FELIMANCER SUBCLASSESBURGER CHEF Burger Chefs are clerics of the Kitteh Pantheon who joined the Cat Burgler Guilds and had a talent for cookery. Eventually they turned this talent into a specialty creating magical foodstuffs for their comrades (and the poor and needy).
Burger Chef SpellsFelimancer Level Burger Domain Spells1st: Ray of Sickness, Tasha's Hideous Laughter
3rd: Mind Spike, Tasha's Mind Whip
5th: Haste, Slow
7th: Blight, Greater Invisibility
9th: Hold Monster, Immolation
CHEF At 1st Level, whenever you finish a long rest, you can magically produce a batch of Burgers via your Cook's Utensils. You may create a number of Burgers equal to your Proficiency Bonus, and they do not all have to be the same type. These Burgers can be enhanced with spells, and you 'cast' the spells when cooking. A Burger lasts up to your next long rest, and then spoils. As an action, any creature may eat one to gain a full day's food intake, plus be subjected to a spell of your choice. The available spells are as follows: Any spell that affects a single target, and has a beneficial effect (Cure Wounds, Sanctuary, Shield of Faith, etc.).
Additionally, you become Proficient with Cook's Utensils, which you may use as a holy symbol.
CHANNEL DIVINITY: COOKERY At 2nd Level, you can use your Channel Divinity to magically alter food and drink.
As an Action, you present your holy symbol and magically enhance all food and drink within 5 feet of you. Initially this has two effects: you can use it to cast Purify Food and Drink without using a spell slot, or you can poison it for 24 hours (anyone consuming it within this time must make a Constitution Saving Throw or take 3d10 Poison damage (half that damage if the Saving Throw is successful).
At 6th Level it affects all food and drink within 10 feet, and not only purifies it of poison and disease, anyone eating it heals 1d6 plus your spellcasting ability modifier hit points. If you decide to poison the food instead, it now does 5d10 damage.
BAD BURGERS At 6th Level you can make delicious, but toxic, burgers. One hostile creature of your choice who can see the Burger must make a Wisdom Saving Throw against your Spell Save DC, or eat the burger. It takes 2d6 Poison damage, plus the effects of a spell you can cast that does damage and/or a negative effect (Bane, Inflict Wounds, etc.)
SLIDERS At 8th Level you may now cook spells into Burgers that effect multiple targets (and has a beneficial effect). Mass Cure Wounds, etc. This creates multiple small sliders, one for each target. You can combine this with Bad Burgers to make toxic sliders.
META BURGERS At 17th Level you can alter the effects of your Burgers. You gain 6 Metaburger Points, and can spend them when cooking Burgers to achieve the following effects:
Big Burger: When you cook this Burger, the Save DC of the spell effect is increased by +2. This costs 1 Metaburger Point.
Freak Burger: When you cook a Burger with a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sMetaburger Points to give one target of the spell disadvantage on its first saving throw made against the spell.
Greasy Burger: When you cook a Burger whose spell effect has a duration of 1 minute or longer, you can spend 1 Metaburger Point to double its duration, to a maximum duration of 24 hours.
Spicy Burger: When you roll damage for a spell effect from one of your Burgers, you can spend 1 Metaburger Point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
CRAZY CAT LADY Crazy Cat Ladies are former Guild members who have studied animal magic, and now run a tidy little Guild of their own composed of kitties (although what the Guild does varies heavily, they aren't usually sinister). They're also crazy. Some are more obvious the others, but they are all examples of how nature says 'do not touch'.
Crazy Cat Lady SpellsFelimancer Level Burger Domain Spells1st: Animal Friendship, Beast Bond
3rd: Beast Sense, Locate Animals or Plants
5th: Jagged Tooth, Unca Maat's Fond Embrace
7th: Charm Monster, Ejo's Extemporaneous Enhancement
9th: Furtive, Slice and Dice
KITTIES ARE MAH FWIENDS At 1st Level you have Advantage on all Charisma and Wisdom based Skill Checks made on Felines.
CHANNEL DIVINITY: NOOO! NOT MAH KITTEHS! At 2nd Level, you may expend a use of your Channel Divinity to cast a Cure Wounds without using a spell slot.
BEHOLD MAH FUZZY MINIONS At 6th Level, you can cast Summon Feline once per short or long rest without using a spell slot or material components. This spell is upcast to the highest level of spell you can cast.
