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School of the Viper

School of the Viper

Situated in the mountains overlooking the Alba River in Vicovaro, the School of the Viper is dedicated to tracking the Wild Hunt. Their fighting style emphasizes dual-weapon fighting and close-quarters combat, swift evasion, rapid assault, and seamlessly blending offense and defense.
 
A mysterious calamity befell the school and their former stronghold was destroyed. From the ashes, Letho the Kingslayer forged an alliance with the Nilfgaardian Emperor to rebuild the School of the Viper in exchange for assassinating the northern kings. With Letho and his assassins dead or missing, however, the Emperor reneged on his agreement and the few remaining Vipers live as outcasts scattered across Nilfgaard and beyond.
 
BONUS PROFICIENCY
At 3rd level, you gain proficiency with a poisoner’s kit, and can craft poisons using the same guidelines as Witcher Alchemy. See the DMG for a list of poisons.
 
VIPER SCHOOL TECHNIQUE
At 7th level, when wearing armor that doesn’t impose disadvantage on Stealth checks, when you take the Ready action you can take your full turn as a reaction instead of just one action. This allows you to take a move and a bonus action along with your readied action (provided you didn’t already on your turn).
 
EVASION
At 10th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
 
WHIRLWIND
At 15th level, after three rounds of combat while you’re wielding two weapons, you can take a special Whirlwind action; you make a melee attack against every creature within 5 feet of you, alternating between your main and offhand weapons as you wish. Once you use Whirlwind, you must wait for another three rounds of combat to pass before you can use it again.
 

SCHOOL OF THE VIPER MANEUVERS


Anchoring Strike.
When you hit a creature that can teleport or plane shift, you can spend a superiority die to deal extra damage equal to the number rolled. For a number of rounds equal to the number rolled, the creature cannot teleport or plane shift.
 
Close the Gap.
When an enemy moves away from you, as a reaction you can spend a superiority die, moving a number of feet toward the enemy equal to the number rolled, and making an opportunity attack. If the opportunity attack hits you deal extra damage equal to the number rolled on your superiority die.
 
Offhand Swipe.
While you are wielding two weapons, when you miss with an opportunity attack you can spend a superiority die and make an attack against the same target with your offhand weapon. If the attack hits you deal extra damage equal to the number rolled on your superiority die.
 
Viper’s Escape
(requires Viper’s Tongue mutation). The flick of your tongue provides you with a limited form of tremor sense. When an enemy moves within 5 feet of you, as a reaction you can spend a superiority die and move away from it a number of feet equal to the number rolled on your superiority die plus your Dexterity modifier. This movement does not provoke opportunity attacks from that enemy.
 
Lightning Reflexes.
When you make a Dexterity saving throw, you can spend a superiority die as a reaction to gain a bonus on your save equal to the number rolled on your superiority die.

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