Author Topic: Cat Burglar Core Class [5E]  (Read 6276 times)


Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16054
  • Fnord bitches
    • View Profile
Re: Cat Burglar Core Class [5E]
« Reply #1 on: June 06, 2017, 08:42:46 PM »
CAT BURGLAR
 ”Meow!”

 Cat Burglars originated in an ancient city with a group of Wizard students who had decent power but little patience.  Having flunked out of school, they had turned to theft to support themselves.  While discussing how best to use their powers for gain
while drunk one night, one came up with the idea of changing form into a small cat and appearing before the children of the richer households until one of them adopted him.  He would then scout the place for the group, and they could have advance information where the valuables were and how best to get to them.  Their plan was wildly successful and they became the leaders of a fairly decent Guild until their secret got out.

Eventually the Cat Burglars art spread to other cities after the original Guild was disbanded.   Many have become adventurers, scouts, and people of a thiefly persuasion.  There are now schools (legitimate or otherwise) where the art can be learned at an early age (i.e. it was originally a Prestige Class but has now become a full Class after many decades).

CREATING CAT BURGLAR
You are best at being a party scout.  Small, sneaky, and difficult to see you blend in every where. Concentrate on new Feats that take advantage of your high Dex  and small Size class.  Cat Burglars are best at not being seen and snitching information (among other things).

Quick Build
Your highest Ability Score will depend on what Class Paths you choose.  Your preferred skills and Background will likewise change depending on your intended abilities. 

Code: [Select]
[b]   Proficiency Bonus  Features[/b]
1.    +2     Kitty Form, Purr, Feline Empathy
2.    +2     Kitty Magic
3.    +2     Burglaring
4.    +2     Ability Score Improvement
5.    +3     Enhanced Kitty Form
6.    +3     Kitty Magic
7.    +3     Burglaring
8.    +3     Ability Score Improvement
9.    +4     Enhanced Kitty Form
10.   +4     Kitty Magic
11.   +4     Burglaring
12.   +4     Ability Score Improvement
13.   +5     Enhanced Kitty Form
14.   +5     Kitty Magic
15.   +5     Burglaring
16.   +5     Ability Score Improvement
17.   +6     Enhanced Kitty Form
18.   +6     Kitty Magic
19.   +6     Burglaring
20.   +6     True Kitty

CLASS FEATURES
As a Cat Burglar you gain the following features:

HIT POINTS
Hit Dice: 1d8 per Cat Burglar Level
Hit Points at 1st Level: 8 + your Constitution Modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution Modifier per Cat Burglar Level after 1st

PROFICIENCIES
Armor: Light Armor
Weapons: Simple Weapons, Sap, Garrote
Tools: Thieve's Tools
Saving Throws: Dexterity and Charisma
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth, and Survival.

EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
  • (a) a club, or (b) a dagger
  • (a) a light crossbow with 20 bolts, or (b) a garrote
  • (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack
  • Leather armor,  and thieves’ tools


KITTY FORM
This is identical to the Druids 2nd Level Wild Shape ability, with 2 exceptions: You can only use it to become a Cat (see MM320), and you don't revert to your normal form when you take damage equal to the hit points of your Kitty Form.  You can use it to appear as any non-magical feline that is Tiny or smaller.


PURR
Over time you have been taught a secret language you can only use in Kitty form.  It is composed of the sounds cats naturally make, and their body language.   Using it two Cat Burglars can have a conversation in front of people without their knowledge.  Other Cat Burglars can understand you regardless of form, so you can even point out a target by, say, rubbing against him in a certain manner while meowing in a specific tone. You also may communicate with other cats as though you had permanent use of the spell Speak With Animals (cats only) at will.  Purr has no written form, and requires your target to be able to either see and/or hear you.  Purr may also be used for Scent Marking,  Effectively this works as being able to cast Personal Mark at will.

FELINE EMPATHY
You permanently gain the benefits of the Animal Friendship spell, but only against felines.  You gain Proficiency with Persuasion against felines who are not Beasts.

KITTY MAGIC

                                         Spells slots per day
Level  Cantrips Known    Spells Known   1st   2nd   3rd   4th

2       3                1                1
3       3                3                2
4       3                4                3
5       3                4                3
6       3                4                3
7       3                5                4     2
8       3                6                4     2
9       3                6                4     2
10      4                7                4     3
11      4                8                4     3
12      4                8                4     3
13      4                9                4     3    2
14      4                10               4     3    2
15      4                10               4     3    2
16      4                11               4     3    3
17      4                11               4     3    3
18      4                11               4     3    3
19      4                12               4     3    3     1
20      4                13               4     3    3     1


SPELLCASTING
When you reach 3rd level, you gain the ability to cast spells. See chapter 10 of the PHB for the general rules of spellcasting and below for the Kitty Magic spell list.
  Cantrips. You learn three of your choice from the Kitty Magic spell list. You learn another Kitty Magic cantrip of your choice at 10th level.
  Spell Slots. The Kitty Magic Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.  For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.
  Spells Known of 1st-Level and Higher. You know one 1st-level Kitty Magic spell of your choice, which must be from the Kitty Magic spell list.  The Spells Known column of the Kitty Magic Spellcasting table shows when you learn more Kitty Magic spells of 1st level or higher. Each of these spells must be a Kitty Magic spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. Whenever you gain a level in this class, you can replace one of the Kitty Magic spells you know with another spell of your choice from the Kitty Magic spell list. The new spell must be of a level for which you have spell slots.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

  Spellcasting Ability. Charisma is your spellcasting ability for your Kitty spells, since you learn your spells through dedicated study and memorization. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Kitty spell you cast and when making an
attack roll with one.

ENHANCED KITTY FORM
At 5th level, you choose a Kitty Form that gives you a wider range of abilities. Your Kitty Form choice grants you features at 5th level and then again at 9th, 13th, and 17th level.

TRUE KITTY
At 20th level you can use your Kitty Form an unlimited number of times. Additionally, you can ignore the verbal and somatic components of your Kitty Magic spells, as well as any material components that lack a cost and aren't consumed by a spell.  You now qualify as a cat for purposes of any spell/power/effect that would be beneficial to cats temporarily (this includes spells specific to Beasts such as Animal Growth, because Cats are Beasts).  For purposes of effects that would be detrimental to Cats/Beasts, you are still of your original race.
« Last Edit: July 23, 2023, 01:08:36 AM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16054
  • Fnord bitches
    • View Profile
Re: Cat Burglar Core Class [5E]
« Reply #2 on: August 09, 2017, 09:44:55 PM »
BURGLARING
Burglaring allows you to choose from a list of abilities that allow you to perform, shall we say, quasi-legal acts.  You can choose one ability you meet the prerequisites for from the following lists at Levels 3, 7, 11, 15, and 19:


ALWAYS UNDERFOOT When you hit a creature with a natural weapon attack in Kitty Form, you can attempt to knock the target down. If the target is at least 2 Size Categories bigger than you, it must make a Strength saving throw (save DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save, you knock the target prone. 

BLINDSENSE (Prerequisite: 15th Level)
If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

CUNNING ACTION
Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

DANGER SENSE
You gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.  You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

DEEP HURTING (Prerequisite: Sneak Attack)
If you successfully damage an opponent using your Sneak Attack ability, it must make a successful Dexterity Save (save DC = 8 + your proficiency bonus + your Dexterity modifier) or the opponent cannot regain hit points 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.

DISRUPTIVE ATTACK (Prerequisite: Sneak Attack)
When you successfully damage an opponent, and would be entitled to add Sneak Attack, you may choose to forego the Sneak Attack damage.  Instead, everyone gains advantage on attack rolls against that target until the end of your next turn.

ELUSIVE (Prerequisite: 19th Level)
You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.

EVASION (Prerequisite: 7th Level)
You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

EXPERTISE
Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.  You can take this up to two times, and choose two proficiencies each time.

FEIGN DEATH (Prerequisite: 15th Level)
As an immediate action, you can enter a catatonic state in which you appear to be dead. While feigning death, you cannot see or feel anything, but you retain the ability to smell, hear, and otherwise follow what is going on around you.  While under the effect of this ability, you are immune to all Enchantment spells and abilities that mimic them, poison (both poison damage and the poisoned condition), paralysis, stunning, and necrotic damage. Attempts to resuscitate you, such as raise dead or reincarnate, automatically fail, though resurrection and true resurrection immediately end your feign death ability.  Spells and other effects that assess your current condition indicate that you are dead (as do skill or ability checks made for that purpose).   You can remain in the catatonic state indefinitely, though you still require food, water, and air. Emerging from feigned death is a standard action.

KNOCK OFF BALANCE
If you provoke a Reaction from an Opponent, and he misses with the attack (or fails to do whatever the Reaction was meant to do), all attackers have advantage on attack rolls made against him until the end of your next turn.

RAWR! (Prerequisite: Sneak Attack)
Whenever you successfully move at least 20 feet straight toward a creature and then hit it with a melee attack on the same turn, you get your Sneak Attack damage.  The Sneak Attack only applies to the first attack made in the turn if you are allowed to make more than one.

RELIABLE TALENT (Prerequisite: 11th Level)
You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

ROOF RUNNER
A roof runner becomes entirely adept at moving across the tops of buildings, spires, and similar locations. Provided she is wearing light or no armor, the roof runner can move at full speed while traveling across the tops of buildings or similar structures, and takes no penalties on any Dexterity-based Skill checks or saves that might be incurred from moving about on a roof.

SECOND-STORY WORK
You gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

SHARPENED CLAWS (Prerequisite: Sneak Attack)
When rolling damage dice, you may re-roll any results of '1', but must keep the results of the new roll.  This includes Sneak Attack dice.  This only works for natural attacks you make in Kitty Form.

SLIPPERY MIND (Prerequisite: 15th Level)
You have acquired greater mental strength. You gain proficiency in Wisdom saving throws

SLOW FALL (Prerequisite: 7th Level)
You can now use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your cat burglar level.

SNEAK  ATTACK
You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.  You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.  This can be taken multiple times, and the number of dice increases by +1d6 each time.

SUPREME SNEAK (Prerequisite: 11th Level)
You have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.

SWAT (Prerequisite: Sneak Attack)
If you successfully damage an opponent with a Sneak Attack, your victim cannot make reactions until the beginning of your next turn.

THIEF'S REFLEXES (Prerequisite: 19th Level)
You have become adept at laying ambushes and quickly escaping danger. You can take two Actions during the first round of any combat. You take your first Action at your normal initiative and your second Action at your initiative minus 10. You can't use this feature when you are surprised.

UNCANNY DODGE (Prerequisite: 7th 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.

USE MAGIC DEVICE (Prerequisite: 15th Level)
You have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.
« Last Edit: July 22, 2023, 07:23:40 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16054
  • Fnord bitches
    • View Profile
Re: Cat Burglar Core Class [5E]
« Reply #3 on: August 09, 2017, 09:45:35 PM »
ENHANCED KITTY FORM
You can become critters besides a Cat (you still only get 2 uses of Kitty Form).  At Levels 5, 9, 13 and 18 you can choose one of the following:

CAT FACED BABOON
You can now use Kitty Form to become a Cat Faced Baboon (see below for stats).

CAT FACED MONKEY
You can now use Kitty Form to become a Cat Faced Monkey (see below for stats).

CAT FACED YETI
You can now use Kitty Form to become a Cat Faced Yeti (see below for stats).

CATFOLK
You can now use Kitty Form to become a Catfolk (see below for stats).

HUGE CAT (Prerequisite: Level 13)
You can now use Kitty Form to become a Huge Cat (see below for stats).

KATGRRL/KATTBOI
You can now use Kitty Form to become a Katgrrl (see below for stats).

LARGE CAT (Prerequisite: 5th Level)
You can now use Kitty Form to become a Large Cat (see below for stats).  You can use it to appear as any non-magical feline that is Large.

MEDIUM CAT
You can now use Kitty Form to become a Medium Cat (see below for stats).  You can use it to appear as any non-magical feline that is Medium.

PIXIE KITTY (Prerequisite: 9th Level)
You can now use Kitty Form to become a Pixie Kitty (see below for stats).

SMALL CAT
You can now use Kitty Form to become a Small Cat (see below for stats).  You can use it to appear as any non-magical feline that is Small.
« Last Edit: July 22, 2023, 07:24:17 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16054
  • Fnord bitches
    • View Profile
Re: Cat Burglar Core Class [5E]
« Reply #4 on: August 09, 2017, 09:46:15 PM »
KITTY MAGIC LIST

0: Friends, Mage Hand, Message, Minor Illusion, Prestidigitation, Resistance, Stealth, Thaumaturgy

1: Alarm, Animal Friendship, Assassin's Strike, Beast Bond+, Cause Fear+, Charm Person, Command, Detect Evil and Good, Detect Magic, Detect Munchies, Detect Poison and Disease, Distraction, Dodge, Embrace the Wild, Endure Exposure, Expeditious Retreat, Feather Fall, Fell the Greatest Foe, Find Familiar, Hawkeye, Hunters Mark, Jump, Longstrider, Lorecall, Mobility, Moment of Fear, Nature's Favor, Personal Mark, Purify Food and Drink, Scry Area, Sleep, Speak with Animals, True Strike, You Has A Flavor Too

2: Animal Messenger, Baleful Transposition, Beast Bond*, Beast Sense, Blur, Calm Emotions, Darkness, Darkvision, Detect Thoughts, Enhance Ability, Enthrall, Entice Gift, Find Traps, Hold Person, I Has A Flavor, Invisibility, Knock, Lesser Restoration, Lion's Charge, Locate Animals and Plants, Locate Object, Magic Weapon, Martyr's Smite, Misty Step, Nystul's Magic Aura, Pass Without Trace, Phantasmal Force, Protection from Poison, Scry Portal, See Invisibility, Spider Climb, Subvert Item, Suggestion, Touch of Fatigue

3: A Cat's Revenge, Blink, Clairvoyance, Fear, Greater Darkvision, Haste, Jagged Tooth, Longcat, Nondetection, Remove Curse, Sending, Summon Feline< Touch of Idiocy

4: +3 Cheeseburger, Cat Gravity, Charm Monster+, Compulsion, Dander Blast, Dominate Beast, Do Not Want, Freedom of Movement, Greater Invisibility, It Was The Dog, Locate Creature, Misdirection, Mordenkainen's Private Sanctum, Nom Nom Nom

5: Aggressive Cat is Aggressive, Basement Cat, Ceiling Cat, Commune with Nature, Defensivie Cat is Defensive, Dominate Person, Far Step+, Happycat, Hold Monster, Hovercat, Legend Lore, Mislead, Modify Memory, Passwall, Pew Pew Pew, Rary's Telepathic Bond, Scrying, Serious Cat, Skill Empowerment+, Velcro Cat

6: Arcane Gate, Find the Death, I See What You Did There, Mass Suggestion, Otto's Irresistible Dance, True Seeing, You Make Kitty Scared

7: Etherealness, Mirage Arcane, Teleport, The Death Purr

8: Dander Explosion, Glibness, Mind Blank, Telepathy

9: Astral Projection, Big Kitty, Dander Tornado, Death from Overcuteness, Foresight, Four Lolcats of the Apocalypse, Gimme A Break Here, Nappy Times, This is Unacceptable, War Kitteh

* Found in Elemental Evil Players Companion
+Found in Xanathar's Guide to Everything
« Last Edit: July 22, 2023, 07:24:48 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16054
  • Fnord bitches
    • View Profile
Re: Cat Burglar Core Class [5E]
« Reply #5 on: August 16, 2017, 01:33:18 AM »
CAT BURGLAR SUBCLASSES



AKANEKO CLAN
 The Akaneko (“Red Cat”) Ninja clan has devoted itself to revenge by arson.  And sometimes extortion via the threat of arson.  And sometimes they just burn stuff cause it makes them giggle.  Darn cats.

Akeneko Spells
Your training lets you choose from an expanded list of spells when you learn a Kitty Magic spell. The following spells are added to the Kitty Magic spell list for you.

Cat Burglar Level  Spells
5th:  Burning Hands, Faerie Fire
7th:  Flaming Sphere, Pyrotechnics
14th:  Ashardalon's Stride, Melf's Minute Meteors
17th:  Fire Shield, Wall of Fire

FIRE RESISTANCE
At 5th Level you gain resistance to Fire damage.