IMPROVED CHANNEL DIVINITY At 8th Level you may now use Channel Divinity to enhance a number of friendly creatures within 30 feet equal to your Proficiency Bonus. Enhanced creatures gain a +2 to their Armor Class for 1 Minute.
MOMMIE'S HERE PUMPKIN At 17th Level you can cast Resurrection once per long rest without using a spell slot or material components.
CURIOUS KITTY Curious Kitties are servants of Outside Cat, always getting into things everyone else considers none of their bidness. They consider anything happening in their territory something the need to know about and act as a sort of early detection system for the Guilds.
Curious Kitty SpellsFelimancer Level Spells1st: Expeditious Retreat, Grease
3rd: Detect Thoughts, Spider Climb
5th: A Cat's Revenge, Haste
7th: Confusion, It Was The Dog
9th: Mislead, Seeming
CURIOSITY At 1st Level you gain Expertise with Wisdom (Perception) checks.
CHANNEL DIVINITY: DISTRACTION At 2nd Level you may expend a use of your Channel Divinity as a Bonus Action, and for the next minute all hostile creatures within 60 feet of you have Disadvantage on Initiative rolls and Constitution (Concentration) and Wisdom (Perception or Insight) Checks.
IMPROVED UNCANNY DODGE At 6tn Level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you. If you take the Dodge Action, increase your AC by +2 until the beginning of your next turn.
AHA! At 8th Level you may, as a Bonus Action, give yourself or a friendly creature within 60 feet Advantage on a single die roll as a Bonus Action. You may do this a number of times equal to your Proficiency Bonus per long rest.
YOU CAN'T FOOL A CAT At 17th Level you gain Truesight with a range of 60 feet.
CUTE KITTY Cute Kitty's are the worshipers of Itty Bitty, and often professional performers as well. They bring the power of cute to the masses. They're the public relations wing of the Cat Burglar Guilds (and for cats everywhere for that matter).
Cute Kitty SpellsFelimancer Level Spells1st: Charm Person, Expeditious Retreat
3rd: Detect Thoughts, Spider Climb
5th: Clairvoyance, Haste
7th: Charm Monster, +3 Cheezeburger
9th: Ceiling Cat, Scrying
INNOCENCE At 1st Level all Divination spells , or other abilities that would reveal your type or alignment read you as being an Unaligned Beast.
CHANNEL DIVINITY: PUTTY IN MAH PAWS At 2nd Level you may expend one daily use of your Channel Divinity when casting a spell, and the target has Disadvantage on it's Saving Throw.
WUV MASTERY At 6th Level you become proficient in Charisma (Deception and Persuasion) Checks.
SURPRISE HUGS! At 8th Level if your opponent doesn't have Advantage on attack rolls against you, or is bigger than you, it has Disadvantage on Saving Throws against Sanctuary spells cast by you, as well as spells that cause the Charmed Condition.
SURPRISINGLY CYNICAL At 17th Level you are immune to being Charmed, and gain double your Proficiency Bonus with Insight Checks.
HORRIBLE KITTY Horrible Kitties are worshipers of Blue Eyes, and professional assassins for hire. You kill opponents of the Church (most specifically the dark side of the Church). You also kill opponents of the Guilds or cats in general as well, but primarily you're a religious fighter. If the term 'fighter' can be applied to someone who claws people in the back.
Horrible Kitty SpellsFelimancer Level Spells1st: Cause Fear, Disguise Self
3rd: Blindness/Deafness, Invisibility
5th: Bestow Curse, Fear
7th: Greater Invisibility, Mislead
9th: Enervation, Seeming
SNEAK ATTACK At 1st Level, you gain +1d6 Sneak Attack. This is identical to the Rogue ability of the same name, and it stacks with any Sneak Attack dice gained from Rogue Levels.
CHANNEL DIVINITY: Ambush At 2nd Level, you may expend one use of your Channel Divinity. You have Advantage on attack rolls until the end of your next turn.
SNEAK ATTACK At 6th Level, your Sneak Attack increases to +2d6.
SECRET STEP At 8th Level, you add Dimension Door to your spell list. You may also cast it once per short rest without using a spell slot.
DEATH TO ALL WHO OPPOSE US! At 17th Level you cannot be given Disadvantage to attack or initiative rolls, or Dexterity (Stealth) or Wisdom (Perception) Checks.
