Order of Jack
Once upon a time a child slayed a giant. In his old age he pioneered the methods and strategies to fell giants. He was posthumously named a Grandmaster after his death even though he never was a Witcher but for his contributions to the School of the Crane. The Order of Jack takes Giant slaying from a slog to an artform. They artfully dodge, topple, and slay their foes using their specialized tactics.
Subclass Features
Giant Tactics
Only Witchers of the School of the Crane are able to learn the necessary acrobatics to master these tactics.
Prey Sense: You can sense the tremors of the earth and see many signs that allow you to tell if a Giant is within 1 mile of you and track Giants for up to one week if you see direct signs of them.
Hobble: A Giant’s legs are at such a tantalizing height for your blade and you have the knowledge to know what to hit. When you hit a Giant you can use a bonus action to hobble it causing its movement speed to become 0 ft until the start of your next turn.
Using this strike requires a great deal of strength; you can use this feature once per long rest.
Slayer’s Blow: You can imbue your strikes with great power as well as innate knowledge of Giant physiology. When you deal damage to a creature one or more sizes larger than you you deal an additional 1D6 Force damage the first turn you attack each turn. If you attack a Giant the damage increases to 1D8 Force damage.
Tripwire Expert
You can focus the Sign Aard into a narrow and powerful strand that you can use to trip large foes and bring them down to your level. You can use the Sign Aard in the following way
Conjure Tripwire (1 Stamina)
You make the Sing of Aard as an action and choose two points within 20 ft of each other that are each within 60 ft of you and you make an Invisible line of great strength between the two. If a creature moves between the two points using a movement speed that does not involve travel by air or underground, the creature must make a DEX saving throw DC equal to your Sign save DC and on a failed save the creature falls Prone. The tripwire remains for one hour and can be dismissed as a free action. You can also use a reaction to temporarily dissolve until the start of your turn to allow allies to cross unhindered.
Projectile Deflection
A Giant’s boulder sailing towards its target has ended many a Witcher’s journey but you know how to deflect them. If a projectile is launched at you from a point that you can see you can use your reaction to try and deflect the projectile causing the source of the projectile to roll with disadvantage. If the attack still hits you take half as much damage as you narrowly avoided a serious blow.
You can use this feature once per long or short rest.
Skilled Hobbler
You have honed your strength and technique allowing you to use your Hobble feature three times per long rest.
Secret Sign Incremento
Incremento is the alchemical sign for growth. It is a specialized Witcher Sign pioneered by a Witcher Grandmaster who learned from the young giant slayer. You can this Sign in the following ways
Area Plant Growth (6 Stamina): You make the Sign of Incremento as an action. Choose a point within 150 ft of you. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the Sign’s area from being affected.
Single Plant Growth (5 Stamina, Inscribed): You use an action to inscribe the Sign of Incremento the desired plant. For the next minute the plant grows in the same natural growth pattern it does at a rate of 10 ft per round (Bamboo would grow straight up, a pumpkin would grow in all dimensions, ect).
Enlarge Target (4 Stamina): You use an action to make the Sign of Incremento. A willing target of your choice within 30 ft of you has its size doubled in all dimensions, and its weight is multiplied by eight for one minute. This growth increases its size by one category-- from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the Sign ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1D4 extra damage.
Giganticise Target (10 Stamina, Inscribed): You use an action to inscribe Incremento on a willing target. The target's size triples in all dimensions, and its weight is multiplied by sixteen for one minute. This growth increases its size by two categories-- from Medium to Huge, for example. If there isn't enough room for the target to triple its size, the creature or object attains the maximum possible size in the space available. Until the Sign ends, the target treats a roll of 14 or less on Strength checks and Strength saving throw as a 15. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1D8 extra damage.