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johnofbohemia; Witcher Class.json
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johnofbohemia; Witcher Class.json
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{
"$schema": "../schema.json",
"_meta": {
"sources": [
{
"json": "johnofbohemia:Witcher",
"full": "Witcher Class",
"abbreviation": "Witcher",
"authors": [
"u/johnofbohemia"
],
"convertedBy": [
"Ikaguia"
],
"url": "https://www.reddit.com/r/UnearthedArcana/comments/b1kvp6/5e_witcher_class_v15_final_version_for_now_a/",
"version": "2019.03.15"
}
],
"optionalFeatureTypes": {
"Witcher:R": "Alchemy Recipe"
},
"dateAdded": 1557168726,
"dateLastModified": 1557168726
},
"class": [
{
"name": "Witcher",
"source": "johnofbohemia:Witcher",
"hd": {
"number": 1,
"faces": 8
},
"proficiency": [
"dex",
"int"
],
"startingProficiencies": {
"armor": [
"light",
"medium"
],
"weapons": [
"simple",
"melee martial",
"{@item hand crossbow|phb|hand crossbow}"
],
"tools": [
"Alchemist's supplies"
],
"skills": [
{
"choose": {
"from": [
"acrobatics",
"arcana",
"athletics",
"insight",
"investigation",
"nature",
"perception",
"survival"
],
"count": 3
}
}
]
},
"startingEquipment": {
"additionalFromBackground": true,
"default": [
"(a) a {@item longsword|PHB} and a {@item silvered longsword|PHB} or (b) a {@item silvered weapon|PHB}",
"(a) {@item scale mail|PHB}, (b) {@item leather armor|PHB}",
"(a) {@item hand crossbow|PHB|hand crossbow} and a pack with 20 bolts or (b) a {@filter simple weapon|items|source=PHB|category=basic|type=simple weapon}",
"(a) an {@item explorer's pack|PHB} or (b) a {@item dungeoneer's pack|PHB}"
],
"defaultData": [
{
"a": [
"longsword|PHB",
"silvered longsword|PHB"
],
"b": [
"silvered weapon|PHB"
]
},
{
"a": [
"scale mail|PHB"
],
"b": [
"leather armor|PHB"
]
},
{
"a": [
"hand crossbow|PHB"
],
"b": [
{
"equipmentType": "weaponSimple"
}
]
},
{
"a": [
"explorer's pack|PHB"
],
"b": [
"dungeoneer's pack|PHB"
]
}
]
},
"fluff": [
{
"source": "johnofbohemia:Witcher",
"page": 1,
"entries": [
{
"type": "quote",
"entries": [
"Indeed, there is nothing more repulsive than these monsters that defy nature and are known by the name of witcher, as they are the offspring of foul sorcery and witchcraft. They are unscrupulous scoundrels without conscience and virtue, veritable creatures from hell capable only of taking lives..."
],
"by": "Anonymous",
"from": "Monstrum, or a Portrayal of Witchers"
},
"Professional monster slayers for hire, witchers are individuals who have undergone intense training and dangerous mutations to make them both capable and versatile fighters against a vast array of inhuman opponents.",
{
"name": "Quick Build",
"entries": [
"You can make a witcher quickly by following these suggestions. First, Dexterity or Strength should be your highest ability score, followed by Wisdom. Second, choose the {@background outlander} background."
