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  1. - Top - End - #1081
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    Darth Puddytatses
    The Darth Puddytatses are a group of psionically endowed Cat Burglars who act as enforcers and assassins for the Guild. Or whoever has money.

    Darth Puddytatses Spells
    Being a Darth Puddytat 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: Command, Zephyr Strike
    3rd: Mind Spike, Tasha's Mind Whip
    5th: Intellect Fortress, Nondetection
    7th: Compulsion, Freedom of Movement
    9th: Telekinesis, Wall of Force

    THESE ARE NOT THE KITTIES YOU ARE LOOKING FOR
    At 1st Level, you gain Expertise with Charisma (Deception and Persuasion) Checks.

    LIGHT SABER
    At 6th Level you summon and wield a blade of force despite having no thumbs. This does 1d8 force damage, and adds your Charisma modifier to attack and damage rolls with it.

    USE DA FAWCE!
    At 14th Level you can unleash a blast of psychic lightning as an Action. You may do this a number of times per long rest equal to your Proficiency Bonus. Every creature within a 20 foot cone takes xd8 force damage, x being equal to your Proficiency Bonus.

    I FIND YOUR LACK OF FAITH....TO BE A REASONABLY GOOD EXCUSE TO USE THIS
    At 18th Level you may use your telekinesis to Grapple an opponent at range. Choose one creature of any size within 30 feet, and make an opposed Charisma Check. If you succeed the target is Grappled and Restrained. It can make a Charisma Check at the beginning of each of it's turns to end these conditions.
    Last edited by Bhu; 2024-01-13 at 09:08 PM.
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  2. - Top - End - #1082
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    FERAL
    Some Cat Burglars decide that thug life isn't as attractive as the fuzzy life. They give up the material fast paced urban world to live permanently the life of a cat. Granted they aren't animals so they bore easy. This means they still meddle sometimes. Just to protect people and get food for survival though. Money is no longer a necessity.

    FOREVER KITTY
    At 1st Level you permanently become a Tiny or Small Cat in form. This permanently boosts your speed to 40 feet, and gives you a Climb speed of 30 feet, as well as Keen Smell and 60 ft. Darkvision. Your ability scores are unchanged except for Strength and Dexterity. If you decide to become a Small Cat, lower your Strength score by 2 and increase your Dexterity by 2. If you decide to become a Tiny Cat, raise your Dex by 4 and lower your Str by 4. You also gain a Claw attack doing 1d4 damage for Small (1 point if Tiny) slashing damage, and uses Charisma for your attack and damage rolls. You can still speak, and your spells are modified so that you can cast them in cat form, though you may need someone to hold the material components for you.

    ENHANCED LEARNING
    At 6th Level you learn one additional spell of each Spell Level when you would gain access to a new Level of spells. For example, when you gain this ability, you learn one new cantrip and 1 new spell each for Levels 1-3. At Level 7, when you gain access to 4th Level spells, you gain one additional spell of 4th Level, and so on. This does not count toward the maximum number of spells known.

    ENHANCED KITTY FORM
    At 14th Level your claw attack is considered a magic weapon. You may now cast spells as though you had an Arcane Focus available.

    JUST A KITTY
    At 18th Level you are immune to spells or effects that would reveal your thoughts or that you are anything other than a normal cat.
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  3. - Top - End - #1083
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    GOOD KITTY
    Most Cat Burglars are content to simply be spies and thieves. You want to be the power behind the throne, and you're willing to use your magic powers to get there by mind controlling, blackmailing, or otherwise embarrassing anyone in your way.

    Good Kitty Spells
    Being a Good 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.

    Good Kitty Spells
    Catwitch Level Spells
    1st: Bless, Command
    3rd: Calm Emotions, Zone of Truth
    5th: Fast Friends, Hypnotic Pattern
    7th: Compulsion, Confusion
    9th: Dominate Person, Modify Memory

    GOOD KITTY
    At 1st Level you are immune to being charmed or frightened.

    STUBBORN
    At 6th Level you gain Advantage on Saving Throws against spells from the Enchantment or Illusion schools.

    AMBUSH MAGIC
    At 14th Level the target of your spells has Disadvantage on his Saving Throws against them if it cannot see you.