FIREFLASH
At 9th Level the Akaneko can seemingly explode in a burst of fire and light.  This does 2d6 fire damage in a 10 foot radius centered on the Akaneko, and all victims in this range must make a Constitution Saving Throw or be blinded for 1 Minute. The Akaneko is immune to this effect, and may use it once per short rest.  The target gets anothser Saving Throw at the beginning of each of it's turns to end the Blinded Condition.

IMPROVED FIREFLASH
At 13th Level the damage of your Fireflash ability increases to 6d6, and the range increases to a 20 foot radius.  It now ignites ay flammable objects in the area that aren't being worn or carried.

RED CAT FORM
At 17th Level your Kitty Form lets you become a Red Kitty instead of a cat.





BAD KITTY
You exist to scare the crap out of people and take what you want.  Screw being subtle like those other cats.  Why spend all that time sneaking about when you can just make them void their bowel, and then snatch the bling while they try to cover their embarrassment.  You've been given a pretty raw deal in life.  Everyone thought you were evil from birth because of your powers.  Fortunately you also have some nice abilities to make up for it.  And you pretty much use them to take what you want, and get even with anyone who ticks you off. 

Being a Bad Kitty gives you an expanded list of spells to choose from when you learn your spells.  The following spells are added to your spell list for you.

Bad Kitty Spells
Cat Burglar Level  Spells
5th:  Cause Fear, Hex
7th:  Darkness, Invisibility
14th:  Bestow Curse, Fear
17th:  Greater Invisibility, Shadow of Moil

SHADOW CAT
At 5th Level you may Hide as a Bonus Action when in Darkness.  Additionally, opponents within 5 feet of you lose Advantage on Attack rolls if they have it.

CURSE
At 9th Level you may cast Bestow Curse without using a spell slot once per long rest.

IMPROVED CURSE
At 13th Level, Hex and Bestow Curse are no longer Concentration spells, and have a duration of 1 hour, and 1 Minute respectively.

BAAAAD KITTY
At 17th Level, if you are reduced to 0 hit points, you immediately cast Bestow Curse on your attacker as a Reaction without using a spell slot.  It's duration is increased to 'until dispelled'



CHESHIRE CAT
 Cheshire Cats are epic tricksters of sorts, who specialize in denying people the ability to see them.   Screwing with people's minds is what you live for.  You fade in and out of view, sometimes only partially visible.  And you never give a clear, honest answer to any question.  Ever.  It's foreign to your nature.  If people aren't calling you an utter bastard, or shaking their head in confusion, you're doing it wrong.

THE ART OF INVISIBILITY
At 5th Level you can turn visible or invisible once per round as a Bonus Action.  This invisibility does not end if you attack or cast a spell. You must be in Kitty Form to use this ability.

THE ART OF CONFUSION
At 9th Level you can cast Confusion as a Verbal only spell, without using a spell slot.  You may do this three times per long rest.  You  may now speak in Kitty Form.  You must be in Kitty Form to use this ability.

ART OF MOCKERY
At 13th Level, as an Action you can mock one opponent who can hear you that is within 60 feet.  That opponent must make a Wisdom Save, or take Disadvantage on attack rolls for 1 Minute.  The target can end this at any time by taking 3d6 Psychic damage.  You may do this three times per long rest. You must be in Kitty Form to use this ability.

WE ALL GO A LITTLE MAD SOMETIMES
At 17th Level you may begin to swirl in and out of visual sight in various patterns as an Action, disorienting opponents.  Any hostile creature that is within 60 feet that can see you must make a Wisdom Save, or be Incapacitated until you move, can't be seen, or they are attacked or have a spell cast on them.  You must spend your Bonus Action each turn after the 1st to maintain this ability, and must Concentrate on it like a spell.  You can maintain this ability up to 1 Minute, and must be in Kitty Form to use this ability.  You may use it 3 times per long rest.



CRITTER
"I'm a chikin!  Yup.  Yup.  Chikin.  BAAAAWWKK BAWK BUCUCCK!"

(strange catlike voice from the distance) "DUCK!! YOU'RE SUPPOSED TO BE A DUCK YOU FOOL!"

"Ummm...quack?"

Critters are master shapechangers that are usually popular in areas where the Cat Burglar Guilds have been discovered and can no longer rely on their kitty disguises...  Critters try to fade into the background and hope people don't realize they're there.  After all if they're in the local Guilds, secrecy has been compromised somehow, and they need to disguise themselves as animals other than cats. That having been said some of them being caught transforming have created some interesting rumors...

SWIFT KITTY FORM
At 5th Level your Dexterity in Kitty Form is now equal to your Charisma.

VERSATILE KITTY FORM
At 9th Level You can now use Kitty Form to assume the form of any Tiny Beast, and your natural attacks count as magic for purposes of overcoming damage resistance/immunity.

TOUGH KITTY FORM
At 13th Level your Unarmored AC in Kitty Form is 8 + your Proficiency Bonus + your Charisma modifier.

I'M A SUMTHIN LOL
At  17th Level you are immune to any spell or effect that would alter it's form.



FOOF LORD
You are the master of allergies.  Used by the Guilds to make miserable the lives of others, your abilities to inflict discomfort make even the strongest willed aristocrat crumble to their demands.  In other words you are a sheddin' fool!  You spread cat hair in your wake, and you enjoy it.  Nothing makes your life better than making fat old people with too much money and not enough common sense ill.  And that pretty much describes the entirety of the ruling class.  Granted if they aren't available you aren't below messing with others...

FOOFANIZATION
At 5th Level you may foofanize a 10 ft. by 10 ft. square, covering it in cat hair.  This lasts for 24 hours, but a moderate breeze will get rid of it within 1d4 rounds.  You may use this ability a number of times per long rest equal to your proficiency modifier.  Creatures who are allergic to felines (including victims of your Allergen Curse) automatically have Disadvantage on all attack rolls made while in this area.  Creatures who aren't allergic can make a Constitution Saving Throw to avoid this effect.

FOOFY KITTY
At 9th Level you may cast Dander Blast without using a spell slot 3 times per long rest.

ALLERGEN CURSE
At 13th Level, as an Action you can force one creature within 60 feet to make a Constitution Saving Throw.  If it fails, it becomes allergic to cats, and gains Disadvantage on all Saving Throws while within 20 feet of any feline, including you.  It also gains Disadvantage on Saving Throws versus your class spells.  This can be dispelled by remove curse, and you can use this ability a number of times per long rest equal to your proficiency modifier.

LORD OF THE FWUFFY
At 17th Level you may cast Dander Tornado without using a spell slot once per long rest.



WATCHCAT
You protect the Guild or whoever you are assigned to guard by keeping watch and sounding the alarm.  You also get to scare the dog poop out of people.

WATCHCAT FORM
At 5th Level while in Kitty Form, you have Darkvision 120 feet, and it works in normal or magical darkness.

SLEEP OPTIONAL
At 9th Level you gain Advantage on any Saves to avoid (or end) Exhaustion and are immune to being unconscious.  You no longer require sleep, but must still rest to regain spells and other effects.

SECURITY SPECIALTY
At 13th Level  you can choose from one of the following spells.  You may cast that spell once per short rest without using spell components: Phantasmal Killer (upcast to 5th Level), Scrying, or Summon Feline (upcast to 5th Level).

I SEE ALL
At 17th Level you are immune to being Blinded, and gain Truesight with a range of 120 feet.  You cannot gain Disadvantage on Wisdom (Perception) Checks.



BIG KITTY
Most Big Kitties are Cat Burglars who have specialized in a non traditional niche, and a great deal of them are the leaders of less conventional Guilds.  Sometimes the truly rich are also truly crazy.  And the craziest rich people want the most exotic pets.  That's where you come in.  Abnormally large housecat's (or just wild big cats) are fairly exotic.  And crazies tend to like cats anyway... And so you as leader of a powerful criminal organization find yourself on display as "Baby Foo Foo" in a noble's zoo.  Tragic.

DIRE KITTY
At 5th Level you can use Kitty Form to assume the form of a Large Cat.  This works otherwise like the Druid's Wild Shape ability.

MIGHTY ROAR
At 9th Level, as an Action, you can roar.  Each creature of your choice that is within 30 feet of you and aware of it must succeed on a Wisdom saving throw or become frightened for 1 minute (Save DC is 8 + Proficiency Bonus + Charisma Modifier). A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to your Mighty Roar for the next 24 hours.

HOUSECAT
AT 13th Level, you can use both uses of your Kitty Form to become a Huge Cat.

BIG CAT ON THE BLOCK
At 17th Level, your Armor Class in Kitty Form becomes 10 + Dexterity Modifier + Proficiency Bonus.  Additionally, you use your own Proficiency Bonus on attack rolls in Kitty Form.



IRON FLOOF
 Aside from being responsible for Pocket Kitties the city of Le Gevaudan is also responsible for this little pocket of weirdness.  Iron Floof practitioners study magic that allows them to turn into metal cats.  When standing still they look like statues, and coincidentally that's what the city has an abundance of: metal cat statues.  This allowed them to hide in plain sight again, and provided them a means of revenge by allowing them a replacement for the legendary Sons of Pinky who are less able to travel about in public.  Your job is awesome.  You get to spend long, boring hours gazing into nothingness pretending to be a stature in key points of the city where you may be needed at a moments notice with only the idiotic chatter of passers by to keep you from going mad.  Thankfully you get to let off steam by beating someone down every so often.

IRON TRANSFORMATION
At 5th Level you become tougher in Kitty Form.  You AC becomes equal to 18 + your Dexterity Modifier.

IRON STRENGTH
At 9th Level your melee attacks do +1d6 damage in Kitty Form.

IRON FORTRESS
At 13th Level you become immune to Petrification in Kitty Form, as well as immune to any spell or effect that would alter your form.  You also gain Resistance to Bludgeoning, Piercing and Slashing damage.

I...AM...IRON KITTEH!
At 17th Level you become immune to Fire, Poison and Psychic damage while in Kitty Form, and are immune to the Poisoned Condition as well.



SONS OF PINKY
The Sons of Pinky are the enforcers and guardians of the Cat Burglars Guilds.  When ankles need bitten they get called.  When overly inquisitive locals need scared off, they do the scaring.  When someone needs their butt handed to them, they do the handing.  They are tuff kittehs.  You are truly one angry little furball.  You moved to the city hoping to get magic training to be a better warrior and the only people willing to speak to you are these freaky little cat people.  But they've turned out to be a decent sort, and you've sort of adopted them as your new tribe.  And you get lots of free munchies from the neighborhood vendors while in cat form as you've run off bad guys before.  Now if only people would stop laughing at you.  You wouldn't cause nearly as much damage if everyone would just kindly realize exactly who they were dealing with...

RAGIN'  KITTEH
At 5th Level you may Rage twice per day..  This is identical to Barbarian Rage, with the following exceptions: You use your spellcasting ability modifier for all attack and damage rolls (this includes Grapple checks), and gain your Rage damage with any attack while Raging.

STRONG KITTEH
At 9th Level you gain temporary hit points equal to your Cat Burglar Level, and your attacks in Kitty Form are considered magical for purposes of overcoming damage reduction/immunity.  Additionally your to hit bonus for attacks is now your Proficiency Bonus plus your Charisma Modifier, and the damage is based off Charisma as well. 

RIPPIN' FURY
At 13th Level you may now Grapple an opponent up to 3 Sizes bigger than you, and you gain Advantage on attack rolls made against Grappled opponents.  If you successfully attack with your claw or bite in kitty form, your target is grappled.

LITTLE TIGER
At 17th Level if you move at least 20 feet straight toward a creature and then hit it with a claw attack on the same turn, that target must succeed on a Strength saving throw (Save DC is 8 + Proficiency Bonus + Charisma Modifier) or be knocked prone. If the target is prone, you can make one extra attack against it as a bonus action.



FENCEPOST YOWLER
You are a backup for the other Cat Burglars, and a living instrument of vengeance when someone needs harassment (particularly at night when they could be sleeping).  You are also the scourge of the city, and they want you dead.  Ever known that guy who was great to his friends but a total and complete jerk to everyone else?  Well you are that guy!  If anyone messes with your kitties, his sleep is now optional.

YOWLING
At 5th Level you may Yowl as a Standard Action up to a number of times per long rest equal to your Proficiency Bonus.  It affects one or more creatures within 30 feet, so long as they aren't deaf.  If there's a Saving Throw listed, the DC is the same as your spell Save DC.  At 5th Level you can produce the following effects: Discord and Hatred.

Discord. Two targets within 30 feet must make a Wisdom Save, or perceive each other as enemies for 1 Minute.  During this time they will seek  to attack each other exclusively. The targets can repeat the saving throw at the end of each of their turns, ending the effect on themselves on a success.  They also get a new Save attempt anytime someone other than themselves attack them.

Hatred. One target within 30 feet must make a Wisdom Save, or be consumed by hatred for you for 1 Minute.  They will have Disadvantage on all rolls that aren't attack rolls against you, and they cannot use Concentration spells.  The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

DODGE AUDIENCE
At 9th Level you may add your Proficiency Bonus to your Armor Class, but only against ranged attacks.

IMPROVED YOWLING
At 13th Level you get two new uses for Yowling: Annoyance and Death.

Annoyance. One creature within 30 feet must make a Wisdom Save, or be unable to sleep or take a long rest for 24 hours (see the rules for sleep deprivation in Xanathar's).

Death. One creature within 30 feet must make a Wisdom Save, or take 10d8 necrotic damage, with the damage halved on a successful Saving Throw.  If this reduces a creature to 0 hiy points, it dies immediately.

YOWLING DOOM
At 17th Level you may unleash the Yowl of Doom once per long rest.  Every creature within 30 feet must make a Constitution Save against your spell save DC, or be Deafened 1 Minute, as well as taking 20d6 Thunder damage.  Targets take half damage, and are not deafened on a successful Save.  The target can repeat the saving throw at the end of each of its turns, ending the Deafness effect on itself on a success.


KATGRRL/KATBOI
Katgrrl's are (usually) solo artists who have branched off from the guild and are lone con artists relying on their wits and beauty to seduce wealth from victims.  They start working for the Guilds but most chafe under the rules and scrutiny and try out working on heir own.  You are hawt.  And you know it.  And you have no problem making sure other people know it.  They should all bow to your extreme hawtness.  Anyone who disagrees is jealous or lying.  Fortunately you have a wide selection of significant others to make them all pay...

SWAY
AT 5th Level you gain the Enhanced Kitty Form (Katgrrl).  While in Katgrrl Form, you can make a Charisma (Performance) Check (you retain any Proficiency or Expertise with Performance in Katgrrl form) a number of times per long rest equal to your Proficiency Bonus.  The target (which must be able to see you) must make a Wisdom Save whose DC is equal to your Performance Check, or be affected as though by either an Enthrall or Suggestion spell.

DODGE
At 9th Level your Unarmored AC is equal to 10 + your Dexterity Modifier + your Charisma modifier.

IMPROVED SWAY
At 13th Level you can also make a Charisma (Performance) Check to cast Charm Monster on a target as well.

SEDUCTIVE FURY
At 17th Level as an Action you may point at someone and accuse them of all sorts of unmentionable and vile acts, and make a Charisma (Deception) Check.  Any living creature who can see or hear you (other than the target) must make a Wisdom Save (DC is equal to you Deception Check) or believe that the target deserves a savage beating.  For the next minute they will selflessly (but not suicidally) devote themselves to doing so.  For example a room full of people would still assault the King because they know they can take him.  However the same room full of people would not assault an Ancient Red Wyrm if they knew they had no chance of winning.  This lasts for 1 Minute, and you cannot concentrate on a spell during this time.  If you, or your allies, attack anyone influenced by this ability, every target affected by it gets another Save to end this effect.
« Last Edit: July 22, 2023, 07:35:02 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16054
  • Fnord bitches
    • View Profile
Re: Cat Burglar Core Class [5E]
« Reply #6 on: September 26, 2017, 12:13:25 AM »
KITTY FEATS
« Last Edit: September 26, 2017, 12:31:51 AM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16054
  • Fnord bitches
    • View Profile
Re: Cat Burglar Core Class [5E]
« Reply #7 on: October 09, 2017, 11:00:01 PM »
CAT BURGLAR SUBCLASSES


TRICKSTER
 A trickster is a Cat Burglar who has become inspired by the old "Puss in Boots" fairy tale.  They specialize in outwitting opponents as opposed to outfighting them.  Their purpose is to become powers behind the throne by helping gullible people achieve power and being their only reliable and trusted adviser.

FIBBER
At 5th you gain Proficiency with Charisma (Deception and Persuasion) Checks (or Expertise if you're already Proficient).

TRICKSY
At 9th Level you gain a Bonus Feat from those listed below.

