Fighter
Base Class: Fighter

A witcher -- also known as a wiccan, hexer, vedymin, or witchman (Elder Speech: vatt'ghern), is someone who has undergone extensive training, ruthless mental and physical conditioning, and mysterious rituals in preparation for becoming an itinerant monster slayer for hire. The Witchers from the School of the Griffin rely a lot more on signs than any other witcher. They use their powerful signs to give them the upper hand against monsters.

Though they cover proficiency in basically any weapon that comes to hand, a witcher's training focuses on two primary tools: a sword of steel, and a sword of silver. These swords are typically carried on the back. A steel blade used for more mundane beings, while a silver blade for beasts of the supernatural. Witchers are also frequent mixers and users of powerful potions, having developed an advanced tolerance to their inherent toxicity, but still limited to a few at a time (even one of their weaker brews would be fatal to an ordinary human). Finally, their formal magical training deals with signs, a low-level yet versatile form of magic that allows witchers to cast spells and enchantments with simple hand gestures. Without extensive improvement and practice, these are mere tricks compared to what a sorceress can do, but they serve very well for someone with a sword in one hand to add a variety of improvisation to their efforts. Also, the more powerful magic used by mages often takes a lot of time to prepare while all signs are instantaneous. Additionally, witchers are trained by seasoned mages in how to use these signs to the best effect.

In general, a witcher is a formidable and often overwhelming opponent to more mundane races thanks to their superhuman physical prowess, regenerative capabilities, and magic. However, they are not infallible, as they can still make mistakes, take a misstep in battle against mundane men or supernatural demons, or be overwhelmed by sheer numbers and individuals who have the skill to match a witcher, though rare is the individual who managed to slay a witcher out of skill rather than dumb luck or by ambush.

Stamina

Starting at 3rd level you have a pool of Stamina points, that you can use to fuel some of your abilities. The maximum number of Stamina points you have is shown in the Stamina column of the Witcher table. You regain all your Stamina points upon finishing a short or long rest.

Griffin Style

At 1st level you can use your wisdom modifier when making melee attacks and you gain proficiency with medium armor. Additionally, the range of all of your signs is doubled once you gain access to them.

Enhanced Griffin Skills

Starting at 7th level, the duration of your sign effects is increased by by one turn, and you regain two stamina points at the end of each of your turns.

Mutation

Your mutation can give you different abilities depending on the mutagens you use. At 10th level you can choose one of the following options:

  • Red Mutagen: Your attack bonus for melee attacks increases by one.
  • Green Mutagen: Your HP increase by your current Witcher level and by one each time you level up.
  • Blue Mutagen: Your Wisdom score increases by one.

Witchers of the Griffin School have trained their minds and bodies to expand genetically -- beyond those of other witchers. At 13th level you can choose one additional mutation.

Mutagens give you even more abilities as you become stronger. At 15th level you can choose one of the following options:

  • Greater Red Mutagen: Once per turn, when you hit an enemy with a melee attack, the next attack against that enemy until the start of your next turn deals an additional die of the weapons damage.
  • Greater Green Mutagen: Once on each enemy's turn, when you are hit by a ranged or melee attack, the next attack by the enemy that hit you has disadvantage against you.
  • Greater Blue Mutagen: Whenever you roll die to determine the effectiveness of a sign, you can roll one additional die.

By the 18th level, you have gotten accustomed to your mutations and are now able to use their full power. You can choose one of the following options:

  • Metamorphosis: When you land a critical hit you gain the benefit of one of the following potions at random: Potion of Flying, Potion of Heroism, Potion of Resistance and Potion of Growth. You can have a maximum of 2 Potions active at the same time by means of this ability. When you would gain a third benefit you can choose to replace one of the effects that is already active on you. When you roll an effect that is already active on you the duration of that effect is reset.
  • Second Life: When you would drop to 0 Hit points by any damage that wouldn't kill you outright, you can use your reaction to reduce the damage to 0 and instantly make a melee attack against an enemy in 5ft. of you (if possible). You must finish a short or long rest before you can use this ability again.
  • Magic Sensibilities: Whenever you damage an enemy with one of your signs roll a d20. On a 20 you critically hit the enemy, allowing you to treat the damage as if it where a normal critical hit. This ability doesn't apply if the enemy critically failed a saving throw to avoid the signs damage.
Blue Mutagen

Your Wisdom score increases by one.

Greater Blue Mutagen

Whenever you roll die to determine the effectiveness of a sign, you can roll one additional die.

Greater Green Mutagen

Once on each enemy's turn, when you are hit by a ranged or melee attack, the next attack by the enemy that hit you has disadvantage against you.

Greater Red Mutagen

Once per turn, when you hit an enemy with a melee attack, the next attack against that enemy until the start of your next turn deals an additional die of the weapons damage.

Green Mutagen

Your HP increases by your current Witcher level and by one each time you level up.

Magic Sensibilities

Whenever you damage an enemy with one of your signs roll a d20. On a 20 you critically hit the enemy, allowing you to treat the damage as if it where a normal critical hit. This ability doesn't apply if the enemy critically failed a saving throw to avoid the signs damage.

Metamorphosis

When you land a critical hit you gain the benefit of one of the following potions at random: Potion of Flying, Potion of Heroism, Potion of Resistance and Potion of Growth. You can have a maximum of 2 Potions active at the same time by means of this ability. When you would gain a third benefit you can choose to replace one of the effects that is already active on you. When you roll an effect that is already active on you the duration of that effect is reset.

Red Mutagen

Your attack bonus for melee attacks increases by one.

Second Life

When you would drop to 0 Hit points by any damage that wouldn't kill you outright, you can use your reaction to reduce the damage to 0 and instantly make a melee attack against an enemy in 5ft of you if possible. You must finish a short or long rest before you can use this ability again.

Superior Griffin Style

At 15th level, when you use one of your signs on your turn, you can use another sign as a bonus action at half the stamina cost (rounded up). To use this ability neither of the two signs can be cast as an upgraded version.

Master Griffin Witcher

Beginning at 18th level you can use your signs in different ways. You gain access to an upgraded form for each of your signs. To use this form costs 1.5-times the normal stamina cost (rounded down). The effects of the upgraded signs are the following:

Enhanced Aard

Instead of only hitting enemies in a cone, Enhanced Aard instead hits all enemies within a 20 foot sphere, and deals 2d6 Force damage to all of them.

Enhanced Igni

Instead of creating a cone, you create the fire from Enhanced Igni in a straight line. Enemies in that line take double of the damage, and Enhanced Igni stays active until the start of your next turn (this is not affected by your Enhanced Griffin Style trait). You can't change the direction Enhanced Igni is pointed towards, but you can still move as usual.

Enhanced Quen

Instead of just blocking an incoming enemy attack, Enhanced Quen now also heals you. When you use this sign, the damage of the next attack that would hit you is reduced to 0 and you instead heal for an amount equal to the damage you would have taken.

Enhanced Yrden

The size of your Enhanced Yrden is increased by 5 feet and your Stamina regeneration is doubled while you are inside one of your Enhanced Yrdens (this effect doesn't stack). Additionally, any enemy takes 2d6 Radiant damage upon entering your Enhanced Yrden or when starting it's turn inside one of your Enhanced Yrdens (this effect stacks).

Enhanced Axii

When you use Enhanced Axii, each enemy that fails it's saving throw briefly becomes your ally. Instead of being stunned, the enemy isn't hostile towards you anymore until the sign ends and you can command it what to do. If you command it to take any suicidal actions, the effect of this sign ends without the creature following that command.

Witcher School Of The Griffin Image

Comments

Posts Quoted:
Reply
Clear All Quotes