LAZY KITTY Lazy Kitties are worshipers of Housecat. They are the pampered house pets that support the Guild by stealing supplies from richer houses when they can do so without breaking cover. They also gain info or provide emergency shelter if they can find a way to hide their friends.
Lazy Kitty SpellsFelimancer Level Spells1st: Charm Person, Sleep
3rd: Enthrall, SUggestion
5th: Catnap, Slow
7th: Charm Monster, Compulsion
9th: Dominate Person, Mislead
I JUST A KITTY At 1st Level, spells or effects that would detect your alignment, or if you are a shapechanger, or that would compel you to tell the truth have no effect on you.
CHANNEL DIVINITY: POWER NAP At 2nd Level, you may expend one daily use of your Channel Divinity when taking a long rest. You gain the benefits of the Sanctuary spell for the duration of that Long Rest.
KITTEH WANTS FUD! At 6th Level you can Charm beings that are normally immune to it (they still get a Saving Throw).
ONE OF DA FAMBLY At 8th Level, you can cast Modify Memory once per long rest without using a spell slot.
ENHANCED POWER NAP At 17th Level, when you use your Channel Divinity ability, you now also gain the benefits of a Globe of Invulnerability spell as well.
MASSEUSE A Masseuse is the Guilds answer to infiltrating spas and saunas and massage parlors in major cities. After all you get to overhear nifty gossip, and gossip always helps the Guilds choose 'deserving' targets.
Masseuse SpellsFelimancer Level Spells1st: Charm Person, Resurgence *
3rd: Detect Thoughts, Spare the Dying
5th: Delay Death*, Vampiric Touch
7th: Panacea*, Remove Fatigue*
9th: Bigby's Hand, Life's Grace*
MASSAGE At 1st Level you can take a Minute to give someone a massage. If you succeed on a DC 15 Wisdom (Medicine) Check, you gain Advantage on Charisma (Deception or Persuasion) Checks against them for 1 Minute.
CHANNEL DIVINITY: MAGIC PAWS At 2nd Level you can expend one use of your Channel Divinity to cast any spell you now with a range of touch without using a spell slot.
DEEP TISSUE MASSAGE At 6th Level, if you give someone a massage for 1 Minute, it must make a Constitution Save or be Stunned for 1 Minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
HEALER At 8th Level you can examine a creature within 10 feet, and if you succeed on a DC 15 Wisdom (Medicine) Check, you can determine if the creature has any conditions, how healthy it is (at o hit points, less than half full, less than full, or full), and if it is at 0 hit points you automatically grant it 1 hit point.
ONE KITTY SPA At 17th Level you can cast Heal without using a spell slot 3 times per long rest. In addition to it's normal effects it cures any Conditions the target suffers from.
Resurgence1st Level AbjurationCasting Time: 1 Action
Range: Touch
Components: V, S
Duration: Instantaneous
When you touch a creature who has failed a Saving Throw with the last Minute, it can re-roll that Saving Throw to end any effects on it's person from the failed Save.
Delay Death4th Level NecromancyCasting Time: 1 Action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 Minute
The subject of the spell cannot die from hit point damage for the spells duration. When the spell ends it must make Death Saves as normal.
Life's Grace5th Level NecromancyCasting Time: 1 Action
Range: Touch
Components: V, S
Duration: Concentration, up to 10 Minutes
For the duration pf the spell, the recipient is immune to Poison and Necrotic damage, abilities or attacks that would reduce it's ability scores, diseases, and the Poisoned Condition.
Panacea4th Level EvocationCasting Time: 1 Action
Range: Touch
Components: V, S
Duration: Instantaneous
This removes any one condition on the target (or 2 Levels of Exhaustion), or cures the Feeblemind spell.
Remove Fatigue5th Level Evocation (Ritual)Casting Time: 1 Minute
Range: Touch
Components: VS
Duration: Instantaneous (but see below)
The target has one Level of Exhaustion removed, plus one additional Level if it takes a short or long rest immediately after the spell is cast. It is immune to unconsciousness, and does not need to sleep for 24 hours.
MISCHIEVOUS KITTY The Mischievous Kitties are the high priests of Goober (if such a thing is possible). YOU LIKE PIE! YOU LIKE TO HOLLER THE LOUD FUNNY WORDS! YOU STEAL YARD GNOMES AND POOP IN DIFFICULT TO REACH PLACES! YAAAH!!!