WISDOM OF THE CAT
At 13th  Level you gain Proficiency with Intelligence (Investigation) or Wisdom (Insight, Survival) Checks (or Expertise if you're already Proficient).

MASTER TRICKSTER
At 17th you may choose any 3 skills you are proficient in, and you have Advantage on those skills.

IMPROVED DECEPTION
You have additional tricks with the Deception skill:
  • As a Bonus Action, you can make an opposed Charisma (Deception) versus your opponents Wisdom (Insight).  If you succeed, your movement or Actions do not provoke opportunity attacks from that opponent for the rest of the turn.
  • As a Bonus Action, you can make an opposed Charisma (Deception) versus your opponents Wisdom (Insight).  If you succeed, the attacks you make for the rest of your turn have advantage.

IMPROVED PERCEPTION
You have additional tricks with the Perception skill:
  • As a Bonus Action, you can make a DC 20 Wisdom (Perception) roll.  If you succeed, all attacks you make on one target have Advantage for the rest of the turn.
  • As a Bonus Action, you can make a DC 20 Wisdom (Perception) roll.  If you succeed, and Wisdom (Perception) rolls they make for the rest of the round.
  • Increase your Wisdom by +1, to a maximum of 20.



SAND CAT
 Sand Cats are Cat Burglar Guilds adapted to desert areas that have Desert Cats, Sand Cats, and other warm area living species with fur. 

SANDSWIMMER
At 5th Level Desert terrain does not impede your movement, and you gain a Burrow speed through sand equal to your land speed.

SAND CAMOUFLAGE
At 9th Level you have Advantage on Dexterity (Stealth) checks made in Desert Terrain.  If your opponent is unaware of you, you do an additional +2d6 weapon damage.

TREMORSENSE INVISIBILITY
At 13th Level you cannot be seen via Tremorsense (effectively you are Invisible if this is somethings only way to sense you).

WHAT LIES BENEATH
At 17th Level you can effectively cast Maelstrom once per short rest without using a spell slot.  This has a few changes: Unlike usual, the spell is cast on areas of sand instead of water.  The damage is slashing instead of bludgeoning.  Once hostile creatures reach the center of the area effect, they are pulled 10 feet under the next round, and must begin to hold their breath, or start suffocating.  You can use this ability 3 times per long rest.




THE ABOMINABLE SNOW KITTY
You know the Saint Bernard's that some ski resorts use as rescue dogs in case of avalanches?  Yeah that's you.  Except your a 'lil kitty, and you also scare people away from the Guilds by pretending to be the fearsome Cat-faced Yeti.  You are both a protector of the Guilds hidden bases, and a rescuer of trapped people.  This gives you an important release, as the drunken schmucks you have to take crap from during the day are the same guys you make poop themselves in fear at night.  Truly, yours is a rewarding job.  And the best part is, no one suspects you of getting revenge by performing these little capers.  It's always the evil "Cat Faced Yeti".  Snickerlols.

CAT FACED YETI FORM
AT 5th Level you can now change into a Cat Faced Yeti.  This works otherwise like the Druid's Wild Shape ability.  Additionally, when in any Cat Faced Yeti Form, snowy or icy terrain is not considered difficult terrain for you.

LARGE CAT FACED YETI FORM
At 9th Level you can now change into a Large Cat Faced Yeti.  Additionally, when in any Yeti Form you have Resistance to Cold damage.

HUGE CAT FACED YETI
AT 13th Level, you can use both uses of your Cat Faced Yeti Form to become a Huge Cat Faced Yeti.

GARGANTUAN CAT FACED YETI
At 17th Level, you can use both uses of your Cat Faced Yeti Form to become a Gargantuan Cat Faced Yeti.  Unlike normal, the duration for this ability is one minute.



LORD OF THE JUNGLE
Jungle based Guilds have traditionally relied on being captured as exotic animals to gain entry into rich households, or as bandits.  Jungle Lords tend towards banditry, taking advantage of rumors of a local Cryptid known as the Cat Faced monkey to which all manner of evil and tomfoolery are ascribed.   Maintaining the reputation of a spookity cryptid monster is a hard days work.  It keeps making you figure out new , less reputable people to witness ever more bizarre scenarios  you can come up with to prevent them from coming out into the jungle to look for you.  And that backfires cause in some cases it draws the occasional whacko like a moth to a flame.

I AM ALL THAT IS MONKE
AT 5th Level you can now change into a Cat Faced Monkey, Baboon or Gorilla.  This works otherwise like the Druid's Wild Shape ability.

BIG MONKE
At 9th Level you can now change into a Dire Cat Faced Gorilla.  Additionally, while in any I Am All That Is Monke form, you gain Advantage on Strength (Athletics) and Charisma (Intimidation) checks.

BIGGER MONKE
AT 13th Level, you can use both uses of your I Am All That Is Monke Form to become a Giant Cat Faced Gorilla.

CONG LIVES!
At 17th Level, you can use both uses of your I Am All That Is Monke Form to become a Cong. Unlike normal, the duration for this ability is one minute.



ARISTOCATS
Aristocats are former members of the nobility adopted by the Cat Burglar Guilds to use to their advantage.  Sometimes the Guilds overthrow evil monarchies, and reestablish members who were unjustly deposed, or had their families killed, etc.  This is good because then the Guild gets to be semi legitimate (i.e. the secret police).  Sometimes they adopt the children of aristocracies they themselves have put to the sword out of pity, and raise the poor kids as their own.  Just because a kids parents were evil bastards don't mean they'll turn out that way.

INSPIRATION
At 5th Level, any creature of your choice that is within 30 feet of you can add a 1d4 to any one roll it makes during the round.

INTRIGUE
At 9th Level you gain Expertise with any 2 of the following skills: Deception, Insight or Persuasion. 

IMPROVED INSPIRATION
At 13th Level you add 1d6 instead of 1d4, and your range increases to 60 feet.

AURA OF NOBILITY
At 17th Level, as anAction you may demand all creatures of your choice (well all of them within 30 feet anyway) lay down their arms and cease hostilities.  If they fail a Wisdom Save the fools actually do it. You have 1 Minute to use Deception or Persuasion before they will raise the alarm, start fighting again, summon demons, etc.  If they succeed in the Save, they are instead have Disadvantage on attack rolls and ability checks for 2 rounds, but are immune to further uses of this ability for 24 hours.  This ability cannot be used after an attack has begun.



THE BLACK PAWS
You're a sneaky little blackmailing fiend.  Unlike the other Ninja clans who do real ninja work like assassination, sabotage, deposing lords, etc, you sit around in kitty form all day soaking up gossip and leaning peoples secrets.  The other ninja clans call you lazy.  They don't do anything about it though, because you know what they get up to when they're drunk ...  The Black Paws were a ninja clan that discovered the art of the Cat Burglar.  Initially putting it to good use for the various lords who hired them the ninjas quickly grew tired of being the unsung servants of snobbish nobles.  So they went rogue and now use their kitty powers to find out the dirty laundry of the rich and famous and blackmail them.  You are the worlds first stalkerazzi!

NINJA POOL
At 5th Level you have a Ninja Pool allowing the use of mystic powers.  The pool has a number of points equal to your Cat Burglar Level.  When you spend a point, it is unavailable until you finish a short or long rest, at the end of which you regain your expended points. You must spend at least 30 minutes of the rest meditating to regain your points.  You can expend your points on the following:

Skill Checks: When making any of the following Skill Checks, you may expend a point to gain Advantage on the roll:  Insight, Investigation, Perception, Stealth, Survival.

Mark: The first way of using this is by pressing your paw against something. You can mark it, and it can be seen only by another Black Paw, or by someone casting Detect Magic, See Inviibility or True Seeing. Any Black Paw touching it can "feel" a message of 10 words or less, and will know who you are.  The second is that you leave a trail of invisible Paw Prints  for 1 Day per point of Charisma modifier, or until you wish to stop, whichever comes first.  You cant leave a message in this fashion but you can leave a trail. 

Poof: As a Bonus Action, you can expend a point to become Invisible until the beginnin of your next turn.

NINJA EXPERTISE
At 9th Level choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

ANONYMOUS
At 13th Level you have Expertise on Charisma Checks to get information or rumors out of people.

NINJA MASTER
At 17th Level you choose one of the following spells to cast without using either material components or using a spell slot: Arcane Eye, Greater Invisibility, Shadow of Moil or Staggering Smite.  You may cast this three times per long rest, and regain all your uses upon completing a long rest.



NINELIFER
Some cats get all the luck.  You back yours up with magic.  Or maybe you've conveniently blackmailed the Gawds somehow.  You are a gambler at life, using your magic to interfere with probability to make things come out the way you want.  Your seemingly infinite good luck makes you a lot of enemies though.  Everybody wants good luck, and if they can't have heir own they can steal yours or kill you in spite.

LUCKY
At 5th Level you gain the Lucky Feat.

MAKE YOUR OWN LUCK
At 9th Level you gain luck points equal to your Charisma modifier.  You can now use your Lucky Feat to grant an extra d20 to a friendly creatures an attack roll, an ability check, or a saving throw as long as they are within 60 feet.  Using this option is a Bonus Action.

NINE LIVES
At 13th Level you can use a Luck Point to automatically succeed at a Death Saving Throw.  You may do this after you have made the roll.

THE UNIVERSE LIKES MR. CUDDLES
At 17th Level you can use a luck point as a Reaction whenever you are attacked or targeted by a spell.  The opponent attacking you must make a Charisma Save against your Spell Save DC or be Stunned for 1 round.  You can spend 3 luck points to make every creature of your choice within 30 feet Save or be Stunned.



PINK PANTHER
You are that rarest of big cats, the Pink Panther, worth your own weight in diamonds in a small market for exotic pets and private zoos owned by the rich and eccentric.  You're also a pretty darn good jewel thief. You are the epitome of cool.  You know it, and you make darn sure other people do too.  Mostly by walking in their front door in plain sight accompanied by nifty jazz music, stealing all their jewelry, and yet somehow escaping unobserved without setting off a single trap.

TRAP RESISTANCE
At 5th Level you have Advantage on all Checks or Saving Throws to spot or avoid/halve damage from traps.

PINK PANTHER FORM
At 5th Level you gain Giant Cat Form.  This works otherwise like the Druid's Wild Shape ability.

A CERTAIN COOL FACTOR
At 9th Level you have Advantage on Dexterity Checks made to open locks or disable traps, and can make Checks to do so in Kitty Form

HIDE IN PLAIN SIGHT
At 13th Level you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must make another Hide Check to Hide Again.  All this despite soft jazz playing in your vicinity.

TOO COOL FOR YOU
At 17th Level you now permanently have the benefits of a Freedom of Movement Spell.



POCKET KITTY
In the city of Le Gevaudan the Cat Burglar Guilds were routed by invaders who became the new form of government.  They disappeared and went underground to await revenge.  Decades later the conquering invaders are now as fat, rich, and corrupt as the government they replaced.  And a little too proud for their own good.  As an insult to their former enemies (whom they believed dead) the new nobility has bred a cat that always remains a kitten, small enough to put in a shirt pocket.  They display them proudly as an insult to the Guild they believe they destroyed, and as a reminder that they can destroy anyone else who would oppose them.

Unfortunately they have just given the Guilds an opening...

EXTRA TINY KITTY FORM
At 5th Level your opponents have Disadvantage on attack rolls against you while you're in the form of a Tiny Cat.

POCKET DIMENSION
At 9th Level, you may use the spell Dimension Door 3 times per day, but only to teleport yourself and gear up to your carrying capacity from one set of clothing's pocket to another.  Your disappearance and arrival is unnoticed as the spell has no visual or audible effects.  The exception is whoevers apparel you were in, if he knew you were there.  He may get a DC 15 Wisdom (Perception) Check to notice you gone.  The owner of the apparel you arrive in also gets a Perception Check to notice your arrival.

VANISH
At 13th Level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.

CAT RADAR
At 17th Level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.

You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.



TIBBIT SKIRMISHER
 Tibbit Skirmishers are packs of backup fighters who hound and confuse their quarry while the Sons of Pinky finish them off.  They're also professional bastards.  Pranks, general weirdness, and drunken bets are common for the Skirmishers.

DODGER
At 5th Level you gain the Mobile Feat.

COMIN' THRU
At 9th Level, when you move you can make a Dexterity (Acrobatics) Check against every creature you pass adjacent to, or whose square you enter.  If you can roll higher than their Dexterity Saving Throw, they are knocked Prone.

SKIRMISHER
At 13th Level you gain Advantage on attack rolls and skill or ability checks versus any creature that is bigger than you.  You may Grapple creatures 2 Sizes larger than you.

SCRATCH EM' WHILE THEY'RE DOWN
At 17th Level you can attack a Prone opponent as a Bonus Action.  If this attack is successful it is considered a critical hit.  If your roll would have made it a critical hit anyway, add your Proficiency Modifier to the damage.



FIXIT GANG
 Fixit gangs are specialist teams brought in when help is needed to solve a particularly troublesome problem.  Perhaps the local Guild doesn't have enough trap sniffers, or has suffered recent setbacks.  Fixit gangs fill in and train newbies till the Guild is back up to snuff, and they 'fix' problems.  Usually in the mafia sense of 'fixed.'

CUNNING CHARM
At 5th Level you can cast either Fear or Suggestion by making either a DC 20 Charisma (Intimidation or Deception).

CAT POWAH
At 9th Level you may roll a 1d4 at the end of each short or long rest, and apply it as a bonus to one of the following: attack rolls, initiative rolls, or all Skill Checks related to one ability.

COPYCAT
At 13th level you may choose a Class Ability at the beginning of any Short or long Rest.  You may choose from the following to gain:  Tool Expertise (Artificer), Danger Sense, Reckless Attack, Fast Movement (Barbarian), Jack of All Trades, Expertise (Bard), Fighting Style, Second Wind, Action Surge (Fighter), Expertise, +2d6 Sneak Attack, Cunning Action, Uncanny Dodge (Rogue).

LITTLE PROBLEM SOLVER
At 17th Level you may now opt to add your Cat Powah bonus to the Save DC of one spell you can cast, or one Class Ability you have.



BURLAP GUILD MEMBER
The Burlap Throat-Wattle in the little town of Burlap is the worlds most infamous dragons only bar.  It is considered neutral territory where Dragons of all species can meet and conduct business, chat, or try to get lucky with the bar maids without any fighting or assassination going on.  It's also home to a thriving Cat Burglars Guild, all of whom are the children of dragons and humanoid bar wenches (darn dragon groupies).  The dragons have noticed that their kids and paramours have a thing for cats, but somehow have miraculously not noticed that the cats are some sort of organization.  Or perhaps they've simply been kind enough to not mention it since most of them are their kids.

HISS
At 5th Level, as an Action, each creature of your choice that is within 30 feet of you and aware of you must succeed on a DC Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, Ending the Effect on itself on a success. If a creature's saving throw is successful or the Effect ends for it, the creature is immune to the your Frightful Presence for the next 24 hours.  You must be in Kitty Form to use this, and the Save DC is 8 + your Proficiency Bonus + your Charisma Modifier.

SPIT
At 9th Level you can use your action to exhale destructive energy.  When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 4d6 damage on a failed save, and half as much damage on a successful one. You may use your Breath Weapon a number of times equal to your Proficiency Bonus per short or long rest, and you may only do so in Kitty Form.  Upon getting this ability you must choose the area of effect (a 15 foot Cone or a 5 ft. by 30 ft. Line) and damage type (Acid, Cold, Fire, Lightning or Poison).

DEATH FROM ABOVE
At 13th Level you grow wings when in Kitty Form, giving you a Fly speed of 50 ft.  you may hide or unfurl your wings once per turn at will.

FAMILY INHERITANCE
At 17th Level you may cast True Polymorph  without spell components or using a spell slot.  You may use this once per Long Rest, and may only use it to turn into one specific type of Adult Dragon (which you  must choose when getting this Ability).
« Last Edit: July 22, 2023, 07:41:59 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16054
  • Fnord bitches
    • View Profile
Re: Cat Burglar Core Class [5E]
« Reply #8 on: October 09, 2017, 11:00:36 PM »
FELIMANCER
 Felimancers are obsessed with all things cat, which made it a natural fit that they become Clerics of the Kitteh Gawds, and/or worked with the Cat Burglar Guilds.  And when we say 'obsessed', oh Lordy do we mean it.  You have cat themed jewelry and clothing, a cat themed lair, cat themed weaponry, etc.  The only other thing they love nearly as much is thumbing 'the Man' in the eye.  So basically you're a cat themed, punk rock priest.  Sometimes with a little bit of Diogenes thrown in.

