Character Creation Information

5,8,10,12,14,15 starting stats. This is non-negotiable, as you can get some massive bonuses from equipment, combined with the fact that with most feats being banned, you'll end up with a decent number of stat increases.

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.

Witchers came into existence a few centuries ago. Created through magical experimentation and controlled mutation, the witchers were humanity’s answer to the constant threat posed by the monsters and magical beasts which have plagued the world since the Conjunction. For years they have roamed the land as professional monster hunters, taking money in exchange for exterminating dangerous creatures that threaten humans. However, the prejudice and wild rumors surrounding this trade have also made witchers the target of persecution and outright hatred. At various time, they have been hunted down or lynched by frenzied mobs, and their schools plundered and burnt to the ground. Although the time of open hostility has ended, witchers are still widely distrusted and ostracized. Despite all this, and though they are now few in number, the last of the witchers still ply their trade, striving to remain neutral in the face of the wars and discord ravaging the world.

When a player wants to draw upon their PC’s knowledge of monsters, they can spend a monster lore "point." Each point you spend grants them either a general overview of the monster or complete information about one topic concerning the monster (their choice). However, each point spent also allows the monster to make a "move" corresponding to what the players know about it; example moves could include: [Redacted, but the possibilities are not good] There's an unlimited number of points, since they come at a cost, however non-Witchers would be penalized under this system...each monster lore "point" a non�Witcher spends grants the monster 2 "moves" instead of one. With the exception being ranger favor enemies, or a certain type of monster closely associated with a particular 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. you'll probably want to discuss this with your group-and mind you, even if you incorrectly guess the monster or use this question to determine the monster, whatever the actual monster is still gets usage of the points. You'll get info on the monster you asked about.

## Races

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

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

Elves (Aen Seidhe) are one of the elder races, and elven ruins are nearly all that remain of their great cities. Today only two elven enclaves remain: the Blue Mountains, where elves suffer privation and are dying out; and Dol Blathanna, the Valley of the Flowers, which is ruled by the sorceress Enid an Gleanna who was give power by Nifgaard. Wood elves represent the persecuted elves hiding in woodlands or in ghettos, while high elves represent the elves of Dol Blathanna. Of the few remaining elves, they are often in conflict with humankind, and many elven young join Scoia’tael commando units to fight for their rights. Drow (Aen Elle) are elves of another world who never knew persecution and consider themselves superior to humanity; they are exceedingly rare in the known world and usually only as enemies. this means that you cannot play a drow, so please don't ask.

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.

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. You only get the bonuses from the base halfling, not the subrace bonuses.

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

And that's it! Witcher is a class, just like Sorcerer or fighter.

Speaking of...

## Class!

Barbarians are most common in the Skellige Isles, though they can be found throughout the Northern Kingdoms.

Allowed: Ancestral Guardian, Berserker, Totem Warrior

Banned: Battlerager, Storm Herald, Zealot

Bards are not magical, and thus you being a bard is a title and a choice as opposed to class. bards banned as a class. 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

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. Long story short, no cleric or warlock-it's a title like bard is.

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.

Changes to Druids: Druids are now proficient in Wisdom and Constitution saves instead of their normal save proficiencies

Allowed: Circle of Land, Circle of the Moon, Circle of the Shepard

Banned: Circle of Dreams

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

Allowed: Eldritch Knight, Banneret, Battlemaster, Cavalier, Champion, Samurai (Must be flavored as not a samurai)

Banned: Arcane Archer, Purple Dragon Knight,

Monks absolutely do not exist. Trust me, even if they did you wouldn't want to play as one-this game is heavily in favour of equipment and potions/blade oils for power increase. guess which class doesnt really use equipment?

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.

Allowed: Devotion, Vengeance, Ancients

Banned: Conquest, Redemption, Crown, Oathbreaker

Rangers are often attached to a nation’s Special Forces or the Scioa’tael and must 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. (Must discuss with dm to take base ranger class, though I will say the Scout variant is actually pretty good in this setting/game. It even comes with an alternative means of healing, though its pretty much an out of combat method.

Rogues are plentiful in the war-torn Northern Kingdoms, with thieves and assassins alike finding numerous targets among the wealthy and powerful

Allowed: Arcane Trickster, Assassin, Mastermind, Scout, Thief

Banned: Inquisitive, Swashbuckler,

Sorcerer is banned, replaced with the "Source User" class

Congratulations! All the full casters have been melted into this. 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.

