User:GALNERIVS

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This is a personal work, if you dislike it or disagree with it, please, simply left the page and don't alter my text.

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GALNERIVS's Guide for Pissing your DM by GALNERIVS, The Storm Oath Paladin Golric[edit]

Chapter 1: The Most Broken Healing Metod (That I Know)[edit]

There are many healing spells... there are some healing spells in Dungeons & Dragons Universe, and some of then are very good, but most of good healing spells require high slot levels and expensive components, and usually healers will always go for the same old ones.

But, after reading some Tomes and Scrolls and Grimoires, i found a very smart way to heal my party, spend low resourses.

All you are going to need is a first level spell called Planar Calling, you might think, "how can i heal with a summoning spell, and a weak one moreover?". Well, here comes the trick, you are going to use it to summon four Fairies of Life, that have an ability called Revive, that can revive creatures that died at less than 1 minute before, and most important, heals 5d6 hitpoints; multiplied by the four fairies that you sumonned, you have a total of 20d6 hitpoints recovery, much, more than any first level healing spell or even some higher levels.

And the best part is that, this spell is open for all spellcasting classes, so anyone can be a healer.

Chapter 2: A Metod for Non-Casters to Cast Spells[edit]

Once in awhile you see Full Martial Characters wishing that they could use some magic to improve their martial abilities or simply for utiliy, but the standard ways to do so are usually multiclassing or third-caster subclasses, but both fell a little too sacrificing.

That is the main reason that I searched for a easier way to do so, and the best solution i found was trough become an Apprentice Witch, by doing so, a character would have access to Warlock cantrips, invocations, pact boons, and Warlock Otherwordly Patron Options. But wait, this does not grant you any slots, right? That's why the Otherwordly Patron Option you are going to take is the Archmage Patron, that will give you two spell slot (one at first level and another at 10th level, and at 14th level they become 6th level slots), an additional spell per slot level, some wizard sublcass features and even damage reduction.

Chapter 3: Too Much Hitpoints[edit]

(I didn't though in any good introduction to this, so i'm going straigh to the point:)

Variant Human with 20 Constitution and 12 Intelligence, get the Ultimate Constitution Feat, Constitution becomes 23, get Hearty Soul Half-Feat using the Intelligence Points Table, take Barbarian Class, take the Adrenaline Surge Rage Option and Path of the Immortal Warrior subclass at 3rd level, then put all other Ability Score Improvement Points on Constitution up to 30, and the 2 Thousand Pound Bear feat at the last one.

The mechanic works like this: You only activate your Rage at half of your total HP, at that point, Adrenaline Surge and Intense Determination will both grant you temporary hitpoints equal to your missing and current hitpoints and Hearty Soul will double that pools, letting you with 250% of your HP, if you are able to activate it exactly at the half of you total hitpoints.

Example: At level 20, this Barbarian, with 30 Constitution (Modifier +10) and the +5 bonus HP from Hearty Soul Half-Feat + 2 Thousand Pound Bear, will have around 445 hitpoints, at the 222 hitpoints he can Rage, receiving 223 temporary hitpoints from Adrenaline Surge and 222 from Intense Determination, but Hearty Soul will double that, turning it into 446 and 444 temporary hitpoints pools, plus the remaing HP, to a total of 1.112 hitpoints.

Chapter 4: The Greatest Multi-Attack[edit]

Through the history of D&D, there were always a point on every campaing where the Spellcasters, that used to be deadweight at the start of the adventure, become the most damage dealting pieces of flash (or ooze) of the universe, letting the Marcial Classes way behind.

Marcial Classes, in the other hand, started trying very hard to develop technics to surpass such situation, and one of then was the Fighter's Multi-Attack. Since they are the class that can normally make the greatest number of attacks per turn, improve that feature seemed logical.

There is a "standard" (and very unpractical) way to do so, that even consists into dying, twice, so i took some time into finding a more proper method, and this is my solution:

You start with five levels in the Fighter Class. At the beggining, you will use the Rank System, to achieve the Master Rank on your main weapon or weapons. At Second Level, you take the Combat Stamina Feature, to have access to the Stamina Points, then at Third Level, you choose the Slayer Archetype, and you are going to pick Refreshing Strikes as your Slayer's Resilience Option. On level four you can use your ASI as you want, good sujestions that i have are Multiattacker or Advanced Comboer, they are both pretty good, but not mandatory, do as you wish here. And then, at fifth level, you chose Mass Attack option.

At this point, you can chose to multiclass into other Marcial Class, or to keep up on Fighter. If you chose to Multiclass, you can mix some other different features to add abilities to your character, and make then more wide-skilled. Now, if you chose to keep as a Full Fighter, you will be limited in action options, but you will be able to surpass any other warriors.

Multiclassing:[edit]

By the time you would gain the Extra Attack feature for the second time (5th level of the second class or 11th level of Fighter), you will chose Extra Reflexes. And at time you reach 17th level you can, by spending a simple stamina point (instead of F#@$ing dying on first turn, TWICE!!!), make 18 attacks per turn.