]
}
],
"name": "Witcher",
"type": "section"
}
],
"classTableGroups": [
{
"colLabels": [
"Focus Points"
],
"rows": [
[
0
],
[
2
],
[
2
],
[
2
],
[
3
],
[
3
],
[
3
],
[
3
],
[
4
],
[
4
],
[
4
],
[
4
],
[
5
],
[
5
],
[
5
],
[
5
],
[
5
],
[
5
],
[
5
],
[
5
]
]
}
],
"classFeatures": [
"Alchemy|Witcher|johnofbohemia:Witcher|1",
"Mutations|Witcher|johnofbohemia:Witcher|1",
"Focus|Witcher|johnofbohemia:Witcher|2",
"Signs|Witcher|johnofbohemia:Witcher|2",
{
"classFeature": "Witcher School|Witcher|johnofbohemia:Witcher|3",
"gainSubclassFeature": true
},
"Ability Score Improvement|Witcher|johnofbohemia:Witcher|4",
"Extra Attack|Witcher|johnofbohemia:Witcher|5",
"Studious Eye|Witcher|johnofbohemia:Witcher|6",
{
"classFeature": "Witcher School Feature|Witcher|johnofbohemia:Witcher|7",
"gainSubclassFeature": true
},
"Ability Score Improvement|Witcher|johnofbohemia:Witcher|8",
"Empowered Signs|Witcher|johnofbohemia:Witcher|9",
{
"classFeature": "Witcher School Feature|Witcher|johnofbohemia:Witcher|10",
"gainSubclassFeature": true
},
"Battle Signs|Witcher|johnofbohemia:Witcher|11",
"Ability Score Improvement|Witcher|johnofbohemia:Witcher|12",
"Quick Wits|Witcher|johnofbohemia:Witcher|13",
{
"classFeature": "Witcher School Feature|Witcher|johnofbohemia:Witcher|14",
"gainSubclassFeature": true
},
"Evasion|Witcher|johnofbohemia:Witcher|15",
"Ability Score Improvement|Witcher|johnofbohemia:Witcher|16",
"Foil|Witcher|johnofbohemia:Witcher|17",
"Alchemy Expertise|Witcher|johnofbohemia:Witcher|18",
"Ability Score Improvement|Witcher|johnofbohemia:Witcher|19",
"Adrenaline Rush|Witcher|johnofbohemia:Witcher|20"
],
"subclassTitle": "Witcher School"
}
],
"optionalfeature": [
{
"name": "Potion: Swallow",
"source": "johnofbohemia:Witcher",
"featureType": [
"Witcher:R"
],
"entries": [
{
"type": "entries",
"name": "Ingredients",
"entries": [
"The brain of a creature with the monstrosity or abberation type, various herbs worth 10gp, 5gp of alcohol."
]
},
"A light red, sweet liquid. When consumed as a bonus action, your maximum health is reduced by your level until your next short or long rest. For one minute, so long as your health is not reduced to zero, you recover 4 + your Constitution modifier (min 0) hp at the start of each of your turns.",
"Starting at 9th level, you can double the max health reduction and healing of this potion when crafting it."
]
},
{
"name": "Potion: Thunderbolt",
"source": "johnofbohemia:Witcher",
"featureType": [
"Witcher:R"
],
"entries": [
{
"type": "entries",
"name": "Ingredients",
"entries": [
"Flesh of a creature with the undead type, various herbs worth 10gp, 5gp of alcohol."
]
},
"A transparent green, sour liquid. When consumed as a bonus action, your maximum health is reduced by your level until your next short or long rest. For one minute, so long as your health is not reduced to zero, your weapon attacks deal an additional {@dice 1d4} damage.",
"Starting at 9th level, you can double the max health reduction and and increase the attack bonus of this potion to {@dice 1d8} when crafting it."
]
},
{
"name": "Potion: Petri's Philter",
"source": "johnofbohemia:Witcher",
"featureType": [
"Witcher:R"
],
"entries": [
{
"type": "entries",
"name": "Ingredients",
"entries": [
"Dust from the remains of a creature that has resistance or immunity to nonmagical damage, various herbs worth 10gp, 5gp of alcohol."
]
},
"An opaque white, tasteless liquid. When consumed as a bonus action, your maximum health is reduced by your level until your next short or long rest. For one minute, so long as your health is not reduced to zero, your signs' effects act as if you were 6 levels higher."
]
},
{
"name": "Potion: Tawny Owl",
"source": "johnofbohemia:Witcher",
"featureType": [
"Witcher:R"
],
"entries": [
{
"type": "entries",
"name": "Ingredients",
"entries": [
"Blood of a creature with the beast type, various herbs worth 10gp, 5gp of alcohol."
]
},
"A bitter, deep purple liquid. When consumed as a bonus action, your maximum health is reduced by your level until your next short or long rest. For one minute, so long as your health is not reduced to zero, you gain 1 focus at the start of each of your turns.",
"Starting at 9th level, you can double the max health reduction and focus generation of this potion when crafting it."
]
},
{
"name": "Potion: Blizzard",
"source": "johnofbohemia:Witcher",
"featureType": [
"Witcher:R"
],
"entries": [
{
"type": "entries",
"name": "Ingredients",
"entries": [
"Remains of a creature with the elemental type, various herbs worth 10gp, 5gp of alcohol."
]
},
"A refreshing and cold, clear blue liquid. When consumed as a bonus action, your maximum health is reduced by your level until your next short or long rest. For one minute, so long as your health is not reduced to zero, your AC increases by 1.",
"Starting at 9th level, you can double the max health reduction and AC bonus of this potion when crafting it."