CREATING A FELIMANCER
You are a priest of some sort, so likely people will see you as a healer.  Which in some cases may be true, but in many cases is just a thing you do sometimes.  It really depends on what Kitteh Gawd you worship.

Quick Build
Make Charisma your best stat, followed by Dexterity or Constitution.  Choose Rebel as your background.

Code: [Select]
[b]   Proficiency Bonus  Features[/b]
1. +2   Spellcasting, Kitteh Gawd, Purr
2. +2   Channel Divinity (x1), Kitteh Gawd Boon
3. +2     
4. +2   Ability Score improvement
5. +3   Kitty Magic
6. +3   Channel Divinity (x2), Kitteh Gawd Boon
7. +3   
8. +3   Ability Score improvement,  Kitty Magic, Kitteh Gawd Boon
9. +4       
10.+4   Divine Spell
11.+4   Kitty Magic
12.+4   Ability Score improvement
13.+5       
14.+5   Kitty Magic
15.+5       
16.+5   Ability Score improvement
17.+6   Kitty Magic, Kitteh Gawd Boon
18.+6   Channel Divinity (x3)
19.+6   Ability Score improvement
20.+6   Improved Divine Spell

CLASS FEATURES
As a Felimancer you gain the following features:

HIT POINTS
Hit Dice: 1d8 per Felimancer Level
Hit Points at 1st Level: 8 + your Constitution Modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution Modifier per Felimancer Level after 1st

PROFICIENCIES
Armor: Light armor, medium armor, shields
Weapons: All simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Insight, Medicine, Perception, Religion, and Stealth

EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
  • (a) a mace
  • (a) scale mail, or (b) leather armor
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a priest's pack or (b) an explorer's pack
  • A shield and a holy symbol


SPELLCASTING
When you reach 1st level, you gain the ability to cast spells. See chapter 10 of the PHB for the general rules of spellcasting and below for the Kitty Magic spell list.
  Cantrips. You learn three of your choice from the Kitty Magic or Cleric spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Felimancer table.
  Spell Slots. The Felimancer table shows how many spell slots you have to cast your Felimancer spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of Felimancer spells that are available for you to cast, choosing from the Felimancer spell list. When you do so, choose a number of Felimancer spells equal to your Charisma modifier + your Felimancer level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level Felimancer, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of Felimancer spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

  Spellcasting Ability. Charisma is your spellcasting ability for your Felimancer spells. The power of your spells comes from your devotion to your deity. You use your Charisma whenever a cleric spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Felimancer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

  Ritual Casting.  You can cast a Felimancer spell as a ritual if that spell has the ritual tag and you have the spell prepared.

  Spellcasting Focus. You can use a holy symbol as a spellcasting focus for your Felimancer spells.


KITTEH GAWD
At 1st level, you choose a Kitteh Gawd and the gifts they grant you. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.

Each Gawd has a list of spells-its domain spells that you gain at the Felimancer levels noted in the Gawd description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.

If you have a domain spell that doesn't appear on the Felimancer spell list, the spell is nonetheless a Felimancer spell for you.

PURR
Over time you have been taught a secret language you can only use in Kitty form.  It is composed of the sounds cats naturally make, and their body language.   Using it two Cat Burglars can have a conversation in front of people without their knowledge.  Other Cat Burglars can understand you regardless of form, so you can even point out a target by, say, rubbing against him in a certain manner while meowing in a specific tone. You also may communicate with other cats as though you had permanent use of the spell Speak With Animals (cats only) at will.  Purr has no written form, and requires your target to be able to either see and/or hear you.  Purr may also be used for Scent Marking,  Effectively this works as being able to cast Personal Mark at will.

CHANNEL DIVINITY
At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.

When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

ABILITY SCORE IMPROVEMENT
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

KITTY MAGIC
You can expend one use of Channel Divinity to cast any one spell from the Kitty Magic spell list.  It does not use material components or a spell slot, and doesn't need to be a  spell you know.  At 5th Level this can be a spell from the Kitty Magic spell list of 3rd Level or less.  At 8th Level this becomes any spell of 4th Level or less.  At 11th Level this can be any Spell of 6th Level or less.  At 14th Level it can be any spell of 7th Level or less.  At 17th Level you can use it to cast a spell of any Level.  It cannot be used to cast a spell of 7th to 9th Level more than once a day.

DIVINE SPELL
At 10th Level the Felimancer can cast a modified spell once per day (twice at 20th Level).  At 10th Level you may cast a spell modified in one of the following ways:

Delayed: When you cast this spell choose a point within the spells range (it must have a duration of Instantaneous).  You must concentrate on the spell.  when your concentration ends, the spell immediately takes effect.  You may end your Concentration at any time without using an Action.

Powerful Spell: When you cast this spell, the Save DC of the spell is increased by +2.

Reach Spell: The range of your spell doubles, to a minimum of 30 feet (this includes spells with a range of touch).

Subtle Spell: You may cast the spell without using verbal, somatic or material components.

AT 20th Level you may use the following:

Rapid Spell: When you cast the spell, the time to cast it is reduced,  A casting time of 1 Action is reduced to a Bonus Action.  A casting time of 1 Minute becomes 1 Action, and a casting time of 10 Minutes becomes 1 Minute.  A casting time of 1 Hour becomes 10 Minutes, a casting time of 8 Hours becomes 1 Hour, and a casting time of 24 hours becomes 8 hours.

Upcast Spell: When you cast the spell it is upcast up to 4 Levels higher.


FELIMANCER SPELL LIST

0: Guidance, Light, Mending, Resistance, Sacred Flame, Spare the Dying, Stealth, Thaumaturgy, Word f Radiance

1st: Bane, Bless, Ceremony, Command, Create or Destroy Water, Cure Wounds, Detect Evil and Good, Detect Magic, Detect Poison and Disease, Find Familiar, Guiding Bolt, Healing Word, Inflict  Wounds, Protection from Evil and Good, Purify Food and Drink, Sanctuary,  Shield of Faith

2nd: Aid, Augury, Blindness/Deafness, Borrowed Knowledge, Calm Emotions, Catsuit, Catwalk, Enhance Ability, Entice Gift, Find Traps, Hold Person, Lesser Restoration, Locate Object, Prayer of Healing, Protection from Poison, Silence, Warding Bond 

3rd: A Cat's Revenge, Aura of Vitality, Beacon of Hope, Bestow Curse, Clairvoyance, Create Food and Water, Dispel Magic, Draco's Night Time Shenanigans, Feign Death, Jagged Tooth, Life Transference, Magic Circle, Mass Healing Word, Misdirection, Protection from Energy, Purrvey, Remove Curse, Revivify, Sending, Sir Shadow's Sneaky Serf of Sneakinesses, Summon Feline, Tongues, Unca Maat's Fond Embrace 1

4th: Aura of Life, Aura of Purity, Banishment, Death Ward, Divination, Do Not Want, Freedom of Movement, Guardian of Faith, Locate Creature, Summon Feline Swarm

5th: Aggressive Cat is Aggressive, Basement Cat, Ceiling Cat, Commune, Defensive Cat Is Defensive, Dispel Evil and Good, Geas, Hallow, Holy Weapon, Greater Restoration, Legend Lore, Mass Cure Wounds, Planar Binding, Raise Dead, Scrying, Summon Celestial

6th: Find the Path, Foof Ninja, Forbiddance, Harm, Heal, I See What You Did There, Planar Ally, Purrgatory, True Seeing, Word of Recall, You Make Kitty Scared

7th: Catamount, Conjure Celestial, The Death Purr, Divine Word, Etherealness, Plane Shift, Purrceive, Resurrection, Teleport

8th: Fierce Pride of the Beastlands, Glibness, Holy Aura, Mind Blank, Telepathy

9th: Mass Heal, Power Word Heal, Purrforate, Purrsevere, True Resurrection

« Last Edit: August 05, 2023, 08:46:26 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16054
  • Fnord bitches
    • View Profile
Re: Cat Burglar Core Class [5E]
« Reply #9 on: October 09, 2017, 11:01:27 PM »
FELIMANCER SUBCLASSES


BURGER 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 Spells
Felimancer Level  Burger Domain Spells
1st: 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 Spells
Felimancer Level  Burger Domain Spells
1st: 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 Spells
Felimancer Level  Spells
1st: 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 Spells
Felimancer Level  Spells
1st: 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 Spells
Felimancer Level  Spells
1st: 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 Spells
Felimancer Level  Spells
1st: 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 Spells
Felimancer Level  Spells
1st: 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.


Resurgence
1st Level Abjuration
Casting 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 Death
4th Level Necromancy
Casting 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 Grace
5th Level Necromancy
Casting 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.

Panacea
4th Level Evocation
Casting 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 Fatigue
5th 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 Spells
Felimancer Level  Spells
1st: 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 Spells
Felimancer Level  Spells
1st: 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 Spells
Felimancer Level  Spells
1st: 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 Spells
Felimancer Level  Spells
1st: 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 Spells
Felimancer Level  Spells
1st: 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 HAND
3rd Level Evocation
Casting 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 PURGE
3rd Level Evocation
Casting 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 OTHER
2nd Level Abjuration
Casting 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 Spells
Felimancer Level  Spells
1st: 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 Wounds
5th Level Necromancy
Casting 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 Spells
Felimancer Level  Spells
1st: 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 Spells
Felimancer Level  Vet Domain Spells
1st: 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.
« Last Edit: November 25, 2023, 05:44:26 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16054
  • Fnord bitches
    • View Profile
Re: Cat Burglar Core Class [5E]
« Reply #10 on: October 09, 2017, 11:01:47 PM »
CATWITCH
 Catwitches are the Arcane Casters of the Cat Burglar Guilds, providing magical backup when needed (or maybe even heavy artillery fire).  You're a bit all over the place really, and no two Catwitches are alike.  Some are demon allies, some are political activists, some are arcane researchers, and some are power mad monsters.  You're never really sure what you'll get with them.

CREATING CATWITCH
For Cat Burglars, you fill the niche of the usual Sorcerer or Wizard, though your spell set is a bit more focused.  You also specialize a bit more towards stealth than regular casters.

Quick Build
Make Charisma your best stat, followed by Dexterity or Constitution.  Choose Feylost or Sage as your background.

Code: [Select]
[b]   Proficiency Bonus  Features[/b]
1. +2   Spellcasting, Arcane Specialty, Purr
2. +2   Summoning Versatility
3. +2   Kitty Magic
4. +2   Ability Score Improvement
5. +3       
6. +3   Arcane Specialty
7. +3   
8. +3   Ability Score Improvement
9. +4       
10.+4   Kitty Magic
11.+4     
12.+4   Ability Score Improvement
13.+5       
14.+5   Arcane Specialty
15.+5       
16.+5   Ability Score Improvement
17.+6   Kitty Magic
18.+6   Arcane Specialty
19.+6   Ability Score Improvement
20.+6   I Call Upon Thee

CLASS FEATURES
As a Catwitch you gain the following features:

HIT POINTS
Hit Dice: 1d6 per Catwitch Level
Hit Points at 1st Level: 6 + your Constitution Modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution Modifier per (Class name) Level after 1st

PROFICIENCIES
Armor: None
Weapons: Daggers, Handaxes, Quarterstaffs, Shortbows, Slings
Tools: None
Saving Throws: Intelligence, Charisma
Skills: Choose two from Arcana, Insight, Investigation, Medicine, Nature, Stealth

EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
  • (a) a shortbow and 20 arrows or (b) any simple weapon
  • (a) a component pouch or (b) a spell focus
  • (a) a Scholar's Pack  or (b) an Explorer's Pack
  • two daggers


SPELLCASTING
When you reach 1st level, you gain the ability to cast spells. See chapter 10 of the PHB for the general rules of spellcasting and below for the Kitty Magic spell list.
  Cantrips. You learn three of your choice from the Kitty Magic or Cleric spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Catwitch table.
  Spell Slots. The Catwitch table shows how many spell slots you have to cast your Catwitch spells of 1st level and higher. To cast one of these Catwitch spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

  Spells Known of 1st Level and Higher. You know two 1st-level spells of your choice from the Catwitch spell list.

The Spells Known column of the Catwitch* table shows when you learn more Catwitch spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the Catwitch spells you know and replace it with another spell from the Catwitch spell list, which also must be of a level for which you have spell slots.

*I haven't had time to make a table, assume the spell slots per day, and spells/cantrips known are the same as a Sorcerer of the same level.

  Spellcasting Ability. Charisma is your spellcasting ability for your Catwitch spells. The power of your spells comes from your devotion to your deity. You use your Charisma whenever a cleric spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Catwitch spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

  Ritual Casting.  You can cast a Catwitch spell as a ritual if that spell has the ritual tag and you have the spell prepared.

  Spellcasting Focus. You can use an arcane focusas a spellcasting focus for your Catwitch spells.

ARCANE SPECIALTY
Choose an Arcane Specialty, which describes the source of your innate magical power. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

PURR
Over time you have been taught a secret language you can only use in Kitty form.  It is composed of the sounds cats naturally make, and their body language.   Using it two Cat Burglars can have a conversation in front of people without their knowledge.  Other Cat Burglars can understand you regardless of form, so you can even point out a target by, say, rubbing against him in a certain manner while meowing in a specific tone. You also may communicate with other cats as though you had permanent use of the spell Speak With Animals (cats only) at will.  Purr has no written form, and requires your target to be able to either see and/or hear you.  Purr may also be used for Scent Marking,  Effectively this works as being able to cast Personal Mark at will.

SUMMONING VERSATILITY
AT 2nd Level, you can choose to modify creatures you summon.  You can choose from one of the following options every time you use a spell to summon creatures:

 +1 to AC, +10 hit points, Resistance to any one damage type, +1 to attack rolls, or +1d4 to damage rolls.  At Level 10 you can choose any two when you summon a creature.

KITTY MAGIC
Cats are known for their resourcefulness.  At Levels 3, 10 and 17 you can choose two spells from any spell list and add them to your own spell list.  THis does not count towards your limit of spells known.

ABILITY SCORE IMPROVEMENT
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

I CALL UPON THEE
At 20th Level you can call upon the powers that be that you have allied yourself with once per long rest.  Choose from one of the following effects determined by your Arcane Specialty when you use this power:

Big Kitty Magic (Prerequisite: Feral):  You may cast Big Kitty once per Long Rest without using components or a spell slot.

Curse of Animation (Prerequisite: Bakeneko):

Archfiend (Prerequisite: Breathsucker): Any creature hostile to you that starts its turn within 20 feet of you must make a Wisdom saving throw, unless you are incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to this ability for the next 24 hours.

Extradimensional Prison (Prerequisite: Om Nom Nom Fu):

Honorary Fairy (Prerequisite: Pixie Kitty): Unlike other Catwitches, you permanently change instead of being able to call on the power that be.  Your Type permanently becomes Fey, and you  have advantage on saving throws against spells and other magical effects.

I Am All That Is Bunneh! (Prerequisite: Cabbit): You may now use Purr to speak to rabbits.  Your  Blindsight range now increases to 20 feet.  Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start.

Make Them Poop Their Own Spleen (Prerequisite: Darth Puddytatses): Once per long rest, you can do tremendous damage to someone you have Grappled via your 18th Level ability.  This is a Bonus Action, and the target takes 5d6 psychic, 5d6 necrotic, and 5d6 lightning damage, and is  Stunned for 1 Minute.  If the target succeeds in a Wisdom Saving Throw, the damage taken is halved and it is not Stunned.  It gets an additional Saving Throw at the beginning of each of it's turns to end the Stunned effect if it fails the initial Saving Throw.

Shared Delusion (Prerequisite: Catnipper): Once per Long Rest you can cast an illusory version of any Conjuration or Evocation spell that does damage.  This spell may be from any spell list, must be a spell of a Level you can cast, and requires no material components or spell slots.  All damage done by this illusory spell is, however, Psychic damage.

Spellgift (Prerequisite: Familiar): Once per long rest you can give one of your spell slots to your Familiar,  and it may cast it (it uses your Proficinecy Bonus and Ability Scores for the spell).

Military Spellcraft (Prerequisite: Sanda's Little Helpers): At 20th Level you gain one of the following abilities:

Krampus-Meister: At 20th Level you can assume a Devilish form for 1 Minute once per long rest.  During this time you are resistant to all damage, and your Unarmed Strikes do 2d6 plus your Strength Modifier Slashing damage (this is a magical attack).

