School of the Cat
Nestled in the heart of Nilfgaard, on a cliff next to a stone lake in Ebbing, the ruins of Stygga Citadel serve as home for the School of the Cat. Witchers of the school are known for their duplicity and their fighting style reflects this; feints, lures, and dirty tricks are a regular part of their repertoire. The school was founded to fight monsters that could not be faced head on, such as cursed ones sheltered by noble families or cunning monsters which require infiltration in order to defeat.
Years ago, the Cat School betrayed the Wolf School by allying with the power-hungry mage Vilgefortz, leading to a massacre at Kaer Morhen and taking of hostages. After a conflict with another witcher, the Lodge of Sorceresses destroyed Stygga Citadel with magic so the only legend surviving the events would best serve the Lodge. Whether or not Treyse, the leader of the school, died in the fighting was never confirmed, though the few remaining Witchers who inhabit Stygga Citadel have not seen him since.
BONUS PROFICIENCY
At 3rd level gain proficiency in one of the following: disguise kit, forgery kit, or thieves’ tools.
CAT SCHOOL TECHNIQUE
At 7th level, when you wear light armor or no armor, add your proficiency bonus to your initiative checks and increase your speed by 10 feet.
DEADLY CRITICAL
At 10th level your weapon attacks score a critical hit on a roll of 19 or 20, and your critical hits with weapons deal an additional damage die of the weapon’s type.
CRIPPLE
At 15th level, after three rounds of combat you can take the special Cripple action. Make three attacks. A creature hit by one of these attacks suffers a level of exhaustion. Exhaustion is cumulative. Once you use Cripple, you must wait for another three rounds of combat to pass before you can use it again.
CAT MANEUVERS
Danger Sense (requires Cat Instinct mutation).
When you roll initiative, you can spend a superiority die, gaining a bonus to your initiative equal to the number rolled on your superiority die. In addition, you are not surprised.
Dirt in the Eyes.
When an enemy you can see within 5 feet of you makes an attack roll, as a reaction you can spend a superiority die and impose a penalty on their attack roll equal to the number rolled on your superiority die.
Feign Death
(requires Metabolism Control mutation). When an enemy hits you, you can spend a superiority die as a reaction to fall prone and feign death. You can maintain your ruse for a number of rounds equal to the number rolled on your superiority die.
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.
Vitals Strike.
When you hit a bloodied enemy (at half hit points) or score a critical hit, you can spend a superiority die to deal extra damage equal to the number rolled. In addition, this opens a bleeding wound and the target suffers the same amount of damage at the end of their turn unless they succeed a Constitution saving throw. The target continues taking this damage until it succeeds the save or receives medical attention or healing magic.