]
},
{
"name": "Potion: Sword Oil",
"source": "johnofbohemia:Witcher",
"featureType": [
"Witcher:R"
],
"entries": [
{
"type": "entries",
"name": "Ingredients",
"entries": [
"Remains of a creature of the desired type, various herbs worth 5gp."
]
},
"You can create and apply to one of your weapons an oil for slaying creatures of a specific type (besides humanoid). Until your next long rest, when attacking creatures of that type, your weapon attacks with that weapon deal an additional {@dice 1d4} damage of the weapon's type. Applying another oil replaces any oils previously applied.",
"This bonus damage increases to {@dice 1d6} at 9th level."
]
},
{
"name": "Bomb: Dancing Star",
"source": "johnofbohemia:Witcher",
"featureType": [
"Witcher:R"
],
"entries": [
{
"type": "entries",
"name": "Ingredients",
"entries": [
"Salts worth 10gp"
]
},
"When lobbed up to 30 feet as an action, the bomb detonates dealing {@duce 2d6} fire damage to each creature within a 10 foot radius, or half as much damage on a successful DC 14 Dexterity saving throw. The bomb creates a 10 foot radius patch of fire, dealing {@dice 1d6} fire damage to creatures that enter it or start their turn in it. The fire lasts 1 minute or until extinguished."
]
},
{
"name": "Bomb: Devil's Puffball",
"source": "johnofbohemia:Witcher",
"featureType": [
"Witcher:R"
],
"entries": [
{
"type": "entries",
"name": "Ingredients",
"entries": [
"Salts worth 5gp, herbs worth 5gp"
]
},
"When lobbed up to 30 feet as an action, the bomb detonates releasing poisonous gas in a cloud of radius 10 feet. Creatures that enter or start their turn in the cloud take {@dice 2d8} poison damage, or half as much on a successful DC 14 Constitution saving throw. The gas disperses after 1 minute."
]
},
{
"name": "Bomb: Dimetrium Bomb",
"source": "johnofbohemia:Witcher",
"featureType": [
"Witcher:R"
],
"entries": [
{
"type": "entries",
"name": "Ingredients",
"entries": [
"Salts worth 5gp, an enchanted stone worth 100gp"
]
},
"When lobbed up to 30 feet as an action, the bomb detonates releasing grains of magic-nullifying Dimetrium into a cloud of radius 10 feet. Creatures inside the cloud cannot cast spells, and magic items inside the cloud temporarily lose their magical properties. Any ongoing magical effects from spells of 6th level or lower are dispelled within the cloud. The cloud disperses after 1 minute."
]
},
{
"name": "Bomb: Moondust",
"source": "johnofbohemia:Witcher",
"featureType": [
"Witcher:R"
],
"entries": [
{
"type": "entries",
"name": "Ingredients",
"entries": [
"Salts worth 5gp, 10gp of Quicksilver"
]
},
"When lobbed up to 30 feet as an action, the bomb detonates releasing finely powdered silver into a cloud of radius 10 feet. Creatures inside the cloud cannot transform, and shapechangers affected by this revert to their normal form. The dust disperses after 1 minute."
]
},
{
"name": "Bomb: Northern Wind",
"source": "johnofbohemia:Witcher",
"featureType": [
"Witcher:R"
],
"entries": [
{
"type": "entries",
"name": "Ingredients",
"entries": [
"Salts worth 5gp, a pearl worth 5gp, acidic solution worth 5gp"
]
},
"When lobbed up to 30 feet as an action, the bomb detonates releasing freezing cold gas in a cloud of radius 10 feet. Creatures that enter or start their turn in the cloud take {@dice 1d8} cold damage, or half as much on a successful DC 14 Constitution saving throw. Creatures that take this cold damage have their movement reduced by half until the end of their turn. The gas disperses after 1 minute."
]
},
{
"name": "Bomb: Samum",
"source": "johnofbohemia:Witcher",
"featureType": [
"Witcher:R"
],
"entries": [
{
"type": "entries",
"name": "Ingredients",
"entries": [
"Salts worth 5gp, herbs worth 5gp"
]
},
"When lobbed up to 30 feet as an action, the bomb detonates in a bright flash. Creatures within 10 feet of the explosion take {@dice 1d8} radiant damage and must make a DC 14 Constitution saving throw or be {@conditioning blinded} until the end of their next turn."
