomed into a ragtag band of
armed rebels seeking the liberation of all of Sodden, and even have
operatives in other regions seeking to push back and sabotage the press of
the Nilfgaardian Empire.
LODGE OF SORCERESSES
The Lodge of Sorceresses rose to prominence with the Conclave’s decline as
a secret organization of exclusively female mages. Their secret goal to create
a nation ruled by mages was exposed at Loc Muinne and led to many of the
sorceresses being killed or imprisoned; only a handful of the powerful
founding members remain.
SCOIA’TAEL
Scoia’tel are guerrillas fighting for nonhuman freedom. In the human
common tongue the name means “squirrels”, owing to the squirrel
tails that adorn the rebels’ caps. By far elves are the predominant
members but dwarves and halflings joined over the years. They return
the racism against them two-fold, having little love for the dhoine
(“humans” in elven). During the second war against Nilfgaard, the
Scoia’tael fought on the side of the Empire as a scouting and sabotage
unit in exchange for the Emperor giving the elves Dol Blathanna as
their own independent state. Despite the Peace of Cintra, many
warriors of the Scioa’tael didn’t disarm and continued to fight,
especially when it turned out that Nilfgaard sacrificed them in the
name of peace and gave the units’ leaders to the Nordlings to be
executed.
WITCH HUNTERS
Witch hunters, a loosely affiliated branch of
the Eternal Fire, have made their home in Redania where the church is
strongest and the rulership sympathetics to their cause: the eradication
of witchcraft. According to their beliefs, humanity was foolish to
embrace the magic that flooded into the world during the
Conjunction. Magic, they say, is unequivocally evil. Even those who
approach it with the best intentions are inevitably corrupted. Equipped
with an arsenal of tricks like bombs and traps, as well as a network of
spies, backstabbing cunning, and a growing presence, witch hunters
pose a threat to every mage in the Northern Kingdoms. At worst they
are persecutors and torturers of the innocent. At best they are a
beacon against the many hags and evil witches plaguing humanity.
SILVER WEAPONS
Monsters who came into the world after the Conjunction of the Spheres have resistance to
bludgeoning, slashing, and piercing damage from nonmagical non-silver weapons. A silver
weapon is one that is specially forged by a knowledgable smith, costing an extra 100 gp above
the base PHB price for a single weapon or twenty pieces of ammunition. A steel weapon
cannot be “silvered” by a smith. Due to the relative softness of silver weapons, opponents
wearing metal armor have resistance to any damage from a silver weapon.
NEW TOOLS
Armoring Kit (20 gp, 8 lbs): Proficiency with an armoring kit allows you to perform field
repairs of armor, and also allows you to don or doff armor in half the time as if you had help.
Blade Oil Kit (25 gp, 8 lbs): A blade oil kit includes whetstones, rags, vials of various
substances, mixing beakers, and reagents necessary to craft blade oils. Creating blade oils
follows the guidelines of Witcher Alchemy.
Demolitions Kit (50 gp, 8 lbs): This collection of fuses, explosive powders, and other bomb-
making components allows you to craft bombs. Proficiency with this kit lets you add your
proficiency bonus to any ability checks you make to craft or use bombs. Creating bombs
follows the guidelines of Witcher Alchemy, though very few monsters can be harvested for
parts to aid bomb-making.
Megascope (1,000 gp, 25 lbs): A telescope-like device requiring an expensive crystal lens, a
megascope can be used by spellcasters to assist in magical communication, teleportation, and
scrying. When using a megascope you are proficient with, you gain the following benefits with
these spells:
Scrying: When scrying using a megascope, there is no limit to how long you may sustain the
spell so long as you concentrate, and the megascope is treated as a likeness or picture of the
target for the purposes of its saving throw modifier.
Sending: When contacting another spellcaster with a megascope, you may hold a conversation
of any length.
Teleport: When teleporting using a megascope, the d100 roll to determine whether you arrive
successfully has advantage.
Teleportation Circle: Every megascope acts as a teleportation circle with its own unique sigils.
Trapper’s Kit (25 gp, 8 lbs): A collection of tripwires, snares, springs, blades, and other
components for trap-making, this kit allows you to craft traps if you are proficient with it.
BOMBS
As an action, you can throw a bomb up to 20 feet (or 40 feet with disadvantage). Treat bombs
as improvised weapons.
Dancing Star - Produces a fiery explosion that can cause nearby opponents to start burning.