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. But you won't be able to take this class to start. This would be one of the rare ways to multiclass, and must happen in-game.

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.

TL/DR you are the Source variant class, but title wise you are a sorcerer if untrained or self trained, and you are a wizard if you are trained.

Witchers are professional monster slayers who undergo horrific mutations and grueling training since childhood in secret strongholds sequestered in the mountains. See The New class below.

### New Classes, Witcher, Scout, And Source User

#### Witcher

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 thru 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.

The Witcher class can fill in for a fighter in most scenarios, though they are more versatile and worse at tanking. It’s also possible to play a party entirely composed of Witchers, as the class is more complex than the PHB classes; characters can be differentiated by choice of Witcher school, Signs, Advanced Mutations, equipment, feats. Witchers exist in a dark fantasy setting where most monsters have resistance to bludgeoning, piercing, and slashing damage from non-silver weapons. Thus, they carry silver swords for hunting monsters. Additionally, the monsters in the world of the Witcher often require investigation and research to be found and defeated. Witchers can call upon an assortment of tools in their hunt, including Witcher potions, poisons, blade oils, bombs, and traps. Though Witchers are well-versed in monster lore, they gain no specific lore class feature (unless they belong to the Owl School), rather the player and DM are left to roleplay it. Obvious exceptions include the lore points system listed earlier, though everyone can use this.

***Only humans and half-elves have the physiology needed to become Witchers***.

**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

"Bolstered Ability"- For each use of Bolstered Ability you gain, you gain a 1 time only ability to raise any stat by 2 for a minute. This can go above 20. there is no way to regain any spent use of Bolstered Ability.

##### 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.

##### The Medallion

Upon completing your training as a Witcher, you are given a silver medallion fashioned in the likeness of your school’s animal totem. When worn, this medallion grants you the ability to sense the presence monsters within 30 feet, though you cannot pinpoint their location. In addition, it grants you the ability to use an action to sense the presence of magic within 30 feet, though you cannot identify the type of magic. However, some shapeshifting monsters can mask their presence from Witchers, and armor or jewelry made from dimeritium masks the presence of magic for anyone wearing it.

##### **Witcher Alchemy:**

There's originally a class feature for making potions, however, there's an entire Alchemy system in this game. Instead, increase your toxicity limit by 3 each level starting with level 1

##### 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.

• Secondly, when you use a Sign for combat, it is expended and can only be recharged by concentrating for a full round; each round you concentrate for allows you to recharge one Sign you’ve expended. The maximum number of times you can recharge Signs is equal to your Wisdom modifier (minimum 1); after this you need to take a short or long rest before you can recharge Signs again.

• Thirdly, once you reach 7th level you may empower the Sign you’re currently casting by expending the use of another 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.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

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 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.

Heliotrope is a simple ward against magic and spells based on the absence of elements. At-Will Effect: As a reaction when a spell or magical effect would force you to move, you reduce the forced movement by 10 feet. Combat Effect: As a reaction when a spell or magical effect targets you, either the attack roll is disadvantaged or your saving throw is advantaged. Empowered Effect: In addition to the combat effect, you gain resistance to any damage caused by the magic or spell.

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 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 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 Effect: You place a fixed magical ward in a 10 foot diameter circle around you that is invisible to normal senses and lasts for as long as you concentrate on it, up to 1 minute. There are two versions of this ward that you may place: • Radiant Ward: The next creature hostile to you that enters the area triggers the ward, and must make a Constitution saving throw. On a failed save, the creature takes 2d6 radiant damage and is restrained until the end of its next turn, and on a successful save the creature takes half as much damage. Once triggered, the ward ends. • Magic Ward: Monsters normally resistant to nonmagical weapons can be affected normally within the area of the ward, and they treat the area within the ward as difficult terrain. Empowered Effect: The radiant ward deals 5d6 radiant damage instead and the creature is stunned instead of restrained. The magic ward applies to monsters normally immune to nonmagical weapons, they cannot take bonus actions or reactions within the ward, and projectiles fired into or thru the warded area are destroyed.

##### Combat Surperiority

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. 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)

**ABILITY SCORE IMPROVEMENT** When you reach 4th level, and again at 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.

**Advanced Mutation** While conventional teachings hold that the transformation into a Witcher is an over and done event, experienced Witchers learn that mutation is an ongoing process. Some would even say it is an accelerated evolutionary process. Choose one of the following mutations at 6th level, and again at 9th, 13th, and 18th levels.

