+3 Cheeseburger4th Level Enchantment (Ritual)Casting Time: 1 Action
Range: 90 ft.
Components: V, M
Duration: Concentration, up to 1 Minute
This spell summons a meaty, delicious cheeseburger anywhere within the spells range (usually in front of a lone guard while being cast from hiding). Creatures of your choice that you can see within range and that can see the burger must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can’t be charmed. On a failed save, a target is affected by this spell. Targets affected by the spell use as much of their movement as possible to reach the cheeseburger. The first one to reach it takes his Action to pick up and eat the burger. Whichever target bites into the burger first must make an additional Wisdom Save, and if it fails it is Stunned for 1 round. Once a target bites into the burger the spell ends.
A CAT'S REVENGE3rd Level TransmutationCasting Time: 1 Action
Range: 30 ft.
Components: V, S, M
Duration: Instantaneous
Choose 1 target within range. It must make a Constitution Saving Throw or violently cough up a hairball, leaving it Stunned for 1 round
AGGRESSIVE CAT IS AGGRESSIVE5th Level TransmutationCasting Time: 1 Action
Range: Self
Components: V, S, M
Duration: Concentration, up to 1 Minute
Upon casting this spell, you gain Advantage with the following: Attack rolls, Constitution Saving Throws, and Intimidation Skill Checks. The speed of your primary means of mobility (usually either land or swim movement) increases by an additional 10 feet. Successful attacks you make do an additional 1d damage once per round. Until the spell ends you can't cast other spells.
BASEMENT CAT5th Level TransmutationCasting Time: 1 Action
Range: Self
Components: V, S, M
Duration: Concentration, up to 1 Minute
Upon casting this spell you gain Advantage with Charisma Saving Throws and with Perception and Stealth Skill Checks. You are also surrounded by a 15 foot radius sphere of Darkness (as per the spell) for the spells duration, which you can see through. Until the spell ends you can't cast other spells.
BIG KITTY9th Level TransmutationCasting Time: 1 Action
Range: Self
Target: Self
Components: V, S, M (a handful of Giant Tiger fur)
Duration: Concentration, up to 1 Hour.
You assume the form of a Giant Cat for the Duration. The new form has a Challenge rating equal to your level.
Your game Statistics are replaced by the Statistics of the Cat, though you retain your Alignment and Intelligence, Wisdom, and Charisma scores You also retain all of your skill and saving throw Proficiencies, in addition to gaining those of the Cat, If the Cat has the same Proficiency as you, and the bonus listed in its Statistics is higher than yours, use the Cat's bonus in place of yours.
You assume the Hit Points and Hit Dice of the new form. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. If you revert as a result of dropping to 0 Hit Points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 Hit Points, you aren't knocked Unconscious.
You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can't use any Special Senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak.
When you transform, you choose whether your Equipment falls to the ground, merges into the new form, or is worn by it. Worn Equipment functions as normal. The DM determines whether it is practical for the new form to wear a piece of Equipment, based on the creature's shape and size. Your Equipment doesn't change shape or size to match the new form, and any Equipment that the new form can't wear must either fall to the ground or merge into your new form. Equipment that merges has no Effect in that state.
CAT GRAVITY4th Level TransmutationCasting Time: 1 Action
Range: Self
Components: V, S
Duration: Concentration, up to 1 Minute
You have Advantage on Strength (Athletics) checks meant to Grapple opponents for the duration of this spell. Creatures you successfully Grapple also become Prone.
CEILING CAT5th Level TransmutationCasting Time: 1 Action
Range: Self
Components: V, S, M
Duration: Concentration, up to 1 Minute
Upon casting this spell you gain Advantage with Wisdom Saving Throws and with Insight and Investigation Skill Checks. Until the spell ends you can't cast other spells, with the exception of Scorching Ray.
DANDER BLAST4th Level EvocationCasting Time: 1 Action
Range: Self (60 foot line)
Components: V, S, M
Duration: Concentration, up to 1 Minute
A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.
Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.
The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It also causes protected flames, such as those of lanterns, to extinguish. Large fires (such as bonfires, a blacksmith's coals, or even a house fire) have a 50% chance to be extinguished by the wind. Forest or grassland fires are too large to be extinguished by this spell.
As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you. Creatures in the area of effect must make a Constitution Saving Throw or be Poisoned for the duration of the spell.