Or something like that. Seriously, you are one weird fellow. And you like to troll people.
Mischievous Kitty SpellsFelimancer Level Spells1st: CatapultDisguise Self
3rd: Fortune's Favor, Invisibility
5th: Blink, Nondetection
7th: Compulsion, Confusion
9th: Far Step, Mislead
WHAT'S MINE IS MINE At 1st Level, you can designate 1 item or object per point of Charisma Modifier as "yours" as long as it has been in your possession at least 24 hours. If taken from you, it will teleport back to you the next round. It must be an item you can carry. For example, anything you could wear or use. You cannot designate living creatures or constructs, and you can't designate something bigger than yourself.
CHANNEL DIVINITY: SUCK IT NOOB At 2nd Level, as a Reaction you can choose any one creature you can see within 60 feet. Choose any 1 roll that creature makes, and it must make a Wisdom Save or the rolls result is replaced with a one.
WHAT'S YOURS IS MINE At 6th Level, you may teleport 1 item on any creature within 60 feet as an Action if it fails a Wisdom Save onto your person (usually into a pocket, backpack or other receptacle). If it is within your possession for 24 hours you may designate it with your 1st level ability. If your opponent makes his Save, he is not alerted that anything has happened. If he successfully saves at least twice he is immune to this ability for 24 hours. You may use this ability a number of times per long rest equal to your Cha Modifier. Optionally, instead you can teleport items or living creatures you are touching onto the victim. Total weight must be equal to one quarter your carrying capacity or less. If you wish you can teleport it inside their clothing or armor (beware the weasel in your shorts), or onto them (i.e. you can put a ring on their finger or a vest on their torso).
WASN'T ME At 8th Level, a number of rounds per day equal to their Charisma modifier a Mischievous Kitty may appear to be simply doing nothing while actually performing another action. He could use this to appear to be sleeping by a door while he's actually listening at it or using a device to open the lock. He could appear to be napping on the princess’s lap while using a magic device to influence her. This can be turned on or off once per round, and does not require an Action. Opponents with true seeing or that can see through Illusions somehow are not affected by this. If an opponent interacts with or studies it carefully he can make a Wisdom Save to disbelieve.
THE DAILY SCREWJOB At 17th Level you can ruin someone's day as an Action, once per long rest. Effectively you can cast Wish without using a spell slot, but it can only be a spell or effect that can target one individual.
SCARED KITTY Scared Kitties are the enforcement wing of Ceiling Cat. Despite the name they aren't particularly frightened. They're called that for their tendency to summon help when problems arise. Which let's face it is something we'd al do if we were master summoners.
Scared Kitty SpellsFelimancer Level Spells1st: Divine Favor, Zephyr Strike
3rd: Enthrall, Zone of Truth
5th: Call Lightning, Fly
7th: Arcane Eye, Storm Sphere
9th: Banishing Smite, Control Winds
HELP! At 1st Level you can cast Summon Feline without using a Spell Slot or Material components. You can do this once per short or long rest, and can cast it as a Bonus Action.
HELLO? At 1st Level you can communicate telepathically with any creatures you summon up to a range of 100 feet.
CHANNEL DIVINITY: DOG FREE ZONE/COLOR] At 2nd Level, you may expend one daily use of your Channel Divinity to create a magical zone that extends 30 feet from your person. Summoneed creatures cannot appear within that area or enter it, and if an attempt is made to summon them from, or to, that area, the spell fails.
KITTEH DODGE At 6th Level, creatures you summon via spells can take the Dodge Action as a Bonus Action.
BOOST KITTEH At 8th Level, whenever you cast a spell with a range of 'Self', you may instead cast it on any friendly creature within 30 feet.
I REJECT YOUR REALITY, AND SUBSTITUTE MY OWN At 17th Level, anyone attempting to cast a spell of the Conjuration school must make a Charisma Saving Throw, or the spell fails. You may use this a number of times per long rest equal to your Proficiency Bonus.
SISTERS OF THE SPHINX The Sisters are an evil cult specializing in manipulating the masses and intimidation through fear. They worship Da Bad Kitteh In Da Night.