Destroys nearby monster nests.
Devil's Puffball (75 gp). Make a ranged attack against a creature. On a hit, the target takes
1d4 poison damage and must make a DC 10 Constitution saving throw or be poisoned. The
target may repeat this save at the end of each of its turns to remove the poisoned condition.
TRAPS
Biter
Clawer
Conflagration
Fury
Harpy Trap
Hunting Trap
Talgar Winter
FORTUNE (D10)
1. Jackpot: Some major event or stroke of luck landed you with 1d10 x100 gp.
2. Find a Teacher: You trained with a teacher you taught you a bonus tool proficiency, a
bonus language, or a bonus weapon proficiency (choose one weapon).
3. A Noble Owes You: Something you did gained you one favor from a nobleman/woman.
4. Pulled a Sword from a Stone: Begin with an uncommon magical weapon.
5. A Witcher Owes You: Something you did gained you one favor from a witcher.
6. Fell in with Bandits: A bandit gang remembers you and will avoid robbing or harming you
and your companions should you ever cross paths.
7. Tamed a Wild Animal: You tamed an beast like a wolf or other CR 1/4 or less beast that
follows you around.
8. A Mage Owes You: Something you did gained you one favor from a mage.
9. Blessed by a Priest: You gained a holy symbol of a specific faith. When revealed to people
of that faith you gain advantage on Charisma checks with them.
MISFORTUNE (D10)
1. Debt: You fell deeply into debt to the tune of 1d10 x100 gp.
2. Imprisonment: Something you did (or a false accusation) had you imprisoned 1d10 months.
3. Addiction: You contracted an addiction to alcohol, drugs, gambling, sex, or magic.
4. Lover, Friend, or Relative Killed: Roll 1d10. 1: They were killed by an angry mob, 2-5:
They died in an accident, 6-7: They were murdered by monsters, 8-9: They were killed by
bandits, 10: They were executed by the law.
5. False Accusation: Roll 1d10. 1-3: The accusation is theft, 4-5: It’s cowardrice or betrayal,
6-8: It’s murder, 9: It’s rape, 10: It’s illegal witchcraft.
6. Hunted by the Law: Roll 1d10. 1-3: It’s just a few guards, 4-6: It’s an entire town, 7-8: It’s a
major city, 9-10: A whole kingdom is after you.
7. Betrayal: Roll 1d10. 1-3: You are being blackmailed, 4-7: A secret was exposed, 8-10: You
were betrayed by someone very close to you.
8. Accident: Roll 1d10. 1-4: You were disfigured (starting reaction to you is unfriendly, feared,
or disgusted), 5-6: You suffered a lingering injury (see DMG 272) like missing an eye, losing
a hand/arm, losing a foot/leg, or a limp, 7-8: You lost most of your memory from that year,
9-10: You suffer horrible nightmares from a traumatic event.
9. Mental or Physical Incapacitation: Roll 1d10. 1-3: You were poisoned; permanently lose 5
hit points, 4-7: You suffer from long-term or indefinite madness (see DMG 260), 8-10: You
have hallucinations and/or flashbacks related to a magical event.
10. Cursed: Roll 1d10. 1-2: You appear monstrous with a bestial face, 3-4: You are haunted by
those you’ve wronged/killed, 5-6: You are a carrier for a disease which can’t be cured, 7-8:
You are cursed to wander without friends, who are driven away by misunderstandsings,
arguments, and even kidnappings, 9-10: You are afflicted with lycanthropy.
ROMANCE (D10)
1. Happy Love Affair: Enduring joy and true love are a possiblilty. But they are rare. If you
achieve it, it’s assumed that you are happy together until you roll another romance of a
different type. That roll then applies to your current lover.
2-4. Romantic Tragedy (roll d10 on table below)
5-7. Problematic Love (roll d10 on table below)
8-10. Whores & Debauchery: You spent your time sleeping around, buying whores and
perhaps leaving a trail of bastard children in your wake if you weren’t careful.
“Evil is evil, Stregobor,” said the witcher seriously as he got up. “Lesser, greater, middling, it's
all the same. Proportions are negotiated, boundaries blurred. I’m not a pious hermit. I haven't
done only good in my life. But if I’m to choose between one evil and another, then I prefer not
to choose at all.”
– Andrzej Sapkowsi, The Last Wish
Main areas include: Vengerberg (capital), Aldersberg, Gulet, Eysenlaan, and Hagge.