Full Fighter:[edit]

If you chose to remain as a Fighter, up to 19th or even 20th level, you can be the incarnation of the concept of Attack. Back at 10th level, you unlocked your Slayer's Technique, and now you can take Battle Fervor, that grants you an aditional attack (IF you spent another Stamina Points) and another one at 18th level, and, when you reach 19th level, on your ASI, your can take the Alternate Progression Feat to learn Innervated Speed, and now you can, by spending 2 Stamina Points per Turn, make 32 Attacks per Turn.

Optional Feats:[edit]
  • Multiattacker: You can make 8 more attacks on your turn, taking you up to 40 Attacks per Turn, but only as opportunity attack;
  • Advanced Comboer: You can make one additional attack for each two attacks you hit, what can take you up to 63 Attacks per Turn, but you need to hit then all;
  • Wide Attack: You can make your attacks in area, but is a small area, so you need to have enemies in position for this to work, and this is quite unusual, so, that would only be useful with you are fight a large amond of enemies like an small arm or a Musou.
  • Busoshoku Haki & Advanced Busoshoku Haki: This is the one i really recomend, is not mandatory, but will make you the master of the combat. Being able to make alot of attacks is a little bit useless with you can't deal real damage, with this abilities you can deal the same damage of a Banishing Smite without use limit, plus additional damage greater then a 9th level Divine Smite, from up to 100ft. range., and additional AC.

Chapter 5: Breaking Spellcasting[edit]

The first levels as a spellcaster are really challenging, you got no HP, you got no attacks, you have so few spell slots and your cantrips don't do that much of damage. That's the main reason that most of Full Caster Characters are so focused on min-max and build optimization, do don't be submited to all that suffering of being unable to really do something in combat

During my reaserches around that topic, I accidentally stepped in some "exploits" to counter the problem, and of of the best things I found was the Metamagic Master Half-Feat, It consist basically in a method for other casters that are not Sorcerers to learn metamagics, this would not be impressive since, there actually many other abilities that allow that, so, what's is so amazing about this Feat that "breaks spellcasting"? Well, in the Feat's Description is said that, the Metamagics learned through this feat apply to your spells regardless of sorcery point costs, in other words, they are unlimited.

Some now might say "but i can't learn Quickened with this, so, this is useless". In fact, you really can't learn Quickened, nor Twinned, that are considered the most powerful Metamagics, but, you can learn alot of other Metamagics that can be even more powerfull, like for example, Hellste Stern's Hasted Spell, that, in my opinion, is even better.

Another powerfull Metamagic that you can learn through this ability is Powerfull Spell, that unlocks the ability to use the Modular Spell Upcasting Technique, and without the use limit imposed by sorcery points, this really breaks the game, letting you remanage the aspects of your spells to change it's size, reach, range, speed, lasting, and specially, their power.

A great example of use of this spell is letting you create an 9th level Fireball, at 1st Level. This is possible by mixing Powerfull Spell with Ascendant Spell, uppon the Fire Bomb Spell, a 1st Level Evocation, under the Simplifing Spells System. You simplify Fire Bomb into a cantrip, reduce the spell points from radius, link the attributes, and the add the points into linkled damage, then add the proficiency additional points, and then empower the cantrip back into a spell with Ascendant.

Chapter 6: Idea for a better Jumping System[edit]

Some might say that jump is limited to your movement, but, consider for a moment a dwarf with a strength score of twenty, no aditional movement feat, he moves ten feet, and then jump, his strength allows him to long jump twenty feet far, what results in a total movement of thirty feet in a turn.

As I see, it makes more sense allow multiple jumps in a turn, but making it a little riskier, like: "You need to make a DC 10 Dex Save on landing, on a fail you sprain your ankle, halving your speed until the next rest, and, while you are in the "air" attacks against you are made with advantage, and if you are hit, you fall prone".

Chapter 7: A Great Self-Heal Techinque[edit]

First you are going to need a fire damage spell, that deals at least 3d6 fire damage, Burning Hands or Fire Bomb are great options, then, you will apply Maximized Spell, to make all the d6 a 6, and then summon the Hellfire Damage, because of Maximized Spell, the additional d6 will also be 6, then, aplly Siphoning Spell, and you will be abble to easly max heal yourself.

To not being limited on the use of this tecnique, you are going to need a special resourse, since Hellfire can only be used against evil targets, but not limited to creatures, and you don't want to need to hit an opponent to be able to heal every time. A good exploit i found was to carry around a bag of thieves bone pieces, you don't even need to find a "fresh" one, you can simply go to a graveyard, they usually bury criminals apart from common folks, pick one grave, dig it, take a bunch of small bones like teeth, toes and fingers, and every time you need to heal, you simply pick the bone, target it with your spell, if is a area spell, you can reduce the area with Concentrate Spell, so you don't burn yourself, toast the bone and heal.

If you don't want to waste the extra hitpoints you can pick the Overhealer Feat, and even mix it with Hearty Soul Half Feat.

