When you reach 6th level, you can expend a vigor point when you expend one of your witcher hit dice during a short rest in order to regain additional hit points. Roll your witcher hit die and your martial die and add them together as well as your Constitution modifier. You regain hit points equal to that total. At 9th level, you can choose a second option from the Fighting Style class feature.
When you reach 14th level, any time you are subjected to a saving throw that requires a roll, you can expend one vigor point and roll your martial die. Add the number rolled to your total for that save. You regain all expended uses once you finish a long rest.
When you reach 17th level, you have mastered the way of the Path. As a bonus action, you can spend 5 vigor points to gain resistance to all damage types for the next minute, or until you fall unconscious. Far-flung to the distant south, this sect of witchers is considered the most secretive and least understood, even by other witchers.
Though today, they are scattered and exiled from most kingdoms. Used as assassins, and then set upon by their employer, the emperor of Nilfgaard, these witchers have known the scorn of the world. Unpredictable and stealthy, vipers are only ever seen in the last moments before they strike. When you choose this school at 1st level, you gain proficiency in the Deception skill, as well as you gain proficiency with the Poisoner's kit.
Your school's training with lighter and smaller weapons grants you greater talents, even that of dual wielding. Starting at 1st level, when you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack if you are only holding light weapons that have the finesse property.
When you reach 6th level, you can expend one vigor point to allow yourself to take the disengage or dodge action as a bonus action on your turn. You do not gain the benefit of this feature if you don medium or heavy armor. Poisons are a part of the trade in which you employ. When you reach 14th level, during short or long rests, you can coat one or more of your weapons with a poison maximum of 2.
When you strike a creature with one of your coated weapons, you can expend one vigor point to force the target to make a Constitution saving throw against your Sign save DC. Upon failure, roll your martial die. They target takes poison damage equal to the number rolled and is poisoned for the next minute.
At the end of each of the target's turns, it can remake this save to end its effects early. Once you use this feature, you can't use it again until you complete a long rest per weapon that is coated. When you reach 17th level, once on each of your turns when you take the attack action on your turn, you can expend one vigor point to make an additional weapon attack with a light weapon that has the finesse property.
On the GM's discretion, you can multiclass in the witcher class, as described in the Player's Handbook pg. If you do so, the following rules are applied. To qualify for the witcher class, you must meet the ability score prerequisites for the witcher class, as shown in the table below.
When you multiclass into the witcher class, you gain the following proficiencies as shown in the table below. You focus a powerful telekinetic blast to push back enemies, or even break weakened structures. You can create one of the following effects:.
This sign's damage to structures increases by 1d6 when you reach 5th level 2d6 , 11th level 3d6 , and 17th level 4d6. You attempt to charm the mind of a creature, be it friend or foe. A nonhostile creature must make a Charisma saving throw against your Sign save DC or becomes charmed by you. A creature is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you.
While charmed, you have advantage on all Charisma checks directed at one creature of your choice. A hostile creature targeted by this spell must make a Charisma saving throw with advantage against your Sign save DC or is charmed by you for the duration. At the start of each of its turns, an affected target can make a Charisma saving throw.
If it succeeds, this effect ends for that target. You produce a burst of flames from your fingertips. Each creature in a foot cone must make a Dexterity saving throw. A target must succeed on a Dexterity saving throw or take 1d6 fire damage. You invoke the power of your sign to shield you from harm. The next time you take damage before the spell ends, roll a 1d4 and subtract that from the total. The damage reduced by this sign increases by 1d4 when you reach 5th level 2d4 , 11th level 3d4 , and 17th level 4d4.
You strike the ground beneath your feet and leave a glowing purple sigil, slowing your enemies within. You create a foot radius circle beneath you along the ground. For the duration, this area is considered difficult terrain for all hostile creatures to you. Hostile creatures that start their turns in this area must make a Dexterity saving throw or take 1d4 force damage. This sign's damage increases by 1d4 when you reach 5th level 2d4 , 11th level 3d4 , and 17th level 4d4.
Wondrous any armor, rare - legendary This exquisite armor that was designed for the purpose of protecting a witcher from harm. It is crafted in a manner that allows the addition of a number of magical glyphs to be placed in it that it increase its strength for a worthy witcher.
This finely crafted silver necklace acts as both symbol and as a protective charm for witchers. The appearance of this medallion takes the form of the head of the school of the witcher which this was crafted for.
While useful for the detection of magic and for monsters, some creatures seem aloof of its abilities. A witcher that is attuned to this item can use an action to focus their attention to their surrounds. You can see the faint outline of any non-humanoid creature within 30 feet of you until the start of your next turn. This masterfully crafted longsword was designed with the intention of magical runes to be placed on it. Tempered with the proper alloys, this blade can bear a number of magical runestones that will increase its strength for a worthy witcher.
This weapon is silvered for the purpose of overcoming resistance or immunity to mundane weapons. Should you have more than one runestone placed in this item, you choose which addition damage is dealt limit of one die per turn. Runestones are magical enchantments that can be placed in specially crafted weapons. Glyphs are only able to be placed on armor. Placing a glyph or runestone in a witcher item is permanent. An item that can have glyphs or runestones placed in it will allow for a number of glyphs or runestone slots, as listed in its description.
No other items can use glyphs or runestones in this manner. Lesser runestones deal 1d4 damage, regular runestones deal 1d6 damage, and greater runestones deal 1d8 damage. Weapon: You deal extra force damage the first time you hit a target once per turn.
Weapon: You deal extra fire damage the first time you hit a target once per turn. Weapon: You deal extra poison damage the first time you hit a target once per turn.
Weapon: You deal extra cold damage the first time you hit a target once per turn. Glyph of Aard. Armor: Your aard cantrip push distance is increased to 10 feet against Medium or smaller creatures, or can push one Large creature 5 feet but not knocked prone. Glyph of Axii. Armor: Your axii cantrip affects the minds of charmed creatures to defend you and will attack targets that are hostile to you, up to a CR of one quarter of your witcher level.
Glyph of Igni. Armor: Your igni cantrip's damage die turns into a d8. Glyph of Quen. Armor: Your quen cantrip damage reduction die turns into a d6. Glyph of Yrden. Armor: Your yrden cantrip damage die turns into a d6. Eleonora "Noura" Abdrakhmanova DaveRapoza. CD Projekt Red. Portions of the materials used are property of Wizards of the Coast.
This document was lovingly created using GM Binder. If you would like to support the GM Binder developers, consider joining our Patreon community. Cyberpunk ist ein actionrollenspiel des polnischen entwicklerstudios cd projekt red. Shop for apparel, fun home and office decor, electronics, gadgets, and collectibles, find the perfect gift and more.
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