Fergus Llew Gawain

Height 6’ 2”; Weight 210# ; Hair:Blond. ; Age 20; Patron Deity:
Sex: Male Race: Human Class: Witcher (Griffin School)
Alignment: Lawful Good Size: Medium Type: Humanoid
Init +2; Passive Wisdom (Perception) 13 (Advantage on Initiative and Perception)
Languages : Common, Skellige
AC 18 (Armor 14, +2 Dex, +2 Shield)
HP 36 (HD: 10 + 6 CON )
Saving Throw Proficiencies: Constitution, Dexterity
Speed 30ft.
Proficiency Bonus: +2
Special Actions
Combat gear: None
Abilities Str 16, Dex 14, Con 14 , Int 13, Wis 13, Cha 12
STR 15, DEX 14, CON 13, INT 13, WIS 13, CHA 12
Racial Traits: +1 to Any two Stats, 1 Feat, 1 proficiency
Background: Soldier
Skill Proficiencies: Athletics and Intimidation
Tool Proficiencies: Gaming Set (Gwent), Vehicles (land)
Equipment: Gwent set, common clothes, belt pouch with 10 gp
Feature:
Personality Trait: I am confident in my own abilities, and do what I can to instill confidence in others
Bond: I fight to make the world safer for those who can not face the dangers
Ideal: Greater Good (Our lot is to lay down our lives in defense of others
Flaw: To cope with the stress I often overindulge in hard alchohol
Class Features:
Mutant (Immune to disease, darkvision 60 ft, extended lifespan)
The Medallion (Detect presence of monsters within 30 ft, action to sense magic within 30 ft)
Witcher Alchemy (
Witcher School
Witcher Signs
Combat Superiority (4 superiority dice, 2 maneuvers)
School Feature (Proficiency with shields)
Class Proficiencies: Armor: Light, Medium Armor, Shields
Weapons: All Simple and Martial Weapons
Tools: Herbalism Kit
Saving throws: Constitution, Dexterity
Skills: Choose 2 from Acrobatics, Arcana, Athletics, Insight, Intimidation, Investigation,
Nature, Perception, Stealth, Survival
Combat Maneuvers (4 superiority dice, d8)
Precision Attack. When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects o f the attack are applied.
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.
Witcher Signs: Casting a Sign is an action that requires a free hand, requiring only a somatic gesture. Each has three uses: an at-will effect, a combat application, and an empowered effect which becomes available at 7th level. Firstly, there is no limit to how often you can use the at-will effect of a Sign. Secondly, when you use a Sign for combat, it is expended and can only be recharged by concentrating for a full round; each round you concentrate for allows you to recharge one Sign you’ve expended. The maximum number of times you can recharge Signs is equal to your Wisdom modifier (minimum 1); after this you need to take a short or long rest before you can recharge Signs again. Thirdly, once you reach 7th level you may empower the Sign you’re currently casting by expending the use of another Sign.
HELIOTROPE: Heliotrope is a simple ward against magic and spells based on the absence of elements. At-Will Effect: As a reaction when a spell or magical effect would force you to move, you reduce the forced movement by 10 feet.
Combat Effect: As a reaction when a spell or magical effect targets you, either the attack roll is disadvantaged or your saving throw is advantaged.
Empowered Effect: In addition to the combat effect, you gain resistance to any damage caused by the magic or spell.
YRDEN: Yrden draws power from the fifth element of aether, creating a magical trap on the ground to
snare your enemies.
At-Will Effect: Choose an object within 10 feet of you. You can decipher a discrete magical
inscription on that object that would otherwise be unintelligible, including a spell, a line of
mystical runes, the name of a specific glyph or symbol, etc. Decipher this writing does not
invoke the magic contained in it.
Combat Effect: You place a fixed magical ward in a 10 foot diameter circle around you that is
invisible to normal senses and lasts for as long as you concentrate on it, up to 1 minute. There
are two versions of this ward that you may place:
• Radiant Ward: The next creature hostile to you that enters the area triggers the ward, and
must make a Constitution saving throw. On a failed save, the creature takes 2d6 radiant
damage and is restrained until the end of its next turn, and on a successful save the creature
takes half as much damage. Once triggered, the ward ends.
• Magic Ward: Monsters normally resistant to nonmagical weapons can be affected normally
within the area of the ward, and they treat the area within the ward as difficult terrain.
Empowered Effect: The radiant ward deals 5d6 radiant damage instead and the creature is
stunned instead of restrained. The magic ward applies to monsters normally immune to
nonmagical weapons, they cannot take bonus actions or reactions within the ward, and
projectiles fired into or thru the warded area are destroyed.
Feats:
Shield Master. You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
• If you take the Attack action on your turn, you can usea bonus action to try to shove a creature within 5 feet o f you with your shield.
• If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
• If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source o f the effect.