Chapter 8: The Angel Heart[edit]

Lore[edit]

There was once a wizard, from Avernus, that wanted to make his cursed brother immortal, he than crafted a magical artifact that would not only prevent his death, but also granting him insane levels of health.

Requirements[edit]

To build such artifact you will need to be at least 7th level full-caster, if you are a Cleric, you can skip the first step. First you will need to be able to cast Cleric Spells, so take the Arcane Student Feat, and choose Theurgy as your tradition, then you will need to take the Overhealer Feat, learn Powerful Metamagic and, the Aura of Life Spell and then you can create a Permanent Spell.

Method[edit]

With Powerful Metamagic you can reduce the radius of the spell, and increase the duration and the casting time to 24 hours to reduce at maximum the number of times you will need to cast it to make it permanent, in this case, eight times. By adding turns to the casting time, it will result in additional Power Points, that you can add to other features of the spell, in this case, the hitpoint recovery, one for each turn that you spent casting the spell, and you spent twenty-four hours casting the spell, that is equal to 14.440 turns, and the number of hitpoints you shall receive while under the effect of the spell.

Conclusion[edit]

Now that you posses great amounds of health, your maximum hitpoints can't be reduced, and if you are brought to zero hitpoints, you receive more, you are finally able to use the forbiden art of Blood Casting, in all it's glory.

The Witcher (Working Progress)[edit]

Some classes, archetypes, builds, spells and systems based on the books.

Signs[edit]

Aceta[edit]
Aceta Sign Symbol.png

Evocation cantrip

Casting time: 1 action

Range: 60 ft.

Components: S

Duration: Instantaneous

Produce a stream of acid, that deals 1d8 acid damage to creatures and Armor Piercing equal to your proficiency bonus and double the damage to objects and structures. Effective for overcoming massive or resilient obstacles and barriers, such as walls or large obstacles. It can corrode and break down various materials, allowing witchers to breach locked doors, heavy chains, and other securing mechanisms without the need for lockpicking tools or brute force. In combat, Aceta can be used to weaken an opponent's armor or monsters exoskeletons by dissolving protective materials, exposing the vulnerable flesh beneath. In alchemy, the acidic properties of Aceta are harnessed to aid in the extraction of essential components from various materials, particularly in the preparation of potions, oils, and other concoctions that require purified ingredients.

Acutus[edit]
Acutus Sign Symbol.png

Evocation cantrip

Casting time: 1 bonus action or 1 reaction

Range: 120 ft.

Components: S

Duration: Instantaneous

Conjure and hurl a number sharpened shards equal to your proficinecy bonus, or half rounded down, when casted as a reaction, that you can direct to one or multiple targets on a ranged spell attack roll for each shard, causing 1d4 slashing damage. Most effective against unarmored opponents or those with light armor. The quick casting time of Acutus makes it ideal for keeping opponents on the defensive, preventing them from mounting an effective counterattack or target delicate parts of a monster's anatomy, such as eyes or exposed organs, to inflict more significant damage or impair the creature's abilities.

Aero[edit]
Aero.png

Evocation cantrip

Casting time: 1 bonus action

Range: 10ft. Radius

Components: S

Duration: 1 round

Aero is a Sign originally created and used by the School of the Griffin, later adopted by the School of the Crane, which developed a variant usable underwater. As its name implies, it draws power from the Elemental Plane of Air and is designed to nullify or distort the scents or chemical signals emitted by monsters by releasing an almost invisible wave that ripples through the air, momentarily blurring the colors of the surroundings. Aero is particularly useful against creatures like endregas and kikimores, or arachas, whose strength lies in their coordination, disorient pursuing monsters by altering the pheromones or scents in the environment, imposing disvantage on saves or checks relling on smell, making you less detectable.

Aero can also provide oxygen to the witcher when exposed to extreme intoxication or poisonous gases, situations in which their enhanced immune system cannot cope and mitigate the effects of being gassed with large amounts of venom or buy precious seconds in environments with dangerously low oxygen levels, such as during underwater combat or in collapsing caves.

Aard[edit]
Aard.png

Evocation cantrip

Casting time: 1 action

Range: 30 ft.

Components: V, S

Duration: Instantaneous

Direct a blast of telekinetic energy that staggers opponents, imposing the target to a strenght saving throw and dealing 1d6 force damage and pushing the target 10 ft. behind on a fail, leaving them open for a subsequent attack. Aard can also extinguish existing fires, blast open poorly secured doors, or punch through cracked or damaged walls. Aard has an alternate technique associated with it, referred to by witchers as Sweep, which produces an expanding bubble of explosive telekinetic force in 10 ft. radius from the witcher's body, usually knocking nearby targets off their feet or back, giving the witcher time to recompose themselves.

Aethric[edit]
Aethric.png

Divination cantrip

Casting time: 1 action

Range: 30 ft. Radius

Components: S

Duration: 1 minute.