Sisters of the Sphinx SpellsFelimancer Level Spells1st: Cause Fear, Witch Bolt
3rd: Darkness, Invisibility
5th: Fear, Summon Shadowspawn
7th: Dominate Beast, Shadow of Moil
9th: Dominate Person, Negative Energy Flood
FRIGHTENING SPELL At 1st Level, when you cast a spell that harms or damages a single target, it must make a Wisdom Saving Throw against your spell save DC, or be Frightened of you for 1 round.
CHANNEL DIVINITY: SPHINX At 2nd Level, you can use your Channel Divinity to become a large, hairless flying cat. This works like Kitty Form, but only lasts 1 Minute.
FEAR MAGIC At 6th Level when you cast Cause Fear, the range is extended to 90 feet. When you cast Fear, the area of effect can be a 30 foot cone, a 5 foot by 60 foot line, or a 10 foot radius, centered on you.
SPHINX FORM At 8th Level, your Sphinx Form is more powerful.
GREATER SPHINX FORM At 17th Level, your Sphinx Form is more powerful.
SNEAKY KITTY Sneaky Kitties are devotees of Charmaine Pussyfoot, most legendary of the Cat Burglars and current Deity of them. They of course, specialize in sneaking about and taking what doesn't belong to them. Most are spies for the Guild watching over their fellows and relaying info as opposed to taking part in active thievery (they steal stuff as a sort of friendly rivalry with one another).
Sneaky Kitty SpellsFelimancer Level Spells1st: Disguise Self, Illusory Script
3rd: Blur, Invisibility
5th: Haste, Nondetection
7th: Confusion, Greater Invisibility
9th: Mislead, Seeming
PAW AT THE DOOR At 1st Level you can touch any non-magical lock, or locked item, as a Bonus Action, and it unlocks itself.
CHANNEL DIVINITY: STEALTH POWAH! At 2nd Level, you may expend one use of your Channel Divinity when casting one of your Sneaky Kitty spells. That spell is unaffected by Counterspell or Dispel Magic, or even Wish if it used to try to stop or remove the spell.
SNEAKY PAWS At 6th Level you cannot gain penalties or Disadvantage to Dexterity (Stealth) Checks.
STICKY PAWS At 8th Level you can move your full speed when making Dexterity (Acrobatics) Checks, and you gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You also gain a climbing speed equal to your walking speed.
FUZZY MIND At 17th Level you are immune to psychic damage, any effect that would sense your emotions or read your thoughts, divination spells, and the charmed condition.
SNUGGLY KITTY Snugly Kitties are worshipers of Mawm, dedicated to supporting the vulnerable and making their lives better. Healing and assistance for the needy are a big part of their religion and thusly they make for good PR for cats (and incidentally the Guilds). You are everyone's surrogate mom. Sometimes they come to you for advice before going to their actual mom! You have enough of a reputation as a matchmaker, advice giver, etc that even Evil beings sometimes seek you out in moments of soul searching.
Snuggly Kitty SpellsFelimancer Level Spells1st: Furn, Unseen Servant
3rd: Shield Other*, Zone of Truth
5th: Helping Hand*, Invisibility Purge*
7th: Furvor, Lix Lorn's Patented Cat Scan
9th: Circle of Power, Rary's Telepathic Bond
KISS THE BOO BOO'S At 1st Level you have both Expertise and Advantage with Wisdom (Medicine) Checks. When you cast healing spells, the recipient heals 1 extra hit point per hit die.
CHANNEL DIVINITY: LEAVE MY KIDS ALONE At 2nd Level you can expend your Channel Divinity to protect your allies. Whenever a friendly creature within 30 feet has to make a Wisdom Save, it may use your Wisdom modifier or it's own (whichever is higher).
ADOPTION At 6th Level you can choose one creature within 60 feet, and you know his condition until your next long rest (at which point you may choose another creature). You know the following, even if they aren't on the same plane of existence: if they are alive or dead (or undead), if they have any conditions, and if they are injured.
RANGED SNUGGLES At 8th Level, certain spells you cast have an increased range: Cure Wounds (30 feet), Aid (60 feet), Lesser Restoration (30 feet), Warding Bond (30 feet), Revivify (30 feet), Death Ward (30 feet), or Greater Restoration (30 feet).
PUFESHNAWL MAWM At 17th Level, you gain Expertise with all Charisma related Skill Checks.
