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  1. - Top - End - #1021
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    [size=12pt]Purrfidy[/size]
    5th Level Enchantment
    Casting Time: 1 Action
    Range: 30 ft.
    Components: V, M (silver piece)
    Duration: 30 days (but see below)
    You place a magical command on a creature that you can see within range, forcing it to carry out some act of betrayal. This betrayal can be as simple as name calling, a lie at the right place and time, or even murder. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can’t understand you is unaffected by the spell. You can end the spell early by using an action to dismiss it. A Remove Curse, Greater Restoration, or Wish spell also ends it. Committing the act of betrayal also ends it.


    [size=12pt]Purrforate[/size]
    9th Level Conjuration
    Casting Time: 1 Action
    Range: Sight
    Components: V, S, M (holy symbol)
    Duration: Instantaneous
    Ceiling Cat reaches down from the sky and spears your opponent with his claw. The target takes 10d6 Force damage, and any items it is holding or wearing that increase it's Armor Class or Saving Throws are disintegrated. Any spell effect on the target increasing it's Armor Class or Saving Throws ends.


    [size=12pt]Purrformance[/size]
    8th Level Enchantment
    Casting Time: 1 Action
    Range: Self
    Components: V, S
    Duration: Concentration, up to 1 Minute
    After you cast this spell, any time you give someone a Bardic Inspiration Die, they have an Hour to use it instead of 10 Minutes.


    [size=12pt]Purrfume[/size]
    2nd Level Transmmutation
    Casting Time: 1 Action
    Range: 30 feet
    Components: V, S, M (flower)
    Duration: 1 Hour
    You may temporarily alter someone's scent. You can make them smell like a different species, or even a specific member of said species. While this may seem useless it is not. It can easily fool creatures who track by scent, or beings who have a Blindsight ability that has a scent component (we're looking at you Grimlocks). Plus, what horse will pull a cart when the driver smells like wolf pee? You can also make their scent strong or overpowering, thus giving anyone Advantage on Wisdom (Perception) based checks against them. Creatures with Keen Smell can automatically know the targets location as long as they are within 60 feet.
    Revised avatar by Trixie, New avvie by Crisis21!
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  2. - Top - End - #1022
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    [size=12pt]Purrgative[/size]
    4th Level Transmutation
    Casting Time: 1 Action
    Range: 30 feet
    Components: V, S, M (skunk gland)
    Duration: Instantaneous
    You may use this spell to turn any liquid into a substance that makes it's drinker pray for death. Anyone partaking of this liquid takes 4d6 Necrotic damage. The target must make a Constitution saving throw. On a failed save, it becomes Incapacitated until the end of its next turn..


    [size=12pt]Purrgatory[/size]
    6th Level Enchantment
    Casting Time: 1 Minute
    Range: Touch
    Components: V, S
    Duration: 30 days
    This is identical to Geas, with one exception. Whenever the target takes psychic damage from the spell, it also gains one level of exhaustion that can only be removed magically.


    [size=12pt]Purrge[/size]
    9th Level Enchantment
    Casting Time: 1 Action
    Range: 150 feet
    Components: V, S
    Duration: Concentration, up to 1 hour
    You convince the peasants it's time to BURN THIS MOTHER DOWN! Choose any 10 creatures within range, and force them to make a Wisdom Save.. Anyone failing the save loses his mind and begins destroying or setting fire to whatever is around him, and will fight to the death anyone attempting to stop him. Effectively they also gain the benefits of the Barbarian Rage ability (1st Level benefits only). Oddly they don't attack other people unless they are attacked themselves, someone tries to stop them, or they run out of things to bust up before the duration of the spell ends.


    [size=12pt]Purrger[/size]
    4th Level Enchantment
    Casting Time: 1 Action
    Range: 30 feet
    Components: V, S
    Duration: 30 days
    The next time your target is asked a question they must make a Wisdom Saving Throw, or tell an obvious and egregious lie. The spell ends once a lie is told, or the duration expires.
    Revised avatar by Trixie, New avvie by Crisis21!
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  3. - Top - End - #1023
    Titan in the Playground
     
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    [size=12pt]Purrky[/size]
    8th Level Enchantment
    Casting Time: 1 Action
    Range: 150 feet
    Components: V, S, M (Smiley face button)
    Duration: Concentration, up to 1 Hour
    If they fail a Wisdom Save, the target of this spell become unbearably happy, and also very, very annoying. They gain immunity to being Frightened and Charmed, but anyone not similarly affected by this spell is distracted by them, and take Disadvantage on all Attack rolls and Skill Checks if they fail a Wisdom Save. This lasts for the duration of the spell, the murder of the original target, or being removed from sight/hearing range of them. Mostly because the obnoxiously happy goobers next to them won't shut up about the TREES AND THE FLOWERS AND THE LITTLE CHIRPING BIRDS, OMG THE BIRDS... The spell protects the caster from this, so he doesn't need to worry about wanting to kill himself because his companions are enraptured by how enormously blue today's sky is.


    [size=12pt]Purrport[/size]
    3rd Level Enchantment
    Casting Time: 1 Action
    Range: 30 feet
    Components: V, M (drop of invisible ink)
    Duration: Concentration, up to 1 Hour
    Your spell allows you to convince someone that a written document or previous conversation with them meant something other than what it did. Unfortunately it doesn't render him stupid, so the minute the spell wears off he goes right back to remembering you're full of crap. So get what you want, and run like a squirrel in Church.


    [size=12pt]Purrse[/size]
    5th Level Transmutation
    Casting Time: 1 Action
    Range: Touch
    Components: V, S
    Duration: Concentration, up to 1 Hour
    You temporarily turn an ordinary purse, bag or sack into a Bag of Holding for the duration of this spell. The bag can hold a maximum of 250 pounds, as long as the objects are less than 32 cubic feet. When the spell ends all objects that cant normally fit inside appear on the ground next to it's holder.