This Sign is useful for basic magical analysis. It sends out a wave of pure glowing magical energy that interacts with any existing energies, forming colorful lights and patterns that can be interpreted. Aethric can make ghost echoes visible and allow pinpointing invisible creatures. It is used mostly by witchers of the Schools of the Fox, Griffin, and Crane. When a witcher casts Aethric, the emitted magical energy reveals hidden or concealed elements in the environment. The colorful lights and patterns formed by the interaction of Aethric with other magical energies can indicate the presence of enchantments, curses, or residual magical activities. This makes it an invaluable tool for investigating haunted locations or tracking entities from other planes such as hyms. Aethric is particularly effective in revealing ghost echoes—spectral imprints left behind by strong emotions or significant events. By making these echoes visible, witchers can glean insights into past occurrences and identify the nature of hauntings. This capability is essential for witchers tasked with resolving spectral disturbances. Additionally, Aethric can detect invisible creatures by outlining their forms with glowing energy. This ability is crucial when dealing with entities that use invisibility as a defense mechanism, allowing witchers to pinpoint their location and prepare accordingly.

Attrii[edit]
Attrii.png

Necromancy cantrip

Casting time: 1 action

Range: 30 ft.

Components: S

Duration: 1 round

This Sign, instead of dealing instant damage applies a cumulative weakening effect that progressively reduces the target's resistance, causing light, constant damage and reduces the target's physical or magical defenses. The target must make a constitution saving throw, on a fail the target receives one point of exhaustion. If it is used again against the same creature in less then a minute, the creture receive two points, and they keep stacking as long as the effect keeps being impossed under this time window.

The Sign is executed by extending the open palm with the fingers clenched as if forming claws. When cast, a faint, rippling glow of green and purple tones emerges from the palm of the hand and adheres to the target.

Axii[edit]
Axii.png

Enchantment cantrip

Casting time: 1 action

Range: 30 ft.

Components: S

Duration: 1 round

Capable of charming an opponent's mind to stun them if they fail on a Wisdom saving throw, temporarily eliminating them from combat. However, the stun effect disappears at the end of the next turn or when the target is harmed. This Sign can also be used by witchers to calm their mounts or on people to gain information or benefits. Axii usually only affects one person at a time, and its effects are visible to others in the vicinity. Axii has an alternate technique associated with it, referred to by witchers as Puppet, which temporarily forces an enemy to become an ally and fight on your side during a conflict, boosting their physical abilities by your spell casting ability modifier for the duration of the conversion, as long as you didn't attacked the target yet.

Caecir[edit]
Caecir.png

Evocation cantrip

Casting time: 1 action

Range: 30ft.

Components: S

Duration: 1 minute

A Witcher Sign that draws from the Para-Elemental Plane of Steam to induce complete blindness if the target creture fails a Dexterity saving throw. For creatures that rely on echolocation, it can disrupt their senses, though this effect is less potent and does not last as long as it does for creatures that rely on vision.

Chlorinic[edit]
Chlorinic.png

Evocation cantrip

Casting time: 1 action

Range: 10 ft.

Components: S

Duration: Instantaneous

Creates a corrosive gas jet that imposses a constitution saving throws, dealing 1d12 poison damage and grants blindness on a fail or half the damage on a success. If the gas comes into contact with water, it turns into acid, dealing additional 1d4 acid damage and potentially blinding those affected if it enters their eyes permanently. Creatures that don't breathe are resistant to its damage. Those aware of the attack may opt to hold their breath and close their eyes to avoid poison and blindness, reducing damage by half.

Flecter[edit]
Flecter2.png

Evocation cantrip

Casting time: 1 action

Range: 30 ft.

Components: V, S

Duration: Instantaneous

This Sign, developed by the School of the Griffin, is characterized as a telekinetic attack of precision and short range that strikes from above, as if it were an invisible whip, exceptional against flying enemies and particularly useful for breaking enemy formations Its precision makes it ideal for disarming enemies, breaking guards, and knocking weapons out of their reach by imposing a strenght saving throw, dealing 1d6 force damage on fail and pulling the target creature or object 10 ft.

The Sign is cast by placing the index and middle fingers extended, forming an inverted "V," while the thumb and the rest of the fingers remain closed. Once the gesture is formed, the movement resembles the use of a whip, performed as a slight flick or shake of the hand. The witcher aims at the target and executes the motion quickly and precisely, projecting the telekinetic force from above with remarkable accuracy.

Fulmen[edit]
Fulmen.png

Transmutation cantrip

Casting time: 1 action

Range: Touch

Components: S

Duration: Instantaneous

Developed by the School of the Griffin, it draws from the Para-Elemental Plane of Electricity. Unlike purely offensive signs it prioritizes the manipulation of conductive materials and static energy over direct damage, offering a balanced combination of utility and combat applications. Roll for a melee spell attack, on a hit, the target takes 1d8 lightining damage and if the target is wearing armor made of metal or is made mostly of metal, you have advantage on the attack roll or the target has disadvantage on its saving throw. It ignites any flammable materials and also can be used to deliver a lifesaving electrical surge that allows it to stabilize allies, rolling for a medicine skill check. It is ineffective against non-conductive materials or creatures, such as wooden or stone golems, it also lacks the raw energy to power devices like portals.