HELPING HAND3rd Level EvocationCasting Time: 1 Action
Range: 5 miles
Components: V, S
Duration: 8 Hours
You create the ghostly image of a hand, which you can send to find a creature within 5 miles. The hand then beckons to that creature and leads it to you if the creature is willing to follow.
Distance Time to Locate
100 ft. or less 1 round
1,000 ft. 1 minute
1 mile 10 minutes
2 miles 1 hour
3 miles 2 hours
4 miles 3 hours
5 miles 4 hours
When the spell is cast, the hand appears in front of you. You then name a person (or any creature). When the description is complete, the hand streaks off in search of the subject. The amount of time it takes to find the subject depends on how far away they are.
Once the hand locates the subject, it beckons the creature to follow it. If the subject does so, the hand points in your direction, indicating the most direct feasible route. The hand hovers 10 feet in front of the subject, moving before it at a speed of as much as 240 feet per round. Once the hand leads the subject back to you, it disappears.
The subject is not compelled to follow the hand or act in any particular way toward you. If the subject chooses not to follow, the hand continues to beckon for the duration of the spell, then disappears. If the spell expires while the subject is en route to you, the hand disappears; the subject must then rely on her own devices to locate you.
If, at the end of 4 hours of searching, the hand has found no subject that matches the description within 5 miles, it returns to you, displays an outstretched palm (indicating that no such creature was found), and disappears.
The ghostly hand has no physical form. It is invisible to anyone except you and a potential subject. It cannot engage in combat or execute any other task aside from locating a subject and leading it back to you. The hand can’t pass through solid objects but can ooze through small cracks and slits. The hand cannot travel more than 5 miles from the spot it appeared when you cast the spell.
INVISIBILITY PURGE3rd Level EvocationCasting Time: 1 Action
Range: Self (30 foot radius)
Components: V, S
Duration: Concentration, up to 10 Minutes
For the duration of this spell, Invisibility, Greater Invisibility, and other abilities that grant Invisibility, cease to function within this spells area of effect.
SHIELD OTHER2nd Level AbjurationCasting Time: 1 Reaction, which you take when a creature within range is hit by an attack or targeted by the magic missile spell
Range: 30 feet
Components: V, S
Duration: 1 Round
This is identical to Shield, except that it protects a creature of your choice within the spells range.
SPOOKY KITTY Spooky Kitties are Disciples of the Mean Kitteh. Petty bullies wandering through life who get their way via intimidation.
Spooky Kitty SpellsFelimancer Level Spells1st: Cause Fear, Thunderwave
3rd: Dust Devil, Shatter
5th: Fear, Thunder Step
7th: Blight, Dander Blast
9th: Contagion, Mass Inflict Wounds*
THE LOOK At 1st Level, whenever you make a successful Intimidate Check, your target is also Frightened of you until the beginning of your next turn.
CHANNEL DIVINITY: NO At 2nd Level, as a Reaction, you may expend one use of your Channel Divinity to make any hostile creature within 60 feet re-roll any roll and give the re-roll Disadvantage.
BOO! At 6th Level, when you successfully Frighten an opponent, they also take Psychic damage equal to your Charisma modifier.
THE POWER OF FEAR At 8th Level, when you use a spell to try to Frighten an opponent who is immune to being Frightened, has Advantage on their Saving Throw to avoid being Frightened instead.
BAD KITTY! At 17th Level you may now expend one daily use of your Channel Divinity to gain Advantage on all Saving Throws and increase your AC by +2 for 1 Minute.
Mass Inflict Wounds5th Level NecromancyCasting Time: 1 Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
A wave of necrotic energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target takes necrotic damage equal to 6d10 + your spellcasting ability modifier.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.
TUFF KITTY Tuff Kitties are worshipers of Alley Kat. They are the enforcers of the Cat Gawds and the Guilds as well. Unlike the Sons of Pinky they do not strictly protect the Guilds so much as all cat kind. Most Tuff Kitties are Awakened Cats, and they are quite protective of their less witty kin. Plus they like taking down the snobby humanses.
Tuff Kitty SpellsFelimancer Level Spells1st: Gift of Alacrity, Zephyr Strike
3rd: Enlarge/Reduce, Magic Fang*
5th: Crusader's Mantle, Haste
7th: Beast Heart*, Mass Enlarge/Reduce*
9th: Righteous Might*, Slice and Dice*
GIANT KILLER At 1st Level you always have Advantage on attack rolls against opponents bigger than you,, and may Grapple a creature up to two Size Categories larger than you.
