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School of the Griffin

School of the Griffin

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.
 
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.
 
BONUS PROFICIENCY
At 3rd level, you gain proficiency with shields. You can cast Signs while wielding a shield.
 
GRIFFiN SCHOOL TECHNIQUE
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.
 
SHIELD SACRIFICE
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.
 
EDGE OF THE SHIELD
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 GRIFFiN MANEUVERS


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.

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