    [size=12pt]Purrsecute[/size]
    8th Level Enchantment
    Casting Time: 1 Action
    Range: Touch
    Components: V, S
    Duration: 10 Days
    Your spell singles a victim out for persecution by the local populace. If he fails a Wisdom Save, anyone seeing him must Save as well or assume he is an outlaw wanted by the nearest government or other authority figure, and act accordingly. Or maybe they suddenly believe all the vile stereotypes available to persons of your appearance. Maybe they just think you're a Mindflayer cultist. It's not an ideal spell to have placed on you in an open democracy, and can be downright deadly in a dictatorship ran by a paranoid madman. For the spells duration the target has Disadvantage on all Charisma related Ability Checks against anyone else who fails the Wisdom Save from the spell.
    Revised avatar by Trixie, New avvie by Crisis21!
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  4. - Top - End - #1024
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    [size=12pt]Purrser[/size]
    8th Level Enchantment
    Casting Time: 1 Action
    Range: 30 feet
    Components: V, S
    Duration: Concentration, up to 1 Hour
    You spell causes others to perceive you (or whomever you place it on) as a naval Purser for the duration of the spell if they fail a Wisdom Save. A Purser handles the money and supplies aboard merchant vessels, and is a Warrant Officer as well on military ships. Just make sure you're off the ship before the spell ends. Often used to pose as officers to purchase supplies on a line of credit used by legitimate businesses, or to wreak havoc with rich merchants or military vessels (or get supplies for poorer ones).


    [size=12pt]Purrsevere[/size]
    9th Level Abjuration
    Casting Time: 1 Action
    Range: Self
    Components: V, S
    Duration: Concentration, up to 10 Minutes
    For the duration of the spell you automatically succeed on all Saving Throws.


    [size=12pt]Purrsue[/size]
    9th Level Divination
    Casting Time: 1 Action
    Range: Self
    Components: V, S
    Duration: Concentration, up to 10 Minutes
    This is generally identical to Legend Lore except as noted above, and as follows: Only A Wish or Mind Blank negates this spell, or direct intervention by a deity.


    [size=12pt]Purrsuivant[/size]
    6th Level Enchantment
    Casting Time: 1 Action
    Range: 30 feet
    Components: V, S
    Duration: Concentration, up to 1 Hour
    Your spell makes others perceive you (or another creature you designate) as an Officer of Arms if they fail a Save, and gives you (or the designated creature) Advantage on Intelligence (History) Checks, or any Intelligence or Charisma Checks made regarding royalty or the nobility. Not quite as useful as Purrser, but it does allow for lots of shenanigans with royalty and public spectacle.
    Last edited by Bhu; 2023-01-01 at 10:31 PM.
    Revised avatar by Trixie, New avvie by Crisis21!
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  5. - Top - End - #1025
    Titan in the Playground
     
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    [size=12pt]Purrvey[/size]
    3rd Level Transmutation
    Casting Time: 1 Round
    Range: Self
    Components: V, S, M (an ad for a product)
    Duration: 1 Hour
    You can magically summon needed supplies. For the duration of spell you can create any one non-magical item costing no more than 10 GP per caster Level. This includes expendable items such as ammo, and tools sets such as Mason tools. Material component is any advertisement.


    [size=12pt]Purrveyance[/size]
    8th Level Enchantment
    Casting Time: 1 Action
    Range: 30 feet
    Components: V, S, M (wax seal)
    Duration: Concentration, up to 1 Hour
    Your spell causes anyone who sees you to believe you (or a creature you designate) have the Kings (or other nobles) authority to requisition goods and services for his use if they fail a Wisdom Save. Fairly similar to Purser, but allows you to steal from royalty instead of merchants.


    [size=12pt]Purrview[/size]
    8th Level Enchantment
    Casting Time: 1 Action
    Range: 30 feet
    Components: V, S, M (law enforcement badge)
    Duration: Concentration, up to 1 Hour
    This spell causes anyone who sees you to perceive you (or another creature you designate) as whatever vague authority figure you have announced yourself to be (whatever the local law enforcement is). They'll follow your orders within reason, but to carry out the ruse it helps a lot to know about local laws and enforcement. For example, if the local towns rules are enforced by the Sheriff and his Deputies, you can claim to be a Deputy, as long as you act like one. Otherwise your victim gets a chance to make another Save to break your spells effect.


    [size=12pt]Repurrpose[/size]
    4th Level Transmutation
    Casting Time: 1 Action
    Range: 30 feet
    Components: V, S, M (miniature blacksmith's hammer)
    Duration: 1 Hour
    You can temporarily turn any unattended object into another object. For the duration of the spell you can turn any unattended, non-magical object of 50 lbs. or less into any other non-magical object of the same weight or less. For example you could turn a 30 pound barrel into a statue of any kind of substance (as long as it also weighed 30 pounds or less), or a bedroll, or even a gold coin. The shenanigans practically write themselves. You cannot use this to create poisons or alchemical substances. Focus is a miniature blacksmith's hammer.
    Revised avatar by Trixie, New avvie by Crisis21!
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  6. - Top - End - #1026
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    [size=12pt]Supurrfluous[/size]
    4th Level Enchantment
    Casting Time: 1 Action
    Range: 30 feet
    Components: V, S
    Duration: Concentration, up to 1 Minute
    Choose one creature within range to make a Wisdom Save. If your victim fails his Save, you can convince him any one action is unnecessary (no matter how necessary it might be). He will only refrain from taking said action for as long as the spell lasts. For example, you can ask him not to attack, not to tell on you for something, not to ring a bell, etc.


    sorry there's only one spell, it's been a terrible week
    Revised avatar by Trixie, New avvie by Crisis21!
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  7. - Top - End - #1027
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    [size=12pt]Schrodinger's Box[/size]
    9th Level Conjuration
    Casting Time: 1 Action
    Range: 30 feet
    Components: V, S, M (cube of rare metals worth 50 GP)
    Duration: Concentration, up to 1 Hour1 Hour
    A box of pure Force (cube really) appears next to the target creature. This is identical in all ways to the Forcecage spell with a few exceptions. The biggest is that the box is always appropriately sized for the creature you choose to target with the spell, and it always moves so as to remain adjacent to him. Each turn the target must make a Charisma Save or be drawn into the cube of force. If the Save is successful he remains outside the cube, but must still make subsequent saves on following rounds. While inside the cube of force he must also make a Save each round or be teleported back outside into an adjacent square (the cube remains immobile while the target is inside). If he is teleported back outside, and there is no viable empty space to go to, he must make a Charisma Save or take 5d6 Force damage. If the Save is successful he takes half damage and remains in the box. If he has somewhere to go, or he is still in when the spells duration ends, or it is dispelled in some manner (such as an Antimagic Field), he must make a similar Save or 5d6 Force damage (if successful he just takes half damage). If the victim is placed in the box at any time, and dies as a result, it becomes an Undead of whatever type is appropriate.


    [size=12pt]Schrodinger's Mislead[/size]
    9th Level Transmutation
    Casting Time: 1 Action
    Range: Self (500 feet)
    Components: V, S, M (small clay statuette of yourself)
    Duration: Concentration, up to 10 Minutes
    A puff of smoke momentarily conceals you, and when it parts there are two of you occupying your square. One is an Illusory double that acts according to your pre-programmed demands in the manner of a Project Image spell. So long as you and the double remain in range, there is a 50% when you are attacked that you Teleport to the doubles location instead of being hit.