    SRSLY, I'M JUST A KITTY
    At 18th Level you are immune to all spells that would reveal your thoughts, or that would reveal your true nature in Kitty Form (including True Seeing).
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  4. - Top - End - #1084
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    MORTICIAN
    People really shouldn’t leave coffins around you. It's long been a superstition that cats leaping over coffins causes the occupants to become vampires. The Cat Burglars thought about this, and they got a pretty neat idea. Criminals (and the nobility) assassinate people all the time. And if they want those victims to stay dead, by Gawd they'd better cough up some money. Plus you can always get some cheap muscle pretty quick.

    Mortician Spells
    Being a Mortician 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.

    Mortician Spells
    Catwitch Level Spells
    1st: False Life, Ray of Sickness
    3rd: Gentle Repose, Wither and Bloom
    5th: Animate Dead, Summon Undead
    7th: Shadow of Moil, Spirit of Death
    9th: Danse Macabre, Raise Dead


    NECROMANTIC PRESENCE
    At 1st Level, a number of undead of your choice gain advantage on saving throws against effects that would turn undead. They must be within 30 feet of you, and you can only affect a number of undead equal to your Proficiency Bonus.

    INFORMATION GATHERING
    At 6th Level you can cast Speak With Dead a number of times per long rest equal to your Proficiency Bonus. This does not use a spell slot or material components.

    SUMMON THE HELP
    At 14th Level you may cast Create Undead without using a spell slot or material components once per long rest.

    REINFORCED UNDEAD
    At 18th Level, undead you create via spells have advantage on attack rolls and saving throws.
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  5. - Top - End - #1085
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    PROFESSIONAL MOUSER
    Professional Mousers are professional blackmailers really. They summon huge swarms of rodents to infest crops and homes, and then offer their services to get rid of them. And of course supplemental payments to ensure they stay gone...

    Professional Mouser Spells
    Catwitch Level Spells
    1st: Entangle, Snare
    3rd: Find Traps, Locate Animals or Plants
    5th: Aura of Vitality, Conjure Animals
    7th: Dominate Beast, Locate Creature
    9th: Awaken, Insect Plague

    RAT FRIEND
    At 1st Level, if you use Find Familiar to summon a Rat, you can cast it without Material components, and casting time is only 1 Action.

    RAT 'FRIENDS'
    At 6th Level, when you cast Animal Friendship, you affect one additional target.

    CALL RATS
    At 14th Level, when you cast Dominate Beast you can affect a number of Beasts equal to your Proficiency Bonus, but all of them must be within 20 feet of each other.

    THE SWARM
    At 18th Level you can cast Conjure Animals without using a spell slot a number of times per day equal to your proficiency bonus, but can only use it to summon Swarms of Rats or Giant Rats.
    Last edited by Bhu; 2024-02-17 at 09:04 PM.
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  6. - Top - End - #1086
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    The file I saved this weeks work in said it was unable to display due to corruption. So I have to redo everything. Sigh. I'll have it up tomorrow if i can, or next weekend at the latest.
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  7. - Top - End - #1087
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    SANDA'S LITTLE HELPERS
    Once't upon a time there was a great elf general named Sanda. To win his many campaigns he paid off the Cat Burglar Guilds to act as his personal scouts and spies (who also bribed the peasantry with gifts). It's a little difficult to secretly pass through the snowy woods to confront an elven army when all the pine trees are hiding cat saboteurs.

    Little Helper Spells
    Being a Little Helper 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, depending on your Military Specialty..

    Krampus-Meister Spells
    Catwitch Level Spells
    1st: Detect Evil and Good, Hellish Rebuke
    3rd: Pass Without Trace, See Invisibility
    5th: Crusader's Mantle. Summon Lesser Demons (summons Devils instead)
    7th: Banishment, Summon Greater Demon (summons Devils instead)
    9th: Dispel Evil and Good, Infernal Calling

    Kriegerr Spells
    Catwitch Level Spells
    1st: Entangle, Snare
    3rd: Invisibility, Spike Growth
    5th: Plant Growth, Speak With Plants
    7th: Conjure Woodland Beings, Greater Invisibility
    9th: Tree Stride, Wrath of Nature

    Spurhund Spells
    Catwitch Level Spells
    1st: Expeditious Retreat, Longstrider
    3rd: Locate Animals or Plants, See Invisibility
    5th: Clairvoyance, Nondetection
    7th: Freedom of Movement, Locate Creature
    9th: Commune With Nature, Legend Lore

    Tierhalter Spells
    Catwitch Level Spells
    1st: Git of Alacrity, Heroism
    3rd: Aid, Warding Bond
    5th: Aura of Vitality, Conjure Animals
    7th: Elemental Bane, Guardian of Nature
    9th: Circle of Power, Greater Restoration

    MILITARY SPECIALTY
    At 1st Level you gain one of the following:

    Krampus-Meister: As an action, you present a holy symbol and speak a prayer censuring the damned. Each Devil that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

    A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. You may do this once per short or long rest.