DANDER EXPLOSION8th Level EvocationCasting Time: 1 Action
Range: Self (60 Ft. Radius)
Components: V, S, M
Duration: Instantaneous
There is an explosion of cat dander, centered on the hex you occupy. Everything in the Radius must make a Constitution Saving Throw or gain one Level of Exhaustion and be Stunned. The Stunned creature gains another Constitution Saving Throw each round at the end of it's turn. If it succeeds, it is no longer Stunned. Vision is completely obscured in the area of the explosion of fur for the round of the spells casting, and the round afterwards. Anything attacking something in the spells Area of Effect is at Disadvantage on the Attack roll. Anything in the area of effect must also make a Dexterity Saving throw or be knocked prone as well. Material component is a hunk of cat fur from a large cat such as a lion or tiger.
DANDER TORNADO9th Level EvocationCasting Time: 1 Action
Range: 300 feet
Components: V, S, M
Duration: Concentration, up to 1 Minute
A whirlwind howls down to a point on the ground you specify. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone. A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 × 10 feet away from it in a random direction. Additionally, creatures in the area of effect must make a Constitution Saving Throw or be Poisoned for the duration of the spell.
DEATH FROM OVERCUTENESS9th Level EnchantmentCasting Time: 1 Action
Range: 30 feet
Components: V, S
Duration: Concentration, up 10 1 Minute
You are the cutest thing alive. All will fall before you. You tap into the power of Kitty and briefly become an avatar of cuteness. Woe be to all on who you focus your fuzzy attention. Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0. At the end of each of the charmed creature's turns, it must succeed on a Wisdom saving throw or take 4d10 psychic damage. If it dies, the target’s skull asplodes from cuteness overload, releasing a spray of rainbows and butterflies. On a successful save, the target fails to grasp the universal force you represent, proving they don’t appreciate you or cats in general, and the spell ends for that creature.
THE DEATH PURRs7th Level EvocationCasting Time: 1 Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 Minute
This spell begins with you purring. This deep purr eventually begins to expand outwards and vibrate apart everything in it's area of effect. Everything within 60 feet of you must make a Constitution Save each round they remain within the spells range. On the first failed Save, targets are knocked Prone, and Stunned for 1 Round. On the second Save, targets are Stunned 1 Round and take 10d6 Sonic damage. Every round they fail a Save after the second, they are Stunned 1 Hour.
DEFENSIVE CAT IS DEFENSIVE5th Level TransmutationCasting Time: 1 Action
Range: Self
Components: V, S, M
Duration: Concentration, up to 1 Minute
Upon casting this spell you gain Advantage with Dexterity Saving Throws and with Perception and Stealth Skill Checks. You also gain a +5 Bonus to AC. Until the spell ends you can't cast other spells.
DETECT MUNCHIES1st Level Divination (Ritual)Casting Time: 1 Action
Range: Self
Components: V, S
Duration: Concentration, up to 10 Minutes
For the duration, you can sense the presence and location of edible things within 30 feet of you. You also identify the kind of food, edible plant or creature, or formerly edible creature in each case.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
DO NOT WANT4th Level EnchantmentCasting Time: 1 Action
Range: Self
Components: V, S, M
Duration: Concentration, up to 1 Minute
You become immensely intimidating for the duration of this spell. Any creature that comes within 20 ft. of you that can see or hear you must make a Wisdom Saving Throw or drop whatever it is holding and become frightened for the duration. While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.
FOUR LOLCATS OF THE APOCALYPSE (aka Boom!)9th Level EvocationCasting Time: 1 Action
Range: 1 Mile
Components: V, S, F
Duration: Instantaneous
Choose any 1 point within range, and a massive explosion radiates out from that point in a 160 foot sphere. Every creature within this area other than yourself must make a Dexterity Saving Throw. The sphere spreads around corners. Victims take 40d6 Force damage on a failed Save, or half as much damage on a successful one.
GIMME A BREAK HERE9th Level ConjurationCasting Time: 1 Action
Range: Self
Components: V
Duration: Instantaneous
You can beg the Gawds for a favor when you're on hard times. The basic use of this spell is to duplicate any spell of 6th Level or lower so long as it's pertinent to your current problem. For example if you're cornered in a dungeon you could use this to cast a spell to attack them, to summon help or attack them. You couldn't cast Awaken though.
HAPPYCAT5th Level TransmutationCasting Time: 1 Action
Range: Self
Components: V, S, M
Duration: Concentration, up to 1 Minute
Upon casting this spell you gain Advantage with Charisma Saving Throws and with Perform and Persuasion Skill Checks. Until the spell ends you can't cast other spells, with the exception of Charm Person or Charm Monster.