    [size=12pt][b]Schrodinger's Paradox/b][/size]
    4th Level Enchantment
    Casting Time: 1 Action
    Range: 30 feet
    Components: V, S, M (cube of rare metals worth 50 GP)
    Duration: Concentration, up to 1 Hour
    For the duration of the spell, any time the target creature is unobserved odd things can happen. Whenever no other creature on the board can see it (which for purposes of this spell will be PC's, NPC's, and Monsters), whether due to hiding, total concealment or invisibility (or other effect) it has a 50% chance of having several problems. First off, if it remains unobserved for at least 1 round, there is a 50% chance it must make an additional Charisma Save, or take 10d6 Force damage when it becomes observed again. Also when an event happens that would allow it to be observed, there is a 50% chance that it (or it's corpse) is no longer there, having teleported to a random location within one mile where the current creatures involved in the encounter cannot see it.


    [size=12pt]SCHRODINGER SMASH!l[/size]
    9th Level Conjuration
    Casting Time: 1 Action
    Range: 500 feet
    Components: V, S, M (cube of rare metals worth 50 GP)
    Duration: Concentration, up to 1 Minute
    Choose one point within the spell's range, and it affects a 60 foot radius from that point. Outside the area of effect, observers see a Gargantuan cat playing in a box. Inside the area of effect the sky is raining hell, and the dead walk the earth. Anytime an attack is made there is a 50% chance the target isn't actually there, and instead the target reappears in the nearest available unoccupied square. Anytime a corpse is observed (make a Spot roll for anyone in it's vicinity) there is a 50% chance it reanimates as a Zombie and begins attacking anything near it until the spell expires and it becomes a corpse again. All beings within the spells area of effect are Confused as per the spell so long as they remain inside. Constructs are Slowed instead. Any living creature has a 50% chance per round of it's Type changing to Undead. Any Undead has a 50% chance per sound of reverting to it's former Type.
    Revised avatar by Trixie, New avvie by Crisis21!
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  8. - Top - End - #1028
    Titan in the Playground
     
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    I have updated the core class and kitty magic spell list on page 31. We''re short a few spells on 3rd and 7th level, so I may make more, If not I will finally be doing the subclasses.
    Revised avatar by Trixie, New avvie by Crisis21!
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  9. - Top - End - #1029
    Titan in the Playground
     
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    Okay, there might be a delayed or non post this week. The forum I initially post stuff on had an outage, and lost all data from the 18th to the 26th, so I need to rebuild several posts there from here, and re-edit stuff.
    Revised avatar by Trixie, New avvie by Crisis21!
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  10. - Top - End - #1030
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    Okay, due to differences between 3rd nd 5th, I'm probably splitting the Cat Burglar into a few base classes. Here's the revised core cllass:

    CAT BURGLAR
    ”Meow!”

    Cat Burglars originated in an ancient city with a group of Wizard students who had decent power but little patience. Having flunked out of school, they had turned to theft to support themselves. While discussing how best to use their powers for gain
    while drunk one night, one came up with the idea of changing form into a small cat and appearing before the children of the richer households until one of them adopted him. He would then scout the place for the group, and they could have advance information where the valuables were and how best to get to them. Their plan was wildly successful and they became the leaders of a fairly decent Guild until their secret got out.

    Eventually the Cat Burglars art spread to other cities after the original Guild was disbanded. Many have become adventurers, scouts, and people of a thiefly persuasion. There are now schools (legitimate or otherwise) where the art can be learned at an early age (i.e. it was originally a Prestige Class but has now become a full Class after many decades).

    CREATING CAT BURGLAR
    You are best at being a party scout. Small, sneaky, and difficult to see you blend in every where. Concentrate on new Feats that take advantage of your high Dex and small Size class. Cat Burglars are best at not being seen and snitching information (among other things).

    Quick Build
    Your highest Ability Score will depend on what Class Paths you choose. Your preferred skills and Background will likewise change depending on your intended abilities.

    Code:
       Proficiency Bonus  Features
    1.    +2     Kitty Form, Purr, Feline Empathy
    2.    +2     Kitty Magic
    3.    +2     Burglaring
    4.    +2     Ability Score Improvement
    5.    +3     Enhanced Kitty Form
    6.    +3     Kitty Magic
    7.    +3     Burglaring
    8.    +3     Ability Score Improvement
    9.    +4     Enhanced Kitty Form
    10.   +4     Kitty Magic
    11.   +4     Burglaring
    12.   +4     Ability Score Improvement
    13.   +5     Enhanced Kitty Form
    14.   +5     Kitty Magic
    15.   +5     Burglaring
    16.   +5     Ability Score Improvement
    17.   +6     Enhanced Kitty Form
    18.   +6     Kitty Magic
    19.   +6     Burglaring
    20.   +6     True Kitty
    CLASS FEATURES
    As a Cat Burglar you gain the following features:

    HIT POINTS
    Hit Dice: 1d8 per Cat Burglar Level
    Hit Points at 1st Level: 8 + your Constitution Modifier
    Hit Points at Higher Levels: 1d8 (or 5) + your Constitution Modifier per Cat Burglar Level after 1st

    PROFICIENCIES
    Armor: Light Armor
    Weapons: Simple Weapons, Sap, Garrote
    Tools: Thieve's Tools
    Saving Throws: Dexterity and Charisma
    Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth, and Survival.

    EQUIPMENT
    You start with the following equipment, in addition to the equipment granted by your background:
    • [li](a) a club, or (b) a dagger[/li]
      [li](a) a light crossbow with 20 bolts, or (b) a garrote[/li]
      [li](a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack[/li]
      [li]Leather armor, and thieves’ tools[/li]



    KITTY FORM
    This is identical to the Druids 2nd Level Wild Shape ability, with 2 exceptions: You can only use it to become a Cat (see MM320), and you don't revert to your normal form when you take damage equal to the hit points of your Kitty Form. You can use it to appear as any non-magical feline that is Tiny or smaller.


    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.

    FELINE EMPATHY
    You permanently gain the benefits of the Animal Friendship spell, but only against felines. You gain Proficiency with Persuasion against felines who are not Beasts.

