Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
ShortQuests -- individual adventure modules! An all-new collection of digest-sized D&D adventures designed to plug in to your game.
Community
General Tabletop Discussion
*TTRPGs General
Witcher as a fighter/mage subclass
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="chaoticgreece" data-source="post: 4235324" data-attributes="member: 66858"><p>hello everyone! i jsut got some ideas that would help in the creation of a witcher race n class.</p><p></p><p>for the race first.witchers r not a race from their own.they become what they r with the use of mutagens.so the player should firstly decide what race he'd like to be before becoming a witcher.also the mutagens r not "given" all together.there r three stages of the characters transformation.so this gives the characters the oppurtunity to choose what theyd like to take from the mutation by following a path(like the heart choice of the dragonborn race).so when the char becomes a witcher he may take an immunity t poison n disease plus a bonus to one of the physical attributes(str,con,dex) and a decrease to charisma(as the mutation changes the physical appearance).so the character transforms as he gains lvls(ex. at first lvl gains 25% immunity to poison n disease plus +1 con, at 5th lvl he gains 50% immunity n +2 con -1 cha).but if the witcher does n the third phase of the mutation by his choise he has a 25% chance to live(it is mentioned in the game) but gains 85% immunity n +2 to the attribute he chooses but also -3 to cha.of course he can come back to life with the proper spells.that depends on how the dm wants to play.the witcher after the second dose of mutagens can choose if he wants to continue the mutation by taking the next dose every 5 lvls.but at the 4th the player starts becoming more of a low-intelligent monster (-2 int) and for every more dose he loses even more cha n int.</p><p></p><p>now for the class.for somebody to become a witcher in class he must already be a witcher in race.also if someone is a witcher he must take at least 1 lvl to the witcher class after he becomes a witcher race.after that he can choose any class he wants.at first lvl the char should gain a silver sword(which just gives him a bonus when fighting mosters n a minus when fighting humanoids),the ability to cast one or two 1st lvl spells(not smt special(firehand,daze)),n a favored enemy(except humanoids).after that he could take some more spells,favored enemies n some bonus feats.in the class skills must be alchemy,survival,parry,tumble,move silently n hide,concentration(for the spells) n craft traps(jump,climb,swim r a must too).for life a d10(the least d8)would be good n for skills a 4+int mod is great.the witchers gain light armor,simple n martial weapons n no shields.high base attack bonus is must for must as witchers r great warriors(they r trained since they were children).</p><p></p><p>even if witchers r better to be mercenaries(npc) they may have a job to take care of(like taking revenge for a friends death,or chasing someone that stole smt from them) which can make them a race easily controlled by players.or they could be given money from other players to join them or they could have the same goal(kill the monster that attacks the small village).the witchers cannot be chaotic.they can be lawful,neutral,good,evil but no chaotic.</p></blockquote><p></p>
[QUOTE="chaoticgreece, post: 4235324, member: 66858"] hello everyone! i jsut got some ideas that would help in the creation of a witcher race n class. for the race first.witchers r not a race from their own.they become what they r with the use of mutagens.so the player should firstly decide what race he'd like to be before becoming a witcher.also the mutagens r not "given" all together.there r three stages of the characters transformation.so this gives the characters the oppurtunity to choose what theyd like to take from the mutation by following a path(like the heart choice of the dragonborn race).so when the char becomes a witcher he may take an immunity t poison n disease plus a bonus to one of the physical attributes(str,con,dex) and a decrease to charisma(as the mutation changes the physical appearance).so the character transforms as he gains lvls(ex. at first lvl gains 25% immunity to poison n disease plus +1 con, at 5th lvl he gains 50% immunity n +2 con -1 cha).but if the witcher does n the third phase of the mutation by his choise he has a 25% chance to live(it is mentioned in the game) but gains 85% immunity n +2 to the attribute he chooses but also -3 to cha.of course he can come back to life with the proper spells.that depends on how the dm wants to play.the witcher after the second dose of mutagens can choose if he wants to continue the mutation by taking the next dose every 5 lvls.but at the 4th the player starts becoming more of a low-intelligent monster (-2 int) and for every more dose he loses even more cha n int. now for the class.for somebody to become a witcher in class he must already be a witcher in race.also if someone is a witcher he must take at least 1 lvl to the witcher class after he becomes a witcher race.after that he can choose any class he wants.at first lvl the char should gain a silver sword(which just gives him a bonus when fighting mosters n a minus when fighting humanoids),the ability to cast one or two 1st lvl spells(not smt special(firehand,daze)),n a favored enemy(except humanoids).after that he could take some more spells,favored enemies n some bonus feats.in the class skills must be alchemy,survival,parry,tumble,move silently n hide,concentration(for the spells) n craft traps(jump,climb,swim r a must too).for life a d10(the least d8)would be good n for skills a 4+int mod is great.the witchers gain light armor,simple n martial weapons n no shields.high base attack bonus is must for must as witchers r great warriors(they r trained since they were children). even if witchers r better to be mercenaries(npc) they may have a job to take care of(like taking revenge for a friends death,or chasing someone that stole smt from them) which can make them a race easily controlled by players.or they could be given money from other players to join them or they could have the same goal(kill the monster that attacks the small village).the witchers cannot be chaotic.they can be lawful,neutral,good,evil but no chaotic. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Witcher as a fighter/mage subclass
Top