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Witcher

Sign Expert

Signs are an integral part of Witcher combat. They are secret arts that are then honed and mastered by the School of the Griffon. They learn the deeper secrets behind Signs and know how to further manipulate and empower them. They train exhaustively to increase their Stamina in order to fully put their knowledge to use. When it comes to Signs there are no better than Sign Experts and their vast repertoire of power.

Subclass Features

Lv 3

Deeper Secrets

The deep secrets of Signs are only taught and entrusted with those of the School of the Griffon. You gain the following features from these teachings

Sign Knowledge: The number of Signs you know is increased by 2.

Stamina Increase: Your Stamina increases by 1 every other level you gain (You gain 2 Stamina now and 1 at levels 5, 7, 9, 11, 13, 15, 17, and 19).

Knowledgeable

Signs are only as useful as the brains behind the Witcher. You learn one skill and two additional languages.

Lv 7

Recover Stamina

You can look deep within yourself and use your knowledge of Signs to draw out more power. Once per long rest you can spend one minute meditating and you regain half of your Stamina rounded up.

Lv 11

Griffon Sign List

You know an exclusive Sign list jealously guarded by the School of the Griffons and their Sign Experts. The Signs are still new and have not all the faucets of other Signs. You know the following Signs

Cogni

Cogni is the alchemical sign for knowledge. It works in conjunction with other Signs to accomplish great things. You can this Sign in the following way

Planning (5 Stamina): You make the Sign of Cogni as an action. The Sign prepares your mind and allows you to plan for the future. The next Sign you make using an action requires no Stamina.

Salus

Salus is the alchemical sign for Health. It is a new sign full of hope for a new generation of Sign Experts. You can this Sign in the following way

Heal (4 Stamina): You make the Sign of Salus as a bonus action. The sign sheds healing light upon one target of your choice within 60 ft of you either ending one condition it has or restoring 3D4 + your WIS modifier (Minimum 1) hit points.

Poteste

Poteste is the alchemical sign for power. It is a powerful tool for Sign Experts that also specialize in combat or wish to support their allies. You can this Sign in the following ways

Empower (3 Stamina): You make the Sign of Poteste as an action. You or a willing creature of your choice within 60 ft of you becomes empowered by this Sign. For the next minute they gain a 1D8 bonus on STR saving throws, Athletics checks, and damage on STR based attacks.

Morbu

Morbu is the alchemical sign for sickness. It is the exact opposite of Salus in every way. You can this Sign in the following ways

Harm (4 Stamina): You make the Sign of Umbre as a bonus action. You force one target of your choice within 60 ft of you to make a CON saving throw and on a failed save choose one of the following, they become Blinded or Deafened for 1D4 turns or they take 3D6 + your WIS modifier (Minimum 1) Necrotic damage. On a successful save they take 2D4 Necrotic damage and suffer no additional effects.

Lv 15

Efficient Signs

You know more about Signs than even most Grandmasters. When you use a Sign it costs 1 less Stamina, this feature cannot reduce a Sign to less than 0 if it costs 0 Stamina or less than 1 if it costs 1 Stamina.