]
}
],
"classFeature": [
{
"name": "Alchemy",
"source": "johnofbohemia:Witcher",
"className": "Witcher",
"classSource": "johnofbohemia:Witcher",
"level": 1,
"entries": [
"At 1st level, you have been trained in the specialized alchemy used by witchers to prepare themselves for combat. During a short rest, you can use {@item Alchemist's supplies|PHB} to craft a potion, oil, or bomb if you have the required ingredients and know the appropriate {@filter recipe|optionalfeatures|source=null|feature type=Witcher:R}, a list of which are found at the end of this class description. You can carry 2 alchemy products at any given time, and only you can use the products you create.",
"The number of recipes you know is equal to your proficiency bonus + your Intelligence modifier. At the DM's discretion, other recipes may be available for purchase or found in the world."
]
},
{
"name": "Mutations",
"source": "johnofbohemia:Witcher",
"className": "Witcher",
"classSource": "johnofbohemia:Witcher",
"level": 1,
"entries": [
"As a witcher, you have undergone mutations to your body including the perilous Trial of the Grasses. Starting at 1st level, you gain the following benefits:",
{
"type": "list",
"items": [
"Your walking speed is increased by 5 feet. At 10th level, this bonus increases to 10 feet. At 18th level, this bonus increases to 20 feet, and you gain a climbing speed equal to your walking speed.",
"You have {@sense darkvision}, up to a range of 30 feet. At 10th level, this range increases to 60 feet. At 18th level, this range increases to 120 feet, and you also gain {@sense blindsight} to a range of 30 feet.",
"You have advantage on Wisdom ({@skill Perception}) and Wisdom ({@skill Survival}) checks based on smell.",
"You are immune to natural diseases.",
"You are completely sterile - you can have no children through natural means.",
"Your lifespan is extended dramatically - you age at a rate 10 times slower than regular members of your race."
]
}
]
},
{
"name": "Focus",
"source": "johnofbohemia:Witcher",
"className": "Witcher",
"classSource": "johnofbohemia:Witcher",
"level": 2,
"entries": [
"At 2nd level, you have learned the art of reading your opponent and the battlefield, allowing you to enhance your attacks and use powerful abilities. Your focus is set to 1 when you roll initiative, and you gain 1 focus each time you successfully hit with a weapon attack, up to your focus cap, which is detailed on the witcher class table. You lose all focus after combat ends.",
"When you make a weapon attack, you can spend 2 focus to grant yourself advantage on that attack; if you do so, that attack cannot generate focus.",
"Starting at 11th level, your focus is set to 3 when you roll initiative instead of 1."
]
},
{
"name": "Signs",
"source": "johnofbohemia:Witcher",
"className": "Witcher",
"classSource": "johnofbohemia:Witcher",
"level": 2,
"entries": [
"Starting at 2nd level, you are able to channel your focus to cast a few simple but practical magic hexes used by witchers called signs. You can cast a sign in place of a weapon attack when you take the {@action Attack} action on your turn. Casting a sign costs 1 focus, and you can only cast one sign on your turn. You can't cast a sign while holding something in each hand or wielding a weapon with the two-handed property.",
"Signs are considered level 1 evocation spells with somatic components for the purposes of other magical effects, and are not considered weapon attacks.",
"You learn two signs at 2nd level, and another at 5th, 9th, and 13th level.",
{
"name": "Saving Throws",
"entries": [
"The saving throw DC is calculated as follows:",
{
"type": "abilityDc",
"name": "Sign",
"attributes": [
"wis"
]
}
]
},
{
"type": "options",
"entries": [
{
"type": "entries",
"name": "Igni",
"entries": [
"You blast flames at a creature within 15 feet. It must make a Dexterity saving throw, taking {@dice 2d6} fire damage on a failed save or half that on a successful save. When empowered, all creatures in a 15 foot cone are affected instead.",
"This damage increases by {@dice 1d6} at 5th({@dice 3d6}), 11th({@dice 4d6}), and 17th({@dice 5d6}) level.",
"You can also cast the {@spell Control Flames} cantrip at will."
]
},
{
"type": "entries",
"name": "Quen",
"entries": [
"You place a protective shield on yourself. For the next minute, the first time you take damage from a weapon attack, that damage is reduced by {@dice 1d8}. When empowered, you can cast this as a reaction to being attacked.",
"This reduction increases by {@dice 1d8} at 5th({@dice 2d8}), 11th({@dice 3d8}), and 17th({@dice 4d8}) level."