Krieger: AT 20th Level you can cast Storm of Vengeance once per long rest without using s Spell Slot.

Spurhund: AT 20th Level you can cast Foresight once per long rest without using s Spell Slot or Material Components.

Tierhalter: At 20th Level you may cast Find Greater Steed a number of times per long rest equal to your Proficiency Bonus.  Instead of the normal steed you get a flying reindeer:

Yule Reindeer
Large Feyy
Armor Class: 14+PB (Natural Armor)
Hit Points: 15 + five times your catwitch level
Speed: 40 ft., Fly 60 ft.
Str: 14
Dex: 19
Con: 14
Int: 11
Wis: 15
Cha: 12
Damage Resistances: non-magical bludgeoning, piercing, and slashing
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: Darkvision 60 ft., passive perception 12+PB
Languages: understands the languages you speak
Proficiency Bonus: equals your bonus
Abilities:
Cunning Action. On each of its turns, the Reindeer can use a bonus action to take the Dash, Disengage, or Hide action.
Skill Proficiencies. The Reindeer gains your PB on the following skill checks: Strength (Athletics), Dexterity (Stealth) and Wisdom (Perception).
Charge. If the Reindeer moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 6(2d6) damage. If the target is a creature, it must succeed on a Strength saving throw or be knocked prone.
Actions:
Multiattack. The bear makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one prone target. Hit: (4d8 + PB) bludgeoning damage.
Ram. Melee Weapon Attack: your spell attack modifier to hit, reach 10 ft., one target. Hit: (2d6 + PB) bludgeoning damage.


Nothing To See Here (Prerequisite: Good Kitty): You become immune to Divination spells, and resistant to Psychic damage.

Professional Treasure Hunter (Prerequisite: Sea Tiger):

Say Hello To My Little Friend (Prerequisite: Professional Mouser): Once per long rest you can cast Conjure Animals without using a spell slot.  You can only use it to summon a Titan Rat.



Manipulate The Sphere's (Prerequisite: Cat From Saturn): A number of times per Long Rest, you can cast a Conjuration spell without any components.  You may do this a number of times per short rest equal to your Proficiency Bonus.

Tattoo Master (Prerequisite: Catooist):

THUNDERCATS! (Prerequisite: Thundercat): At 20th Level you also become immune to thunder damage.  Additionally, when you would normally have taken lightning or thunder damage, roll the damage dice anyway, and divide by three.  You regain one spell slot of a level equal to the result (maximum of 6th Level) that does lightning or thunder damage.

VAMPIRES! VAMPIRES EVERYWHERE! (Prerequisite: Mortician): At 20th Level you can upcast Create Undead as a 9th level spell once per long rest, without using material components or a spell slot.  In addition to the usual effects, you may use it to create one vampire.



CATWITCH SPELL LIST

Cantrips: Blade Ward, Dancing Lights, Friends, Lightning Lure, Mage Hand, Mending, Message, Mind Sliver, Minor Illusion, Prestidigitation, Shocking Grasp, Stealth 17

1st: Alarm, Animal Friendship, Beast Bond, Cat Scratch Fevah, Charm Person, Detect Magic, Detect Munchies, Dissonant Whispers, Distraction, Dodge, Embrace the Wild, Expeditious Retreat, Feather Fall, Fell the Greatest Foe, Find Familiar, Furment, Furn, Gift of Alacrity, Heroism, Hex, Hunter's Mark, Jump, Longstrider, Mobility, Nature's Favor, Personal Mark, Sanctuary, Scry Area, SIlvery Barbs, Sleep, Speak With Animals  1

2nd: Animal Messenger, Baleful Transposition, Beast Sense, Blur, Borrowed Knowledge, Catsuit, Catwalk, Claws of Darkness, Curse a la Chemus, Darkness, Darkvision, Detect Thoughts, Enhance Ability, Enlarge/Reduce, Enthrall, Entice Gift, Fortune's Favor, Furby, Invisibility, Lion's Charge, Misty Step, Norr's Nifty Rebuke, Pass Without Trace, Power Nap, See Invisibility, Shadow Cache, Silence, Spider Climb, Subvert Item, Suggestion, Walk With Purpose Kitty 11

3rd: A Cat's Revenge, Anatagonize, Bestow Curse, Blink, Clairvoyance, Dispel Magic, Draco's Night Time Shenanigan's, Fear, Furnace, Haste, Hypnotic Pattern, Jagged Tooth, Longcat, Purrvey, Remove Curse, Slow, Summon Feline, Unca Maat's Fond Embrace 13

4th: +3 Cheezeburger, Catapult, Cataract, Cat Gravity, Charm Monster, Dander Blast, Debi's Doofus Maker, Dimension Door, Do Not Want, Ejo's Extemporaneous Enhancement, Further, Furvor, It Was The Dog, Know Vulnerabilities, Lix Lorn's Patented Cat Scan, Nom Nom Nom, Purrger, Repurrpose, Shout, Summon Feline Swarm, Supurrfluous

5th: Aggressive Cat is Aggressive, Basement Cat, Cat Burglaring, Catcall, Catfight, Ceiling Cat, Defensive Cat is Defensive, Displacer Form, Furcate, Furtive, Happycat, Hover Cat, Nightstalker's Transformation, Pew Pew Pew, Purrfidy, Purrse, Serious Cat, Slice and Dice, Veekie's Sage Advice, Velcro Cat

6th: Catalepsy, Contingency, Delay In-fur-mities, Doctor Kethrian's All Purpose Solution, Drawmij's Instant Summons, Eyebite, Foof Ninja, Forbiddance, Hide the Path, I See What You Did There, Mass Suggestion, Mental Prison, Otto's Irresistible Dance, Primordial Ward, Purrgatory, True Seeing, You Make Kitty Scared, You're Not Fat You're Fluffy 2

7th: Catamount, The Death Purr, Evil Glare, Plane Shift, Purrceive, Teleport  6

8th: Dander Explosion, Demand, Fierce Pride of the Beastlands, Glibness, Mind Blank, Purrky, Purrsecute, Telepathy

9th: Big Kitty, Catsplosion, Dander Tornado, Death From Overcuteness, Four Lolcats of the Apocalypse, Gimme a Break Here. This Is Unacceptable, Wish.







« Last Edit: March 24, 2024, 09:30:09 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16054
  • Fnord bitches
    • View Profile
Re: Cat Burglar Core Class [5E]
« Reply #11 on: October 09, 2017, 11:02:07 PM »
CATWITCH SUBCLASSES


BREATHSUCKER
Breathsuckers are Cat Burglars who have taken up the study of necromancy to prolong their life.  They do this by stealing the breath of life from others.  To say that they are unliked by all is an understatement.

Breathsucker Spells
Being a Breathsucker gives you an expanded list of spells to choose from when you learn your spells.  The following spells are added to your spell list for you.

Catwitch Level  Spells
1st: False Life, Inflict Wounds
3rd: Blindness/Deafness, Wither and Bloom
5th: Spirit Shroud, Vampiric Touch
7th: Shadow of Moil, Spirit of Death
9th: Danse Macabre, Enervation

STEAL BREATH
At 1st Level you may attempt to steal an opponents life force.  Steal Breath can only be used against restrained, paralyzed, unconscious, stunned, or sleeping opponents.  Unconscious or sleeping opponents get a Constitution Save to wake up each round this power is used.  At 1st level this power has the same effect if used on anyone.   At higher levels the effects differ depending on the age/health of the victim it's used against.  This power only works on living mortal beings capable of aging.  To use it you place your mouth next to your victims and inhale deeply.  this is an Action.  The victim must make a Constitution Save or gain one Level of Exhaustion. The benefits gained depend from this vary depending on what you want. At 1st level each level of Exhaustion you inflict allows you one of the following options:

a) You gain 10 temporary hit points.
b) You gain Advantage on the next Saving Throw of your choice.
c) The Save DC's of your spells increase by +1 for one hour.

INURED TO DEATH
At 6th Level you also gain the Evil subtype.  You no longer require food or water.  You are immune to the following conditions: poisoned, unconscious, and frightened effects. 

IMPROVED STEAL BREATH
At 14th Level, you gain new options when you successfully use Steal Breath:

d) Reduce your physical age by 5 years (i.e. if you were 35 you are now 30).  Used often enough this can make you immortal.
e) End any one condition you are afflicted by, or gain the benefits of the Remove Curse spell.  This can be done up to 24 hours later, and does not require an Action.

DARK SOUL KITTY
At 18th Level you no longer age.  You are immune to necrotic and poison damage.  Your Type changes to Fiend.


CATNIPPER
Catnippers are herbalists and healers.  They are also members of the infamous Cat Burglars Guilds, and makers of some very questionable substances.  They constantly experiment with herbal and alchemical combination's to figure out how to enhance the abilities of Guild members (or disable the abilities of others).  They're also a little crazy from constant exposure to toxins and from sampling their experiments.

Catnipper Spells
Being a Catnipper gives you an expanded list of spells to choose from when you learn your spells.  The following spells are added to your spell list for you.

Catwitch Level  Spells
1st: Heroism, Purify Food and Drink
3rd: Calm Emotions, Enthrall
5th: Create Food and Water, Speak With Dead
7th: Divination, Hallucinatory Terrain
9th: Commune With Nature, Dream

CRAFT NIP
At 1st Level, you can craft any Potion you know the recipe for.  You know one recipe per Sorcerer Level.  Common Potions take 1.5 days and 12.5 GP.  Uncommon Potions take 2.5 days and 50 GP.  Rare Potions are 12.5 days and 500 GP.  Very Rare Potions are 31 days and 5000 GP.  Legendary Potions require 62.5 days and 25000 GP.

BONUS PROFCIENCIES
At 1st Level, you gain Proficiency with Herbalism Kits and Poisoner's Kits if you don't already have them.

NO I'M NOT CRAZY, WHY DO YOU KEEP ASKING?
At 6th Level, you become Resistant to Poison and Psychic damage.

POISON?  GOSH NO, THIS IS JUICE!
At 14th Level, you can craft Acid, Alchemist's Fire, Antitoxin, and Poisons for half price and half the normal time.

MASTER HERBALIST
At 18th Level you add your Spellcasting Ability Modifier to the Save DC's (if any) of items you craft.


CATS FROM SATURN
There are even Cat Burglar Guilds in the Far Realms nowadays.  God alone knows what interests them there, but there is a Guild devoted to exploring and exploiting the Realms before anyone else can.  They just have to figure out what the local Aberrations think is cute.  Regular Cat Burglars suck.  They just con people and take their money.  You con strange alien artifacts out of disembodied, freaky undead brain creatures.

Cat From Saturn Spells
Being a Cat From Saturn gives you an expanded list of spells to choose from when you learn your spells.  The following spells are added to your spell list for you.

Catwitch Level  Spells
1st: Arms of Hadar, Mind Sliver
3rd: Misty Step, Warp Sense
5th: Hunger of Hadar, Summon Shadowspawn
7th: Dimension Door, Summon Aberration
9th: Far Step, Planar Binding

NON-EUCLIDEAN KITTY FORM
At 1st Level, your body automatically adapts to whatever Plan you are on as though you were a native.  You take no damage or ill effects that would affect non-natives.

IMPROVED NON-EUCLIDEAN KITTY FORM
At 6th Level, you have a calming affect on Aberrations and Monstrosities when in Kitty Form.  When an appropriate creature is within 20 feet of you it must make a Charisma Save, or be affected as if it had failed a Save against a Calm Emotions spell.  The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.  It ends automatically if the creature moves out of range.

SCHRODINGER'S SCAMPER
At 14th Level you can cast Plane Shift once per log rest without using a Spell Slot or Material components.

SUMMON THE TOADIE FROGS
At 18th Level you can summon 1 or more Far Realms critters you refer to as 'Toadie Frogs'.  They manifest in an unoccupied space that you can see within range. This corporeal form uses the Toadie Frog stat block. When you cast the spell, choose Agile, Sorcerous or Toxic. The creature(s) resembles a toad or froglike monster, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature(s) is/are an ally to you and your companions. In combat, the creature(s) shares your initiative count, but it/they takes its turn immediately after yours. It/they obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.  You can summon one Toadie Frog, or four.  The exact statblock used depends on the number of critters summoned.

Agile Toadie Frog (pack)
Small Monstrosity
Armor Class: 13 (Natural Armor)
Hit Points: 5 + five times your Catwitch level
Speed: 30 ft., Climb 30 ft.
Str: 10
Dex: 16
Con: 14
Int: 11
Wis: 15
Cha: 10
Condition Immunities: charmed, frightened, grappled, restrained
Senses: Darkvision 60 ft., passive perception 12
Languages: understands the languages you speak
Proficiency Bonus: equals your bonus
Abilities:
Amphibious. The Toadie Frog can breathe both air and water.
Skill Proficiencies. The Toadie Frog gains your PB on the following skill checks: Strength (Athletics), Dexterity (Acrobatics), and Dexterity (Stealth).
Actions:
Claw. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: (1d6 + PB) slashing damage. If the target is a creature, it must succeed on a DC (10 plus your PB) Strength saving throw or be knocked prone.

Agile Toadie Frog (single)
Large Monstrosity
Armor Class: 17 (Natural Armor)
Hit Points: 20 + five times your Catwitch level
Speed: 40 ft., Climb 40 ft.
Str: 12
Dex: 19
Con: 16
Int: 11
Wis: 15
Cha: 10
Condition Immunities: charmed, frightened, grappled, restrained
Senses: Darkvision 60 ft., passive perception 12
Languages: understands the languages you speak
Proficiency Bonus: equals your bonus
Abilities:
Amphibious. The Toadie Frog can breathe both air and water.
Skill Proficiencies. The Toadie Frog gains your PB on the following skill checks: Strength (Athletics), Dexterity (Acrobatics), and Dexterity (Stealth).
Cunning. The Toadie Frog can take the Dash or Disengage Actions as a Bonus Action.
Actions:
Bite. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: (1d8 + PB) piercing damage. If the target is a creature, it must succeed on a DC (10 plus your PB) Strength saving throw or be Grappled.
Claw. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: (2d6 + PB) slashing damage. If the target is a creature, it must succeed on a DC (10 plus your PB) Strength saving throw or either be knocked prone or pushed 5 feet away from you.

Sorcerous Toadie Frog (pack)
Small Monstrosity
Armor Class: 13 (Natural Armor)
Hit Points: 5 + five times your Catwitch level
Speed: 30 ft.
Str: 10
Dex: 10
Con: 14
Int: 11
Wis: 15
Cha: 16
Saving Throws. Wisdom, Charisma
Condition Immunities: charmed, frightened
Senses: Darkvision 60 ft., passive perception 12
Languages: understands the languages you speak
Proficiency Bonus: equals your bonus
Abilities:
Skill Proficiencies. The Toadie Frog gains your PB on the following skill checks: Intelligence (Arcana), and Wisdom (Perception).
Actions:
Bite. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: (1d6 + PB) psychic damage. If the target is a creature, it must succeed on a DC (10 plus your PB) Constitution saving throw or be Blinded until the beginning  of your next turn.

Sorcerous Toadie Frog (single)
Large Monstrosity
Armor Class: 17 (Natural Armor)
Hit Points: 20 + five times your druid level
Speed: 40 ft.
Str: 12
Dex: 10
Con: 16
Int: 11
Wis: 19
Saving Throws. Wisdom, Charisma
Condition Immunities: charmed, frightened
Senses: Darkvision 60 ft., passive perception 12
Languages: understands the languages you speak
Proficiency Bonus: equals your bonus
Abilities:
Skill Proficiencies. The Toadie Frog gains your PB on the following skill checks: Intelligence (Arcana), and Wisdom (Perception).
Immutable Form. The Toadie Frog is immune to any spell or effect that would alter it's form.
Actions:
Bite. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: (1d8 + PB) psychic damage. If the target is a creature, it must succeed on a DC (10 plus your PB) Constitution saving throw or be Blinded 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.

Toxic Toadie Frog (pack)
Small Monstrosity
Armor Class: 13 (Natural Armor)
Hit Points: 5 + five times your Catwitch level
Speed: 30 ft., Burrow 20 ft.
Str: 14
Dex: 10
Con: 14
Int: 11
Wis: 15
Cha: 12
Damage Immunities: poison
Condition Immunities: charmed, frightened, poisoned
Senses: Darkvision 60 ft., passive perception 12
Languages: understands the languages you speak
Proficiency Bonus: equals your bonus
Abilities:
Skill Proficiencies. The Toadie Frog gains your PB on the following skill checks: Strength (Athletics), and Wisdom (Perception).
Actions:
Bite. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: (1d6 + PB) piercing damage. If the target is a creature, it must succeed on a DC (10 plus your PB) Constitution saving throw or take additional poison damage equal to your PB.