    Krieger: Once per turn, when you successfully damage an opponent, you may do an extra 1d6 damage if successful.

    Spurhund: You may Dash or Disengage as a Bonus Action.

    Tierhalter: Creatures you summon via spells or Class Abilities have +1 ac and a +1 Bonus to Initiative rolls.

    ROVING
    At 6th Level, your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.

    VANISH
    At 14th 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.

    ADVANCED MILITARY TRAINING
    At 18th Level, whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.
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  8. - Top - End - #1088
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    THE FAMILIAR
    You have morphed your Familiar into a humanoid and can focus your spells through him, making most onlookers believe you are the Familiar due to your Cat Burglar training. GENIUS!

    Familiar Spells
    Being a Familiar 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: Protection From Evil and Good, Shield
    3rd: Nystul's Magic Aura, Wrsitpocket
    5th: Enhance Familiar*, Familiar Pocket*
    7th: Augment Familiar*, Fortify Familiar*,
    9th: Far Step, Teleportation Circle

    MEET BIG FAT JOHN
    At 1st Level Level, when you cast Find Familiar as a Ritual, you gain a Familiar that resembles a Humanoid (it's Type does not change). It uses one of the statblocks below, but otherwise is just a normal Familiar. If you become Incapacitated, the Familiar may take any Action of it's choice.

    SLEIGHT OF SPELL
    At 6th Level, when you cast a spell you can make it appear as though the Familiar cast it instead, and as long as it is within 100 feet of you, it originates from the Familiar's position instead. Thusly it appears as if it is the caster, and you are the Familiar if you're in Kitty Form.

    CHANNEL SPELL
    At 14th Level, when you cast a spell with a range of Self, your Familiar shares the benefits of that spell as long as it is within 100 feet. Also, if you cast a spell that augments your Familiar (see Familiar spells) you gain those benefits as well as long as you are within 100 feet.

    MEET THE NEW AND IMPROVED JOHN
    At 18th Level, you used the Improved statblock for your Familiar listed below


    Familiar
    Small or Medium Celestial, Fey or Fiend
    Armor Class: 13 (Natural Armor)
    Hit Points: 10 + five times your Catwitch level
    Speed: 30 ft.
    Str: 16
    Dex: 12
    Con: 16
    Int: 12
    Wis: 12
    Cha: 12
    The Familiar gets one ability score of your choice increased by +2.
    Senses: Darkvision 60 ft., passive perception 11
    Languages: reads, writes and speaks all languages you speak
    Proficiency Bonus: equals your bonus
    Abilities:
    Defend the Master!. You have Advantage on attack rolls against any creature that has attacked your master.
    Skill Proficiencies. The Familiar gains your PB on the following skill checks: Dexterity (Stealth), and Wisdom (Perception). It also gains Proficiency with one other skill of your choice.
    Actions:
    Dagger. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: (1d4 + PB) piercing damage.


    Improved Familiar
    Small or Medium Celestial, Fey or Fiend
    Armor Class: 15 (Natural Armor)
    Hit Points: 15 + five times your Catwitch level
    Speed: 30 ft.
    Str: 16
    Dex: 14
    Con: 16
    Int: 14
    Wis: 14
    Cha: 14
    The Familiar gets one ability score of your choice increased by +2.
    Senses: Darkvision 60 ft., passive perception 12
    Languages: reads, writes and speaks all languages you speak
    Proficiency Bonus: equals your bonus
    Abilities:
    Defend the Master!. You have Advantage on attack rolls against any creature that has attacked your master.
    Skill Proficiencies. The Familiar gains your PB on the following skill checks: Dexterity (Stealth), and Wisdom (Perception). It also gains Proficiency with one other skill of your choice, and Expertise with any one skill you are proficient in.
    Actions:
    Dagger. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: (1d4 + PB) piercing damage, and 1d4 Force damage.


    [size=12pt]AUGMENT FAMILAIR[/size]
    4th Level Transmutation
    Casting Time: 1 Bonus Action
    Range: 30 feet
    Components: V, S
    Duration: Concentration, up to 1 Minute
    For the duration of the spell, your Familiar gets the following benefits: It can make attacks without you using your Bonus Action. It has Advantage on attack rolls and Constitution Saving Throws.