Nilfgaardian Empire
The southern portion of the Continent is controlled by Nilfgaard, the most powerful empire in
the history of the known world. In many respects, Nilfgaard is a fantasy parallel of the Roman
Empire, with client peoples, disciplined armies, slavery, and a feeling of superiority among its
delegates and subjects. Conquest is Nilfgaard’s ultimate aim, and its agents and soldiers turn a
hungry eye toward the Northern Kingdoms. Each conquered territory becomes a province of
the empire, either governed by a steward or by the land’s king if he willingly surrendered as a
subject of the Emperor. The current Emperor Emhyr var Emreis has aspirations to conquer the
Northern Kingdoms north of the Yaruga River.
Monsters
I looked for the words "Witcher urgently needed". And then there'd be a sacred site, a
dungeon, necropolis or ruins, forest ravine or grotto hidden in the mountains, full of
bones and stinking carcasses. Some creatures which lived to kill, out of hunger, for
pleasure, or invoked by some sick will. A manticore, wyvern, foglet, aeschna, ilyocoris,
chimera, leshy, vampire, ghoul, graveir, werewolf, giant scorpion, striga, black annis,
kikimora, vypper... so many I've killed.
— page 116, The Last Wish
Monsters originate from another dimension, coming into the world long ago during the
Conjunction of the Spheres. All monsters have resistance to damage from bludgeoning,
piercing, and slashing damage from nonmagical non-silvered weapons. The following monster
categories work as tags; for monsters from the Monster Manual simply assume they have the
tag corresponding to the category they are found under. Also bear in mind that Witchers often
use pseudo-scientific names when describing monsters; while peasants call them giant
centipedes, for example, Witchers call them “myriapodans” or “scolopendramorphs.”
The categories of monsters used by Witchers include:
BEASTS
Bears, wolves, wild dogs, panthers — there are many beasts in the world, but none of them are
truly monsters, despite what beleaguered peasants might claim. Still, sometimes a witcher
must contend with beasts due to a contract or simple occupational hazard. A silver sword will
prove no more effective against beasts than a steel one, however.
CURSED ONES
Cursed Ones, as the name suggests, suffer from a curse warping them in body and mind. They
include berserkers (a type of evil insane werebear known in the Skellige Isles), botchlings,
echinopsae, striga, virgin banes, and werewolves. Breaking the curse on such creatures is
always a challenging affair not easily resolved with remove curse.
BOTCHLING
STRIGA
CR 5
VIRGIN BANE
DRAGONS
DRACONIDS
Draconids - also called ornithosaurs - are
reptilian creatures with minimal intelligence,
including basilisks (which can fly in the
Witcher setting), cockatrices, forktails,
wyverns and royal wyverns. They’re immune
to poisons and often are themselves
poisonous.
FORKTAILS
Forktails go by many names - flying drakes, dracolizards, ornitodracons - but the bottom line is
that they’re vicious flying lizards that resemble smaller wyverns. A newly hatched forktail uses the
stats for a flying snake, while a young adult uses the stats for a pteranodon (with these changes:
AC 14, blindsight 10 ft., immune to poison damage and poisoned condition, bite deals extra 1d4
poison damage), and a mature forktail uses the stats below. Forktails owe their quaint name to
the long, sharp growths at the tip of their tails. A blow from this weapon can slice an oaken shield
in two — along with the arm that was carrying it. Thus, though its name conjures images of
cutlery, fighting a forktail is nothing like a dinner party and ends in death rather than dessert.
ROYAL WYVERN
They dive at their opponents, try to knock them down and poison them with
venom; they are more clever than common wyverns and thus harder to
defeat
"The female royal wyvern is smaller but more cunning and venomous than
her male counterpart. She can be aggressive towards both males and other
females. She is a perfect example of how gender relations among humans
have their source in the animal world. This is altogether not surprising.
DJINN
EFREET
GARGOYLE
GOLEM
HARPY (SHISHIGA)
"Most monsters don't actually keep any trasure in their lairs. Harpies, though- they like shiny
things" - Letheo, Viper School Witcher
It is hard to say what is most repulsive about harpies and their cousins, the Shishigas: their
hideous appearance, the overwhelming stench of rot and bird excrement that clings to them or
their bloodcurdling screech. Suffice it to say that even rats, who dwell happily among the
rankest fecal matter and rotten waste, give their nests wide berth.
