CABBIT
As Cabbits became more popular as domesticated pets, the Guilds decided they needed to take advantage of this. They also took advantage of the new occupational variant to specialize part of their training. Cabbits are meant more for scouting and finding things out than helping in outright theft. They are the Guilds early warning system in the community.
CabbitSpells
Being a Cabbit gives you an expanded list of spells to choose from when you learn your spells. The following spells are added to your spell list for you.
Catwitch Level Spells
1st: Distraction*, Mobility*
3rd: Find Traps, Locate Object
5th: Rabbit's Foot*, Unca Maat's Fond Embrace*
7th: Arcane Eye, Freedom of Movement
9th: Commune With Nature, Passwall
CABBIT FORM
At 1st Level you can become a Cabbit. This is identical to the Druids 2nd Level Wild Shape ability, with 2 exceptions: You can only use it to become a Cabbit, and you don't revert to your normal form when you take damage equal to the hit points of your Cabbit Form. Cabbit Form uses the Cat statblock from the Monster Manual with two additions:
Blindsight with a 10 ft. radius.
Echolocation: You can't use your Blindsight while you are Deafened.
SUPER SCAMPER POWERS
At 6th Level, your speed increases by +10 feet.
LUCKY CABBIT'S FOOT
At 14th Level you can gain a number of Luck Dice equal to your Proficiency Bonus. Once expended you regain them after a long rest. After you make any roll and see the result, you can expend a Luck Die to roll 1d6 and add it to the original roll's result.
FEETS DON'T FAIL ME NOW!
At 18th Level On any round in which you move, your Armor Class improves by +2.
RABBIT'S FOOT
3rd Level Evocation
Casting Time: 1 reaction, which you take when you are hit by an attack
Range: Self
Components: V, S
Duration: Instantaneous
When you are attacked, you can cast this spell to change a successful attack roll into an unsuccessful one.