    [size=12pt]ENHANCE FAMILIAR[/size]
    3rd Level Transmutation
    Casting Time: 1 Action
    Range: 30 feet
    Components: V, S
    Duration: Concentration, up to 1 Minute
    For the duration of this spell, when it successfully makes an attack, the Familiar does an extra d8 weapon damage, and that weapon damage is magical.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 3rd.


    [size=12pt]FAMILIAR POCKET[/size]
    5th Level Conjuration
    Casting Time: 1 Action
    Range: Touch
    Components: V, S, M (A tiny golden needle and a strip of fine cloth given a half twist and fastened at the ends.)
    Duration: Concentration, up to 8 Hours
    By touching your Familiar you place it in a safe extradimensional space located in the pocket of some clothing you are wearing.Either you or the Familiar may move itself to, or from, the pocket as a Bonus Action. The Familiar has no knowledge of what is happening outside the pocket, but effectively has total cover, and does not cause a bulge or visible movement.


    [size=12pt]FORTIFY FAMILIAR[/size]
    4th Level Transmutation
    Casting Time: 1 Bonus Action
    Range: 30 feet
    Components: V, S
    Duration: Concentration, up to 1 Minute
    For the duration of the spell, your Familiar gains the following benefits: +10 temporary Hit Points, +2 to AC, and Advantage on Strength Checks.
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  9. - Top - End - #1089
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    PIXIE KITTY
    Pizie Kitties are usually found in rural Cat Burglar Guilds in which members have had flirtations with the Fey. You spend your days trying to avoid your more dangerous relatives, and messing about with/warning intruders into the forest. For all they listen to you, you may as well just Charm them yourself and use them for pranks.

    Pixie Kitty Spells
    Being a Pixie 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.

    Catwitch Level Spells
    1st: Disguise Self, Tasha's Hideous Laughter
    3rd: Hold Person, Mirror Image
    5th: Antagonize, Major Image
    7th: Confusion, Greater Invisibility
    9th: Mislead, Modify Memry

    DRUID SECRETS
    At 1st Level you can choose two spells from the Druid class list. A spell you choose must be of a level you can cast, as shown on the Catwitch table, or a cantrip.

    The chosen spells count as Catwitch spells for you and are included in the number in the Spells Known column of the Catwitch table.

    PIXIE
    At 6th Level you can assume Pixie Kitty Form (this is identical to the Cat Burglar ability f the same name).

    FEY SECRETS
    At 14th Level you can choose two spells from any classes, as long as they are Enchantment or Illusion. A spell you choose must be of a level you can cast, as shown on the Catwitch table, or a cantrip.

    The chosen spells count as Catwitch spells for you and are included in the number in the Spells Known column of the Catwitch table.

    You learn two additional spells from any classes again at 18th level.
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  10. - Top - End - #1090
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    THUNDERCAT
    Thundercats are specialists in electricity and sonic damage, whether done by Arcane casting or Psionic manifestation.

    Thundercat Spells
    Being a Thundercat 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: Thunderwave, Witch Bolt
    3rd: Electric Vengeance*, Shatter
    5th: Call Lightning, Lightning Bolt
    7th: Elemental Bane, Storm Sphere
    9th: Destructive Wave, Resounding Thunder*

    THUNDER!
    At 1st Level you may choose a number of creatures equal to your Proficiency Bonus within 30 feet. An any round in shich you cast a spell doing lightning or thunder damage, they gain Resistance to that damage type until the beginning of your next turn.

    LIGHTNING ROD
    At 6th Level, you are immune to lightning damage, and being exposed to lightning damage instead heals you 1d8 hit points.

    CAN YOU HEAR ME NOW?
    At 14th Level, when you cast a spell doing lightning or thunder damage, it is considered to be upcast 1 level higher. You may do this a number of times per long rest equal to your Charisma modifier.

    THUNDER!
    At 18th Level, choose a number of friendly creatures within 30 feet of you equal to your Proficiency Bonus. Whenever they make a successful attack, they do an additional 2 points of light, and 2 points of thunder damage.



    [size=12pt]ELECTRIC VENGEANCE[/size]
    2nd Level Evocation
    Casting Time: 1 reaction, which you take when you are hit by a melee attack
    Range: Self
    Components: V, S
    Duration: Concentration, up to 10 Minutes
    When a creature attacks you in melee you may cast this spell to do 2d8 lightning damage to them.