]
},
{
"type": "entries",
"name": "Yrden",
"entries": [
"You place down a magical circle with a radius of 10 feet around you that lasts one minute. Inside the circle is difficult terrain for hostile creatures and enemies resistant to only nonmagical damage lose this ability. When empowered, all ranged attacks from hostile creatures made into the circle from without are made with disadvantage."
]
},
{
"type": "entries",
"name": "Aard",
"entries": [
"You blow a powerful burst of air at a creature within 15 feet. It must make a Strength saving throw or be pushed 10 feet back and knocked {@condition prone}. When empowered, all creatures in a 5 foot radius sphere around you are affected instead.",
"You can also cast the {@spell Gust} cantrip at will."
]
},
{
"type": "entries",
"name": "Axii",
"entries": [
"You attempt to cloud the mind of a creature within 15 feet. It must make a Wisdom saving throw; on a failed save, the creature has disadvantage on the first attack it makes until the end of its next turn. A creature immune to being {@condition charmed} automatically succeeds on its save. When empowered, the affected creature loses its first attack entirely.",
"You can also cast the {@spell Friends} cantrip at will."
]
}
]
}
]
},
{
"name": "Witcher School",
"source": "johnofbohemia:Witcher",
"className": "Witcher",
"classSource": "johnofbohemia:Witcher",
"level": 3,
"entries": [
"At 3rd level, you choose a witcher school whose techniques and style you wish to employ. Choose between the School of the Wolf, Bear, Cat, Griffin, or Viper, detailed at the end of this class description. The school you choose grants you features at 3rd level, then again at 7th, 10th, and 14th level."
]
},
{
"name": "Ability Score Improvement",
"source": "johnofbohemia:Witcher",
"className": "Witcher",
"classSource": "johnofbohemia:Witcher",
"level": 4,
"entries": [
"When you reach 4th, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.",
"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."
]
},
{
"name": "Extra Attack",
"source": "johnofbohemia:Witcher",
"className": "Witcher",
"classSource": "johnofbohemia:Witcher",
"level": 5,
"entries": [
"Beginning at 5th level, you can attack twice, instead of once, whenever you take the {@action Attack} action on your turn."
]
},
{
"name": "Studious Eye",
"source": "johnofbohemia:Witcher",
"className": "Witcher",
"classSource": "johnofbohemia:Witcher",
"level": 6,
"entries": [
"By 6th level, you have learned to identify certain traits and characteristics in creatures you fight. By either observing a creature for 1 minute or spending 1 focus as a bonus action, you learn one aspect about the creature of your choice: Creature Type, Armor Class, Senses, Damage Vulnerabilities, Damage Resistances, Damage Immunities, or Condition Immunities. At 13th level you may learn two aspects of your choice instead.",
"Additionally, choose one of Intelligence ({@skill Investigation}), Wisdom ({@skill Perception}), Wisdom ({@skill Insight}), or Wisdom ({@skill Survival}) that you are proficient in; your proficiency bonus is doubled for any ability check that uses the chosen skill. At 13th level, you can choose another proficiency from the list."
]
},
{
"name": "Witcher School Feature",
"source": "johnofbohemia:Witcher",
"className": "Witcher",
"classSource": "johnofbohemia:Witcher",
"level": 7,
"entries": [
"At 7th level, you gain a feature from your Witcher School."
]
},
{
"name": "Ability Score Improvement",
"source": "johnofbohemia:Witcher",
"className": "Witcher",
"classSource": "johnofbohemia:Witcher",
"level": 8,
"entries": [
"When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.",
"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."
]
},
{
"name": "Empowered Signs",
"source": "johnofbohemia:Witcher",
"className": "Witcher",
"classSource": "johnofbohemia:Witcher",
"level": 9,
"entries": [
"Starting at 9th level, you can use signs in new, more powerful variants for an enhanced effect. By consuming 2 additional focus, you can cast an alternative form of each sign as detailed in their descriptions."
]
},
{
"name": "Witcher School Feature",
"source": "johnofbohemia:Witcher",
"className": "Witcher",
"classSource": "johnofbohemia:Witcher",
"level": 10,
"entries": [
"At 10th level, you gain a feature from your Witcher School."
]
},
{
"name": "Battle Signs",
"source": "johnofbohemia:Witcher",
"className": "Witcher",
"classSource": "johnofbohemia:Witcher",
"level": 11,
"entries": [
"At 11th level, you can incorporate signs more easily into your assault. When you take the {@action Attack} action on your turn, you can cast a sign without forgoing any of your weapon attacks. Additionally, at the end of each of your turns, if you haven't cast a sign this turn, you gain 1 focus."