**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

**ALCHEMICAL BLOOD** Increase your Toxicity by 15. 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 [Redacted, inform the dm of your condition and action]

**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:

• Purge poisons and toxicity from your bloodstream, removing the poisoned condition and any poison effects, as well as clearing the effects (and any toxicity of) all potions in your system.

• Slow your breathing, allowing you to hold your breath for a number of minutes equal to your Constitution score.

• Suppress all your life signs, allowing yourself to feign death. However for each minute you sustain this, you suffer 1d6 damage which cannot be resisted or negated in any way.

**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 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 are advantaged.

##### The Witcher's Code

While peasants often claim a Witcher’s only code is gold, some mages and monarchs believe all Witchers obey an ancient code of honor, obligating them to take any monster contract that comes their way. Fact is, there is no single code which unites all Witchers, and often there is tension between their schools over the philosophical tenets of being a Witcher. Whether an individual Witcher strives to follow a code of personal honor and professional conduct is up to the player. Precepts of a Witcher’s personal code might include:

**The Contract**: Witchers do not work for free. Upon taking a contract to hunt a monster, the Witcher should make a good faith effort to rid the land of the monster. If the Witcher fails, payment received should be returned to their patron. Likewise, the Witcher should observe professional courtesy and never poach a fellow Witcher’s contract.

**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.

#### WITCHER SCHOOLS:

##### SCHOOL OF THE BEAR

Atop a windswept bluff on the Isle of An Skellig stands the ruined keep Kaer An Crann that used to house the Bear School; the keep is named after the constellation Ursa Major (also called the Great Bear or Plough) visible clearly from the keep. Witchers of the school are known for a brutal fighting style relying on two-handed weapons and outlasting one’s enemy. The School of the Bear was founded to combat large monsters like giants and trolls that used to infest the island. 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.

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.

At 7th level, while you wear medium or heavy armor you gain 5 temporary hit points; these temporary hit points return after you spend a short rest tending to your armor.

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

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:

• You have advantage on Strength checks and Strength saving throws.

• When you make a melee attack using Strength, you deal 5 extra damage.

• You gain 5 temporary hit points at the start of each of your turns. These are not cumulative. (Do not stack)

You can cast Signs while in Battle Trance, and you can concentrate to sustain or recharge them. However, if you have the ability to cast spells, you cannot cast them in Battle Trance. 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

**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

##### SCHOOL OF THE CAT

Nestled in the heart of Nilfgaard, on a cliff next to a stone lake in Ebbing, the ruins of Stygga Citadel serve as home for the School of the Cat. Witchers of the school are known for their duplicity and their fighting style reflects this; feints, lures, and dirty tricks are a regular part of their repertoire. The school was founded to fight monsters that could not be faced head on, such as cursed ones sheltered by noble families or cunning monsters which require infiltration in order to defeat.

Years ago, the Cat School betrayed the Wolf School by allying with the power-hungry mage Vilgefortz, leading to a massacre at Kaer Morhen and taking of hostages. Geralt and his companions assaulted Stygga Citadel to rescue Yennefer and Ciri, and though there were heavy losses on both sides, Geralt prevailed. In the wake of this conflict, the Lodge of Sorceresses destroyed Stygga Citadel with magic so the only legend surviving the events would best serve the Lodge. Whether or not Treyse, the leader of the school, died in the fighting was never confirmed, though the few remaining Witchers who inhabit Stygga Citadel have not seen him since.

At 3rd level gain proficiency in one of the following: disguise kit, forgery kit, or thieves’ tools.

At 7th level, when you wear light armor or no armor, add your proficiency bonus to your initiative checks and increase your speed by 10 feet

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.

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 Manuevers

**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.

**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.

**Vitals Strike**. When you hit a bloodied enemy (at half hit points) or score a critical hit, you can spend a superiority die to deal extra damage equal to the number rolled. In addition, this opens a bleeding wound and the target suffers the same amount of damage at the end of their turn unless they succeed a Constitution saving throw. The target continues taking this damage until it succeeds the save or receives medical attention or healing magic.

##### SCHOOL OF THE GRIFFON

Perched in the caves of the Amell Mountains is Kaer Greeu, the secret stronghold of the School of the Griffon, overlooking Riverdell and Loc Monduirn. Witchers of the school are dedicated to preserving the oldest pedigree of Witcher teachings, training Witchers in traditional sword-and-board fighting, how to command soldiers in battle, and strategic positioning. Witchers of the Griffon School are held to the highest standard of the Witcher’s Code. The school was founded to fight dragons and the witchers were so successful they drove dragons nearly extinct.