Gravem[edit]
Gravem.png

Transmutation cantrip

Casting time: 1 action

Range: 60 ft.

Components: S

Duration: 1 round

The primary function of this Sign is to slow the target by significantly increasing its gravity, halving its speed for the duration if the creature fails on a strenght saving throw imposed by the Sign, being particularly effective against fast-moving enemies, such as certain types of higher vampires or other creatures whose speed surpasses the capabilities of a witcher. However, it does not affect large enemies, being effective only against smaller monsters or humanoid creatures.

The Sign is executed by extending the dominant hand with the palm open toward the target, while the index and middle fingers point downward in a steady, upward gesture. A faint, translucent aura of blue and gold may momentarily appear around the target when the Sign takes effect, visualizing the gravitational distortion that affects the target.

Hatri[edit]
Hatri.png

Enchantment cantrip

Casting time: 1 action

Range: 60 ft.

Components: S

Duration: 1 minute

Reflects the opponent's hate, bloodlust and hunger back to its source, making the monsters afraid if they fail a Wisdom saving throw. Originally, it was designed to disperse hordes of monsters if they were too many for the witcher to deal with at the time, up to a 20 ft. radius, allowing the witcher to retreat and think of another strategy.

Heliotrope[edit]
Heliotrope.png

Abjuration cantrip

Casting time: 1 reaction

Range: 60 ft.

Components: S

Duration: Instantaneous

The Sign is made by crossing one's wrists, as well as interlocking ones pinkies and works as a buffer against physical attacks, combat magic and impacts with walls, ground etc, giving you a bonus to your AC equal to your proficiency bonus.

Igni[edit]
Igni.png

Evocation cantrip

Casting time: 1 action

Range: 60 ft.

Components: S

Duration: Instantaneous

A Sign that draws from the Plane of Fire that is used by witchers and causes a burst of fire that can repel and ignite opponents, as well as start fires, dealing 1d10 fire damage on a hit in a Ranged Spell Attack Roll, or 1d12 if the target is already missing hit points.

Limus[edit]

Evocation cantrip

Casting time: 1 action

Range: 60 ft.

Components: S

Duration: 1 minute

Drawing power from the Para-Elemental Plane of Ooze, it was designed for facing monsters in aquatic or semi-aquatic environments, such as swamps, mangroves. It creates a viscous pool of mud that slows semi-aquatic and terrestrial creatures, halving their movement if they fail a Dexterity saving throw, providing witchers with a critical tactical advantage.

It becomes far more potent when cast underwater as it can hinder movement, blind enemies, and even suffocate targets—assuming, of course, the creature in question has gills or relies on water-breathing.

The Sign is performed with most of the fingers of the hand closed, except for the thumb and pinky finger. The thumb points upward, and the pinky finger extends forward, forming a precise gesture at a 45-degree angle.

The Sign was co-created by Anika Marsir and Putnam Pitch sometime between 1360 and 1370. When Putnam later founded the School of the Crane, the Sign was officially adopted by the school, making it one of the most recent additions alongside Reverte and Refulgo.

Luxii[edit]
Luxii.png

Evocation cantrip

Casting time: 1 action

Range: 60 ft.

Components: S

Duration: 1 round

A witcher Sign that draws from the Para-Elemental Plane of Light, used to impair an opponent's vision by creating a flash of intense light, akin to a miniature sun exploding before the enemy's eyes that is a lot more potent that certain bomb with a similar effect. Dealing 1d8 radiant damage and instantly blinding on a hit. It is usually more potent against creatures with heightened or superior vision, potentially causing temporary blindness or severe disorientation. However, when used along with the Cat potion or any other kind of Darkvision, it can cause temporary blindness and severe disorientation to the witcher as well.

Moahk[edit]
Moahk.png

Evocation cantrip

Casting time: 1 action

Range: 60 ft.

Components: S

Duration: Instantaneous

A Sign developed by the School of the Griffin in their early days based on some studies by the former Order of Witchers. It is capable of magically creating water, or shooting a wave of water at a target, dealing 1d10 water damage, or 1d12 if it is missing hitpoints. Witchers can also use this sign in survival scenarios like in the desert to conjure water.

Neuron[edit]

Enchantment cantrip

Casting time: 1 action

Range: 60 ft.

Components: S

Duration: 1 round

This Sign causes momentary pain by stimulating the target's central nervous system, without inflicting any physical damage. It is particularly effective at interrupting attacks and abilities, giving the witcher a tactical window to act. It imposses a constitution saving throw, dealing 1d10 psychic damage and causing Paralyzed.