    KITTY MAGIC
    [pre]
    Spells slots per day
    Level Cantrips Known Spells Known 1st 2nd 3rd 4th

    2 3 1 1
    3 3 3 2
    4 3 4 3
    5 3 4 3
    6 3 4 3
    7 3 5 4 2
    8 3 6 4 2
    9 3 6 4 2
    10 4 7 4 3
    11 4 8 4 3
    12 4 8 4 3
    13 4 9 4 3 2
    14 4 10 4 3 2
    15 4 10 4 3 2
    16 4 11 4 3 3
    17 4 11 4 3 3
    18 4 11 4 3 3
    19 4 12 4 3 3 1
    20 4 13 4 3 3 1
    [/pre]

    SPELLCASTING
    When you reach 3rd 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 spell list. You learn another Kitty Magic cantrip of your choice at 10th level.
    Spell Slots. The Kitty Magic Spellcasting table shows how many spell slots you have to cast your 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. For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.
    Spells Known of 1st-Level and Higher. You know one 1st-level Kitty Magic spell of your choice, which must be from the Kitty Magic spell list. The Spells Known column of the Kitty Magic Spellcasting table shows when you learn more Kitty Magic spells of 1st level or higher. Each of these spells must be a Kitty Magic spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. Whenever you gain a level in this class, you can replace one of the Kitty Magic spells you know with another spell of your choice from the Kitty Magic spell list. The new spell must be of a level for which you have spell slots.

    Spell save DC = 8 + your proficiency bonus +
    your Charisma modifier
    Spell attack modifier = your proficiency bonus +
    your Charisma modifier

    Spellcasting Ability. Intelligence is your spellcasting ability for your Kitty spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Kitty spell you cast and when making an
    attack roll with one.

    ENHANCED KITTY FORM
    At 5th level, you choose a Kitty Form that gives you a wider range of abilities. Your Kitty Form choice grants you features at 5th level and then again at 9th, 13th, and 17th level.

    TRUE KITTY
    At 20th level you can use your Kitty Form an unlimited number of times. Additionally, you can ignore the verbal and somatic components of your Kitty Magic spells, as well as any material components that lack a cost and aren't consumed by a spell. You now qualify as a cat for purposes of any spell/power/effect that would be beneficial to cats temporarily (this includes spells specific to Beasts such as Animal Growth, because Cats are Beasts). For purposes of effects that would be detrimental to Cats/Beasts, you are still of your original race.
    Revised avatar by Trixie, New avvie by Crisis21!
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  11. - Top - End - #1031
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    Enhanced Kitty Forms

    THE ABOMINABLE SNOW KITTY
    You know the Saint Bernard's that some ski resorts use as rescue dogs in case of avalanches? Yeah that's you. Except your a 'lil kitty, and you also scare people away from the Guilds by pretending to be the fearsome Cat-faced Yeti. You are both a protector of the Guilds hidden bases, and a rescuer of trapped people. This gives you an important release, as the drunken schmucks you have to take crap from during the day are the same guys you make poop themselves in fear at night. Truly, yours is a rewarding job. And the best part is, no one suspects you of getting revenge by performing these little capers. It's always the evil "Cat Faced Yeti". Snickerlols.

    CAT FACED YETI FORM
    AT 5th Level you can now change into a Cat Faced Yeti. This works otherwise like the Druid's Wild Shape ability. Additionally, when in any Cat Faced Yeti Form, snowy or icy terrain is not considered difficult terrain for you.

    LARGE CAT FACED YETI FORM
    At 9th Level you can now change into a Large Cat Faced Yeti. Additionally, when in any Yeti Form you have Resistance to Cold damage.

    HUGE CAT FACED YETI
    AT 13th Level, you can use both uses of your Cat Faced Yeti Form to become a Huge Cat Faced Yeti.

    GARGANTUAN CAT FACED YETI
    At 17th Level, you can use both uses of your Cat Faced Yeti Form to become a Gargantuan Cat Faced Yeti. Unlike normal, the duration for this ability is one minute.
    Last edited by Bhu; 2023-02-11 at 07:52 PM.
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  12. - Top - End - #1032
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    BIG KITTY
    Most Big Kitties are Cat Burglars who have specialized in a non traditional niche, and a great deal of them are the leaders of less conventional Guilds. Sometimes the truly rich are also truly crazy. And the craziest rich people want the most exotic pets. That's where you come in. Abnormally large housecat's (or just wild big cats) are fairly exotic. And crazies tend to like cats anyway... And so you as leader of a powerful criminal organization find yourself on display as "Baby Foo Foo" in a noble's zoo. Tragic.

    DIRE KITTY
    At 5th Level you can use Kitty Form to assume the form of a Large Cat. This works otherwise like the Druid's Wild Shape ability.

    MIGHTY ROAR
    At 9th Level, as an Action, you can roar. Each creature of your choice that is within 30 feet of you and aware of it must succeed on a Wisdom saving throw or become frightened for 1 minute (Save DC is 8 + Proficiency Bonus + Charisma Modifier). A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to your Mighty Roar for the next 24 hours.

    HOUSECAT
    AT 13th Level, you can use both uses of your Kitty Form to become a Huge Cat.

    BIG CAT ON THE BLOCK
    At 17th Level, your Armor Class in Kitty Form becomes 10 + Dexterity Modifier + Proficiency Bonus. Additionally, you use your own Proficiency Bonus on attack rolls in Kitty Form.
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  13. - Top - End - #1033
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    BURLAP GUILD MEMBER
    The Burlap Throat-Wattle in the little town of Burlap is the worlds most infamous dragons only bar. It is considered neutral territory where Dragons of all species can meet and conduct business, chat, or try to get lucky with the bar maids without any fighting or assassination going on. It's also home to a thriving Cat Burglars Guild, all of whom are the children of dragons and humanoid bar wenches (darn dragon groupies). The dragons have noticed that their kids and paramours have a thing for cats, but somehow have miraculously not noticed that the cats are some sort of organization. Or perhaps they've simply been kind enough to not mention it since most of them are their kids.

    HISS
    At 5th Level, as an Action, each creature of your choice that is within 30 feet of you and aware of you must succeed on a DC Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, Ending the Effect on itself on a success. If a creature's saving throw is successful or the Effect ends for it, the creature is immune to the your Frightful Presence for the next 24 hours. You must be in Kitty Form to use this, and the Save DC is 8 + your Proficiency Bonus + your Charisma Modifier.

    SPIT
    At 9th Level you can use your action to exhale destructive energy. When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 4d6 damage on a failed save, and half as much damage on a successful one. You may use your Breath Weapon a number of times equal to your Proficiency Bonus per short or long rest, and you may only do so in Kitty Form. Upon getting this ability you must choose the area of effect (a 15 foot Cone or a 5 ft. by 30 ft. Line) and damage type (Acid, Cold, Fire, Lightning or Poison).