HOVER CAT5th Level TransmutationCasting Time: 1 Action
Range: Self
Components: V, S, M
Duration: Concentration, up to 1 Minute
Upon casting this spell you gain Advantage with Dexterity Saving Throws and Perception or Stealth Skill Checks. You also gain a Flight speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. Until the spell ends you can't cast other spells.
I HAS A FLAVOR1st Level EnchantmentCasting Time: 1 Action
Range: Self
Components: V, S, M
Duration: Concentration, up to 1 Minute
"OMG you taste like ice cream."
Anything tasting your skin/fur (i.e. perhaps by biting you), or smelling you if it has Scent, finds you addictive if it fails a Wisdom Save. It will spend it's action each round licking you and doing nothing else until the spell ends. If you attack it or cast another spell on it the spell ends, or until you or one of you companions does something harmful to it. If you flee it may pursue. Hopefully you will have thought of something for when the spell runs out.
I SEE WHAT YOU DID THERE6th Level DivinationCasting Time: 1 Action
Range: Self
Components: V, S, M
Duration: Concentration, up to 1 Minute
For the duration, you can learn bad things your opponent has done by staring intently at him. The first round you learn the nature of his most recent crime, or most embarrassing secret, i.e. something they wouldn't want their friends/family/the public to know if they fail a Wisdom Save (the subject gets a Wisdom Save each round you attempt to learn it's secret). The second round you know the time and place it was committed. The third round you know who else was there, and what they were doing. The fourth round you pretty much have all the details you didn't already know. After that you can learn more embarrassing secrets if you wish.
IT WAS THE DOG4th Level ConjurationCasting Time: 1 Action
Range: 90 ft.
Components: V, S, M
Duration: Concentration, up to 1 Minute
You create a 20-foot-radius sphere of invisible, nauseating gas centered on an opponent within range, who makes a loud farting noise. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.
Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw.
-A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round. Observers must make a Wisdom Check against the spells Save DC or assume the subject the noise came from is responsible for the 'attack'.
LONGCAT3rd Level TransmutationCasting Time: 1 Action
Range: Self
Components: V, S
Duration: Concentration, up to 1 Minute
For the duration of this spell your reach increases +5 ft. Cast as a 4th Level spell, your Reach increases +10 ft. Cast as a 6th Level spell, your Reach increases +15 ft.
NAPPY TIMES9th Level EnchantmentCasting Time: 1 Action
Range: 120 ft.
Components: V, S, M
Duration: 8 hours
You know the mother of all Sleep spells. Choose a point within the spells range, and every creature within a 60 ft. radius of effect becomes Unconscious for the duration of the spell, until the sleeper takes damage, or until someone takes an Action to wake them up. Unlike Sleep, creatures immune to being Charmed are not immune to this effect. Material component is a pinch of chamomile and kava kava herbs.
NOM NOM NOM4th Level NecromancyCasting Time: 1 Action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 Minute
If this spell is cast on you, all opponents who have a Bite attack as a Natural Weapon get a Critical Hit every time they roll an 18 or higher, and they gain Advantage on attack rolls with their Bite.. It may be removed by the same means as a Bestow Curse spell.
At Higher Levels: If you cast this spell using a spell slot of 5th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 6th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn’t require concentration.
PEW PEW PEW5th Level EvocationCasting Time: 1 Action
Range: 120 ft.
Components: V, S
Duration: Instantaneous
"lols"
You unleash 3 Rays of Force against one or more foes, each of which is a separate ranged spell attack roll. On a hit the target takes 8d6 Force damage.
SERIOUS CAT5th Level TransmutationCasting Time: 1 Action
Range: Self
Components: V, S, M
Duration: Concentration, up to 1 Minute
Upon casting this spell you gain Advantage with Intelligence, Wisdom and Charisma Saving Throws. Additionally, any creature within 30 feet of you is subject to a Calm Emotions spell. Until the spell ends you can't cast other spells.
SUMMON FELINE3rd Level ConjurationCasting Time: 1 Action
Range: 60 ft.
Components: V, S, M
Duration: Concentration, up to 1 Hour
You summon feline creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:
One feline creature of challenge rating 2 or lower
Two feline creatures of challenge rating 1 or lower
Four feline creatures of challenge rating 1/2 or lower
Eight feline creatures of challenge rating 1/4 or lower
A summoned creature disappears when it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
The GM has the creatures' statistics. You can see some sample creatures below.