CHANNEL DIVINITY: FLURRY At 2nd Level while in Kitty Form, you can use your Channel Divinity to unleash Hell. When you make a Claw attack, you may expend your Channel Divinity to make a number of Claw attacks equal to your Proficiency Bonus.
HARD CLAWS At 6th Level you Claws in Kitty Form do an additional +1d6 damage, and are considered magical.
PAW OF REBUKE At 8th Level, whenever you succeed with a Claw attack that has Advantage, your opponent must make a Constitution Save (DC is 8 + Proficiency Bonus + Strength or Dexterity Modifier, your choice). If they fail they are Stunned until the beginning of your next turn.
SUPAH KITTEEH! At 17th Level, whenever you are subjected to a Condition, you may use this ability to nullify that condition as a Reaction. You may do this a number of times equal to your Proficiency Bonus per Long Rest.
VET Since many guilds have little religious representation, they needed Healers, and you fit the bill. You're also a good defense against those pesky undead....
Vet SpellsFelimancer Level Vet Domain Spells1st: Cure Wounds, Purify Food and Drink
3rd: Aid, Prayer of Healing
5th: Aura of Vitality, Beacon of Hope
7th: Aura of Life, Aura of Purity
9th: Circle of Power, Mass Cure Wounds
HOLY AURA At 1st Level you can unleash a Holy Aura a number of times per day equal to your Proficiency Bonus. This Aura lasts 1 Minute. For the duration of the Aura, anything attempting to attack you or casts a harmful spell on you, must first make a Wisdom Saving Throw against your Spell Save DC. On a failed save, the creature must choose a new target or lose the attack or spell. This Aura doesn’t protect the you from area effects, such as the explosion of a fireball.
If you make an attack, casts a spell that affects an enemy, or deals damage to another creature, this Aura ends
CHANNEL DIVINITY: THEOLOGICAL OCCUPATIONAL SPECIALTY At 2nd Level as an Action, you can supercharge your Aura, and in addition to the normal benefits, you gain the following for 1 Minute: You cannot be Charmed, Frightened or Possessed by hostile creatures, and they have Disadvantage on attack rolls against you.
HALO At 6th Level you can summon a glowing halo a number of times per day equal to your Proficiency Bonus. This Halo lasts 1 Minute. For the duration of the Halo, you can choose one of the following effects to take place. You choose when summoning the Halo.
Healing: When you cast a spell that heals hit point damage to a target, the range is increased by +30 feet (if the range is touch it now has a range of 30 feet). You may optionally choose to end the Halo before it's duration, and the healing spell now affects every friendly creature in a line 5 feet wide by 50 feet long.
Smiting: For the duration of the Halo, your attacks add your Charisma modifier to attack and damage rolls in addition to the normal modifiers. You may optionally choose to end the Halo before it's duration, and in addition to the normal effects, your next attack ignores damage resistance or immunity.
Summon the Spirits For the duration of the Halo, the Save DC of spells you cast is +1. You may optionally choose to end the Halo before it's duration, and in addition to the normal effects, the target of the next spell you cast does not get a saving throw.
Light: For the duration of the Halo, your attacks do an additional 1d8 Radiant Damage. You may optionally choose to end the Halo before it's duration, and in addition to the normal effects, if the target of your next attack is an Undead it takes a number of extra d8's equal to your Charisma Modifier. For example if you had a +3 Charisma Modifier, you would do 4d8 Radiant damage. Additionally the Undead must make a Charisma Saving Throw against your Spell Save DC, or be sent to the Ethereal Plane for 1 Minute.
KITTY WUVS THE LICHLORD At 8th Level your Turn Undead ability restores your opponent to life, rather than destroy it. If you successfully Turn an Undead whose CR is equal to your Felimancer Level divided by 4, it returns to life as a mortal as per the Raise Dead spell. How long the creature has been 'dead', and whether or not it's body is intact does not matter.
IMPROVED CHANNEL DIVINITY At 17th Level you can enhance your Channel Divinity. If you use it to enhance your Aura, you gain Advantage on all Saving Throws in addition to the regular benefits, and do additional Radiant damage on all attacks you make equal to your Proficiency Bonus. If you use it to Turn Undead, you do Radiant damage to all Undead within 30 feet equal to your Felimancer Level.