Nair[edit]
Naüse[edit]
Petrax[edit]
Podral[edit]
Quen[edit]
Refulgo[edit]
Reverte[edit]
Ruput[edit]
Shadi[edit]
Somne[edit]
Silere[edit]
Supirre[edit]
Thermora[edit]
Tremer[edit]
Venora[edit]
Velora[edit]
Veris[edit]
Vintyr[edit]
Volun[edit]
Verto[edit]
Vomir[edit]
Vorg[edit]
Yrden[edit]
Zimbra[edit]
Zuufr[edit]

Schools[edit]

Order[edit]

In 951, the mages Alzur and Cosimo Malaspina created the Order of the Witcher, that lasted until 970;

Bear[edit]

In 970, the witcher Arnaghad, as the first group of witchers that split off from the Order of Witchers and the first formal Witcher School, headquartered at Haern Caduch keep in the Amell mountains.

Some of the notable members of the School were:

  • Arnaghad
  • Aiki of Vinland
  • Amerin of Attre
  • Cervin
  • Cormac de Trastamara
  • Dragon of Skellige
  • Eldingaar Fjall
  • Ermintrude of Faroe
  • Gerd
  • Hemdall of Skellige
  • Ivar Evil-Eye
  • Ivo of Belhaven
  • Iwan
  • Junod of Belhaven
  • Nico of Nazair
  • Pedro Esparza
  • Razan of Cintra
  • Jag Laittatrson
  • Sustor of Redania
  • Voren of Dillingen

Bears tend to be loners and do not forge strong bonds with their brethren, and so them meeting on the Path can even lead to bloodshed. This is because of the philosophy of the school's founder, who believed that witchers should focus only on the job aspect of their profession. Arnaghad thought that any code or knightly virtues were just inflated nonsense to feed the ego, and thus favored autonomy above all else. This autonomy extended even to the school itself.

Haern Caduch was a difficult place to live. Due to the cold and snow of the mountains, you can always suffer frostbite or hypothermia. This environment has given the Bear witchers extraordinary endurance even compared to their bretheren from other schools.

They wear heavier armor, favoring defense over agility, and they can also use crossbows and shields.

Rhino[edit]

The rhinos come from a schism produced in the early days of the Bear School, at the year of 1000. Since, there were divisions about what the school should focus on. At that time there were two groups, those who preferred only defense and those who preferred attack and defense. The latter would later abandon the school, lead by Athol Forry, and march south, later founding what would become the School of Rhino, located in the Far South and focused on extremely offensive techniques, until their end in 1110.

Unlike other schools, rhinos do not use swords but maces and hammers. A steel mace for nonmagical creatures and a silver hammer for magical creatures. They also didn't use armor, simply protecting the essentials and focusing more on a powerful attack that would end the combat quickly. Also, certain aspects of their mutations differ from standard witcher, they are slower than the common, but this is compensated with much more resistant skin and strongher regeneration.

Some know members of the school are:

  • Athol Forry
  • Padde Ruairi
  • Sen Sìleas
  • Mandla
  • Haris of Tenoch
  • Jatau
  • Suarnel
  • Leimne
  • Streskuand
  • Zanock
  • Reivuld
  • Drarkusreis
  • Krokralt
  • Zovendlak
  • Timnelme
  • Strensan
  • Talako of Huax
  • Pilirani Anan
  • Oluwatoyin of Zangvebar
  • Berhanu
  • Eser Deniz
  • Bidziil of Tarascan
  • Citlalli Jaci
  • Yolotli Lishan
  • Meztli of Gondar
  • Yolot Jaci of Mekele
Viper[edit]

The foundation of the school started when a group of Bear School witchers decided to betray their school, nearly killing the Grandmaster Arnaghad. These witchers ended up leaving, traveling south to the mountains of Tir Tochair finding and claiming the old gnomish keep of Gorthur Gvaed, to form their own school, claiming to have embraced the poison of the viper.

Due to the fact that Vipers accepted contracts not only on monsters but also humans and non-humans, rumors began that the school was founded for that purpose. The real reason however was that its founder had a great purpose in mind. He wanted to defeat the Wild Hunt. But as he couldn't do it alone, he founded a school dedicated to his purpose, commissioning a library full of books and scrolls of data on the Wild Hunt. As a result, all Vipers were hugely knowledgeable on the Wild Hunt.

After the Usurper tried unsuccessfully to absorb the Vipers, the Nilfgaardian Army destroyed their keep. Its students scattered throughout the Empire, having been banned from entering larger cities.

Mentors of the Viper School were especially cold and ruthless with their students. The reason for this was to prepare the would-be witchers for the harsh life that awaited them. The clearest example of this ruthlessness was the final trial students had to perform before becoming witchers. Upon their arrival at Gorthur Gvaed, students were given a pet to care for and form an emotional bond with. Years later, as their final test, they were ordered to kill their pet in cold blood.

The Vipers were trained on twin small blades and an assassination-based approach to killing monsters. Their fighting style featured sinuous, unpredictable movements using the two "fangs". Another style the Vipers employed was one of fast furious strikes to overwhelm their target. These blades would often be coated with poison as the school made great use of its knowledge of alchemy.