    DEATH FROM ABOVE
    At 13th Level you grow wings when in Kitty Form, giving you a Fly speed of 50 ft. you may hide or unfurl your wings once per turn at will.

    FAMILY INHERITANCE
    At 17th Level you may cast True Polymorph without spell components or using a spell slot. You may use this once per Long Rest, and may only use it to turn into one specific type of Adult Dragon (which you must choose when getting this Ability).
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  14. - Top - End - #1034
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    CRITTER
    "I'm a chikin! Yup. Yup. Chikin. BAAAAWWKK BAWK BUCUCCK!"

    (strange catlike voice from the distance) "DUCK!! YOU'RE SUPPOSED TO BE A DUCK YOU FOOL!"

    "Ummm...quack?"

    Critters are master shapechangers that are usually popular in areas where the Cat Burglar Guilds have been discovered and can no longer rely on their kitty disguises... Critters try to fade into the background and hope people don't realize they're there. After all if they're in the local Guilds, secrecy has been compromised somehow, and they need to disguise themselves as animals other than cats. That having been said some of them being caught transforming have created some interesting rumors...

    SWIFT KITTY FORM
    At 5th Level your Dexterity in Kitty Form is now equal to your Charisma.

    VERSATILE KITTY FORM
    At 9th Level You can now use Kitty Form to assume the form of any Tiny Beast, and your natural attacks count as magic for purposes of overcoming damage resistance/immunity.

    TOUGH KITTY FORM
    At 13th Level your Unarmored AC in Kitty Form is 8 + your Proficiency Bonus + your Charisma modifier.

    I'M A SUMTHIN LOL
    At 17th Level you are immune to any spell or effect that would alter it's form.
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  15. - Top - End - #1035
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    NINELIFER
    Some cats get all the luck. You back yours up with magic. Or maybe you've conveniently blackmailed the Gawds somehow. You are a gambler at life, using your magic to interfere with probability to make things come out the way you want. Your seemingly infinite good luck makes you a lot of enemies though. Everybody wants good luck, and if they can't have heir own they can steal yours or kill you in spite.

    LUCKY
    At 5th Level you gain the Lucky Feat.

    MAKE YOUR OWN LUCK
    At 9th Level you gain luck points equal to your Charisma modifier. You can now use your Lucky Feat to grant an extra d20 to a friendly creatures an attack roll, an ability check, or a saving throw as long as they are within 60 feet. Using this option is a Bonus Action.

    NINE LIVES
    At 13th Level you can use a Luck Point to automatically succeed at a Death Saving Throw. You may do this after you have made the roll.

    THE UNIVERSE LIKES MR. CUDDLES
    At 17th Level you can use a luck point as a Reaction whenever you are attacked or targeted by a spell. The opponent attacking you must make a Charisma Save against your Spell Save DC or be Stunned for 1 round. You can spend 3 luck points to make every creature of your choice within 30 feet Save or be Stunned.
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  16. - Top - End - #1036
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    POCKET KITTY
    In the city of Le Gevaudan the Cat Burglar Guilds were routed by invaders who became the new form of government. They disappeared and went underground to await revenge. Decades later the conquering invaders are now as fat, rich, and corrupt as the government they replaced. And a little too proud for their own good. As an insult to their former enemies (whom they believed dead) the new nobility has bred a cat that always remains a kitten, small enough to put in a shirt pocket. They display them proudly as an insult to the Guild they believe they destroyed, and as a reminder that they can destroy anyone else who would oppose them.

    Unfortunately they have just given the Guilds an opening...

    EXTRA TINY KITTY FORM
    At 5th Level your opponents have Disadvantage on attack rolls against you while you're in the form of a Tiny Cat.

    POCKET DIMENSION
    At 9th Level, you may use the spell Dimension Door 3 times per day, but only to teleport yourself and gear up to your carrying capacity from one set of clothing's pocket to another. Your disappearance and arrival is unnoticed as the spell has no visual or audible effects. The exception is whoevers apparel you were in, if he knew you were there. He may get a DC 15 Wisdom (Perception) Check to notice you gone. The owner of the apparel you arrive in also gets a Perception Check to notice your arrival.

    VANISH
    At 13th Level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.

    CAT RADAR
    At 17th Level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.

    You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.
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  17. - Top - End - #1037
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    CHESHIRE CAT
    Cheshire Cats are epic tricksters of sorts, who specialize in denying people the ability to see them. Screwing with people's minds is what you live for. You fade in and out of view, sometimes only partially visible. And you never give a clear, honest answer to any question. Ever. It's foreign to your nature. If people aren't calling you an utter bastard, or shaking their head in confusion, you're doing it wrong.

    THE ART OF INVISIBILITY
    At 5th Level you can turn visible or invisible once per round as a Bonus Action. This invisibility does not end if you attack or cast a spell. You must be in Kitty Form to use this ability.

    THE ART OF CONFUSION
    At 9th Level you can cast Confusion as a Verbal only spell, without using a spell slot. You may do this three times per long rest. You may now speak in Kitty Form. You must be in Kitty Form to use this ability.

    ART OF MOCKERY
    At 13th Level, as an Action you can mock one opponent who can hear you that is within 60 feet. That opponent must make a Wisdom Save, or take Disadvantage on attack rolls for 1 Minute. The target can end this at any time by taking 3d6 Psychic damage. You may do this three times per long rest. You must be in Kitty Form to use this ability.

    WE ALL GO A LITTLE MAD SOMETIMES
    At 17th Level you may begin to swirl in and out of visual sight in various patterns as an Action, disorienting opponents. Any hostile creature that is within 60 feet that can see you must make a Wisdom Save, or be Incapacitated until you move, can't be seen, or they are attacked or have a spell cast on them. You must spend your Bonus Action each turn after the 1st to maintain this ability, and must Concentrate on it like a spell. You can maintain this ability up to 1 Minute, and must be in Kitty Form to use this ability. You may use it 3 times per long rest.
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  18. - Top - End - #1038
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    IRON FLOOF
    Aside from being responsible for Pocket Kitties the city of Le Gevaudan is also responsible for this little pocket of weirdness. Iron Floof practitioners study magic that allows them to turn into metal cats. When standing still they look like statues, and coincidentally that's what the city has an abundance of: metal cat statues. This allowed them to hide in plain sight again, and provided them a means of revenge by allowing them a replacement for the legendary Sons of Pinky who are less able to travel about in public. Your job is awesome. You get to spend long, boring hours gazing into nothingness pretending to be a stature in key points of the city where you may be needed at a moments notice with only the idiotic chatter of passers by to keep you from going mad. Thankfully you get to let off steam by beating someone down every so often.

