Assassinate. During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.
Sneak Attack. Once per turn, the assassin deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.
Signs. The Witcher only has enough stamina to cast 4 signs each combat encounter.
Quen. The Witcher casts Quen on itself, adding +5 to AC until next turn.
Yrden. The Witcher casts Quen around itself, adding +2 to AC until next turn, or until forced out of the circle. Any enemy that enters the circle suffers a -5 to each roll to hit.
Multiattack. The assassin makes two shortsword attacks.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
Igni. Ranged Spell Attack: +6 to hit, reach 10 ft., any target in range. Hit: 8 (2d4+5) fire damage, spreading from target to target within range.
Aard. Ranged Spell Attack: +6 to hit, range 30ft, any target in range. Hit: 8 (2d4+2) physical damage, and launches any target 10ft backwards.
Description
Witchers are normally neutral hunters of monsters, but not when it comes to the school of the Cat. Famed for producing Witchers with non-existent morals, the school was shut down due to essentially producing assassins instead of Witchers.
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