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  1. - Top - End - #1051
    Titan in the Playground
     
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    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.
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  2. - Top - End - #1052
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    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:
    • [li]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.[/li]
      [li]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.[/li]


    IMPROVED PERCEPTION
    You have additional tricks with the Perception skill:
    • [li]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.[/li]
      [li]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.[/li]
      [li]Increase your Wisdom by +1, to a maximum of 20.[/li]
    Revised avatar by Trixie, New avvie by Crisis21!
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  3. - Top - End - #1053
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    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.
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  4. - Top - End - #1054
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Okay, out of all the old prestige classes, those are the ones that will fit the cat burglar class as written, but I'm not giving up. I'm adding the Felimancer core class soon.
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  5. - Top - End - #1055
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    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:
       Proficiency Bonus  Features
    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:
    • [li](a) a mace[/li]
      [li](a) scale mail, or (b) leather armor[/li]
      [li](a) a light crossbow and 20 bolts or (b) any simple weapon[/li]
      [li](a) a priest's pack or (b) an explorer's pack[/li]
      [li]A shield and a holy symbol[/li]



    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.


    [size=12pt]FELIMANCER SPELL LIST[/size]

    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 edited by Bhu; 2023-08-05 at 07:46 PM.
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  6. - Top - End - #1056
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Felimancer is done, working on the rebel background now:
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  7. - Top - End - #1057
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    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[/list]
    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.


    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)



    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.



    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.
    Last edited by Bhu; 2023-08-12 at 08:12 PM.
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  8. - Top - End - #1058
    Titan in the Playground
     
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Okay, for whatever reason, the code copied over all messed up. Gimme a bit and I'll try fixing it.
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  9. - Top - End - #1059
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    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 hte 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 edited by Bhu; 2023-10-07 at 05:45 PM.
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  10. - Top - End - #1060
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    This weeks subclass is a little complicated, I hope to have it up tomorrow.
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  11. - Top - End - #1061
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    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).

    Curious Kitty Spells
    Felimancer 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.
    Last edited by Bhu; 2023-10-07 at 05:44 PM.
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  12. - Top - End - #1062
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    will be editing in the sphinx forms shortly




    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 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.

    Last edited by Bhu; 2023-10-07 at 05:44 PM.
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  13. - Top - End - #1063
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    Will have new spells up shortly

    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.


    BEAST HEART
    4th Level Transmutation (Druid)
    Casting Time: 1 Action
    Range: 20 feet
    Components: V, S
    Duration: Concentration, up to 1 Hour
    When you cast this spell, choose up to 3 creatures within the spells range (this can include yourself). The targets gain Advantage on Strength Checks and Saving Throws. They also gain 2d6 temporary hit points, which are lost when the spell ends. Successful melee attacks by the spells recipients do an additional +1d6 damage.
    At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

    Mass Enlarge/Reduce
    4th Level Transmutation
    Casting Time: 1 Action
    Range: 30 feet
    Components: V, S, M (pinch of powdered iron)
    Duration: Concentration, up to 1 Minute
    This works exactly like Enlarge/Reduce, but affects up to 6 creatures that you can see within range.

    SLICE AND DICE
    5th Level Transmutation
    Casting Time: 1 Action
    Range: 30 feet
    Components: V, S
    Duration: Concentration, up to 10 Minutes
    Choose one creature within the spells range that has natural weapons. Attacks with those weapons do an additional die of damage for the duration of the spell. For example, if the target has a claw doing 1d6, it now does 2d6. If it does 2d4, it now does 3d4. If the spells recipient successfully scores a critical hit, it adds an extra die, and the subject is Incapacitated for 1 round.
    At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 6th.
    Last edited by Bhu; 2023-10-07 at 05:43 PM.
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  14. - Top - End - #1064
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    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 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.
    Last edited by Bhu; 2023-10-07 at 05:42 PM.
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  15. - Top - End - #1065
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    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 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.
    Last edited by Bhu; 2023-10-07 at 05:42 PM.
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  16. - Top - End - #1066
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    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.
    Last edited by Bhu; 2023-10-07 at 05:42 PM.
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  17. - Top - End - #1067
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    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.
    Last edited by Bhu; 2023-10-07 at 07:09 PM.
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  18. - Top - End - #1068
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    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.
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  19. - Top - End - #1069
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    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.
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  20. - Top - End - #1070
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    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
    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.
    Last edited by Bhu; 2023-11-04 at 07:34 PM.
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  21. - Top - End - #1071
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    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.
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  22. - Top - End - #1072
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    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.
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  23. - Top - End - #1073
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    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.
    Last edited by Bhu; 2023-11-18 at 07:50 PM.
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  24. - Top - End - #1074
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    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.
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  25. - Top - End - #1075
    Titan in the Playground
     
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    Okay I have to design a base class for the extra magical kitties. I'll get it posted this week if I can, and net week if I can't.
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  26. - Top - End - #1076
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    I'll be editing in the level 20 abilities as I do the subclasses. I'll prolly need to flesh out the spell list more too.

    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:
       Proficiency Bonus  Features
    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:
    • [li](a) a shortbow and 20 arrows or (b) any simple weapon[/li]
      [li](a) a component pouch or (b) a spell focus[/li]
      [li](a) a Scholar's Pack or (b) an Explorer's Pack[/li]
      [li]two daggers[/li]



    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.

    Do Not F____ With Lazor Kitteh! (Prerequisite: Lazor Kitteh): Before you make an attack with your Lazor, you can choose to take a -5 penalty to the attack roll. If that attack hits, you add +10 to the attack's damage.

    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): AT 20th Level, creatures you swallow may be redirected to your Storage Space. If you can breathe, so can whatever is in your Storage Space. In other words you can carry living beings in it, unlike a Bag of Holding. There are downsides. If you inhale poison, or begin to suffocate or drown, so do they. If you swallow a damaging spell, they take the effects. You may cough up one creature as a Bonus Action, or up to everyone as an Action. In Kitty Form your Prison can hold as many 1 Large, 4 Medium, or 8 Small or smaller creatures. Once swallowed, a being needs to be coughed up voluntarily by you to escape, or a Wish spell must be cast (or you must die). If your opponent has anything like a Bag of Holding or Portable hole, it's left outside your body.

    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): You become immune to poison and necrotic damage, as well as being immune to Bestow Curse.

    Lord of the Dance (Prerequisite: Member of the Boogie Nation): You know regain all your Inspiration Dice on a short or long rest.

    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): At 2oth Level, once per short or long rest you can ink a tattoo in a single round (uncommon or less) 1 Minute (Rare or Very Rare) or 1 Hour (Legendary).

    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 edited by Bhu; Yesterday at 04:28 PM.
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  27. - Top - End - #1077
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    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.

    Cat Burglar 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.
    Last edited by Bhu; 2023-12-31 at 10:43 PM.
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  28. - Top - End - #1078
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    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.

    Cat Burglar 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.
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  29. - Top - End - #1079
    Titan in the Playground
     
    Bhu's Avatar

    Join Date
    Mar 2008
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    toadie frogs stats come next week

    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).
    Last edited by Bhu; 2024-01-07 at 01:53 AM.
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
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  30. - Top - End - #1080
    Titan in the Playground
     
    Bhu's Avatar

    Join Date
    Mar 2008
    Location
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    Gender
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    I edited in some Catwitch abilities, and the Toadie Frogs from last week.
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
    Behold the Power of Kitteh!
    Backup threads available here

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