Toxic Toadie Frog (single)
Large Monstrosity
Armor Class: 17 (Natural Armor)
Hit Points: 20 + five times your Catwitch level
Speed: 40 ft., Burrow 30 ft.
Str: 19
Dex: 10
Con: 16
Int: 11
Wis: 15
Cha: 12
Damage Immunities: poison
Condition Immunities: charmed, frightened, poisoned
Senses: Darkvision 60 ft., passive perception 12
Languages: understands the languages you speak
Proficiency Bonus: equals your bonus
Abilities:
Poison Defense. Any living creature within 5 feet of the Toadie Frog must make a Constitution Saving Throw (DC is 10 plus your PB) or take 2d6 Poison damage.
Skill Proficiencies. The Toadie Frog gains your PB on the following skill checks: Strength (Athletics), and Wisdom (Perception).
Actions:
Bite. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: (1d8 + PB) piercing damage. If the target is a creature, it must succeed on a DC (10 plus your PB) Constitution saving throw or take additional poison damage equal to (1d6 + PB).


Darth Puddytatses
The Darth Puddytatses are a group of psionically endowed Cat Burglars who act as enforcers and assassins for the Guild. Or whoever has money.

Darth Puddytatses Spells
Being a Darth Puddytat gives you an expanded list of spells to choose from when you learn your spells.  The following spells are added to your spell list for you.

Catwitch Level  Spells
1st: Command, Zephyr Strike
3rd: Mind Spike, Tasha's Mind Whip
5th: Intellect Fortress, Nondetection
7th: Compulsion, Freedom of Movement
9th: Telekinesis, Wall of Force

THESE ARE NOT THE KITTIES YOU ARE LOOKING FOR
At 1st Level, you gain Expertise with Charisma (Deception and Persuasion) Checks.

LIGHT SABER
At 6th Level you summon and wield a blade of force despite having no thumbs.  This does 1d8 force damage, and adds your Charisma modifier to attack and damage rolls with it. 

USE DA FAWCE!
At 14th Level you can unleash a blast of psychic lightning as an Action.  You may do this a number of times per long rest equal to your Proficiency Bonus.  Every creature within a 20 foot cone takes xd8 force damage, x being equal to your Proficiency Bonus.

I FIND YOUR LACK OF FAITH....TO BE A REASONABLY GOOD EXCUSE TO USE THIS
At 18th Level you may use your telekinesis to Grapple an opponent at range.  Choose one creature of any size within 30 feet, and make an opposed Charisma Check.  If you succeed the target is Grappled and Restrained.  It can make a Charisma Check at the beginning of each of it's turns to end these conditions. 


THE FAMILIAR
You have morphed your Familiar into a humanoid and can focus your spells through him, making most onlookers believe you are the Familiar due to your Cat Burglar training.  GENIUS!

Familiar Spells
Being a Familiar gives you an expanded list of spells to choose from when you learn your spells.  The following spells are added to your spell list for you.

Catwitch Level  Spells
1st: Protection From Evil and Good, Shield
3rd: Nystul's Magic Aura, Wrsitpocket
5th: Enhance Familiar*, Familiar Pocket*
7th: Augment Familiar*, Fortify Familiar*,
9th: Far Step, Teleportation Circle

MEET BIG FAT JOHN
At 1st Level Level, when you cast Find Familiar as a Ritual, you gain a Familiar that resembles a Humanoid (it's Type does not change).  It uses one of the statblocks below, but otherwise is just a normal Familiar.  If you become Incapacitated, the Familiar may take any Action of it's choice.

SLEIGHT OF SPELL
At 6th Level, when you cast a spell you can make it appear as though the Familiar cast it instead, and as long as it is within 100 feet of you, it originates from the Familiar's position instead.  Thusly it appears as if it is the caster, and you are the Familiar if you're in Kitty Form.

CHANNEL SPELL
At 14th Level, when you cast a spell with a range of Self, your Familiar shares the benefits of that spell as long as it is within 100 feet.  Also, if you cast a spell that augments your Familiar (see Familiar spells) you gain those benefits as well as long as you are within 100 feet.

MEET THE NEW AND IMPROVED JOHN
At 18th Level, you used the Improved statblock for your Familiar listed below


Familiar
Small or Medium Celestial, Fey or Fiend
Armor Class: 13 (Natural Armor)
Hit Points: 10 + five times your Catwitch level
Speed: 30 ft.
Str: 16
Dex: 12
Con: 16
Int: 12
Wis: 12
Cha: 12
The Familiar gets one ability score of your choice increased by +2.
Senses: Darkvision 60 ft., passive perception 11
Languages: reads, writes and speaks all languages you speak
Proficiency Bonus: equals your bonus
Abilities:
Defend the Master!. You have Advantage on attack rolls against any creature that has attacked your master.
Skill Proficiencies. The Familiar gains your PB on the following skill checks: Dexterity (Stealth), and Wisdom (Perception).  It also gains Proficiency with one other skill of your choice.
Actions:
Dagger. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: (1d4 + PB) piercing damage.


Improved Familiar
Small or Medium Celestial, Fey or Fiend
Armor Class: 15 (Natural Armor)
Hit Points: 15 + five times your Catwitch level
Speed: 30 ft.
Str: 16
Dex: 14
Con: 16
Int: 14
Wis: 14
Cha: 14
The Familiar gets one ability score of your choice increased by +2.
Senses: Darkvision 60 ft., passive perception 12
Languages: reads, writes and speaks all languages you speak
Proficiency Bonus: equals your bonus
Abilities:
Defend the Master!. You have Advantage on attack rolls against any creature that has attacked your master.
Skill Proficiencies. The Familiar gains your PB on the following skill checks: Dexterity (Stealth), and Wisdom (Perception).  It also gains Proficiency with one other skill of your choice, and Expertise with any one skill you are proficient in.
Actions:
Dagger. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: (1d4 + PB) piercing damage, and 1d4 Force damage.


AUGMENT FAMILAIR
4th Level Transmutation
Casting Time: 1 Bonus Action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 Minute
For the duration of the spell, your Familiar gets the following benefits: It can make attacks without you using your Bonus Action.  It has Advantage on attack rolls and Constitution Saving Throws. 


ENHANCE FAMILIAR
3rd Level Transmutation
Casting Time: 1 Action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 Minute
For the duration of this spell, when it successfully makes an attack, the Familiar does an extra d8 weapon damage, and that weapon damage is magical.
  At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 3rd.


FAMILIAR POCKET
5th Level Conjuration
Casting Time: 1 Action
Range: Touch
Components: V, S, M (A tiny golden needle and a strip of fine cloth given a half twist and fastened at the ends.)
Duration: Concentration, up to 8 Hours
By touching your Familiar you place it in a safe extradimensional space located in the pocket of some clothing you are wearing.Either you or the Familiar may move itself to, or from, the pocket as a Bonus Action.  The Familiar has no knowledge of what is happening outside the pocket, but effectively has total cover, and does not cause a bulge or visible movement.


FORTIFY FAMILIAR
4th Level Transmutation
Casting Time: 1 Bonus Action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 Minute
For the duration of the spell, your Familiar gains the following benefits: +10 temporary Hit Points, +2 to AC, and Advantage on Strength Checks.


FERAL
Some Cat Burglars decide that thug life isn't as attractive as the fuzzy life.  They give up the material fast paced urban world to live permanently the life of a cat.  Granted they aren't animals so they bore easy.  This means they still meddle sometimes.  Just to protect people and get food for survival though.  Money is no longer a necessity.

FOREVER KITTY
At 1st Level you permanently become a Tiny or Small Cat in form.  This permanently boosts your speed to 40 feet, and gives you a Climb speed of 30 feet, as well as Keen Smell and 60 ft. Darkvision.  Your ability scores are unchanged except for Strength and Dexterity.  If you decide to become a Small Cat, lower your Strength score by 2 and increase your Dexterity by 2.  If you decide to become a Tiny Cat, raise your Dex by 4 and lower your Str by 4.  You also gain a Claw attack doing 1d4 damage for Small (1 point if Tiny) slashing damage, and uses Charisma for your attack and damage rolls.  You can still speak, and your spells are modified so that you can cast them in cat form, though you may need someone to hold the material components for you. 

ENHANCED LEARNING
At 6th Level you learn one additional spell of each Spell Level when you would gain access to a new Level of spells.  For example, when you gain this ability, you learn one new cantrip and 1 new spell each for Levels 1-3.  At  Level 7, when you gain access to 4th Level spells, you gain one additional spell of 4th Level, and so on.  This does not count toward the maximum number of spells known.

ENHANCED KITTY FORM
At 14th Level your claw attack is considered a magic weapon.  You may now cast spells as though you had an Arcane Focus available.

JUST A KITTY
At 18th Level you are immune to spells or effects  that would reveal your thoughts or that you are anything other than a normal cat.


GOOD KITTY
Most Cat Burglars are content to simply be spies and thieves.  You want to be the power behind the throne, and you're willing to use your magic powers to get there by mind controlling, blackmailing, or otherwise embarrassing anyone in your way.

Good Kitty Spells
Being a Good Kitty gives you an expanded list of spells to choose from when you learn your spells.  The following spells are added to your spell list for you.

Good Kitty Spells
Catwitch Level  Spells
1st: Bless, Command
3rd: Calm Emotions, Zone of Truth
5th: Fast Friends, Hypnotic Pattern
7th: Compulsion, Confusion
9th: Dominate Person, Modify Memory

GOOD KITTY
At 1st Level you are immune to being charmed or frightened.

STUBBORN
At 6th Level you gain Advantage on Saving Throws against spells from the Enchantment or Illusion schools.

AMBUSH MAGIC
At 14th Level the target of your spells has Disadvantage on his Saving Throws against them if it cannot see you.

SRSLY, I'M JUST A KITTY
At 18th Level you are immune to all spells that would reveal your thoughts, or that would reveal your true nature in Kitty Form (including True Seeing).


MORTICIAN
People really shouldn’t leave coffins around you.  It's long been a superstition that cats leaping over coffins causes the occupants to become vampires.  The Cat Burglars thought about this, and they got a pretty neat idea.  Criminals (and the nobility) assassinate people all the time.  And if they want those victims to stay dead, by Gawd they'd better cough up some money.  Plus you can always get some cheap muscle pretty quick.

Mortician Spells
Being a Mortician gives you an expanded list of spells to choose from when you learn your spells.  The following spells are added to your spell list for you.

Mortician Spells
Catwitch Level  Spells
1st: False Life, Ray of Sickness
3rd: Gentle Repose, Wither and Bloom
5th: Animate Dead, Summon Undead
7th: Shadow of Moil, Spirit of Death
9th: Danse Macabre, Raise Dead


NECROMANTIC PRESENCE
At 1st Level, a number of undead of your choice gain advantage on saving throws against effects that would turn undead.  They must be within 30 feet of you, and you can only affect a number of undead equal to your Proficiency Bonus.

INFORMATION GATHERING
At 6th Level you can cast Speak With Dead a number of times per long rest equal to your Proficiency Bonus.  This does not use a spell slot or material components.

SUMMON THE HELP
At 14th Level you may cast Create Undead without using a spell slot or material components once per long rest.

REINFORCED UNDEAD
At 18th Level, undead you create via spells have advantage on attack rolls and saving throws.


PROFESSIONAL MOUSER
 Professional Mousers are professional blackmailers really.  They summon huge swarms of rodents to infest crops and homes, and then offer their services to get rid of them.  And of course supplemental payments to ensure they stay gone...

Professional Mouser Spells
Being a Professional Mouser gives you an expanded list of spells to choose from when you learn your spells.  The following spells are added to your spell list for you.

Professional Mouser Spells
Catwitch Level  Spells
1st: Entangle, Snare
3rd: Find Traps, Locate Animals or Plants
5th: Aura  of Vitality, Conjure Animals
7th: Dominate Beast, Locate Creature
9th: Awaken, Insect Plague

RAT FRIEND
At 1st Level, if you use Find Familiar to summon a Rat, you can cast it without Material components, and casting time is only 1 Action.

RAT 'FRIENDS'
At 6th Level, when you cast Animal Friendship, you affect one additional target.

CALL RATS
At 14th Level, when you cast Dominate Beast you can affect a number of Beasts equal to your Proficiency Bonus, but all of them must be within 20 feet of each other.

THE SWARM
At 18th Level you can cast Conjure Animals without using a spell slot a number of times per day equal to your proficiency bonus, but can only use it to summon Swarms of Rats or Giant Rats.


SANDA'S LITTLE HELPERS
Once't upon a time there was a great elf general named Sanda. To win his many campaigns he paid off the Cat Burglar Guilds to act as his personal scouts and spies (who also bribed the peasantry with gifts).  It's a little difficult to secretly pass through the snowy woods to confront an elven army when all the pine trees are hiding cat saboteurs.

Little Helper Spells
Being a Little Helper gives you an expanded list of spells to choose from when you learn your spells.  The following spells are added to your spell list for you, depending on your Military Specialty..

Krampus-Meister Spells
Catwitch Level  Spells
1st: Detect Evil and Good, Hellish Rebuke
3rd: Pass Without Trace, See Invisibility
5th: Crusader's Mantle. Summon Lesser Demons (summons  Devils instead)
7th: Banishment, Summon Greater Demon (summons Devils instead)
9th: Dispel Evil and Good, Infernal Calling

Kriegerr Spells
Catwitch Level  Spells
1st: Entangle, Snare
3rd: Invisibility, Spike Growth
5th: Plant Growth, Speak With Plants
7th: Conjure Woodland Beings, Greater Invisibility
9th: Tree Stride, Wrath of Nature

Spurhund Spells
Catwitch Level  Spells
1st: Expeditious Retreat, Longstrider
3rd: Locate Animals or Plants, See Invisibility
5th: Clairvoyance, Nondetection
7th: Freedom of Movement, Locate Creature
9th: Commune With Nature, Legend Lore

Tierhalter Spells
Catwitch Level  Spells
1st: Git of Alacrity, Heroism
3rd: Aid, Warding Bond
5th: Aura  of Vitality, Conjure Animals
7th: Elemental Bane, Guardian of Nature
9th: Circle of Power, Greater Restoration

MILITARY SPECIALTY
At 1st Level you gain one of the following:

Krampus-Meister: As an action, you present a holy symbol and speak a prayer censuring the damned. Each Devil that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.  You may do this once per short or long rest.

Krieger: Once per turn, when you successfully damage an opponent, you may do an extra 1d6 damage if successful.

Spurhund: You may Dash or Disengage as a Bonus Action.

Tierhalter: Creatures you summon via spells or Class Abilities have +1 ac and a +1 Bonus to Initiative rolls.

ROVING
At 6th Level, your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.

VANISH
At 14th Level you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.

ADVANCED MILITARY TRAINING
At 18th Level, whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.




« Last Edit: March 02, 2024, 10:03:47 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16054
  • Fnord bitches
    • View Profile
Re: Cat Burglar Core Class [5E]
« Reply #12 on: October 09, 2017, 11:02:22 PM »
CATWITCH SUBCLASSES
 As Cabbits became more popular as domesticated pets, the Guilds decided they needed to take advantage of this.  They also took advantage of the new occupational variant to specialize part of their training.  Cabbits are meant more for scouting and finding things out than helping in outright theft.  They are the Guilds early warning system in the community.

CABBIT
Being a Cabbit gives you an expanded list of spells to choose from when you learn your spells.  The following spells are added to your spell list for you. 
Echolocation: You can't use your blindsight while deafened.

Cabbit Spells
Catwitch Level  Spells
1st: Distraction*, Mobility*
3rd: Find Traps, Locate Object
5th: Rabbit's Foot*, Unca Maat's Fond Embrace*
7th: Arcane Eye, Freedom of  Movement
9th: Commune With Nature, Passwall

CABBIT FORM
At 1st Level you can become a Cabbit. This is identical to the Druids 2nd Level Wild Shape ability, with 2 exceptions: You can only use it to become a Cabbit, and you don't revert to your normal form when you take damage equal to the hit points of your Cabbit Form.  Cabbit Form uses the Cat statblock from the Monster Manual with two additions:

Blindsight with a 10 ft. radius.

Echolocation: You can't use your Blindsight while you are Deafened.

