Based in the old keep Kaer Morhen in the mountains of Kaedwen, the School of the Wolf is known for tutoring Geralt of Rivia, the White Wolf. Witchers of the school practice a defensive fighting style based on focusing on weak points, knowing their enemy, moving to their enemy’s outside position, and synchronized pack tactics when taking on especially fearsome monsters.
The school was founded to defend villages and track down monsters that stalk a wide range.
Kaer Morhen was overrun by human fanatics when the School of the Cat betrayed the Wolves to the sorcerer Vilgefortz and the Witcher-slayer Le Bonhart; most of the Witchers were killed. Further losses were sustained when a criminal group called the Salamandra assaulted the fortress to steal the secrets of Witcher mutation. Today, only a handful of Wolves occupy the keep, overseen by their leader Vesemir.
BONUS PROFICIENCY
At 3rd level you gain proficiency with a blade oil kit, allowing you to craft blade oils (see the Equipment chapter) using the same guidelines as Witcher Alchemy.
WOLF SCHOOL TECHNIQUE
At 7th level, when wearing armor that doesn’t impose disadvantage on Stealth checks, you have resistance to damage from opportunity attacks and increase your speed by 5 feet.
EXPERT MONSTER TRACKING
At 10th level, when you track a monster you learn one of the following pieces of information about it for each clue you find:
- The monster’s name and what category Witchers classify it as.
- The monster’s preferred terrain.
- The monster’s general state of health (e.g. bleeding, disoriented, encumbered).
- Whether the monster ate recently and what it ate.
- Whether the monster is nocturnal, diurnal (active during the day), or crepuscular (active during the twilight hours at dusk and dawn).
DEADLY CASCADE
At 15th level, after three rounds of combat you can take the Deadly Cascade action. This
grants you three attacks. If you hit the same creature with two or three of these attacks, the hits
become critical hits. Once you use Deadly Cascade, you must wait for another three rounds of
combat to pass before you can use it again.
SCHOOL OF THE WOLF MANEUVERS
Aural Acuity
(requires Wolf Ears mutation). You can spend a superiority die to determine how fast a creature’s pulse is pounding (a potential indicator of lying or impending violence) provided they are within 30 feet of you. Additionally, creatures within 30 feet that you cannot see don’t have advantage to attack you. These effects last for a number of rounds equal to the number rolled on your superiority die.
Deflect Arrows.
When you are hit by a ranged weapon attack while wielding a marital weapon, you can use your reaction to spend a superiority die. Reduce the attack’s damage against you by an amount equal to the number rolled. If the damage drops to 0, the attack becomes a miss, and if it would drop below 0 then you reflect the attack back at the attacker if
they are within 30 feet, dealing damage equal to the number rolled on your superiority die.
Pack Attack.
When you hit an enemy while one of your allies is within 5 feet of it, you can spend a superiority die, dealing extra damage equal to the number rolled on your superiority die. The next ally who hits that enemy with a melee attack before the start of your next turn deals extra damage equal to the number rolled on your superiority die.
Study Foe.
When you have a chance to size up an enemy, you can spend a superiority die and make an Intelligence or Wisdom check to recall or observe something about that enemy. You gain a bonus on this check equal to the number rolled on your superiority die.
Spring Attack.
When you take the Dash or Disengage action, you can spend a superiority die to make a melee or ranged attack as part of that action. On a hit, you deal extra damage equal to the number rolled on your superiority die.