Author Topic: Cat Burglar Core Class [5E]  (Read 8255 times)

Offline bhu

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Re: Cat Burglar Core Class [5E]
« Reply #20 on: July 22, 2023, 07:22:58 PM »



THE SHORT PAW CLAN
 The Short Paws are a Cat Burglar Ninja clan that has held to the traditional Ninja art of kickin' behind.  Screw blackmailing people they're out to beat them up.  What kind of ninja kitteh doesn't attack people in the night?

SHORT PAW KUNG FU
At 3rd Level you do 1d4 plus your Strength or Dexterity modifier damage with an Unarmed Strike.  This increases to 1d6 at Level 7, 1d8 at Level 15, and 1d10 at Level 18.

SHORT PAW KUNG FU
At 3rd Level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

EMPOWERED STRIKE
AT 7th Level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.  Additionally, your unarmed strikes have a +1 bonus to attack rolls and damage rolls.

STUNNING STRIKE
At 10th Level, if you successfully score a critical hit with an Unarmed Strike, the target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

BAD REPUTATION
At 15th Level you can substitute an attack roll in place of a Charisma (Intimidation) Check.

PAW OF THE FLUFFY KITTEN
At 18th Level you can make a Devastating attack once per long or short rest.  This works exactly like an Unarmed Strike, but if you succeed you do an additional +10d6 damage.  If the target moved previously in the round, increase damage by +1d6.  If the target has any Conditions, it takes +1d6 damage per condition.  If the target is currently using Reckless Attack, increase damage by +1d6.


SHORT PAW KUNG FU MANEUVERS
Maneuvers will be described as a Strike, Boost, or a Counter. Each Maneuver takes the place of an Attack when you perform an Attack Action or get a way to attack otherwise (such as an Opportunity Attack). A successful Strike does your claw or unarmed strike  damage, plus the effects of the Maneuver with a successful attack roll. Boosts are a Bonus Action performed before taking another Action described in the maneuver. Counters are similar to Strikes, but can only be used as a Reaction (usually as an Opportunity Attack).

6th LEVEL SHORT PAW KUNG FU MANEUVERS

Dodge (Counter): You may use  this Maneuver as a Reaction when you take the Dodge Action. In addition to the Dodge Action, if an attack misses you you may immediately take the Hide Action, whether or not you have cover.  You remain hidden until you take another Action.

Ghost Sight (Boost): Once you use this Maneuver you gain two abilities for the next minute: You get the benefits of the See Invisibility spell.  You can see up to 60 ft in any direction around yourself from the Material Plane into the Ethereal Plane (and vice versa, depending on which plane you are currently on).

Ghost Step (Boost): You become Invisible until the beginning of your next turn.

Paw of Horrifying Death (Strike): As part of this maneuver you make either an Unarmed Strike attack.  If it is successful, all creatures that are within 30 feet of you and able to see you must succeed on a Wisdom saving throw or become frightened of you 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 your Frightful Presence for the next 24 hours.  Save DC is Cha based.

Sudden Strike (Strike): As part of this maneuver you make either a melee or ranged attack that you have Advantage with.  If it is successful you do +3d6 damage.

Testing the Waters (Strike): As part of this Maneuver you make a melee attack.  If it succeeds, add your Proficiency Bonus to the damage.  If it fails, you may Disengage as a Bonus Action immediately.

11th LEVEL SHORT PAW KUNG FU MANEUVERS

Attach (Strike): As part of this Maneuver you make a melee attack.  If it succeeds, the target must make a Strength Saving Throw or be considered Grappled.  You may Grapple a creature of any Size with this attack, but you may only move it if it is a creature of a size you could Grapple normally.

Flurry (Strike): As part of this maneuver you make a number of melee attacks equal to your Proficiency Bonus, but they all have Disadvantage.  This counts as one attack when taking the Attack Action.

Flying Cuisinart (Strike): As part of this Maneuver you make a melee attack after moving at least 20 ft. in a straight line.  In addition to this attack, you get one attack against any creature of your choice that you pass within 5 ft. of during your movement.

Hugs! (Strike): As part of this Maneuver you make a melee attack.  If it succeeds, and the target is not more than one Size category bigger than you, it must make a Strength Saving Throw or be considered Grappled and Restrained.

Paw of Instructional Dismemberment (Strike): As part of this maneuver you make either an Unarmed Strike attack. If it is successful, the target must make a Wisdom Save (Save DC is Cha based).  If it fails it is Paralyzed for 1d4+1 rounds. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success

Swat (Counter): You may use this Maneuver as a Reaction to make an Opportunity Attack whenever something makes a melee attack roll against you. 

17th LEVEL SHORT PAW KUNG FU MANEUVERS

Bite the Hand (Strike): As part of this Maneuver you make a melee attack.  If it succeeds, the target must make a Dexterity Saving Throw, or drop whatever it is holding.   It also has Disadvantage on Strength or Dexterity based attack rolls for the next 2 rounds.

From the Skies (Strike): As part of this Maneuver you make a melee attack while jumping down from a vantage point above the targets head.  If the attack succeeds, it does a additional 5d8 damage, and both you and the target fall prone.

Neck Bite (Strike): As part of this Maneuver you make a melee attack.  If it succeeds, it does +8d8 damage.

Paw of Gentle Rebuke (Strike): As part of this maneuver you make either an Unarmed Strike attack. If it succeeds, the target must make a Constitution Save (Save DC is Chas based), or be moved back five feet for every point they failed, and Stunned until the beginning of your next turn.  They take 1d6 Bludgeoning damage per 10 feet they are knocked back if they hit a solid object.




THE GRASSHOPPER SOCIETY (Monk Subclass)
The Grasshopper Society are a group of Monks devoted  to the study of Chaos that became enamored of the Cats lifestyle, and seeking to emulate it.  Naturally they hunted down the Cat Burglars to learn their secrets...