Skills (P proficiency)
+2 Acrobatics
+1 Animal Handling
+1 Arcana
+5 Athletics P
+1 Deception
+1 History
+3 Insight P
+3 Intimidation P
+3 Investigation P
+1 Medicine
+1 Nature
+3 Perception P
+1 Performance
+1 Persuasion
+1 Religion
+2 Sleight of Hand
+2 Stealth
+1 Survival
Herbalism Kit
Equipment:
Scale Armor
Longsword
Silver Longsword
Sentinel Shield (advantage on Initiative and Perception)
Dungeoneers pack
Background: Fergus Llew Gawain was born in the Skellige Islands. Even before he was born he had been claimed by a Witcher. His father, a local lord, was plagued by a troll. Witcher Judoc answered the reward offer. After he had killed and burned the troll, Judoc collected his payment and was to leave (rather stridently asked), the troll’s tribe descended from the highlands for revenge. Lord Gawain offered anything for Judoc to stop the rampage that had already claimed two entire villages. Judoc invoked the ancient price “that which you have but do not know”. Judoc, of the Bear school, took a methodical approach, using several living sheep to lure the trolls into an oil soaked house. After locking them in and burning them alive, Judoc used acid to finish the job.
Several years later Judoc came back to claim his price, a young lad full of promise. With the Bear school destroyed by Raghnall, Judoc took Fergus down to the Amell mountains, far from his home to be trained in the Griffin school. There Fergus was subjected to the harsh trials of the Witcher. He survived and thrived in the school, learning the style of the Griffins well. He did so well that he was awarded an ancient heirloom of the Griffin’s, a special shield designed to empower the wielder with the awareness of the griffin. With few Witchers left, the heirlooms are more available to be given to the few who pass the trials.
After his trials, the skin of the young Skellian began to manifest strange marks. As he passed further trials and grew in age, the marks grew darker and more clear. As a young man, the marks became clear. Fergus’ back, chest, legs and arms were covered in runes. Ancient runes that no one in the school could read. He was referred to the Owl school, but hasn’t taken the time to head there. No one knows if these runes provide a message, grant the witchering powers or some other effect.
Once he survived all the trials, and had been trained in all the techniques of a Witcher, Fergus set out to earn his living as a Witcher. Fergus started out small, taking a few contracts in the mountains to hunt down some pesky nekkers. With some experience and coin, Fergus traveled north as it seemed that was where there were more monsters, or at least reports of monsters as the Nilfgaardians don’t let much information travel.
After wandering from village to village for some time, he came across a small village in the Posada region looking to hire a witcher. They claimed to have a hag living in the woods who had cursed the village.
Fergus went to the cottage, but saw none of the other signs of a hag, other than her appearance. Fergus approached Melora/the hag and asked to speak with her, Melora was hesitant at first, knowing she looked like a hag and that the Witcher had been sent to kill her. But as she found the Witcher to not be in a hurry to kill her, and indeed to accept her as a person not as a hag. They spent the day talking and drinking tea. By the end of the day a friendship was formed. Together they decided to track down the source of the curse.
Together they ventured further into the woods, finding evidence of rot and sticky sweet saps in the trees. They both suspected a black annis and their fears held true when they found the candy house in a tree. The annis had cast the curse to force the children to wander into the woods to find food and make them easier to capture. Together they were able to slay the monster after a long battle. As the blood of the black annis sprayed onto Melora as it died, she began to change. The curse was lifted and her rightful appearance was restored. Despite his Witcher’s training to be free of emotion, Fergus could do nothing as he stared at the most beautiful woman he had ever seen. After a few minutes of staring, Melora asked him if he had been turned to stone by the annis. Chagrinned, Fergus blushed and they both laughed. The death of the annis lifted the curse on the region.
Despite the fact that Witchers most often travel alone, Fergus could not resist the opportunity to stay nearer this amazing woman. Together they traveled the region and took a few more jobs. Melora actually found the latest job. While it wasn’t a traditional Witcher job, it wasn’t against the code so Fergus felt he could take it. They were to escort a local girl to safety among the elves.
Fergus suspects, but does not know that there may have been another hag or two who were part of a coven with the hag they killed.
Appearance: Fergus is a tall, muscular man. Much of the Skellige Islands has faded from his mannerisms and speech, but there is still a bit of burr in his speech, and a fondness for the dress of the Islands. His blond hair hangs to his shoulders. Fergus is seldom seen without his shield, a symbol of his school, style and self.
Personality: Fergus usually has the reserved demeanor of a Witcher. There are times though that the Skellige passion arises. Some of that is the strength of the Skellige in him, some of it is his youth. In that vein, he most often approaches monsters and problems with a dispassionate, studious aloofness. But whether the Skellige or the nobility of the Griffins, he sometimes acts quite rashly, charging in heedless of danger.