]
},
{
"name": "Ability Score Improvement",
"source": "johnofbohemia:Witcher",
"className": "Witcher",
"classSource": "johnofbohemia:Witcher",
"level": 12,
"entries": [
"When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.",
"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."
]
},
{
"name": "Quick Wits",
"source": "johnofbohemia:Witcher",
"className": "Witcher",
"classSource": "johnofbohemia:Witcher",
"level": 13,
"entries": [
"Starting at 13th level, you are quick to act and ready to leap into combat at an opportune time. When you roll initiative, you may roll the d20 twice and choose which roll to use."
]
},
{
"name": "Witcher School Feature",
"source": "johnofbohemia:Witcher",
"className": "Witcher",
"classSource": "johnofbohemia:Witcher",
"level": 14,
"entries": [
"At 14th level, you gain a feature from your Witcher School."
]
},
{
"name": "Evasion",
"source": "johnofbohemia:Witcher",
"className": "Witcher",
"classSource": "johnofbohemia:Witcher",
"level": 15,
"entries": [
"At 15th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or a lightning bolt 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."
]
},
{
"name": "Ability Score Improvement",
"source": "johnofbohemia:Witcher",
"className": "Witcher",
"classSource": "johnofbohemia:Witcher",
"level": 16,
"entries": [
"When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.",
"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."
]
},
{
"name": "Foil",
"source": "johnofbohemia:Witcher",
"className": "Witcher",
"classSource": "johnofbohemia:Witcher",
"level": 17,
"entries": [
"Starting at 17th level, you are capable of interrupting the spells and abilities of your opponents. When a creature forces you or a friendly creature to make a saving throw, you can use your reaction to make a weapon attack against it. If your attack successfully hits, any creature affected automatically succeeds on their save against the effect. Once you use this feature, you cannot use it again until you complete a long rest."
]
},
{
"name": "Alchemy Expertise",
"source": "johnofbohemia:Witcher",
"className": "Witcher",
"classSource": "johnofbohemia:Witcher",
"level": 18,
"entries": [
"At 18th level, you have mastered efficiently using materials and recycling components in your alchemical crafts. You ignore crafting components when creating Alchemy products. Additionally, you can carry 3 products at a time, instead of 2. When you gain this feature, you learn 4 new {@filter Alchemy recipes|optionalfeatures|source=null|feature type=Witcher:R} of your choice."
]
},
{
"name": "Ability Score Improvement",
"source": "johnofbohemia:Witcher",
"className": "Witcher",
"classSource": "johnofbohemia:Witcher",
"level": 19,
"entries": [
"When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.",
"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."
]
},
{
"name": "Adrenaline Rush",
"source": "johnofbohemia:Witcher",
"className": "Witcher",
"classSource": "johnofbohemia:Witcher",
"level": 20,
"entries": [
"At 20th level, you can utilize your adrenaline to burst into a rush of action. At the end of your turn, if you have 5 focus available, you can choose to immediately take another turn; at the end of that turn, you lose all focus. Once you use this feature, you cannot use it again until you complete a long rest."
]
}
],
"subclassFeature": [
{
"name": "School of the Wolf",
"source": "johnofbohemia:Witcher",
"className": "Witcher",
"classSource": "johnofbohemia:Witcher",
"subclassShortName": "School of the Wolf",
"subclassSource": "johnofbohemia:Witcher",
"level": 3,
"entries": [
"Based in Kaer Morhen, the School of the Wolf is perhaps the most renowned and populous school still around, although still home to few students. The school focuses on mastering the basic witcher techniques, complementing them with new maneuvers to deal with any kind of monstrous prey.",
{
"type": "refSubclassFeature",
"subclassFeature": "Battle Trance|Witcher|johnofbohemia:Witcher|School of the Wolf|johnofbohemia:Witcher|3"
}
]
},
{
"type": "entries",
"name": "Battle Trance",
"entries": [
"Your razor sharp focus guides your attacks in combat. Starting at 3rd level, your weapon attacks deal additional damage equal to your current focus."
