Failure
The School of the Cat was made to improve upon Mutagens but many of their attempts ended in failures creating unhinged but mighty Witchers that in most cases were abandoned and left for dead. These Failures are horribly disfigured and mentally unhinged but their mutagenic powers are much more potent than other Witchers. Failures can only come from the School of the Cat. It is said that if a Failure survives long enough they develop terrifying powers.
| 1D6 | Disfigurement | 1D6 | Mental State |
|---|---|---|---|
| 1 | Raw Flesh: A large portion of your flesh has become raw as if you were burned but it does not heal. You are Vulnerable to Acid damage. | 1 | Loosed Tongue: You are unable to hide your thoughts and feelings. Creatures automatically succeed Insight checks on you. |
| 2 | Sealed Eye: One of your eyes is sealed shut with hard cartilage. You have disadvantage on attack rolls and ability checks from more than 30 ft away. | 2 | Highs and Lows: You spring from manic energy to depressed lethargy. At the start of each day roll 1D4 on a 1-2 you are depressed and on a 3-4 you are manic. When you are depressed you have a 1D6 penalty to Perception and Insight checks. When you are manic you have +5 movement speed but end the day with 1 level of Exhaustion. |
| 3 | Malformed Arm: One of your arms is curled and lifeless and is unable to hold items. | 3 | Unending Rage: You are fury incarnate. Everything seems to set you off. On a great day you may be able to bite your tongue and bear it and on a bad day someone may die. If you fail a skill check you must make a WIS saving throw DC 13 and on a failed save you attack the nearest creature to you within 10 ft, if there are no creatures in range nothing happens. |
| 4 | Twisted Spine: Your spine is full of irregular bone growths forcing you to be permanently stooped. You have a 1D6 penalty to DEX checks. | 4 | Brutal Honesty: Your comments often spring out unbidden and are usually meaner than intended. If you fail a Deception check you make a harsh comment that has the potential to cause a disagreement or spark a conflict, the comment can be general or directed at a target of your choice within 30 ft of you. |
| 5 | Exposed Jaw: Your flesh melted away around your mouth leaving you with exposed flesh down to the bone. Your perforated mouth lets liquid trickle out in spite of your best efforts. You gain half the benefits of potions or they last half as long depending on the potion. | 5 | Overstimulated: You are constantly overwhelmed with your own emotions and the emotions and actions of others. You have a 1D8 penalty to Perception and Investigation checks. |
| 6 | Bowed Legs: Your legs are lame and bend the wrong way. Your jump speeds are reduced by 10 ft to a minimum of 0 ft. | 6 | Spiteful: Even small slights against you are enlarged and magnified in your eyes. If a creature succeeds a skill check against you or makes an attack on you, you must make a DC 13 WIS saving throw and on a failed save you reply in kind, an attack for an attack, a slight for a slight. |
| Disability | Feature |
|---|---|
| Raw Flesh | Having endured great pain your body has become stronger for it. You have Resistance to any two non Acid, non Psychic damage. The strain has increased your Stamina as well, increasing it by 5. |
| Sealed Eye | Being deprived of your eye has led to a buildup of mutagen in that eye. When you enter your Feral State a new sense opens up to you. You gain TrueSight to a range of 10 ft. |
| Malformed Arm | Your good arm has been stressed and used constantly. Your unarmed strikes and melee attacks deal an additional damage die. You are able to wield Two-Handed weapons and Variable weapons as if you were using two hands. |
| Twisted Spine | You have been forced to adapt to a new gate and way of movement. As a fresh wave of mutagens flood your system a latticework of dense bone grows just under your skin. You have Resistance to nonmagical Bludgeoning, Piercing, and Slashing damage. |
| Exposed Jaw | Your mouth has been forced to work hard to make yourself understood and to even just eat and drink. It has gained an abnormal way of articulating. You can use your speech instead of Signing with a free hand to use Signs that are not Inscribed. |
| Bowed Legs | Your strange gate has forced you to develop your body in new ways and make your weakness into an asset. Your jumping distances are doubled. If you would fail a DEX saving throw you can use your reaction to reroll and use the new result. You can use this feature once per long or short rest. |
Subclass Features
Failed Mutagen
Only Witchers of the School of the Cat would have taken experimental mutagens. Your mutagens were tainted by the School of the Cat in an attempt to make you stronger and make a perfect, emotionless soldier. You gain the following features in place of your Trial of the Grasses and Transformation table
Quicker: Your adapted body is even faster than before, you have +10 ft to your movement speed and you can take the Dash action a bonus action a number of times per long or short rest equal to your Proficiency Bonus.
Superior Heightened Senses: Your ears and nose have grown sharper, you have advantage on Perception checks that rely on smell. You can hear to a range of 120 ft and you can smell to a range of 600 ft.
Accelerated Healing: Your body recovers much faster than normal, once per long rest when you finish a short rest you can reduce your Exhaustion level by 1.
Poison Immunity: After taking in the mutagen your system has adapted making you Immune to the Poisoned condition and Poison damage.
Transformation
The tainted mutagen transformed your body and mind. Roll once for your disfigurement and once for your unhinged mental state
Transformation Table
Feral Fury
The alchemists of the School of the Cat tried to make you emotionless and it backfired greatly having nearly the opposite effect. You can use your reaction to make a melee or unarmed strike on a target within range as you act on an intense feral feeling deep in your gut. When you land a critical hit you deal an additional 5 damage.
Feral State
You can stoke the feelings of primal fury within you allowing you to overcome your defects for a time. You can use a bonus action to enter a Feral State for one minute. In this state you gain the following features
You have advantage on attack rolls and attack rolls have advantage on you.
You have a 1D6 bonus to hit.
All incoming non magical, non Psychic damage is reduced by 2 (This feature cannot reduce damage to below 0).
Your movement speed is increased by 10 ft and once per Feral State you can take the Disengage action as a free action.
You can use this feature once per long or short rest.
Feral Fury
The feral beast inside of you grows. Your melee and unarmed attacks deal an additional 1D6 damage. When you land a critical hit you deal an additional 8 damage.
Unnatural Durability
The events that lead you to becoming a Failure should have killed you, but you overcame and kept fighting. Your body and will are extraordinarily strong. When you would be reduced to 0 hit points but are not outright killed you remain at one hit point.
You can use this feature once per long or short rest.
Feral Fury
The feral beast inside of you grows. Your melee and unarmed attacks deal an additional 1D8 damage. When you land a critical hit you deal an additional 11 damage.
Weakness to Strength
The maladies that disfigured you have become a great strength as you have adapted and overcome and a latent burst of energy from your tainted mutagen floods your body with power.
Transformation
Feral Fury
The feral beast inside of you grows. Your melee and unarmed attacks deal an additional 1D8 damage. When you land a critical hit you deal an additional 14 damage.