    IRON TRANSFORMATION
    At 5th Level you become tougher in Kitty Form. You AC becomes equal to 18 + your Dexterity Modifier.

    IRON STRENGTH
    At 9th Level your melee attacks do +1d6 damage in Kitty Form.

    IRON FORTRESS
    At 13th Level you become immune to Petrification in Kitty Form, as well as immune to any spell or effect that would alter your form. You also gain Resistance to Bludgeoning, Piercing and Slashing damage.

    I...AM...IRON KITTEH!
    At 17th Level you become immune to Fire, Poison and Psychic damage while in Kitty Form, and are immune to the Poisoned Condition as well.
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  19. - Top - End - #1039
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    SAND CAT
    Sand Cats are Cat Burglar Guilds adapted to desert areas that have Desert Cats, Sand Cats, and other warm area living species with fur.

    SANDSWIMMER
    At 5th Level Desert terrain does not impede your movement, and you gain a Burrow speed through sand equal to your land speed.

    SAND CAMOUFLAGE
    At 9th Level you have Advantage on Dexterity (Stealth) checks made in Desert Terrain. If your opponent is unaware of you, you do an additional +2d6 weapon damage.

    TREMORSENSE INVISIBILITY
    At 13th Level you cannot be seen via Tremorsense (effectively you are Invisible if this is somethings only way to sense you).

    WHAT LIES BENEATH
    At 17th Level you can effectively cast Maelstrom once per short rest without using a spell slot. This has a few changes: Unlike usual, the spell is cast on areas of sand instead of water. The damage is slashing instead of bludgeoning. Once hostile creatures reach the center of the area effect, they are pulled 10 feet under the next round, and must begin to hold their breath, or start suffocating. You can use this ability 3 times per long rest.
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  20. - Top - End - #1040
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    LORD OF THE JUNGLE
    Jungle based Guilds have traditionally relied on being captured as exotic animals to gain entry into rich households, or as bandits. Jungle Lords tend towards banditry, taking advantage of rumors of a local Cryptid known as the Cat Faced monkey to which all manner of evil and tomfoolery are ascribed. Maintaining the reputation of a spookity cryptid monster is a hard days work. It keeps making you figure out new , less reputable people to witness ever more bizarre scenarios you can come up with to prevent them from coming out into the jungle to look for you. And that backfires cause in some cases it draws the occasional whacko like a moth to a flame.

    I AM ALL THAT IS MONKE
    AT 5th Level you can now change into a Cat Faced Monkey, Baboon or Gorilla. This works otherwise like the Druid's Wild Shape ability.

    BIG MONKE
    At 9th Level you can now change into a Dire Cat Faced Gorilla. Additionally, while in any I Am All That Is Monke form, you gain Advantage on Strength (Athletics) and Charisma (Intimidation) checks.

    BIGGER MONKE
    AT 13th Level, you can use both uses of your I Am All That Is Monke Form to become a Giant Cat Faced Gorilla.

    PATH FEATURE
    At 17th Level, you can use both uses of your I Am All That Is Monke Form to become a Cong. Unlike normal, the duration for this ability is one minute.
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  21. - Top - End - #1041
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    PINK PANTHER
    You are that rarest of big cats, the Pink Panther, worth your own weight in diamonds in a small market for exotic pets and private zoos owned by the rich and eccentric. You're also a pretty darn good jewel thief. You are the epitome of cool. You know it, and you make darn sure other people do too. Mostly by walking in their front door in plain sight accompanied by nifty jazz music, stealing all their jewelry, and yet somehow escaping unobserved without setting off a single trap.

    TRAP RESISTANCE
    At 5th Level you have Advantage on all Checks or Saving Throws to spot or avoid/halve damage from traps.

    PINK PANTHER FORM
    At 5th Level you gain Giant Cat Form. This works otherwise like the Druid's Wild Shape ability.

    A CERTAIN COOL FACTOR
    At 9th Level you have Advantage on Dexterity Checks made to open locks or disable traps, and can make Checks to do so in Kitty Form

    HIDE IN PLAIN SIGHT
    At 13th Level you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must make another Hide Check to Hide Again. All this despite soft jazz playing in your vicinity.

    TOO COOL FOR YOU
    At 17th Level you now permanently have the benefits of a Freedom of Movement Spell.
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  22. - Top - End - #1042
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    AKANEKO CLAN
    The Akaneko (“Red Cat”) Ninja clan has devoted itself to revenge by arson. And sometimes extortion via the threat of arson. And sometimes they just burn stuff cause it makes them giggle. Darn cats.

    Akeneko Spells
    Your training lets you choose from an expanded list of spells when you learn a Kitty Magic spell. The following spells are added to the Kitty Magic spell list for you.

    Cat Burglar Level Spells
    5th: Burning Hands, Faerie Fire
    7th: Flaming Sphere, Pyrotechnics
    14th: Ashardalon's Stride, Melf's Minute Meteors
    17th: Fire Shield, Wall of Fire

    FIRE RESISTANCE
    At 5th Level you gain resistance to Fire damage.

    FIREFLASH
    At 9th Level the Akaneko can seemingly explode in a burst of fire and light. This does 2d6 fire damage in a 10 foot radius centered on the Akaneko, and all victims in this range must make a Constitution Saving Throw or be blinded for 1 Minute. The Akaneko is immune to this effect, and may use it once per short rest. The target gets anothser Saving Throw at the beginning of each of it's turns to end the Blinded Condition.

    IMPROVED FIREFLASH
    At 13th Level the damage of your Fireflash ability increases to 6d6, and the range increases to a 20 foot radius. It now ignites ay flammable objects in the area that aren't being worn or carried.

    RED CAT FORM
    At 17th Level your Kitty Form lets you become a Red Kitty instead of a cat.

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  23. - Top - End - #1043
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    ARISTOCATS
    Aristocats are former members of the nobility adopted by the Cat Burglar Guilds to use to their advantage. Sometimes the Guilds overthrow evil monarchies, and reestablish members who were unjustly deposed, or had their families killed, etc. This is good because then the Guild gets to be semi legitimate (i.e. the secret police). Sometimes they adopt the children of aristocracies they themselves have put to the sword out of pity, and raise the poor kids as their own. Just because a kids parents were evil bastards don't mean they'll turn out that way.