Harpy nests are most often found atop high cliffs, or rocky ravines. Sure signs of having strayed
near one are crumbling human and animals remains, guano-streaked rocks and feathers
littering the ground.
Harpies and Shishigas hunt in flocks consisting of a handful to up to twenty individuals. Though
rather cowardly and cautious, harpies fiercely defend their nests and will not hesitate to attack
when outnumbering their foes.
During combat they use their ability to fly swiftly to strike their victims one by one before
soaring back up out of reach. They can kill with their wings or their sharp beak and talons.
SIREN
Like skilled hunters setting out wooden ducks,
sirens lure men near - using their own bodies as
decoys. In the water they appear as classical
mermaids. Once a naive sailor gets close however,
their fair faces suddenly turn to fang-filled, fish-like
maws, and lovely tails promising unknown delights
become sharp, death dealing talons. Once, sirens
were friendly towards men — and supposedly
were even known (albeit on rare occasions) to
accept some sailors' clumsy attempts at courtship.
In the current day, however, they are decidedly aggressive. Sirens hunt in flocks, making use of
their numbers as well as their ability to move effortlessly through water and air.
INSECTOIDS
In addition to giant centipedes, giant spiders, and similar creatures, “insectoids” include a
great variety of monsters like the arachas, endrega, ettercap, and kikimore. Among insectoids,
there are three legendary kinds created by a horrific ritual of the mage Alzur known as the
Double Cross of Alzur; these are the frightener, the koshchey, and the viy of Maribor (a
remorhaz).
ARACHAS
FRIGHTENER
KOSHCHEY
NECROPHAGES
Necrophages, corpse-eaters, are monsters that generally haunt cemeteries and battlefields,
and other places where dead bodies lie. Usually they stick to eating carrion, but few have
compunctions against making corpses from the living. They
include black annis, bullvores, drowners, foglets, ghouls
(variant), rotfiends, and water hags (a sea hag variant).
BLACK ANNIS
Black annis, also called devourers or night witches, are the most
vicious and sadistic of hags. They appear as hideous seven to
eight foot tall crones with bloated dark indigo or blackish
aquamarine flesh, hooked noses, glossy black hair and nails, and
malevolent yellow eyes. Embodiments of children’s nightmares
of a wicked witch waiting to carry off naughty children to be
cooked or eaten alive, black annis indeed have an insatiable
desire for human flesh. Though they rarely form covens with
other hags, black annis sometimes congregate in groups
peasants call “sabbaths” to hunt down a particularly special
child or during inauspicious times. They favor ruins, caves,
abandoned villages overcome by plague, or creepy tree-houses
known as “gingerbread houses” as their lairs. Though they do
not fly on broomsticks, some fight with magical ironwood
broomsticks which they wield as mauls. Black annis like to
deceive and torture their victims, preferring to take a creature captive rather than kill it on the
spot.
Regional Effects
The region containing a black annis’ lair is warped by foul
magic, which creates one or more of the following effects:
• Within 6 miles of the lair, children have their character flaws exaggerated.
• Within 3 miles of the lair, trails of sweets, nuts, or fruits lead to the gingerbread house.
• Within 1 mile of the lair, trees exude a sickly sweet black sap and fog is common.
If the black annis dies, these effects fade over the course of 1d10 days.
BULLVORE
FOGLET
Foglets are believed to be the souls of wicked men who
led others to their death in fogbanks, only to die there
themselves. They can appear wherever thick fog arises:
swamplands, mountain passes or the shores of rivers
and lakes. If no fog is forthcoming, they can create or
summon it themselves. By manipulating fog they can separate travelers from each other, hide
trails and deafen noise. Like ghastly glowworms, their bodies emit a pale light they use to lure
those lost in the fog towards the ravines, swamps or caves in which they make their lairs. Since
foglets can take on immaterial form, a slight shimmer of air or a rustle in the grass might be the
only clues a witcher has to their location. Cunning adversaries, foglets are adept at luring their
prey into traps using magic.
GHOUL
In the world of the Witcher, ghouls are barely
intelligent and can speak no more than a few
words if any at all. Ghouls are nocturnal and
prefer to feed on organs of the dead. Those
ghouls that prefer to suck marrow from bones
are referred to as “graveirs” by Witchers, and
occasionally they develop a semblance of
intelligence and the ability to form broken
sentences.
To create an “alghoul”, begin with a ghast and give it maximum hit points (64), Intelligence 12,
the Wounded Fury trait, and legendary actions. Increase its CR to 4 (XP 1,100).