SUPER SCAMPER POWERS
At 6th Level, your speed increases by +10 feet.

LUCKY CABBIT'S FOOT
At 14th Level you can gain a number of Luck Dice equal to your Proficiency Bonus.  Once expended you regain them after a long rest.  After you make any roll and see the result, you can expend a Luck Die to roll 1d6 and add it to the original roll's result. 

FEETS DON'T FAIL ME NOW!
At 18th Level On any round in which you move, your Armor Class improves by +2.


RABBIT'S FOOT
3rd Level Evocation
Casting Time: 1 reaction, which you take when you are hit by an attack
Range: Self
Components: V, S
Duration: Instantaneous
When you are attacked, you can cast this spell to change a successful attack roll into an unsuccessful one.


OM NOM NOM FU
Being an Om Nom Nom gives you an expanded list of spells to choose from when you learn your spells.  The following spells are added to your spell list for you.

Om Nom Nom Fu Spells
Catwitch Level  Spells
1st:
3rd:
5th:
7th:
9th:

WRASSLIN'

SWALLOW WHOLE

STORAGE SPACE

THE REGURGITATOR

EXTRADIMENSIONAL PRISON b]NEW MONK MONASTIC TRADITIONSS[/b]  (Note that taking these Monastic Traditions will require the Kitty Form Feat)




PIXIE KITTY
 Pizie Kitties are usually found in rural Cat Burglar Guilds in which members have had flirtations with the Fey.  You spend your days trying to avoid your more dangerous relatives, and messing about with/warning intruders into the forest.  For all they listen to you, you may as well just Charm them yourself and use them for pranks.

Pixie Kitty Spells
Being a Pixie Kitty gives you an expanded list of spells to choose from when you learn your spells.  The following spells are added to your spell list for you.

Catwitch Level  Spells
1st: Disguise Self, Tasha's Hideous Laughter
3rd: Hold Person, Mirror Image
5th: Antagonize, Major Image
7th: Confusion, Greater Invisibility
9th: Mislead, Modify Memry

DRUID SECRETS
At 1st Level you can choose two spells from the Druid class list. A spell you choose must be of a level you can cast, as shown on the Catwitch table, or a cantrip.

The chosen spells count as Catwitch spells for you and are included in the number in the Spells Known column of the Catwitch table.

PIXIE
At 6th Level you can assume Pixie Kitty Form (this is identical to the Cat Burglar ability f the same name).

FEY SECRETS
At 14th Level you can choose two spells from any classes, as long as they are Enchantment or Illusion. A spell you choose must be of a level you can cast, as shown on the Catwitch table, or a cantrip.

The chosen spells count as Catwitch spells for you and are included in the number in the Spells Known column of the Catwitch table.

You learn two additional spells from any classes again at 18th level.


THUNDERCAT
 Thundercats are specialists in electricity and sonic damage, whether done by Arcane casting or Psionic manifestation.

Thundercat Spells
Being a Thundercat gives you an expanded list of spells to choose from when you learn your spells.  The following spells are added to your spell list for you.

Catwitch Level  Spells
1st: Thunderwave, Witch Bolt
3rd: Electric Vengeance*, Shatter
5th: Call Lightning, Lightning Bolt
7th: Elemental Bane, Storm Sphere
9th: Destructive Wave, Resounding Thunder*

THUNDER!
At 1st Level you may choose  a number of creatures equal to your Proficiency Bonus within 30 feet.  An any round in shich you cast a spell doing lightning or thunder damage, they gain Resistance to that damage type until the beginning of your next turn.

LIGHTNING ROD
At 6th Level, you are immune to lightning damage, and being exposed to lightning damage instead heals you 1d8 hit points.

CAN YOU HEAR ME NOW?
At 14th Level, when you cast a spell doing lightning or thunder damage, it is considered to be upcast 1 level higher.  You may do this a number of times per long rest equal to your Charisma modifier.

THUNDER!
At 18th Level, choose a number of friendly creatures within 30 feet of you equal to your Proficiency Bonus.  Whenever they make a successful attack, they do an additional 2 points of light, and 2 points of thunder damage.



ELECTRIC VENGEANCE
2nd Level Evocation
Casting Time: 1 reaction, which you take when you are hit by a melee attack
Range: Self
Components: V, S
Duration: Concentration, up to 10 Minutes
When a creature attacks you in melee you may cast this spell to do 2d8 lightning damage to them.


RESOUNDING THUNDER
5th Level Evocation
Casting Time: 1 Action
Range: 120 feet (20 foot radius)
Components: V, S
Duration: Concentration, up to 1 Minute
Anything entering the spells area of effect takes 4d6 thunder damage, and must make a Constitution Save or be Deafened for 1 Minute.


THE GRASSHOPPER SOCIETY
fluff text

PATH FEATURE

PATH FEATURE

PATH FEATURE

PATH FEATURE


THE SHORT PAW CLAN
fluff text

PATH FEATURE

PATH FEATURE

PATH FEATURE

PATH FEATURE
« Last Edit: March 24, 2024, 09:38:54 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16054
  • Fnord bitches
    • View Profile
Re: Cat Burglar Core Class [5E]
« Reply #13 on: October 09, 2017, 11:03:39 PM »




SEA TIGER
fluff text

PATH FEATURE

PATH FEATURE

PATH FEATURE

PATH FEATURE
« Last Edit: February 24, 2024, 07:26:55 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16054
  • Fnord bitches
    • View Profile
Re: Cat Burglar Core Class [5E]
« Reply #14 on: October 09, 2017, 11:04:00 PM »
edit
« Last Edit: July 22, 2023, 07:39:53 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16054
  • Fnord bitches
    • View Profile
Re: Cat Burglar Core Class [5E]
« Reply #15 on: October 09, 2017, 11:04:32 PM »
NEW SORCEROUS ORIGINS  (Note that taking these Sorcerous Origins will require the Kitty Form Feat)

BAKENEKO
fluff text

PATH FEATURE

PATH FEATURE

PATH FEATURE

PATH FEATURE




« Last Edit: November 25, 2023, 04:28:20 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16054
  • Fnord bitches
    • View Profile
Re: Cat Burglar Core Class [5E]
« Reply #16 on: October 09, 2017, 11:04:57 PM »
NEW WARLOCK OTHERWORDLY PATRONS  (Note that taking these Warlock Otherworldly Patrons will require the Kitty Form Feat)



CATWITCH
fluff text

PATH FEATURE

PATH FEATURE

PATH FEATURE

PATH FEATURE


LAZOR KITTEH
fluff text

PATH FEATURE

PATH FEATURE

PATH FEATURE

PATH FEATURE
« Last Edit: December 31, 2023, 02:45:35 AM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16054
  • Fnord bitches
    • View Profile
Re: Cat Burglar Core Class [5E]
« Reply #17 on: October 09, 2017, 11:05:21 PM »

NEW FIGHTER MARTIAL ARCHETYPES  (Note that taking these Martial Archetypes will require the Kitty Form Feat)


BEAR WRASSLER
fluff text

PATH FEATURE

PATH FEATURE

PATH FEATURE

PATH FEATURE


CAT FU FIGHTER
fluff text

PATH FEATURE

PATH FEATURE

PATH FEATURE

PATH FEATURE


MEOWCENARY
fluff text

PATH FEATURE

PATH FEATURE

PATH FEATURE

PATH FEATURE



YARN KENSAI
fluff text

PATH FEATURE

PATH FEATURE

PATH FEATURE

PATH FEATURE
« Last Edit: March 02, 2024, 08:33:37 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16054
  • Fnord bitches
    • View Profile
Re: Cat Burglar Core Class [5E]
« Reply #18 on: March 04, 2018, 11:44:03 PM »
    Burlap Guild Member
    You belong to the infamous Burlap Throat-Wattle Guild.   The Burlap Throat-Wattle in the little town of Burlap is the worlds most infamous dragons only bar.  It is considered neutral territory where Dragons of all species can meet and conduct business, chat, or try to get laid by the bar maids without any fighting or assassination going on.  It's also home to a thriving Cat Burglars Guild, all of whom are the bastard children of dragons and humanoid bar wenches (darn dragon groupies).  The dragons have noticed that their kids and paramours have a thing for cats, but somehow have miraculously not noticed that the cats are some sort of organization.  Or perhaps they've simply been kind enough to not mention it since most of them are their kids.
    Skill Proficiencies: Deception, Persuasion.
    Languages: Draconic
    Equipment: A set of fine clothes, a disguise kit, Guild signet ring, and a belt pouch containing 15 gp

    Feature: Guild Membership
    As an established and respected member of the Guild, you can rely on certain benefits that membership provides.  Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed (not to mention a dragon will avenge you). Guilds often wield tremendous political power. If you are accused  f a crime, your guild will support you whether or not a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures (dragons) through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild’s coffers for dragons who are enemies of your paterfamilias. You must pay dues of 5 gp per month to the guild. If,you miss payments, you must make up back dues to remain in the guild’s good graces.

    Suggested Characteristics
    You are famous (more likely infamous) due to the vagaries of interspecies attraction.  Due to your  draconic parent, Gods and other powerful beings interfere with your life.  Generally you are too busy trying to figure out how to monetize this to be afraid.

    d8     Personality Trait
    • 1: I always have a plan for what to do when things go wrong.
    • 2: I have a joke for every occasion, especially occasions where humor is inappropriate.
    • 3: Flattery is my preferred trick for getting what I want.
    • 4: I’m a born gambler who can't resist taking a risk for a potential payoff.
    • 5: To me, a tavern brawl is a nice way to get to know a new city.
    • 6: Sarcasm and insults are my weapons of choice.
    • 7: The best way to get me to do something is to tell me I can’t do it.
    • 8: I pocket anything I see that might have some value.

    d6     Ideal
    • 1: Independence. I am a free spirit— no one tells me what to do. (Chaotic)
    • 2: Fairness. I never target people who can’t afford to lose a few coins. (Lawful)
    • 3: Stoicism.  I must prove that I can handle myself without the coddling of my family. (Chaotic)
    • 4: Creativity. I never run the same con twice. (Chaotic)
    • 5: People. I’m loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)
    • 6: Aspiration. I’m determined to make something of myself. (Any)

    d6     Bond
    • 1: I’m trying to pay off an old debt I owe to a generous benefactor.
    • 2: Dragons have power like few others, and I need to be like them.
    • 3: I want to be famous, whatever it takes.
    • 4: I will become the greatest thief that ever lived.
    • 5: I will do anything to prove myself superior to my hated rival.
    • 6: I would do anything for the other members of my Guild.


    d6     Flaws
    • 1: I can’t resist a pretty face.
    • 2: I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.
    • 3: I’m convinced that no one could ever fool me the way I fool others.
    • 5: I once insulted a noble who still wants my head. It was a mistake that I will likely repeat.
    • 5: I can’t resist swindling people who are more powerful than me.
    • 6: Despite my best efforts, I am unreliable to my friends.


    Carnie
    You're a performer who travels with a carnival or circus.  Perhaps you train bears, or do more physical work like the tightrope.  Either way you entertain the masses, or you work to support those who do.  It all depends on your talents, and how quick to learn you are.  And may the Gods protect anyone who lays a finger on your bear friend.  If he doesn't smoosh them, you will.  You take it personal when people take liberty with your furry companions.  You're equally as loyal to fellow carnies.  Even rival carnivals get more respect than those outside the life.

    Skill Proficiencies: Deception, Sleight of Hand
    Tool Proficiencies: Disguise kit, thieves’ tools
    Equipment: A small knife, a map of the route the carnival travels, a shovel, a set of common clothes, and a belt pouch containing 10 gp

    Feature: One of Us
    You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.

    Suggested Characteristics
    As a traveling carnival worker, you know just about everyone and everything on the circuit you travel.  You know them because you've fleeced the deserving ones, and sometimes helped the poorer ones.

    d8     Personality Trait
    • 1: I always have a plan for what to do when things go wrong.
    • 2: The common folk love me for my skill and performances.
    • 3: The first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden.
    • 4: Flattery is my preferred trick for getting what I want.
    • 5: I lie about almost everything, even when there's no good reason to.
    • 6: The best way to get me to do something is to tell me I can’t do it.
    • 7: I'm rather adept at games of skill like darts, or five-finger fillet.
    • 8: I frequently move from town to town, eager to pursue new marks.

    d6     Ideal
    • 1: Honor. I don’t steal from others in the trade. (Lawful)
    • 2: Fairness. I never target people who can't afford to lose a few coins. (Lawful)
    • 3: Freedom. Everyone should be free to pursue his or her own livelihood. (Chaotic)
    • 4: Greed. I will do whatever it takes to become wealthy. (Evil)
    • 5: People. I like seeing the smiles on people's faces when I perform. That's all that matters. (Neutral)
    • 6: Aspiration. I'm determined to make something of myself. (Any)

    d6     Bond
    • 1: I’m trying to pay off an old debt I owe to a loan shark.
    • 2: My ill-gotten gains go to support my carnival troop.
    • 3: I owe my life to the travelers who took me in when my parents died.
    • 4: A conceited noble once gave me a horrible beating, and I will take my revenge on any authority I encounter.
    • 5: I want to be famous, whatever it takes.
    • 6: I owe my adopted family a great debt for forging me into the person I am today.


    d6     Flaws
    • 1: I judge others harshly, and myself even more severely.
    • 2: I have little respect for anyone who has not proven themselves.
    • 3: I'm convinced that no one could ever fool me the way I fool others.
    • 4: I have a weakness for the vices of the city, especially hard drink.
    • 5: I am suspicious of outsiders and expect the worst of them.
    • 6: I turn tail and run when things look bad.


    Fallen Noble
    You grew up as a Noble, but have fallen on hard times.  A tragedy robbed you of your title.  Perhaps a rival framed you, or your family was killed and you were forced to abandon your ancestral lands.  Perhaps you were exiled due to deeds either real or perceived.  Whatever the cause, you're on the run now, and desperately trying to hide who you are.  You are either a homeless vagabond, a mercenary, or part of some sort of traveling company.  Whatever lets you move around a lot while concealing your identity.

    Skill Proficiencies: Deception, Persuasion
    Tool Proficiencies: One type of gaming set
    Languages: One of your choice
    Equipment: One set of traveler's clothes, any one gaming set you are proficient with, poorly wrought maps from your homeland that depict where you are in the world, a small piece of jewelry worth 10 gp from your former life, and a pouch containing 5 gp

    Feature: (New Friends)
    After being chucked out you have found kinship in the wretches and criminals of the cities, or perhaps even local rebels. You can gain information from your many contacts, the infamous and those derelicts beneath notice. You may also gain residency with them in conditions ranging from wretched to comfortable. Unfortunately, there may be a price on your head, and some people cannot afford to be seen with you.

    Suggested Characteristics
    You make sure to hone your skills in dealing with people.  Having them on your side, or being able to conceal your true identity is integral in staying alive.  The spies of your enemies are everywhere.

    d8     Personality Trait
    • 1: My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world.
    • 2: I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
    • 3: I have a strong code of honor or sense of propriety that others don't comprehend.
    • 4: I would rather make a new friend than a new enemy.
    • 5: I am incredibly slow to trust. Those who seem the fairest often have the most to hide.
    • 6: Despite my noble birth, I do not place myself above other folk. We all have the same blood.
    • 7: I’ve enjoyed fine food, drink, and high society among society's elite. Rough living grates on me.
    • 8: If you do me an injury, I will crush you, ruin your name, and salt your fields.

    d6     Ideal
    • 1: Respect. People deserve to be treated with dignity and respect. (Good)
    • 2: Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)
    • 3: Independence. I must prove that I can handle myself without the charity of others. (Chaotic)
    • 4: Power. If I can attain more power, no one will tell me what to do. (Evil)
    • 5: People. I’m loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)
    • 6: Noble Obligation. It is my duty to protect and care for the people around me. (Good)

    d6     Bond
    • 1: I have a family at the royal court. One day, I hope to see them again.
    • 2: I will someday get revenge on the corrupt relative who had me cast out.
    • 3: Something important was taken from me, and I aim to steal it back.
    • 4: Somewhere out there, I have a child who doesn't know me. I'm making the world better for him or her.
    • 5: No one else should have to endure the hardships I've been through.
    • 6: Someone I loved died because of a mistake I made. That will never happen again.


    d6     Flaws
    • 1: The tyrant who exiled me will stop at nothing to see me killed.
    • 2: I hide a truly scandalous secret that could ruin my family forever.
    • 3: I too often hear veiled insults and threats in every word addressed to me, and I’m quick to anger.
    • 4: I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble.
    • 5: I turn tail and run when things look bad.
    • 6: I would kill to acquire a noble title.


