- Acrobatics 3
- Sleight of Hand 3
- Stealth 5
- Arcana 0
- History 0
- Investigation 2
- Nature 2
- Religion 0
- Animal Handling 4
- Insight 6
- Medicine 4
- Perception 6
- Survival 4
- Deception 0
- Intimidation 0
- Performance 0
- Persuasion 0
Light Crossbow, +5, 1d8+3
Unarmed Strike, +5, 6
Greatsword, +5, 2d6+3
You were taken to become a witcher when you were young,
between 4 and 6 years old. You had some normal memories
to aid you when taking the Trial of the Grasses. You trained
at Gorthwr Gwaed in the deep chasms of the Tir Tochair Mountains.
Unlike other witchers, you were trained on an assassination-based
approach to killing monsters. After helping a city with a monster,
the people became afraid and turned on you. They might have even tried
to kill you. Either way, you’ve seen what kind of reward you can expect from people.
If you can see a creature’s mouth while it is speaking a language
you understand, you can interpret what it’s saying by reading its lips.
- You can no longer be surprised by any enemy, and any creature trying to frighten you is at disadvantage
- You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon
that you are wielding with two hands, you can reroll the die and must use the new roll.
The weapon must have the two-handed or versatile property for you to gain this benefit.
Great Weapon Master
On your turn, when you score a critical hit with a melee weapon or reduce a creature to
0 hit points with one, you can make one melee weapon attack as a bonus action. Before
you make a melee attack with a heavy weapon with which you are proficient, you can
choose to take a -5 penalty to the attack roll.
If you do so and the attack hits, it deals +10 damage
Blade of Sickness
As an action you can coat your blade in a debilitating toxin, causing
your successful attacks to impose disadvantage on all of your opponents attacks on their next turn. The toxin lasts for 1d4 turns until its potency is gone. If the target is immune to poison this toxin has no effect. You can craft the toxin using your alchemist kit, the process takes 1 hour to gather materials to craft 2 vials of toxin. Non Witchers can use the toxin for their blades but they must make a constitution saving throw against a DC 13 when applying it. If they fail
the save they are poisoned for 1d4 turns and have disadvantage on all attacks for the duration.
Swift of Arm and Clear of Mind
You are able to use your reaction to reduce the damage dealt by a ranged weapon by 1d8 +
your level + your Dexterity modifier . If the damage is reduced to 0 you can spend 2
Vigor foreach ranged shot in order to
make a ranged weapon attack and return the projectile with Aard if you possess that sign.