Wounded Fury. When the alghoul is reduced to half hit points or less, its attacks deal an extra
7 (2d6) damage for claw attacks or 9 (2d8) damage for bite attacks.
Bone Spines. Bone spines thrust from the alghoul’s skin. Any
creature within 5 feet making a melee attack against the alghoul
suffers 7 (2d6) piercing damage. The spines retract only once the
alghoul suffers a condition, such as being stunned or knocked
prone.
Knockdown. The alghoul makes a claw attack. However, instead of
paralyzing a target on a failed save, it knocks the target prone.
Piercing Scream. Living creatures within 30 feet that can hear the
alghoul must make a DC 10 Constitution saving throw or be
deafened and unable to take bonus actions or reactions until the
end of the creature’s next turn. Ghouls within the area of the
scream gain advantage on their attacks until the start of the
alghoul’s next turn.
ROTFIEND
Rotfiends rise from battlefields, near cities afflicted by plague, and around villages touched by
famine to feast on carrion and human corpses. In an area infested by rotfiends, unless a body is
burned or buried in a stone crypt, it may attract rotfiends. They always appear in groups, and
their ability to burrow through earth allows them to suddenly overwhelm even well-prepared
foes. Even in final death rotfiends are dangerous. Rotfiends are savage adversaries, raining
chaotic blows upon their prey in a hysterical hunger. Firstly, because the foul fluids building up
inside the creature erupt in an acrid shower upon death. Second, because if a rotfiend’s body
isn’t burned or otherwise disposed of properly, it may attract more rotfiends. While their
overwhelming hunger provides them with unnatural strength, it also is their undoing; burning
all corpses in an area deprives the rotfiend of food. Without food they either search for new
feeding grounds or wither away to nothing.
WATER HAG
Water hags (also known as bilge hags) are necrophages dwelling in swamp and wetlands that
use sea hag stats with two changes. First, a water hag lacks an illusory appearance, so that only
the blind or the blind drunk could mistake one for a human. Second, a water hag can fling
gobs of mud and submerge itself in the muck only to reappear close to its prey, gaining these
two actions:
Fling Mud. The hag throws mud at a creature within 30 feet. That creature must make a DC 12
Dexterity saving throw or be blinded until the start of their turn, at which point they suffer
disadvantage on their attacks until the end of their turn or taking an action to remove the mud
from their eyes.
OGROID
Ogroids refer to the whole family of sentient (even if only marginally so) humanoid monsters
that include cyclops, giants, goblins, ogres, nekkers, and trolls (a bit different from D&D trolls).
NEKKER
Little horrors dwelling in dark caverns, nekkers inhabit
convoluted tunnels beneath the earth. When these primitive
creatures find an abundance of easy prey, whether dead or
living, they form nests in the wilderness that appear as fetid
burrows surrounded by bones and discarded flesh and given
a wide berth by animals. A nekker infestation can rapidly
become a serious problem since the loathsome little
creature breed like rabbits. Nekkers are social creatures,
gathering in crude tribes called “burrows” to venture out en
masse. When you see one nekker, you can be sure there are
many more in hiding, for the creatures can both burrow and
climb with ease, ambushing parties when they least expect.
The chieftain of a nekker “burrow” is a larger more fearsome
nekker that marks its face with red clay; under orders from a
chieftain, a nekker “burrow” turns from a wild band into an
organized force with a modicum of strategy.
NEKKER CHIEFTAINS
To create a nekker chieftain, make a nekker Medium size, increase Hit Dice to 4d8 and
maximize its hit points (32), increase its Intelligence to 9, and give it a multiattack allowing it to
make two claw attacks. Increase its CR to 1 (XP 200).
TROLL
Trolls in the Witcher setting have vaguely Slavic accents, are especially dim-witted, and their
alignment is usually closer to chaotic neutral than chaotic evil. While they do have
regeneration, it ceases functioning if the troll is reduced to 0 hit points and poison disables it
instead of fire due to their fast metabolism spreading the poison throughout their bodies
quickly. While Witchers used to hunt trolls, many trolls in the setting have been pacified either
working as toll collectors or living quiet lives in the wilderness, and thus Witchers rarely take
troll contracts anymore. Trolls mutate into a wide variety of different sub-species according to
their environment.