    Far Realms Enthusiast
    You were an average scholar until you stumbled upon Things Man Was Not Meant To Know.  Now cults want you to join them, other cults want you dead, the authorities want you dead, and Godless Abominations from beyond space and time want you for unguessable purposes.  It's gotten so weird your paranoia is out of control.  Is that a cat?  Or is it the psychic projection of a fifth dimensional entity hoping to vie for possession of your meat body?  Who can you trust once reality has shown it's true face?  Definitely not your neighbor.  He talks to goats.  They look like goats anyway.

    Skill Proficiencies: Arcana, Investigation
    Languages: Any two, including exotic languages
    Equipment: A bottle of black ink, a quill, a small knife, an item whose significance is still a mystery to you, a set of common clothes, and a belt pouch containing 10 gp

    Feature: (Loved by the Crazies)
    Thanks to your hanging around and spending copious amounts of cash on cranks, crackpots, conspiracy theorists, cultists and dealers in the unusual, you have a web of questionable contacts in the weirdest places.  You and your adventuring fellows can ask for occasional minor favors, such as a meal and night's lodging.  Also, there will also be plenty of people willing to pay or do favors for access to the esoteric and dangerous knowledge you possess.  On the downside, more mundane people find you spooky, and you may be asked to assist in the occasional ritual dedicated to Those We Do Not Speak Of.

    Suggested Characteristics
    Trust is a luxury you cannot afford.  Many and multiform are the dim horrors of earth, and they all want you for something.  Minion, food, spell components, the list goes on and on.  Then there are their enemies and minions.  And the weirdoes who think you can solve their problems, real or imaginary.

    d8     Personality Trait
    • 1: So long as I have this token from my homeland, I can face any adversity in this strange place.
    • 2: I like to talk at length about my obsessions.
    • 3: When I set my mind to something, I follow through no matter what gets in my way.
    • 4: There’s nothing I like more than a good mystery.
    • 5: I can stare down a Slaad without flinching.
    • 6: I don’t pay attention to the risks in a situation. Never tell me the odds.
    • 7: I’m convinced that people are always trying to steal my secrets.
    • 8: I’ve spent so long in seclusion or among aliens that I have little practical experience dealing with 'normal' people in the outside world.

    d6     Ideal
    • 1: Knowledge. The path to power and self-improvement is through knowledge. (Neutral)
    • 2: No Limits. Nothing should fetter the infinite possibility inherent in all existence. (Chaotic)
    • 3: Might. If I become strong, I can take what I want—what I deserve. (Evil)
    • 4: Power. I hope to one day rise to the top of my organizations hierarchy. (Lawful)
    • 5: Free Thinking. Inquiry and curiosity are the pillars of progress. (Chaotic)
    • 6: Destiny. Nothing and no one can steer me away from my higher calling. (Any)

    d6     Bond
    • 1: I sold my soul for knowledge. I hope to do great deeds and win it back.
    • 2: I have an ancient text that holds terrible secrets that must not fall into the wrong hands.
    • 3: I owe everything to my mentor — a godless abomination who's probably rotting in the Abyss somewhere.
    • 4: Should my discovery come to light, it could bring ruin to the world.
    • 5: I’m guilty of a terrible act. I hope I can redeem myself for it.
    • 6: I seek to preserve a rare text that my enemies consider dangerous and seek to destroy.


    d6     Flaws
    • 1: I secretly believe that everyone is beneath me.
    • 2: I put too much trust in my alien 'friends'.
    • 3: I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.
    • 4: I am easily distracted by the promise of information.
    • 5: Unlocking an ancient mystery is worth the price of a civilization.
    • 6: The monstrous thing we faced at the Gate still leaves me quivering with fear.


    Mountain Guide
    You are a professional guide and scout for the local mountain range.  You also double as a rescuer in case of avalanche or someone getting lost.  You know the layout and the lore of the local area well, and can easily steer people out of traps or bad areas.  On the downside this means everyone, invading armies as well, want your services.  On the plus side, you're too valuable to kill.  Who else knows what to do when the men come down with Yeti Fever?  Who else knows how to capitulate the terrible Cannibal Moose Spirits?  You do.  Because you've gone through that particular hell a dozen times over already.

    Skill Proficiencies: Choose 2: Athletics, Nature or Survival
    Languages: Any one
    Equipment: Climber's Kit and a set of Traveling clothes.

    Feature: (Official Guide)
    You are a ranking member of some sort of mountain guide or scouting organization, and can command those of lesser rank (while being required to obey those of higher rank).  In times of emergency, such as avalanches or missing people or war, you may requisition necessary equipment within reason.  Locals and military organizations will be well disposed towards you due to oyour services, and can always give you some minor assistance.

    Suggested Characteristics
    Responsibility and trustworthiness are the creeds of your kind.  Without those no one will hire you, and as such you are the consummate professional.  You take no risks and leave no one behind.

    d8     Personality Trait
    • 1: My friends know they can rely on me, no matter what.
    • 2: I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
    • 3: If someone is in trouble, I’m always ready to lend help.
    • 4: Nothing can shake my optimistic attitude.
    • 5: I’m confident in my own abilities and do what I can to instill confidence in others.
    • 6: I'm rude to people who lack my commitment to hard work and fair play.
    • 7: I feel far more comfortable around animals than people.
    • 8: I'm well known for my work, and I want to make sure everyone appreciates it. I'm always taken aback when people haven't heard of me.

    d6     Ideal
    • 1: Community. It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful)
    • 2: Responsibility. It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful)
    • 3: Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)
    • 4: Friendship. Material goods come and go. Bonds of friendship last forever. (Good)
    • 5: Live and Let Live. Ideals aren’t worth killing over or going to war for. (Neutral)
    • 6: Self-Knowledge. If you know yourself, there's nothing left to know. (Any)

    d6     Bond
    • 1: It is my duty to protect my charges.
    • 2: I became a mountain man to hide from the ones who might still be hunting me. I must someday confront them.
    • 3: I idolize a hero of the old tales and measure my deeds against that person's.
    • 4: Everything I do is for the common people.
    • 5: I protect those who cannot protect themselves.
    • 6: An injury to the unspoiled wilderness of my home is an injury to me.


    d6     Flaws
    • 1: My curiosity often gets the better of me.
    • 2: I have crippling debts that my work barely pays off.
    • 3: Once someone questions my courage, I never back down no matter how dangerous the situation.
    • 4: I will never fully trust anyone other than myself.
    • 5: At a younger age my actions earned me the brand of a criminal, those mistakes haunting me and my fellows even today.
    • 6: I like keeping secrets and won't share them with anyone.


    Ninja Clan
    You belong to a clan of fearless political saboteurs.  Well, somewhat fearless.  After all officially you are listed as kill on sight.  Thankfully all those rumors you spread of Ninjas being black clad assassins using highly conspicuous weapons no one else does are paying off.  Everyone sees you as a humble traveler.  Perhaps an entertainer or a monk.  Why would you wear a uniform that makes you stick out when you're a criminal?  What moron would believe that?  Fortunately, you apparently live in a vast sea of morons.

    Skill Proficiencies: Choose 2: Acrobatics, Athletics, Deception, Intimidation, Performance, Perception, Persuasion, Stealth
    Tool Proficiencies:  Choose any 2
    Equipment: A disguise kit, a dagger, a small crumpled note with secrets you stole (could be battle plans, blackmail material, or coordinates to an unknown place), a set of common clothes, and a small pouch with 15gp.

    Feature: (Clan Member)
    Your Clan acts as your liaison to a network of "interested parties". You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.  Additionally you CClan can also provide you with work and local intelligence, with the caveat that you are required to do their bidding at all times.

    Suggested Characteristics
    You know how to do Bad Things, and there are always people who want Bad Things done.  This simple equation keeps you and your clan employed.  With luck you will eventually enjoy the patronage of the rich and powerful.

    d8     Personality Trait
    • 1: I idolize a particular hero of my clan, and constantly refer to that person’s deeds and example.
    • 2: I’m haunted by memories of war. I can’t get the images of violence out of my mind.
    • 3: I believe that anything worth doing is worth doing right. I can't help it — I'm a perfectionist.
    • 4: I once ran twenty-five miles without stopping to warn to my clan of an approaching orc horde. I'd do it again if I had to.
    • 5: I'm not prone to idle chatter, and prefer keeping to myself unless the topic's business.
    • 6: I quickly pick up on local accents and begin imitating them almost immediately.
    • 7: I'll settle for nothing less than perfection.
    • 8: I pocket anything I see that might have some value or use.

    d6     Ideal
    • 1: Logic. Emotions must not cloud our devotion to doing what needs done, or our logical thinking. (Any)
    • 2: Tradition. The stories, legends, and deeds of the past must never be forgotten, for they teach us who we are. (Lawful)
    • 3: Independence. I must prove that I can handle myself without the assistance of my clan. (Chaotic)
    • 4: Power. Knowledge is the path to power and domination. (Evil)
    • 5: Family. Blood runs thicker than water. (Any)
    • 6: Self-Improvement. The goal of a life of study is the betterment of oneself. (Any)

    d6     Bond
    • 1: I will face any challenge to win the approval of my clan.
    • 2: My ill-gotten gains go to support my clan.
    • 3: The contract turned sour, and now I find myself yoked to dangerously twisted employers with no way of informing the clan
    • 4: I am the last of my clan, and it is up to me to ensure their names enter legend.
    • 5: I will do anything to prove myself superior to my hated rival.
    • 6: I seek to protect something of great importance to me by keeping it a secret, so you better forget what you just heard.


    d6     Flaws
    • 1: Now that I've returned to the world, I enjoy its delights a little too much.
    • 2: I follow orders, even if I think they're wrong.
    • 3: I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me.
    • 4: My hatred of my enemies is blind and unreasoning.
    • 5: I obey the clan, even it causes me misery.
    • 6: I'm horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I'm surrounded by rivals.



    Rebel
    Mainstream society sees you as an anarchist, cultist, or other unsavory stereotype.  They see you as a blind zealot, dedicated to imposing your will on them (and to be honest, some of you are).  Your cause doesn't need to be terribly serious either.  There are rebels for every cause, even one called Bees Aren't Real.  So you amy be a degenerate who opposes society because it doesn't allow you to indulge your appetites, an ideological fighter in the culture wars, or completely fruit loopin' crazy.

    Skill Proficiencies: Deception, Intimidation
    Tool Proficiencies: Thieve's Tools, any one set of tools
    Equipment: A crowbar, a set of dark common clothes including a hood, and a pouch containing 15gp

    Feature: Organization You have a reliable and trustworthy contact who acts as your liaison to a network of other rebels. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, amenable caravan masters, and partisan sailors who can deliver messages for you.

    Suggested Characteristics

    You are devoted to a cause, though your understanding of that cause may not always be truly great.  Regardless of how much you know about the movements  inner workings, you are willing to die for it (well most likely, anyway).  You may be a simple contrarian who opposes mainstream society.

    d8     Personality Trait
    • 1:
    I always have a plan for what to do when things go wrong.
    • 2:
    I judge people by their actions, not their words.
    • 3:
    I see omens in every event and action. The gods try to speak to us, we just need to listen.
    • 4:
    Thinking is for other people. I prefer action.
    • 5:
    Sarcasm and insults are my weapons of choice.
    • 6:
    I am tolerant (or intolerant) of other ideologies.
    • 7:
    The best way to get me to do something is to tell me I can't do it.
    • 8:
    I blow up at the slightest insult.
    [/list]

    d6     Ideal
    • 1: Independence.
    I am a free spirit – no one tells me what to do. (Chaotic)
    • 2: Freedom.
    Chains are meant to be broken, as are those who would forge them. (Chaotic)
    • 3: Selflessness.
      I try to help those in need, no matter what the personal cost. (Good)
    • 4: Greater Good.
    I kill evil men to make the world a safer place, and to exorcise my own demons. (Good)
    • 5: Friendship.
    Material goods come and go. Bonds of friendship last forever. (Good)
    • 6: Destiny.
    Nothing and no one can steer me away from my higher calling. (Any)
    [/list]

    d6     Bond
    • 1:
    I suffer awful visions of a coming disaster and will do anything to prevent it.
    • 2:
    Those who fight beside me are those worth dying for.
    • 3:
    A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter.
    • 4:
    Everything I do is for the common people.  Or my cause.
    • 5:
    A powerful person killed someone I love. Some day soon, I'll have my revenge.
    • 6:
    I protect those who cannot protect themselves.
    [/list]

    d6     Flaws
    • 1:
    The tyrant who rules my land will stop at nothing to see me killed
    • 2:
    My hatred of my enemies is blind and unreasoning.
    • 3:
    Violence is my answer to almost any challenge
    • 4:
    I am inflexible in my thinking.
    • 5:
    I am suspicious of everyone and expect the worst of them.
    • 6:
    I feel no compassion for the dead. They’re the lucky ones.
    [/list]
    « Last Edit: August 12, 2023, 09:11:22 PM by bhu »

    Offline bhu

    • Uncle Kittie
    • Honorary Mod
    • *****
    • Posts: 16054
    • Fnord bitches
      • View Profile
    Re: Cat Burglar Core Class [5E]
    « Reply #19 on: February 26, 2020, 08:13:51 PM »
    Darth Puddytat
    You belong to a clan of goofy psychic assassins.  Well, somewhat goofy.  After all officially you are listed as an evil cult.  And technically you are a cult, and most of you definitely cannot be described as good.  I mean, you kill people with your spookity mind powers.  That ain't normal. 

    Skill Proficiencies: Choose 2: Acrobatics, Arcana, Athletics, Deception, Intimidation, Perception, Persuasion, Stealth
    Tool Proficiencies: Disguise Kit
    Languages:  Choose any 1
    Equipment: A disguise kit, a dagger, a small crumpled note with instructions on your next hit, a set of common clothes, and a small pouch with 15gp.

    Feature: (Guild Member)
    Your Guild acts as your liaison to a network of "interested parties". You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.  Additionally your Guild can also provide you with work and local intelligence, with the caveat that you are required to do their bidding at all times.

    Suggested Characteristics
    You know how to make people poop their own spleen.  There's always a desperate need for people who can do that.  For some reason people think you're more evil than the skeevy nobles you off though.

    d8     Personality Trait
    • 1: People are only as trustworthy as you are valuable to them. Always strive to be the most valuable person around..
    • 2: I am a thrill-seeker, excited by covert and dangerous missions.
    • 3: Fame is more important to me than money.
    • 4: By living among violent people, I have become desensitized to violence.
    • 5: I never admit to my mistakes lest they be used against me.
    • 6: I am prepared for any eventuality; including the day my usefulness as a saboteur comes to an end.
    • 7: I might fail, but I will never give up.
    • 8: You might think I'm a regular guy, but I love a good brawl. Lets me bust out the ole Light Saber.

    d6     Ideal
    • 1: Suspicious In my experience, everybody has something to hide, and what they hide can usually hurt me. (Any)
    • 2: Greed. I won't risk my life for nothing. I expect some kind of payment. (Any)
    • 3: Rule-follower Regardless as to what you are, everyone should follow the rules. (lawful)
    • 4: Power. Knowledge is the path to power and domination. (Evil)
    • 5: Manipulative. I use my knowledge to blackmail and manipulate others to my own benefit. (Evil)
    • 6: Indifferent. Life is cruel. What's the point in saving people if they're going to die anyway?  (Chaotic)

    d6     Bond
    • 1: I want to find my mentor, who disappeared on an assignment some time ago.
    • 2: Some day i will get revenge on the rival who branded me a traitor.
    • 3: I pursue power to secure someone's love.
    • 4: I'm loyal to my mentor first, everything else second.
    • 5: A powerful person killed someone I love. Some day soon, I'll have my revenge.
    • 6: Wealth and power mean little without the freedom to kill where and when you want..


    d6     Flaws
    • 1: I think too highly of myself, and have an exaggerated sense of self-importance.
    • 2: My desire for vengeance often gets me into trouble.
    • 3: I am an aggressive person (For me to win you have to lose), quick to anger, and will keep pressing until I get my way, or making the other person seem at fault.
    • 4: I have a habit of lying about the most insignificant things.
    • 5: I complain about everything.
    • 6: Once i pick a goal, I become obsessed with it to the detriment of everything else in my life.
    « Last Edit: February 26, 2020, 09:22:21 PM by bhu »