School of Raven
The School of Raven believes in prophecy and destiny. They are also forged in deceptions and insights - they are really hard opponents when you are trying to lie to them.
Toxicity: 3
The same creature gain advantage if this feature is used on it again in the next 24 hours.
Raven's Destiny
Starting at level 3, you gain the ability to impose disadvantage onto the enemy when they try to attack you, spending one Vigor die. You must have line of sign to the enemy.Raven's potions
Starting at level 7, you gain access to additional potions from this school.Full Moon
Potion
Varies
Benefit: When you consume this potion, you gain twice your Witcher's level as temporally hit points. Toxicity: 2
Cost: 75 gp
Beastial Pheromones
Potion
Varies
Benefit: When you consume this, all beasts consider you one of them and won't attack you unless you attack them first. This effect lasts 24 hours. Toxicity: 1
Cost: 10 gp
Raven's tongue
Potion
Varies
Benefit: When you drink this potion, you can add your Witcher level to any persuation, deception or intimidation check made within 1 hour of consuming potion.Toxicity: 3
Cost: 150 gp
Wraith of Ravens
Starting at level 11, you can spend 4 Vigor points, to empower Aard sign, summoning ravens that blinds opponents that fails the saving throw until the end of their next turn. This also summons 1d4 Swarms of Raventhat attacks the targets. You can use this ability once per short-rest.Raven's flight-path
Starting at level 15, you gain the ability to run in straight line, attacking all creatures in it. If they can have attack of opportunity, it is made with disadvantage. You can use this feature once per short rest.Go for the Eyes!
Starting at level 19, you can spend 1 Vigor point to strike an enemy, causing it to go temporally blind. Dealing additional 1d8 damage and the creature is blinded until the end of their turn if they fail Constitution saving throw DC 20.The same creature gain advantage if this feature is used on it again in the next 24 hours.