KITTY FORM
At 3rd Level you can change into a Cat. 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.  You can use your Unarmed Strike and Unarmored Defense in this form, and you can choose whether your Unarmed Strike does Bludgeoning or Slashing damage.

SOFTEE PAW KUNG FU
At 3rd Level you can use Wisdom instead of Strength or Dexterity for the attack and damage rolls of your unarmed strikes and monk weapons.

MISSED ME
At 6th Level, when you fail a Dexterity Save, you may use your Reaction and 1 Ki Point to add your Wisdom modifier to the total.  If the new result would be high enough to be a success, you succeed.

GREATER FLURRY
At 11th Level when you spend Ki to do a Flurry of Blows, you make 4 attacks instead of 2.

YOUR KUNG FU IS WEAK
At 17th Level your Unarmored AC increases by +2.
« Last Edit: September 02, 2024, 02:45:16 PM by bhu »

Offline bhu

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Re: Cat Burglar Core Class [5E]
« Reply #21 on: September 02, 2024, 03:04:05 PM »
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.

Code: [Select]
[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


Code: [Select]
[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.

« Last Edit: September 14, 2024, 03:33:09 PM by bhu »

Offline bhu

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Re: Cat Burglar Core Class [5E]
« Reply #22 on: September 14, 2024, 03:52:59 PM »
SAVAGE FERAL SUBCLASSES


POUNCER
Your fighting style relies on the traditional cat method of hunt and pounce.

POUNCE
At 3rd Level if you move at least 20 ft. straight toward a target and then hit it with a Claw attack on the same turn, the target takes an extra 1d4 Slashing damage. If the target is a creature, it must succeed on a Strength saving throw or be knocked prone (Save DC is 8 + Proficiency Bonus + Dexterity Modifier). If the target is prone, you can make a Bite attack against it as a bonus action. The Bite does 1d4 (Small) or 1d6 (Medium) plus Dexterity Modifier Piercing damage.

SPREAD THE LOVE
At 6th Level, if you knock an opponent Prone, you may immediately move up to half your land speed without provoking opportunity attacks.

GRASPING POUNCE
At 10th Level, if you successfully Bite an opponent, they are considered Grappled and Restrained.

VENGEANCE TORPEDO
At 14th Level when you successfully have an opponent Grappled, you can make 3 Claw attacks against them when you take the attack action.

FLYING DEATH
At 20th Level when you use your Pounce Ability, you do additional damage on the first attack equal to your Savage Feral Level.



SCAMPERER
Your fighting style relies on the traditional cat method of bouncing about and running in odd directions to confuse the enemy.  Hopefully without also confusing yourself.

CAT STEPS
At 3rd Level your movement does not cause opportunity attacks, and non-magical difficult terrain does not affect you.

UNCANNY DODGE
At 6th 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.

EVASION
At 10th 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.

CHEETAH BLOOD
At 14th Level all your movement speeds increase by +20 ft., and you add your Proficiency Bonus to Initiative Rolls.

TELEPORT
At 20th Level, as a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.  You gain Advantage on all Dexterity Saves until the beginning of your next turn when you use this ability.



RIPPER
Your fighting style relies on the traditional cat method of clawing the bejeezus out of anything in range.

WOUNDING CRITICAL
At 3rd Level if you successfully score a critical hit on a creature, it must make a Dexterity Save (Save dc is 8 + Proficiency Bonus + Dexterity Modifier) or become Wounded.  When Wounded, creatures lose an additional 2 hit points per round for 5 rounds.  Lesser or Greater Restoration will remove this condition.

CULL THE WEAK
At 6th Level, if you successfully attack a Wounded creature, you do an additional +1d6 damage per hit.

WOUNDING CLAWS AND TEETH
At 10th Level, your opponent must make a Save to avoid being Wounded on a regular hit as well as a critical.

ENDURING WOUNDS
At 14th Level when you inflict the Wounded condition it now lasts 10 rounds.

SCRATCH 'EM ALL
At 20th Level, as an Action, you can make a number of creatures of your choice equal to your Proficiency Bonus within 60 feet to make a Dexterity Save (Save dc is 8 + Proficiency Bonus + Dexterity Modifier) or become Wounded.  You may do this once per Long Rest.


PACK MEMBER
Your fighting style relies on the assistance of your fellow kittehs.

WOUNDING ATTACK
At 3rd Level if you successfully reduce a creature to below 50% of it's maximum hit points, it must make a Dexterity Save (Save dc is 8 + Proficiency Bonus + Dexterity Modifier) or become Wounded.  When Wounded, creatures lose an additional 2 hit points per round for 5 rounds.  Lesser or Greater Restoration will remove this condition.

CALL THE PACK
At 6th Level, you may call the Pack as an Action.  This requires your Concentration, lasts up to 10 minutes, and can be used a number of times per Long rest equal to your Proficiency Bonus.  You summon fierce cat spirits that fill a 10 ft. Emanation around you.  Anything in this area at the start of it's turn, or that enters this area must make a Dexterity Saving Throw (Save DC is 8 + Proficiency Bonus + Dexterity modifier) or take 3d8 magical Slashing damage.

EXPERIENCED PACK
At 10th Level, the Emanation of your pack extends to 20 feet, and the opponent takes magical Slashing damage equal to your Proficiency Bonus even if he makes the Saving Throw.

CALL DOWN THE HAMMER
At 14th Level, whenever a hostile creature is attacked by anything within the area of your Pack, it must make a Dexterity Save or become Wounded..

REZ BUDDY
At 20th Level, you may cast Resurrection without using a spell slot or material components once per Long Rest.

« Last Edit: October 13, 2024, 02:07:33 PM by bhu »