    [size=12pt]RESOUNDING THUNDER[/size]
    5th Level Evocation
    Casting Time: 1 Action
    Range: 120 feet (20 foot radius)
    Components: V, S
    Duration: Concentration, up to 1 Minute
    Anything entering the spells area of effect takes 4d6 thunder damage, and must make a Constitution Save or be Deafened for 1 Minute.
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  11. - Top - End - #1091
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    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.
    Last edited by Bhu; 2024-04-06 at 07:15 PM.
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  12. - Top - End - #1092
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    SEA TIGER
    Since many sea going vessels use cats as a means of rat extermination it was inevitable a few Cat Burglars on the run would sneak on board ship. It was also inevitable a few thought the pirate lifestyle was schweet. So eventually Cat Burglar Guilds took to privateering.

    Sea Tiger Spells
    Being a Sea Tiger 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: Fog Cloud, Grease
    3rd: Air Bubble, Gust of Wind
    5th: Freedom of the Waves, Water Breathing
    7th: Control Water, Storm Sphere
    9th: Control Winds, Freedom of the Winds

    PARROT FAMILIAR
    At Level 1, when you cast Find Familiar to summon a Parrot (use Raven stats), it is a bit smarter than usual. Increase Int to 6, and it can speak Common. Additionally, if you cast a spell whose range is Self, the Familiar also gais it's benefits as long as it is within 5 feet of the time of casting.

    PARLEY?
    At 6th Level you gain Expertise with Deception and Persuasion (or Proficiency if you don't already have them).

    OKAY, SCREW PARLEY!
    At 14th Level, as an Action, you may give yourself Advantage on all attack rolls for 1 Minute. You may do this once per short or long rest.

    SEA MAGIC
    At 18th Level you can cast either Control Weather or Tsunami once per long rest without using a spell slot.
    Last edited by Bhu; 2024-04-06 at 07:30 PM.
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  13. - Top - End - #1093
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    OM NOM NOM FU
    This one is a little bizarre even for the Guild. At one point ranks of the Guilds defending muscle had grown rather thin, and the Guild began to look into non traditional methods of protecting itself. Someone suggested extra-dimensional holding spaces, and thus the idea for a mobile warehouse was born. They're still working out some of the bugs.

    WRASSLIN'
    At 1st Level, you have a Bite attack instead of a claw attack in Kitty Form (mechanically, the only thing changing is the name. If the Bite is successful, the target is considered Grappled (excape DC is equal to your spell save dc). You may grapple a creature of any size.

    SWALLOW WHOLE
    At 6th Level you make one bite attack against a creature you are grappling. If the attack hits, the target takes the bite’s damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside you, and it takes 6(2d6) acid damage at the start of each of your turns.

    If you take 15 damage or more on a single turn from a creature inside you, you must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of you. If you die, a swallowed creature is no longer restrained by you and can escape from the corpse by using 30 feet of movement, exiting prone. Your stomach can hold 1 Large, 4 Medium, or 8 Small or smaller creatures.

    STORAGE SPACE
    At 16th Level, your stomach contains an extradimensional pocket space and effectively functions as a Bag of Holding. When swallowing something, non living items go to this space, living items (as well as undead and constructs) go to the usual stomach. You may hwarf up one item of your choice as a Standard Action.

    THE REGURGITATOR
    At 18th Level, as an Immediate Action you may 'swallow' a damaging spell that specifically targets you, and shunt it to your internal Storage Space if you make a successful Saving Throw against it. Note that if you have any items held here they take the full effect of the spell. As an Action you can spit the spell back up on the next round or up to 24 hours later, and your target takes the full effects.
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  14. - Top - End - #1094
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    CATOOIST
    Initially Wilders have too much rage and lack of emotional control to become effective Darth Puddytatses. They must learn control. A Cat Burglar Guild member found one day that the patience needed to learn tattooing coincided nicely with the patience needed for self control. Another enterprising young tattoo artist came upon the idea of making psychic tattoos, and thusly the Catooist was born.

    Cattooist Spells
    Being a Cattooist 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: Shirld, Tenser's Floating Disc
    3rd: Mind Spike, Tasha's Mind Whip
    5th: Hypnotic Pattern, Intellect Fortress
    7th: Hallucinatory Terrain, Raulothim's Psychic Lance
    9th: Rary's Telepathic Bond, Synaptic Static

    FOCUSED ANGER
    At 1st Level, whenever you cast a spell dealing psychic damage, you do one extra die of damage.