    INSPIRATION
    At 5th Level, any creature of your choice that is within 30 feet of you can add a 1d4 to any one roll it makes during the round.

    INTRIGUE
    At 9th Level you gain Expertise with any 2 of the following skills: Deception, Insight or Persuasion.

    IMPROVED INSPIRATION
    At 13th Level you add 1d6 instead of 1d4, and your range increases to 60 feet.

    AURA OF NOBILITY
    At 17th Level, as anAction you may demand all creatures of your choice (well all of them within 30 feet anyway) lay down their arms and cease hostilities. If they fail a Wisdom Save the fools actually do it. You have 1 Minute to use Deception or Persuasion before they will raise the alarm, start fighting again, summon demons, etc. If they succeed in the Save, they are instead have Disadvantage on attack rolls and ability checks for 2 rounds, but are immune to further uses of this ability for 24 hours. This ability cannot be used after an attack has begun.
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  24. - Top - End - #1044
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    FOOF LORD
    You are the master of allergies. Used by the Guilds to make miserable the lives of others, your abilities to inflict discomfort make even the strongest willed aristocrat crumble to their demands. In other words you are a sheddin' fool! You spread cat hair in your wake, and you enjoy it. Nothing makes your life better than making fat old people with too much money and not enough common sense ill. And that pretty much describes the entirety of the ruling class. Granted if they aren't available you aren't below messing with others...

    FOOFANIZATION
    At 9th Level you may foofanize a 10 ft. by 10 ft. square, covering it in cat hair. This lasts for 24 hours, but a moderate breeze will get rid of it within 1d4 rounds. You may use this ability a number of times per long rest equal to your proficiency modifier. Creatures who are allergic to felines (including victims of your Allergen Curse) automatically have Disadvantage on all attack rolls made while in this area. Creatures who aren't allergic can make a Constitution Saving Throw to avoid this effect.

    FOOFY KITTY
    At 9th Level you may cast Dander Blast without using a spell slot 3 times per long rest.

    ALLERGEN CURSE
    At 13th Level, as an Action you can force one creature within 60 feet to make a Constitution Saving Throw. If it fails, it becomes allergic to cats, and gains Disadvantage on all Saving Throws while within 20 feet of any feline, including you. It also gains Disadvantage on Saving Throws versus your class spells. This can be dispelled by remove curse, and you can use this ability a number of times per long rest equal to your proficiency modifier.

    LORD OF THE FWUFFY
    At 17th Level you may cast Dander Tornado without using a spell slot once per long rest.
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  25. - Top - End - #1045
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    SONS OF PINKY
    The Sons of Pinky are the enforcers and guardians of the Cat Burglars Guilds. When ankles need bitten they get called. When overly inquisitive locals need scared off, they do the scaring. When someone needs their butt handed to them, they do the handing. They are tuff kittehs. You are truly one angry little furball. You moved to the city hoping to get magic training to be a better warrior and the only people willing to speak to you are these freaky little cat people. But they've turned out to be a decent sort, and you've sort of adopted them as your new tribe. And you get lots of free munchies from the neighborhood vendors while in cat form as you've run off bad guys before. Now if only people would stop laughing at you. You wouldn't cause nearly as much damage if everyone would just kindly realize exactly who they were dealing with...

    RAGIN' KITTEH
    At 5th Level you may Rage twice per day.. This is identical to Barbarian Rage, with the following exceptions: You use your spellcasting ability modifier for all attack and damage rolls (this includes Grapple checks), and gain your Rage damage with any attack while Raging.

    STRONG KITTEH
    At 9th Level you gain temporary hit points equal to your Cat Burglar Level, and your attacks in Kitty Form are considered magical for purposes of overcoming damage reduction/immunity. Additionally your to hit bonus for attacks is now your Proficiency Bonus plus your Charisma Modifier, and the damage is based off Charisma as well.

    RIPPIN' FURY
    At 13th Level you may now Grapple an opponent up to 3 Sizes bigger than you, and you gain Advantage on attack rolls made against Grappled opponents. If you successfully attack with your claw or bite in kitty form, your target is grappled.

    LITTLE TIGER
    At 17th Level if you move at least 20 feet straight toward a creature and then hit it with a claw attack on the same turn, that target must succeed on a Strength saving throw (Save DC is 8 + Proficiency Bonus + Charisma Modifier) or be knocked prone. If the target is prone, you can make one extra attack against it as a bonus action.
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  26. - Top - End - #1046
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    WATCHCAT
    You protect the Guild or whoever you are assigned to guard by keeping watch and sounding the alarm. You also get to scare the dog poop out of people.

    WATCHCAT FORM
    At 5th Level while in Kitty Form, you have Darkvision 120 feet, and it works in normal or magical darkness.

    SLEEP OPTIONAL
    At 9th Level you gain Advantage on any Saves to avoid (or end) Exhaustion and are immune to being unconscious. You no longer require sleep, but must still rest to regain spells and other effects.

    SECURITY SPECIALTY
    At 13th Level you can choose from one of the following spells. You may cast that spell once per short rest without using spell components: Phantasmal Killer (upcast to 5th Level), Scrying, or Summon Feline (upcast to 5th Level).

    I SEE ALL
    At 17th Level you are immune to being Blinded, and gain Truesight with a range of 120 feet. You cannot gain Disadvantage on Wisdom (Perception) Checks.
    Last edited by Bhu; 2023-05-27 at 06:25 PM.
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  27. - Top - End - #1047
    Titan in the Playground
     
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    BAD KITTY
    You exist to scare the crap out of people and take what you want. Screw being subtle like those other cats. Why spend all that time sneaking about when you can just make them void their bowel, and then snatch the bling while they try to cover their embarrassment. You've been given a pretty raw deal in life. Everyone thought you were evil from birth because of your powers. Fortunately you also have some nice abilities to make up for it. And you pretty much use them to take what you want, and get even with anyone who ticks you off.

    Being a Bad Kitty 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.

    Bad Kitty Spells
    Cat Burglar Level Spells
    5th: Cause Fear, Hex
    7th: Darkness, Invisibility
    14th: Bestow Curse, Fear
    17th: Greater Invisibility, Shadow of Moil

    SHADOW CAT
    At 5th Level you may Hide as a Bonus Action when in Darkness. Additionally, opponents within 5 feet of you lose Advantage on Attack rolls if they have it.

    CURSE
    At 9th Level you may cast Bestow Curse without using a spell slot once per long rest.

    IMPROVED CURSE
    At 13th Level, Hex and Bestow Curse are no longer Concentration spells, and have a duration of 1 hour, and 1 Minute respectively.