],
"source": "johnofbohemia:Witcher",
"className": "Witcher",
"classSource": "johnofbohemia:Witcher",
"subclassShortName": "School of the Wolf",
"subclassSource": "johnofbohemia:Witcher",
"level": 3,
"header": 1
},
{
"name": "Spins and Pirouettes",
"source": "johnofbohemia:Witcher",
"className": "Witcher",
"classSource": "johnofbohemia:Witcher",
"subclassShortName": "School of the Wolf",
"subclassSource": "johnofbohemia:Witcher",
"level": 7,
"header": 2,
"entries": [
"Starting at 7th level, you can nimbly leap across the battlefield to engage opponents. Before making a melee weapon attack or casting a sign, you can move 5 feet without spending any of your movement. If this movement provokes an opportunity attack, it is made with disadvantage."
]
},
{
"name": "Arrow Deflection",
"source": "johnofbohemia:Witcher",
"className": "Witcher",
"classSource": "johnofbohemia:Witcher",
"subclassShortName": "School of the Wolf",
"subclassSource": "johnofbohemia:Witcher",
"level": 10,
"header": 2,
"entries": [
"By 10th level, you have learned to defend yourself from projectiles by parrying them. When a creature makes a ranged weapon attack against you, you can use your reaction and spend 1 focus to make an attack roll with a melee weapon you are holding; if your total is higher than the creature's attack roll, their attack misses."
]
},
{
"name": "Rushing Agility",
"source": "johnofbohemia:Witcher",
"className": "Witcher",
"classSource": "johnofbohemia:Witcher",
"subclassShortName": "School of the Wolf",
"subclassSource": "johnofbohemia:Witcher",
"level": 14,
"header": 2,
"entries": [
"At 14th level, you can use your focus to execute especially aggressive attacks. You learn the following maneuvers, which you can use as an action by expending 3 focus:",
{
"type": "list",
"items": [
{
"type": "entries",
"name": "Whirl",
"entries": [
"You whirl around, attacking all creatures around you. Make a melee weapon attack against each creature of your choice within 5 feet."
]
},
{
"type": "entries",
"name": "Rend",
"entries": [
"You take a wide, heavy swing at a creature. Make a melee weapon attack; if it hits, the attack automatically critically strikes and the target creature must make a DC 20 Constitution saving throw. On a failed save, the creature's AC is reduced by 2 for one minute. This reduction does not stack."
]
}
]
}
]
},
{
"name": "School of the Viper",
"source": "johnofbohemia:Witcher",
"className": "Witcher",
"classSource": "johnofbohemia:Witcher",
"subclassShortName": "School of the Viper",
"subclassSource": "johnofbohemia:Witcher",
"level": 3,
"entries": [
"Based in an unknown location and possibly dissolved, the School of the Viper is a secretive organization, its students few and scattered. The school is known for doing whatever needs to be done for a contract, specializing in hit and run tactics some may call dirty fighting.",
{
"type": "refSubclassFeature",
"subclassFeature": "Dual Wielder|Witcher|johnofbohemia:Witcher|School of the Viper|johnofbohemia:Witcher|3"
}
]
},
{
"type": "entries",
"name": "Dual Wielder",
"entries": [
"Starting at 3rd level, you can adopt the traditional two-weapon fighting technique of the Viper School. You can ignore the somatic requirement of signs while using two-weapon fighting; additionally, you gain the {@link Two Weapon Fighting|https://5etools.com/optionalfeatures.html#two-weapon%20fighting_phb} fighting style."
],
"source": "johnofbohemia:Witcher",
"className": "Witcher",
"classSource": "johnofbohemia:Witcher",
"subclassShortName": "School of the Viper",
"subclassSource": "johnofbohemia:Witcher",
"level": 3,
"header": 1
},
{
"name": "Slippery",
"source": "johnofbohemia:Witcher",
"className": "Witcher",
"classSource": "johnofbohemia:Witcher",
"subclassShortName": "School of the Viper",
"subclassSource": "johnofbohemia:Witcher",
"level": 7,
"header": 2,
"entries": [
"At 7th level, you are hard to keep in place and adept at escaping sticky situations. You can expend 1 focus to use {@action Disengage} or {@action Dash} as a bonus action; if you do, you can also remove the {@condition restrained} or {@condition grappled} condition from yourself."
]
},
{
"name": "Tolerance",
"source": "johnofbohemia:Witcher",
"className": "Witcher",
"classSource": "johnofbohemia:Witcher",
"subclassShortName": "School of the Viper",
"subclassSource": "johnofbohemia:Witcher",
"level": 10,
"header": 2,
"entries": [
"By 10th level, you have become accustomed to metabolizing toxic materials. You have resistance to poison damage, and advantage on saving throws against the effects of poisons and venoms. Additionally, when applying sword oil you can choose humanoid as the target creature type."