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

At 3rd level, you gain proficiency with shields. You can cast Signs while wielding a shield.

At 7th level, when you are wielding a shield, you have advantage on Constitution saving throws to sustain or recharge the Heliotrope, Quen, and Yrden signs.

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.

At 15th level, after three rounds of combat while you’re wielding a shield, as an action you may make a special Edge of the Shield attack combined with the Dodge action. You lash out with your shield at the target’s face, then spin your shield to intercept all incoming blows. If you hit the target they take 1d8 + your Strength modifier damage and they are blinded and stunned until the end of their next turn. Once you use Edge of the Shield, you must wait for another three rounds of combat to pass before you can use it again.

###### SCHOOL OF THE GRIFFON MANEUVERS

**PHB Maneuvers:** Commander’s Strike, Maneuvering Attack, Precision Attack, Pushing Attack, Rally

**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

##### SCHOOL OF THE OWL

At the edge of the Northern Kingdoms, Kaer Caowen serves as the Owl School’s stronghold, nestled in a valley of the Dragon Mountains in lonely vigil over Malleore. While the School of the Owl focuses more on book learning, alchemy, and use of the Signs, they do teach a distinctive fighting style employing a polearm with a haft made of white ash or rowan. The School of the Owl was founded to be a repository of lore and to fight monsters hidden among humanity like nosferatu, werewolves, and other shapechangers. Originally only female Witchers were trained, but gradually less aggressive males were brought in.

Kaer Caowen was ravaged during the “night of knives and torches” by superstitious peasants, though in fact a band of criminals led by a mysterious mage used it as cover to ransack the Witchers’ treasures and books. Several Witchers died in the violence, but Elowen, the aging matron of the school, has devoted herself to restoring Kaer Caowen, and rumor is Elowen even seeks to create new Witchers through the Trial of Grasses.

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. (with the new alchemy system, this instead gives you the basic health potion recipe, and "mysteriously" you will find exactly the materials needed to craft 3 such potions nearby. note that a recipe only states what essenses are needed to craft a potion, not what plants have said essences. this ability, thus, gives the recipe and knowledge of a few plants' essenses.)

At 7th level, whenever you encounter a monster for the first time you may make an Intelligence (Investigation) roll against a DC equal to 5 + the creature's CR. On a success, you learn one of the following: the creature’s name and what category Witchers classify it as, the creature's damage immunities, damage resistances, condition immunities, damage vulnerabilities, or one special trait. You decide which of these you are attempting to learn after you roll. Yes! this works exactly as written. it's a free use of a monster lore point upon meeting a monster for the first time, without any of the drawbacks!

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.

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.

###### SCHOOL OF THE OWL MANEUVERS

**PHB Maneuvers**: Disarming Strike, Parry, Precise Strike, Sweeping Attack, Trip Attack

**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 true shape becomes briefly visible, and for a number of rounds equal to the number rolled the creature cannot change shape, phase, or turn ethereal.

**Sign Strike** (requires Aard, Axii, or Igni sign). When a creature fails a saving throw against your Aard, Axii, or Igni sign, you can spend a superiority die to deal extra damage of the corresponding type (force for Aard, psychic for Axii, and fire for Igni) equal to the number rolled on your superiority die

##### SCHOOL OF THE VIPER

Situated in the mountains overlooking the Alba River in Vicovaro, the School of the Viper is dedicated to tracking the Wild Hunt. Their fighting style emphasizes dual-weapon fighting and close-quarters combat, swift evasion, rapid assault, and seamlessly blending offense and defense.

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.

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.(with the new alchemy system, you instead get a basic poison recipe and "mysteriously" you will find exactly the materials needed to craft 3 such poisons nearby. note that a recipe only states what essenses are needed to craft a poison, not what plants have said essences. this ability, thus, gives the recipe and knowledge of a few plants' essenses.)

At 7th level, when wearing armor that doesn’t impose disadvantage on Stealth checks, when you take the Ready action you can take your full turn as a reaction instead of just one action. This allows you to take a move and a bonus action along with your readied action (provided you didn’t already on your turn).

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.

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.