    BAAAAD KITTY
    At 17th Level, if you are reduced to 0 hit points, you immediately cast Bestow Curse on your attacker as a Reaction without using a spell slot. It's duration is increased to 'until dispelled'
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  28. - Top - End - #1048
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    FENCEPOST YOWLER
    You are a backup for the other Cat Burglars, and a living instrument of vengeance when someone needs harassment (particularly at night when they could be sleeping). You are also the scourge of the city, and they want you dead. Ever known that guy who was great to his friends but a total and complete jerk to everyone else? Well you are that guy! If anyone messes with your kitties, his sleep is now optional.

    YOWLING
    At 5th Level you may Yowl as a Standard Action up to a number of times per long rest equal to your Proficiency Bonus. It affects one or more creatures within 30 feet, so long as they aren't deaf. If there's a Saving Throw listed, the DC is the same as your spell Save DC. At 5th Level you can produce the following effects: Discord and Hatred.

    Discord. Two targets within 30 feet must make a Wisdom Save, or perceive each other as enemies for 1 Minute. During this time they will seek to attack each other exclusively. The targets can repeat the saving throw at the end of each of their turns, ending the effect on themselves on a success. They also get a new Save attempt anytime someone other than themselves attack them.

    Hatred. One target within 30 feet must make a Wisdom Save, or be consumed by hatred for you for 1 Minute. They will have Disadvantage on all rolls that aren't attack rolls against you, and they cannot use Concentration spells. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


    DODGE AUDIENCE
    At 9th Level you may add your Proficiency Bonus to your Armor Class, but only against ranged attacks.

    IMPROVED YOWLING
    At 13th Level you get two new uses for Yowling: Annoyance and Death.

    Annoyance. One creature within 30 feet must make a Wisdom Save, or be unable to sleep or take a long rest for 24 hours (see the rules for sleep deprivation in Xanathar's).

    Death. One creature within 30 feet must make a Wisdom Save, or take 10d8 necrotic damage, with the damage halved on a successful Saving Throw. If this reduces a creature to 0 hiy points, it dies immediately.

    YOWLING DOOM
    At 17th Level you may unleash the Yowl of Doom once per long rest. Every creature within 30 feet must make a Constitution Save against your spell save DC, or be Deafened 1 Minute, as well as taking 20d6 Thunder damage. Targets take half damage, and are not deafened on a successful Save. The target can repeat the saving throw at the end of each of its turns, ending the Deafness effect on itself on a success.
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  29. - Top - End - #1049
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    KATGRRL/KATBOI
    Katgrrl's are (usually) solo artists who have branched off from the guild and are lone con artists relying on their wits and beauty to seduce wealth from victims. They start working for the Guilds but most chafe under the rules and scrutiny and try out working on heir own. You are hawt. And you know it. And you have no problem making sure other people know it. They should all bow to your extreme hawtness. Anyone who disagrees is jealous or lying. Fortunately you have a wide selection of significant others to make them all pay...

    SWAY
    AT 5th Level you gain the Enhanced Kitty Form (Katgrrl). While in Katgrrl Form, you can make a Charisma (Performance) Check (you retain any Proficiency or Expertise with Performance in Katgrrl form) a number of times per long rest equal to your Proficiency Bonus. The target (which must be able to see you) must make a Wisdom Save whose DC is equal to your Performance Check, or be affected as though by either an Enthrall or Suggestion spell.

    DODGE
    At 9th Level your Unarmored AC is equal to 10 + your Dexterity Modifier + your Charisma modifier.

    IMPROVED SWAY
    At 13th Level you can also make a Charisma (Performance) Check to cast Charm Monster on a target as well.

    SEDUCTIVE FURY
    At 17th Level as an Action you may point at someone and accuse them of all sorts of unmentionable and vile acts, and make a Charisma (Deception) Check. Any living creature who can see or hear you (other than the target) must make a Wisdom Save (DC is equal to you Deception Check) or believe that the target deserves a savage beating. For the next minute they will selflessly (but not suicidally) devote themselves to doing so. For example a room full of people would still assault the King because they know they can take him. However the same room full of people would not assault an Ancient Red Wyrm if they knew they had no chance of winning. This lasts for 1 Minute, and you cannot concentrate on a spell during this time. If you, or your allies, attack anyone influenced by this ability, every target affected by it gets another Save to end this effect.
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  30. - Top - End - #1050
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    THE BLACK PAWS
    You're a sneaky little blackmailing fiend. Unlike the other Ninja clans who do real ninja work like assassination, sabotage, deposing lords, etc, you sit around in kitty form all day soaking up gossip and leaning peoples secrets. The other ninja clans call you lazy. They don't do anything about it though, because you know what they get up to when they're drunk ... The Black Paws were a ninja clan that discovered the art of the Cat Burglar. Initially putting it to good use for the various lords who hired them the ninjas quickly grew tired of being the unsung servants of snobbish nobles. So they went rogue and now use their kitty powers to find out the dirty laundry of the rich and famous and blackmail them. You are the worlds first stalkerazzi!

    NINJA POOL
    At 5th Level you have a Ninja Pool allowing the use of mystic powers. The pool has a number of points equal to your Cat Burglar Level. When you spend a point, it is unavailable until you finish a short or long rest, at the end of which you regain your expended points. You must spend at least 30 minutes of the rest meditating to regain your points. You can expend your points on the following:

    Skill Checks: When making any of the following Skill Checks, you may expend a point to gain Advantage on the roll: Insight, Investigation, Perception, Stealth, Survival.

    Mark: The first way of using this is by pressing your paw against something. You can mark it, and it can be seen only by another Black Paw, or by someone casting Detect Magic, See Inviibility or True Seeing. Any Black Paw touching it can "feel" a message of 10 words or less, and will know who you are. The second is that you leave a trail of invisible Paw Prints for 1 Day per point of Charisma modifier, or until you wish to stop, whichever comes first. You cant leave a message in this fashion but you can leave a trail.

    Poof: As a Bonus Action, you can expend a point to become Invisible until the beginnin of your next turn.

    NINJA EXPERTISE
    At 9th Level choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

    ANONYMOUS
    At 13th Level you have Expertise on Charisma Checks to get information or rumors out of people.

    NINJA MASTER
    At 17th Level you choose one of the following spells to cast without using either material components or using a spell slot: Arcane Eye, Greater Invisibility, Shadow of Moil or Staggering Smite. You may cast this three times per long rest, and regain all your uses upon completing a long rest.
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