Some know member are:

  • Ivar Evil-Eye
  • Auckes
  • Cafam
  • Eleven
  • Gerring of Kharkiv
  • Gheran of Kalkar
  • Kolgrim
  • Letho of Gulet
  • Serrit
  • Vonir
  • Warritt
  • Bryghita the Dreadblade
  • Odoe
Chamaleon[edit]

In 1087, several disgruntled former witchers of the Viper school traveled to the Far East, lead by Baki. They joined a group of Nilfgaardian merchants during the early days of exploration of the eastern parts of the Old Continent. This group accidentally ended up on the island of Sabana in the Sundalaic archipelago. In this place they end up founding the School of the Chameleon in the the ruins of Thanon Samet, an old okamese settlement.

Chameleon witchers were known not only for their combat prowess but also for their extensive knowledge of alchemy, becoming renowned healers among the local population. They helped the locals not only with monster problems but also with their knowledge of alchemy, creating medicines and remedies to aid people. Their role as healers endeared them to the local communities, even though the witchers maintained a certain distance from non-witchers.

They also posses a a unique mutagen that allowed the witchers to stop emitting all body odor and adapt their body temperature to the surroundings for a limited time. This ability made them particularly elusive and effective in their hunts, as it enabled them to blend seamlessly into their environment and avoid detection by both monsters and humans. They were exceptionally skilled at hunting and would use blowpipes, longbows, or short bows with swords rather than crossbows and bombs. Like most swords from Sunda, the swords the Chameleon school witchers used were more like long daggers. They primarily used wavy-bladed swords like the keris or kalis, known for their distinctive serpentine shapes and effectiveness in close combat. They also used swords like the klewang, luwuk, campilan, dha, rencong, or mandan, each with its own unique design and combat application. Chameleon School Witchers rarely use the Igni Sign as their unique mutagen abilities were unusable after casting Igni. Instead, they commonly relied on Quen and Yrden to assist them in close quarters. They were adept at casting Shadi

The school met its end around the 1250s at the hands of the same Nilfgaardians who had initially helped discover the islands. The Chameleon Witchers joined the Singyuren Witchers and the locals in a desperate battle against an alliance between the Tuyotukian and Nilfgaardian Empires, that initiated the conquest in the name of Cintra, using it as a proxy, who sought to conquer not only the small island of Sabana but the entire archipelago. The Nilfgaardians and Tuyotukians viewed the witchers and their local allies as obstacles to their expansionist ambitions. Following the destruction of both schools, the islands were left without their main protectors, leading to a rise in monster populations once again.

Some know members are:

  • Baki
  • Arief
  • Damarwulan
  • Dwi
  • Guntur
  • Sudiroprojo
  • Sukarno
  • Susilo
  • Kurniawan
Singyuren[edit]
Scorpion[edit]
Manticore[edit]
Lugonite[edit]
Dragon[edit]
Wyvern[edit]
Mammoth[edit]
Cat[edit]
Rat[edit]
Siren[edit]
Lion[edit]
Tiger[edit]
Lynx[edit]
Griffin[edit]
Hawk[edit]
Gyrfalcon[edit]
Leshen[edit]
Raven[edit]
Crane[edit]
Bat[edit]
Basan[edit]
Wolf[edit]
Owl[edit]
Fox[edit]
Spider[edit]

Final Fantasy Summons Templates (Working Progress)[edit]

Based on the Final Fantasy XIV Companion Guidebook for D&D 5e. for the Arcanist Class

Asura[edit]

Small Fey

Armor Class: 12+PB

Hit Points: 5 + five times your class level (the egi has a number of Hit Dice [d6s] equal to your Arcanist level)

Speed hover 30ft.

STR: 2(-4); DEX: 16(+3); CON: 10(+0); INT: 10(+0); WIS: 12(+1); CHA: 16(+3);

Damage Immunity

Condition Immunities blinded, paralyzed, petrified, poisoned, sleep

Senses passive Perception 14

Languages understands the languages of its summoner but cannot speak

Challenge -

Proficiency Bonus equals your bonus

Faces of Asura: The Arcanist roll a d6, and based on the result, Asura can cast one of these spells from a range of thirty feet as an action. Asura's innate spellcasting ability is Charisma but shares your spell save DC and spell attack bonus. It can innately cast the following spells, requiring no material components:

Actions

Multiattack: Asura can make four melee weapon attacks with her short-swords: your spell attack modifier to hit, Reach 5ft., one target each. Hit: 1d6+PB slashing damage.

Asura

Bahamut[edit]

Small Elemental

Armor Class 13+PB

Hit Points 5 + five times your class level (the egi has a number of Hit Dice [d10s] equal to your Arcanist level)

Speed hover 60ft.

STR: 12(+1); DEX: 14(+2); CON: 12(+1); INT: 14(+2); WIS: 14(+2); CHA: 14(+2);

Damage Immunity

Condition Immunities

Senses passive Perception 14

Languages understands the languages of its summoner but cannot speak

Challenge -

Proficiency Bonus equals your bonus

Bahamur (Recharge 6): Bahamut can innately cast the Haste Spell as an action, requiring no material components.