]
},
{
"name": "Killing Strike",
"source": "johnofbohemia:Witcher",
"className": "Witcher",
"classSource": "johnofbohemia:Witcher",
"subclassShortName": "School of the Viper",
"subclassSource": "johnofbohemia:Witcher",
"level": 14,
"header": 2,
"entries": [
"Starting at 14th level, your strikes are specialized at finishing off weakened enemies. Once per turn, when you hit a creature whose current health is less than half its max health with a weapon attack, your attack deals an additional {@dice 3d6} damage of your weapon's type. Additionally, once per turn when you kill a creature, you gain 2 focus and can make an additional weapon attack as a part of your {@action Attack} action."
]
},
{
"name": "School of the Bear",
"source": "johnofbohemia:Witcher",
"className": "Witcher",
"classSource": "johnofbohemia:Witcher",
"subclassShortName": "School of the Bear",
"subclassSource": "johnofbohemia:Witcher",
"level": 3,
"entries": [
"Honorable and stout, the witchers of the School of the Bear focus on holding their ground rather than dancing around their foes. Through their unique training, strength, and tenacity, Bear school witchers can stand up to powerful warriors and beasts alike.",
{
"type": "refSubclassFeature",
"subclassFeature": "Heavy Gear Training|Witcher|johnofbohemia:Witcher|School of the Bear|johnofbohemia:Witcher|3"
}
]
},
{
"type": "entries",
"name": "Heavy Gear Training",
"entries": [
"Starting at 3rd level, you can ignore the somatic requirement of signs while using weapons with the two-handed property. Additionally, you gain proficiency with heavy armor."
],
"source": "johnofbohemia:Witcher",
"className": "Witcher",
"classSource": "johnofbohemia:Witcher",
"subclassShortName": "School of the Bear",
"subclassSource": "johnofbohemia:Witcher",
"level": 3,
"header": 1
},
{
"name": "Vitalic Blows",
"source": "johnofbohemia:Witcher",
"className": "Witcher",
"classSource": "johnofbohemia:Witcher",
"subclassShortName": "School of the Bear",
"subclassSource": "johnofbohemia:Witcher",
"level": 7,
"header": 2,
"entries": [
"At 7th level, you can imbue your strikes with your own vigor; when you hit with a melee weapon attack, you can expend 2 focus to spend one of your hit dice and add it to your damage on that attack. Starting at 14th level, you can choose to expend 2 hit dice instead. When you use your Vitalic Blows feature, you can make a Shove attack as a bonus action for the rest of the turn."
]
},
{
"name": "Thick Skin",
"source": "johnofbohemia:Witcher",
"className": "Witcher",
"classSource": "johnofbohemia:Witcher",
"subclassShortName": "School of the Bear",
"subclassSource": "johnofbohemia:Witcher",
"level": 10,
"header": 2,
"entries": [
"By 10th level, you have developed natural defenses on your body to defend you from the elements; you are resistant to adverse effects due to extreme weather and temperatures, and have resistance to fire and cold damage."
]
},
{
"name": "Ursine Endurance",
"source": "johnofbohemia:Witcher",
"className": "Witcher",
"classSource": "johnofbohemia:Witcher",
"subclassShortName": "School of the Bear",
"subclassSource": "johnofbohemia:Witcher",
"level": 14,
"header": 2,
"entries": [
"By 14th level, your ability to withstand damage and resist malignant effects has been improved through intense conditioning. You gain proficiency in Constitution and Strength saving throws; additionally, when you fail a saving throw at which you are proficient, you can choose to succeed instead. Once this feature is used, it cannot be used again until you complete a long rest."
]
},
{
"name": "School of the Cat",
"source": "johnofbohemia:Witcher",
"className": "Witcher",
"classSource": "johnofbohemia:Witcher",
"subclassShortName": "School of the Cat",
"subclassSource": "johnofbohemia:Witcher",
"level": 3,
"entries": [
"The only school known to accept contracts on humans, the School of the Cat has largely become ostracized by their fellow witchers for this breach of their honor code. The school's effectiveness, however, cannot be doubted. Aggressive and flexible, the school focuses on landing many strikes to exploit weaknesses while avoiding damage through mobility.",
{
"type": "refSubclassFeature",
"subclassFeature": "Improved Critical|Witcher|johnofbohemia:Witcher|School of the Cat|johnofbohemia:Witcher|3"
}