ICE TROLLS
Ice trolls are especially vicious and almost never can be reasoned with, inhabiting snowy alpine
ridges and ice caverns. Ice grows in hard deposits along their blue skin; their Dexterity drops to
9 but their AC remains 15 due to increased natural armor. Fire damage stops their regeneration
like it does for a normal D&D troll, in addition to poison damage. Additionally, they are
extraordinarily stout monsters that grow even stronger in a blizzard, gaining these traits:
ROCK TROLLS
Rock trolls are lumbering brutes that inhabit mountains and crags, adapting with hard stone-
like growths; their Dexterity drops to 9, but their AC remains 15 due to increased natural armor.
They are frighteningly talented rock throwers, gaining the following action:
Rock. Ranged Weapon Attack: +7 to hit, range 60/240 ft., one target. Hit: 20 (3d10 + 5)
bludgeoning damage.
RELICTS
While most monsters trace their origins to the Conjunction of the Spheres, there are a few that
were always part of the known world: the relicts. Relicts are creatures that once were revered as
nature spirits in the old faith. These monsters are inevitably reduced in numbers and their
ranges have shrunk drastically over the years. They include bobolaks, doppelgangers (in their
natural form they’re small sized and called “dopplers”), dryads, green hags and night hags
(called “crones”), leshens, sylvans, and wildefiends.
BOBOLAK (BEASTMAN)
Lair Actions
On initiative count 20 (losing initiative ties), the leshen takes a lair action to cause one of the
following effects; the leshen can’t use the same effect two rounds in a row:
• The leshen makes a claw attack, and if it hits, the wounded victim is also cursed. Only one
victim may be cursed thus at a time. While the cursed victim lives, the leshen returns to life
after being killed within 1d10 days provided the victim is within 6 miles of the leshen’s lair.
Regional Effects
The region containing a leshen’s lair is warped by foul magic, which creates one or more of the
following effects:
• Within 6 miles of the lair, worshippers of the leshen appear unusually fatigued or sleepless.
• Within 3 miles of the lair, totems of bone and wood are scattered throughout the forest.
• Within 1 mile of the lair, the leshen may communicate telepathically with all creatures.
If the leshen dies permanently, these effects fade over the course of 1d10 days.
WILDEFIEND
Wildefiends are large, three-eyed ungulate
monsters with enormous antlers. Folklore
describes them as “wildebeasts” believed to
be extinct in the world, however they are
very much a real threat, resembling a cross
between fiendish elks and werewolves. Often
they act as servants of evil witches, otherwise
they prefer to stay close to their lairs in the
deep wilds. The maddening eyes of the
wildefiend are said to inspire lifelong
nightmares in any mortal meeting its gaze. In
addition to being a terrifying combatant, the
monster’s third eye can inflict a variety of
magical curses, ranging from blindness or
deafness to temporary madness. When a
creature is blinded or deafened by a
wildefiend, all they can see are its baleful red eyes, and all they can hear is a terrifying voice
speaking in a language lost to time.
SPECTERS
“Specters” run the gamut of incoporeal undead, including banshees, draugirs (helmed horrors)
led by a draug, ghosts, noonwraiths, nightwraiths (wraiths), penitents, plague maidens, and
vilas. This category of monster includes the specter which is created by a noonwraith or
nightwraith and cursed to dance wildly for an eternity in the fields.
DRAUG
NOONWRAITH
"Despite what is commonly thought, peasants do not interrupt their labors at midday to get
out of the sun — they do it to avoid noonwraiths. — Vlad Reymond, Peasants and Their
Customs
On particularly searing summer days, when the sun reaches its zenith, wraiths will at times
appear, resembling sun-scorched women dressed in long, white robes. These are noonwraiths
— the spirits of young women and girls who died violent deaths right before their weddings.
Driven mad with pain or anger, they wander the fields searching for their unfaithful lovers or
backstabbing rivals, though they will kill anyone who does not get out of their way in time.
They are often held in this world by some object of intense emotional significance. That is why,
if one ever finds a wedding ring or torn veil in the middle of a field, one should not pick it up,
but instead back away as quickly as possible."Once that was done, he would have to prepare
for battle -and a noonwraith is a demanding opponent. She can disorient her victim by blinding
him and creating mirror images of herself, These copies slowly suck their victim's life energy -
while their mistress remains untouchable. In order to defeat her, the witcher could not rely on
his silver sword alone - the Yrden sign would also be needed to trap her and force her to take
on material form. "
• Attacks: Slashes (melee), Lunge Attack, Mirror Image (with Vitality Drain effects),
Invisibility/Teleportation.