    TOOL PROFICIENCY
    At 1st Level you become Proficient with Tattooists Tools (10 GP, 5 lbs.).

    PSYCHIC TATTOO
    At 6th Level you learn how to inscribe the following tattoos: Barrier (Uncommon), Coiling Grasp, Eldritch Claw, Masquerade, Spellwrought (Cantrip or 1st-3rd Level spell). At 10th Level you learn the following tattoos: Barrier (Rare), Shadowfell, Spellwrought (4th-5th Level spells). At Level 16 you learn the following: Absorbing, Barrier (Very Rare), Ghost Step or Lifewell. At 19yh Level you learn Blood Fury. To make a tattoo requires materials which you must purchase, and a number of hours to actually ink the tattoo. This varies by rarity: Common (50 GP, 1 hour), Uncommon (200 GP, 2 hours), Rare (2000 GP, 10 hours), Very Rare (20,000 GP, 20 hours), Legendary (100,000 GP, 100 hours). The hours requirement can be done in multiple sessions, and you must be proficient with Tattooist's Tools. You can make a number of tattoos equal to your Proficiency Bonus.

    IMPROVED PSYCHIC TATTOO
    At 14th Level the time required or you to ink a tattoo is halved. Whenever you finis a log rest you can 'erase' a tattoo you have made.

    PSYCHIC BOOM
    At 18th Level, whenever you cast a spell dealing psychic damage, you can choose 2 additional targets for the spell, as long as they are both within 30 feet of the original target.
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  15. - Top - End - #1095
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    LAZOR KITTEH
    The Cat Burglar Guilds realized at some point they lacked ranged firepower. Some Catwitches were brought in and voila, Lazor Kittehs. The decision is till out on whether or not this was a wise idea...

    LAZOR!
    At 1st Level, you can shoot rays of Force from your eyes as an Action. It has a range of 120 feet, and the attack and damage rolls use your spellcasting modifier. It does 1d10 plus Modifier Force damage on a successful hit. This increases to 2d10 at Level 5, and 3d10 at Level 11, and 4d10 at Level 17.

    IMMA CHARGIN' MAH LAZOR!
    At 6th Level you may use your Bonus Action to charge your Lazor, and the next time you attack with it, it does +1d10 damage.

    OH HI...I UPGRADED MAH LAZOR!
    At 14th Level the range of your Lazor increases to 300 feet.

    BOTH BARRELS
    At 18th Level, you can attack twice, instead of once, whenever you take the Attack action on your turn and are attacking with your Lazor..
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  16. - Top - End - #1096
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    MEMBERS OF THE BOOGIE NATION
    As rich weirdo obsessions go, cat dancing is a special one (i.e. a ritualized form of exercise wherein you dance with your cat). As usual the Guilds took advantage of this and the Boogie Nation arose to annoy the world.

    DANCE STEPS
    At 1st Level you can make a Performance Check to do a magical dance as a Bonus Action, as long as you meet the Check DC. You can choose three dances from the following:

    Allemande: If you can make a DC 15 Performance Check, you gain Advantage on your next Persuasion Check.

    Boogie: If you can make a DC 15 Performance Check, you gain +1 to AC until the beginning of your next turn.

    Charleston: If you can make a DC 15 Performance Check, your opponent must make a Dexterity Save against your spell Save DC or fall prone. He must be within 5 feet.

    Hustle: If you can make a DC 15 Performance Check, you gain Advantage on your next Dexterity Saving Throw.

    DANCECRAFT
    At 6th Level you gain this ability, which works like Bardic Inspiration, but it requires you to dance as opposed to sing or play an instrument. Your Inspiration Die is a d6..

    NEW DANCE STEPS
    At 14th Level you learn 3 new Dance Steps:

    Hardcore: If you can make a DC 15 Performance Check, you do an additional +1d0 damage the next tie you make a damage roll.

    Skank: If you can make a DC 15 Performance Check, you gain Advantage on your next attack roll.

    Tap: If you can make a DC 15 Performance Check, the next time you require an opponent to make a Saving Throw, the Save DC is +1.

    Waltz: If you can make a DC 15 Performance Check, you gain Advantage on your next roll to escape, maintain or begin a Grapple.

    GIT DOWN WIT DA BOOGIE
    At 18th Level your Inspiration Die becomes a d8.
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