CR 0: Cat, Jana-Qitat, Marine Cat
CR 1/8: Dire Kitty, Little Spookity Kitty, Luck Eater, Lynx, Sand Cat, Serval
CR 1/4: Cat-Bee, Cogre, Giant Cat, Grimalkin, Panther, Spectral Panther
CR 1/2: Big Spookity Kittty, Change Cat, Cheetah
CR 1: Caterwaul (both versions), Cath Shee, Elven Cat, Giant Panther, Guardian Familiiar, Jana-Nimr, Lion, Tiger, Wemic
CR 2: Kamadan, Sabre-toothed Tiger, Snow Tiger, Swamplight Lynx
At Higher Levels: When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.
SUMMON FELINE SWARM4th Level ConjurationCasting Time: 1 Action
Range: 90 ft.
Components: V, S, M
Duration: Concentration, up to 1 Hour
You call forth a swarm of magical cats. It manifests in an unoccupied space that you can see within range. This creature swarm uses the Cat Swarm stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It 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.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Cat Swarm Medium swarm of Tiny FeyArmor Class: 12 + the level of the spell (natural armor)
Hit Points: 30 + 10 for each spell level above 4th
Speed: 40 ft.
Str: 5
Dex: 15
Con: 14
Int: 11
Wis: 14
Cha: 16
Damage Resistances: Bludgeoning, Piercing, Slashing
Condition Immunities: Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
Senses: Darkvision 60 ft., Keen Smell (The cats have advantage on Wisdom (Perception) checks that rely on smell), passive perception 12.
Languages: Purr, understands the language you speak
Proficiency Bonus: equals your bonus
Actions:Bites. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target in the swarms space. Hit: 2d6 + the spell’s level piercing damage + 1d6 force damage.
THIS IS UNACCEPTABLE9th Level EvocationCasting Time: 1 Action
Range: Sight
Components: V, S, M
Duration: Instantaneous
Make a successful ranged spell attack. On a successful hit, the opponent takes 40d6 Force damage.
VELCRO CAT5th Level TransmutationCasting Time: 1 Action
Range: Self
Components: V, S, M
Duration: Concentration, up to 1 Minute
Upon casting this spell you gain Advantage with Grapple, Athletics and Acrobatics Checks. You can Pin opponents as though you had the Grappler Feat, and your Strength Score improves by +2 for the duration of the spell. Until the spell ends you can't cast other spells.
WAR KITTEH9th Level TransmutationCasting Time: 1 Action
Range: Self
Target: Self
Components: V, S, M
Duration: Concentration, up to 1 Hour
You assume the form of a War Cat for the Duration. The new form has a Challenge rating equal to your level.
Your game Statistics are replaced by the Statistics of the Cat, though you retain your Alignment and Intelligence, Wisdom, and Charisma scores You also retain all of your skill and saving throw Proficiencies, in addition to gaining those of the Cat, If the Cat has the same Proficiency as you, and the bonus listed in its Statistics is higher than yours, use the Cat's bonus in place of yours.
You assume the Hit Points and Hit Dice of the new form. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. If you revert as a result of dropping to 0 Hit Points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 Hit Points, you aren't knocked Unconscious.
You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can't use any Special Senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak.
When you transform, you choose whether your Equipment falls to the ground, merges into the new form, or is worn by it. Worn Equipment functions as normal. The DM determines whether it is practical for the new form to wear a piece of Equipment, based on the creature's shape and size. Your Equipment doesn't change shape or size to match the new form, and any Equipment that the new form can't wear must either fall to the ground or merge into your new form. Equipment that merges has no Effect in that state.
YOU HAS A FLAVOR TOO1st Level EnchantmentCasting Time: 1 Action
Range: 30 ft.
Components: V, S, M
Duration: Concentration, up to 1 Minute
Your victim becomes particularly tasty for the duration of the spell. Should anything bite him they must make a Wisdom Save, or decide to concentrate exclusively on him in combat as they simply must eat him. They will ignore other targets (but can still flee if doing so would put them in danger of death or capture). They also gain a +1 Morale Bonus on attack and damage rolls against him. Material component is a bit of tasty food.
YOU MAKE KITTY SCARED6th Level EnchantmentCasting Time: 1 Action
Range: 30 ft.
Components: V, S, M
Duration: Concentration, up to 1 Minute
This spell must be cast while you are being attacked/threatened/being targeted by a spell from an opponent. Up to 12 beings in the area of effect must make a Wisdom Save or be enraged at your opponent for scaring the poor defenseless Kitty. They will do whatever is necessary to protect you from him, including attacking, even if the opponent is obviously out of their league. They will continue to attack even if you flee the area to "buy you time". Once they are at half or hit points or less they get another save to break out of the spell.