SAVAGE FERAL
Much like the traditional Feral subclass you decided to leave civilized life behind, you just dispensed with all that mysticism and nonsense about the secret lore of cats. You just decided to be a butt-kicker. Because quite frankly there's a lot of butts need kicking. Plus nice old ladies give you free salmon. Wherefore you are kind to them and assist where you can. You also look out for the less fortunate critters of the world.
CREATING SAVAGE FERAL
You are best when tag teaming opponents with others, as your debilitating attacks set hostile creatures up for trouble. You are also good at stealth and perception, and make a good scout.
Quick Build
Your highest Ability Score will be Dex. Be sure the background you choose to represent your past life has abilities and equipment you can use without hands.
[b] Proficiency Bonus Features [/b]
1. +2 Forever Kitty, A Cat's Rage, Purr
2. +2 A Cat's Defense, Danger Sense
3. +2 Savage Instincts
4. +2 Ability Score Improvement
5. +3 Extra Attack, Fast Movement
6. +3 Instincts Feature
7. +3 Feral Instinct, Instinctive Pounce
8. +3 Ability Score Improvement
9. +4 Improved Critical
10.+4 Instincts Feature
11.+4 Disappear
12.+4 Ability Score Improvement
13.+5 Improved Critical
14.+5 Instincts Feature
15.+5 Vanish
16.+5 Ability Score Improvement
17.+6 Improved Critical
18.+6 Feral Senses
19.+6 Ability Score Improvement
20.+6 Cat Magic
[b] Rages Rage Damage [/b]
1. 2 +2
2. 2 +2
3. 3 +2
4. 3 +2
5. 3 +2
6. 4 +2
7. 4 +2
8. 4 +2
9. 4 +3
10. 4 +3
11. 4 +3
12. 5 +3
13. 5 +3
14. 5 +3
15. 5 +3
16. 5 +4
17. 6 +4
18. 6 +4
19. 6 +4
20. Unlimited +4
CLASS FEATURES
As a Savage Feral you gain the following features:
HIT POINTS
Hit Dice: 1d10 per Savage Feral Level
Hit Points at 1st Level: 10 + your Constitution Modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution Modifier per Savage Feral Level after 1st
PROFICIENCIES
Armor: Light Armor
Weapons: None
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, Intimidation, Nature, Perception, Stealth, and Survival
EQUIPMENT
You start with 50 GP, in addition to the equipment granted by your background.
FOREVER KITTY
At 1st Level you permanently become a Small or Medium 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 Medium Cat, your ability scores are unchanged. You also gain a Claw attack doing 1d4 slashing damage, and uses Dexterity for your attack and damage rolls. You can still speak. You do NOT have hands, which will give you Disadvantage with some Ability Checks, or make them outright impossible, at the DM's discretion.
A CAT'S RAGE
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if you aren't wearing armor:
You have advantage on Dexterity checks and Dexterity saving throws.
When you make a melee attack using Dexterity, you gain a bonus to the damage roll that increases as you gain levels as a Savage Feral, as shown in the Rage Damage column of the Savage Feral table.
You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can't cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Once you have raged the number of times shown for your Feral Savage level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
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.
A CAT'S DEFENSE
While you are not wearing any armor, your armor class equals 10 + double your Dexterity modifier.
DANGER SENSE
At 2nd level, 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.
SAVAGE INSTINCTS
At 3rd level, you choose a path that shapes the nature of your catness. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
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.
EXTRA ATTACK
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn
FAST MOVEMENT
Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.
FERAL INSTINCTS
By 7th level, your instincts are so honed that you have advantage on initiative rolls.
Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
INSTINCTIVE POUNCE
At 7th level, as part of the bonus action you take to enter your cat's rage, you can move up to half your speed.
IMPROVED CRITICAL
Beginning at 11th level, your claw and bite attacks score a critical hit on a roll of 19 or 20. At 13th Level, when you score a critical hit that deals damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls. At 17th Level your claw and bite attacks score a critical hit on a roll of 18-20.
DISAPPEAR
At 11th Level you draw on the powers of catness to hide yourself from view briefly. As a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
VANISH
Starting at 15th 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.
FERAL SENSES
At 18th 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.
CAT MAGIC
At 20th Level, you gain an ability that depends on your Subclass, and will be listed with it.