###### SCHOOL OF THE VIPER MANEUVERS

**PHB Maneuvers:** Distracting Strike, Evasive Footwork, Precision Attack, Menacing Attack, Riposte

**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.

##### SCHOOL OF THE WOLF

Based in the old keep Kaer Morhen in the mountains of Kaedwen, the School of the Wolf is known for tutoring Geralt of Rivia, the White Wolf. Witchers of the school practice a defensive fighting style based on focusing on weak points, knowing their enemy, moving to their enemy’s outside position, and synchronized pack tactics when taking on especially fearsome monsters. The school was founded to defend villages and track down monsters that stalk a wide range.

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.

Additional information: as this game takes place after the events of the Witcher 3, Kaer Morhen has fallen to further disrepair, Destroyed completely and with their leader Vesimir killed after an assault by the members of the Wild Hunt. It is now covered with a layer of permanent frost and in some locations, the rare everlasting Ice can be found, but not without its dangers. This was a place connected to the main protagonist of the books and games, of course it has more love given than other locations, One of the main reasons I'm using post game 3 world as this place was destroyed at the end.

At 3rd level you gain proficiency with a blade oil kit, allowing you to craft blade oils (see the Equipment chapter) using the same guidelines as Witcher Alchemy. (new alchemy system blah blah blah Im 2 hours of sleep and 5 rockstars deep into this at this point. see school of viper and owl level 3 option. replace the common thing between them with a blade oil recipe and ingredients for 3 doses of any basic blade oil youd like. to translate, pick a monster type (Undead, ooze, monstrosity, etc) and ill give the corresponding blade oil recipe

At 7th level, when wearing armor that doesn’t impose disadvantage on Stealth checks, you have resistance to damage from opportunity attacks and increase your speed by 5 feet.

At 10th level, when you track a monster you learn one of the following pieces of information about it for each clue you find: • The monster’s name and what category Witchers classify it as. • The monster’s preferred terrain. • The monster’s general state of health (e.g. bleeding, disoriented, encumbered). • Whether the monster ate recently and what it ate. • Whether the monster is nocturnal, diurnal (active during the day), or crepuscular (active during the twilight hours at dusk and dawn). Hey guess what! This seems useless but its not! This translates to Instead of me giving you the clues that you find, and you have to piece together everything yourself, you get to be lazy after finding the clue!

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

###### SCHOOL OF THE WOLF MANEUVERS

**PHB Maneuvers**: Menacing Attack, Parry, Precision Attack, Riposte, Trip Attack

**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

**Study Foe**. When you have a chance to size up an enemy, you can spend a superiority die and make an Intelligence or Wisdom check to recall or observe something about that enemy. You gain a bonus on this check equal to the number rolled on your superiority die.

**Spring Attack**. When you take the Dash or Disengage action, you can spend a superiority die to make a melee or ranged attack as part of that action. On a hit, you deal extra damage equal to the number rolled on your superiority die.

#### Source User

As a source you gain the following class features. Any features not described below are identical to the corresponding features of the Sorcerer class in the PHB. 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.

Level Proficiency Bonus Sorcery Points Class Features 1 +2 0 Innate Magic, Sorcerous Bloodline, Source Weakness, Spellcasting 2 +2 2 Font of Magic 3 +2 3 Metamagic 4 +2 4 Ability Score Improvement 5 +3 5 Encroaching Madness 6 +3 6 Sorcerous Bloodline feature 7 +3 7 Arcane Siphon 8 +3 8 Ability Score Improvement 9 +4 9 Arcane Overreach 10 +4 10 Metamagic 11 +4 11 Encroaching Madness 12 +4 12 Ability Score Improvement 13 +5 13 Instinctive Magic 14 +5 14 Sorcerous Bloodline feature 15 +5 15 Encroaching Madness 16 +5 16 Ability Score Improvement 17 +6 17 Metamagic 18 +6 18 Sorcerous Bloodline feature 19 +6 19 Ability Score Improvement 20 +6 20 Sorcerous Restoration

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 persecuted (anger), confronting the man who killed your family as a child (fear), the death of a loved one or friend (grief), or failing to uphold an oath (guilt). 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.

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

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

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. You must take a short or long rest before using Arcane Siphon again. For example, if a 6th level source successfully casts dispel magic on a creature suffering from dominate person (a 5th level spell), she might choose to use arcane siphon. She absorbs 5 spell levels, and on her next turn she casts fireball, using 3 of those absorbed spell levels. Since 2 spell levels remain, she takes 2d6 force damage as the magical energies course thru her, dissipating those remaining 2 spell levels.

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.

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 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.