• Weaknesses: Dimeritium, Moon Dust, Specter & Yrden
• Strengths: High Damage, Will use Mirror Image - These projections will drain
you as long as they are close. One hit will dispell them.
• Strategy: This combat scenario is not as hard as it might seem. The key is Yrden.
Whilst in the trap, the Noonwraith will take additional damage and get slowed a bit, allowing
you to evade better and hurt it more. Spectre Oil, Swallow and other buffs will assist you
further. Be careful of its Mirror Image and its lunge attacks. They deal high damage and stagger
you.
• A useful strategy is to score a three hit fast combo then dodge her counter
attack. When she comes towards you cast Yrden to slow her down and hit her again with
another combo. RInse and repeat and you'll be done very quickly.
PLAGUE MAIDEN
"Patients seem to have hallucinations of a woman covered in scabs and boils, with rats
scurrying about all around her. These ravings subsided after an administration of henbane and
poppy extract. -Joachim von Gratz's notes, Vilmerius Hospital in Novigrad
When plague ravages a region, a spirit wil sometimes walk its lands, a ghost resembling an ill
woman whose flesh rots off her bones and in whse wake crawls a cavalcade of rats. No one
knows whether this spirit brings the pox with her or is merely drawn to it like a moth to a light.
Yet it is certain that she delights in dealing pain and suffering, in hearing the howling and
moaning of men.
Many have called into question the very existence of plague maidens, or pestae, as they are
sometimes called. Only two sightings of such a creature have ever been recorded, both during
times of raging epidemic.
As the name "plague maiden" suggests, these wraiths take the appearance of females, though
exactly why that is remains a mystery. Some speculate they, like other such specters, arise from
the powerful emotional charge associated with certain circumstances of death, such as death
preceded by a long and particularly pain full illness.
Not much is known about how to fight a plague maiden, though one can assume they possess
many traits in common with other phantoms and wraiths. They undoubtedly pose a great
danger, though a witcher's immunities should at least prevent him from catching the
contagious illnesses they carry."
VILA
BRUXA
Vampiric beauties with faintly green or aquamarine skin,
voluptuous bodies, long silky black hair, startling yellow
animal eyes, and black clawed fingers, bruxae are a type of
higher vampire. Though less powerful than the legendary
nosferatu, a bruxa is still incredibly dangerous because of
her duplicity. A bruxa seems to know just the right things to
whisper telepathically into the ear of a distraught man,
bending him to her will over time. Moreover, she appears
indistinguishable from a variety of nature spirits such as
dryads, nymphs, rusulkas, or selkies. They are believed to
be the souls of
“WEDDED” BRUXAE
When a bruxae bonds with a man, she leaves behind her sisters to devote herself to corrupting
and manipulating him. Such solitary bruxae lose the Pack Tactics trait, and instead gain a
Blinding Curse action which she uses to keep the man in check and dissuade any who might
intervene.
KATAKAN
intelligent humanoid higher vampire
AESCHNAE
ARKENOR
ILYOCORIS
KELPIE
NAIAD
NEOCORIS
PSEUDORAT
RUSULKA
WILD HUNT
The Wild Hunt are mighty Aen Elle (drow) elven marauders from another world that can project
their consciousness into the known world in the form of terrifying spectral horsemen
commanding helmed horrors and hounds of the Wild Hunt. They are considered an omen of
misfortune, war, and death that appears during winter. Among the Aen Elle they are known as
the Dearg Ruadhri or “Red Riders.” Astride skeleton warhorses, the Wild Hunt kills or abducts
any who cross its path, and those abducted suffer madness, amnesia, and fleeting nightmares
of another world. The King of the Wild Hunt can project himself as a death knight, though his
true form is even more powerful.
CHALLENGE 1/4
Drowner
Kikimore Worker
Nekker
CHALLENGE 1
Echinops
Endrega
Foglet
Nekker Chieftain
Shishiga (a.k.a. Harpy)
Siren
CHALLENGE 2
Fleder
Forktail
Kikimore Warrior
Rotfiend
CHALLENGE 3
Sylvan (a.k.a. Willower)
CHALLENGE 4
Alghoul
Black Annis (a.k.a. Devourer, Night Witch)
Leshen
CHALLENGE 5
Bruxa
Endrega Queen
Virgin Bane
Wildefiend
CHALLENGE 8
Kikimore Queen