Actions

Claw: Melee Weapon Attack: your spell attack modifier to hit, Reach 5ft., one target. Hit: 1d10 + PB slashing damage.

Wing Blade: Ranged Magical Attack: your spell attack modifier to hit, Reach 30ft., one target. Hit: 1d10 + PB wind damage.

Mega Flare (Recharge 5-6). All creatures in a 5ft. wide 30ft. length line, must made a Dexterity saving throw against your spell save DC. On a failed save, the creatures takes 3d10 radiant damage and become blinded until the end of the next turn, or half as much on a successful save, and don't become blinded.

Enkindle

Tera Flare (Requires Arcanist Level 14): Bahamut unleashes a massive radiant blast. All creatures in a 10ft. wide 60ft. lenght Line must make a Dexterity save against your spell save DC. Each creature that fails the save is blinded until the end of the next turn and takes 10d10 radiant damage. Creatures that succeed on the save take half as much damage and are blinded.

Bahamut

Bomb[edit]

Chocobo[edit]

Cockatrice[edit]

Goblin[edit]

Ifrit[edit]

Leviathan[edit]

Mindflayer[edit]

Dragon[edit]

Odin[edit]

Ramuh[edit]

Shiva[edit]

Sylph[edit]

Titan[edit]

Whyt[edit]

Remora[edit]

Catoblepas[edit]

Golem[edit]

Carbuncle[edit]

Syldra[edit]

Alexander[edit]

Bismarck[edit]

Cait Sith[edit]

Crusader[edit]

Fenrir[edit]

Raiden[edit]

Seraph[edit]

Siren[edit]

Unicorn[edit]

Valigarmanda[edit]

Zona Seeker[edit]

Kirin[edit]

Lakshmi[edit]

Maduin[edit]

Midgardsormr[edit]

Phantom[edit]

Phoenix[edit]

Quetzalli[edit]

Ragnarok[edit]

Cactuar[edit]

Diabolos[edit]

Gilgamesh[edit]

Hades[edit]

Knights of Round[edit]

Kujata[edit]

Typhon[edit]

Moogle[edit]

Magic Pot[edit]

Tonberry[edit]

Brothers[edit]

Cerberus[edit]

Doomtrain[edit]

Eden[edit]

Quezacotl[edit]

Pandemona[edit]

Boko[edit]

Mini Mog[edit]

Moomba[edit]

Angelo[edit]

Griever[edit]

Tiamat[edit]

Atomos[edit]

Ark[edit]

Madeen[edit]

Valefor[edit]

Ixion[edit]

Anima[edit]

Yojimbo[edit]

The Magus Sisters[edit]

Braska's Final Aeon[edit]

Garuda[edit]

Belias, the Gigas[edit]

Mateus, the Corrupt[edit]

Adrammelech, the Wroth[edit]

Zalera, the Death Seraph[edit]

Shemhazai, the Whisperer[edit]

Hashmal, Bringer of Order[edit]

Cúchulainn, the Impure[edit]

Zeromus, the Condemner[edit]

Exodus, the Judge-Sal[edit]

Famfrit, the Darkening Cloud[edit]

Chaos, Walker of the Wheel[edit]

Ultima, the High Seraph[edit]

Zodiark, Keeper of Precepts[edit]

Alraune[edit]

Garchimacera[edit]

Djinn[edit]

Balasa[edit]

Salamander[edit]

Lamia[edit]

Wyvern[edit]

Sahagin[edit]

Cúchulainn[edit]

Shivan[edit]

Shivar[edit]

Aquarius[edit]

Sagittarius[edit]

Ramih[edit]

Cactoid[edit]

Gnoam[edit]

White Hare[edit]

Hecatoncheir[edit]

Brynhildr[edit]

Ravana[edit]

Sephirot[edit]

Sophia[edit]

Zurvan[edit]

Susano[edit]

Lakshmi[edit]

Shinryu[edit]

Tsukuyomi[edit]

Eureka[edit]

Raktapaksa[edit]

Cloud of Darkness[edit]

Shadowkeeper[edit]

Fatebreaker[edit]

Elidibus[edit]

Magus Sisters[edit]

Hydaelyn[edit]

Daivadipa[edit]

The Twelve[edit]

Eos[edit]

Selene[edit]

Faerie[edit]

Lich[edit]

Cyclops[edit]

Zalera[edit]

Zeromus[edit]

Abaddon[edit]

Ahriman[edit]

Behemoth[edit]

Chimera[edit]

Coeurl[edit]

Death Knight[edit]

Gigas[edit]

Kain[edit]

Little Pirate[edit]

Minion[edit]

Mu[edit]

Ochu[edit]

Palom[edit]

Shade[edit]

Scorpion[edit]

Sphere[edit]

Tentacle[edit]

Argy[edit]