Results 1,081 to 1,101 of 1101
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2024-01-13, 09:00 PM (ISO 8601)
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- Mar 2008
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- Hell itself (Ohio)
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Re: Cat Fans Unite and PEACH II: Moar Kittehs!
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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2024-01-20, 03:52 PM (ISO 8601)
- Join Date
- Mar 2008
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- Hell itself (Ohio)
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Re: Cat Fans Unite and PEACH II: Moar Kittehs!
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.Revised avatar by Trixie, New avvie by Crisis21!
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2024-01-27, 11:43 PM (ISO 8601)
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- Mar 2008
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- Hell itself (Ohio)
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Re: Cat Fans Unite and PEACH II: Moar Kittehs!
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).Revised avatar by Trixie, New avvie by Crisis21!
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2024-02-03, 06:14 PM (ISO 8601)
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- Mar 2008
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- Hell itself (Ohio)
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Re: Cat Fans Unite and PEACH II: Moar Kittehs!
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.Revised avatar by Trixie, New avvie by Crisis21!
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2024-02-10, 06:34 PM (ISO 8601)
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- Mar 2008
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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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2024-02-17, 09:08 PM (ISO 8601)
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- Mar 2008
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- Hell itself (Ohio)
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Re: Cat Fans Unite and PEACH II: Moar Kittehs!
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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2024-02-24, 08:46 PM (ISO 8601)
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- Mar 2008
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Re: Cat Fans Unite and PEACH II: Moar Kittehs!
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.Revised avatar by Trixie, New avvie by Crisis21!
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2024-03-02, 10:04 PM (ISO 8601)
- Join Date
- Mar 2008
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- Hell itself (Ohio)
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Re: Cat Fans Unite and PEACH II: Moar Kittehs!
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.Revised avatar by Trixie, New avvie by Crisis21!
Mah Fluffy Death Critters
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2024-03-09, 10:21 PM (ISO 8601)
- Join Date
- Mar 2008
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- Hell itself (Ohio)
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Re: Cat Fans Unite and PEACH II: Moar Kittehs!
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.Revised avatar by Trixie, New avvie by Crisis21!
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2024-03-16, 05:39 PM (ISO 8601)
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- Mar 2008
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Re: Cat Fans Unite and PEACH II: Moar Kittehs!
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.Revised avatar by Trixie, New avvie by Crisis21!
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2024-03-24, 08:22 PM (ISO 8601)
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- Mar 2008
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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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2024-03-30, 05:28 PM (ISO 8601)
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- Mar 2008
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Re: Cat Fans Unite and PEACH II: Moar Kittehs!
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.
Revised avatar by Trixie, New avvie by Crisis21!
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2024-04-06, 08:00 PM (ISO 8601)
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- Mar 2008
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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.Revised avatar by Trixie, New avvie by Crisis21!
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2024-04-13, 10:59 PM (ISO 8601)
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- Mar 2008
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Re: Cat Fans Unite and PEACH II: Moar Kittehs!
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.Revised avatar by Trixie, New avvie by Crisis21!
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2024-04-20, 04:59 PM (ISO 8601)
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- Mar 2008
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Re: Cat Fans Unite and PEACH II: Moar Kittehs!
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..Revised avatar by Trixie, New avvie by Crisis21!
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2024-04-27, 04:20 PM (ISO 8601)
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- Mar 2008
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Re: Cat Fans Unite and PEACH II: Moar Kittehs!
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.Revised avatar by Trixie, New avvie by Crisis21!
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2024-05-04, 06:24 PM (ISO 8601)
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Re: Cat Fans Unite and PEACH II: Moar Kittehs!
I have to do another base class (the Meowcenary) to do the rest of the subclasses. I'll try to have it up next week.
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2024-05-11, 02:27 PM (ISO 8601)
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Re: Cat Fans Unite and PEACH II: Moar Kittehs!
Still trying to decide on capstone.
MEOWCENARY
Meowcenaries are the fighting backbone of the Cat Burglar Guilds. When they need muscle, you often get the call. You tend to be an odd lot, given to very unusual fighting methods, exotic weaponry, and sometimes even more exotic points of view.
CREATING MEOWCENARY
As you build your fighter, think about two related elements of your character’s background: Where did you get your combat training, and what introduced you to the Cat Burglars Guilds? Were you a relative of a member? Did you get introduced by a mentor, perhaps because of your exceptional skill? What drove you to this training in the first place? A threat from the government, a thirst for revenge, or a need to prove yourself might all have been factors.
You might have enjoyed formal training in a Guild hall or in a local militia. Did you take up the paw as a way to escape the limits of life as a peasant, or are you following a proud family tradition?
Quick Build
You can make a Meowcenary quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on what you want to focus on. Your next-highest score should be Constitution, or whichever of the first two ability scores you didn't pick. Second, choose the soldier or mercenary veteran background.
Code:Proficiency Bonus Features 1. +2 Kitty Form, Purr 2. +2 Fighting Style 3. +2 Military Occupational Specialty 4. +2 Ability Score Improvement 5. +3 Extra Attack (x1) 6. +3 Maneuvers 7. +3 Military Occupational Specialty 8. +3 Ability Score Improvement 9. +4 Fighting Style 10.+4 Military Occupational Specialty 11.+4 Maneuvers 12.+4 Ability Score Improvement 13.+5 Fighting Style 14.+5 Fighting Style 15.+5 Military Occupational Specialty 16.+5 Ability Score Improvement 17.+6 Maneuvers 18.+6 Military Occupational Specialty 19.+6 Ability Score Improvement 20.+6 Captain
As a Meowceary you gain the following features:
HIT POINTS
Hit Dice: 1d10 per Meowcenary Level
Hit Points at 1st Level: 10 + your Constitution Modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution Modifier per (Class name) Level after 1st
PROFICIENCIES
Armor: Light and Medium Armor
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose three skills from Acrobatics, Athletics, Deception, History, Insight, Intimidation, Perception, Sleight of Hand, Stealth, and Survival
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
- [li](a) chain shirt or (b) leather, longbow, and 20 arrows[/li]
[li]two martial weapons[/li]
[li](a) a light crossbow and 20 bolts or (b) two handaxes[/li]
[li](a) a dungeoneer's pack or (b) an explorer's pack[/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.
FIGHTING STYLE
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. You get an additional Fighting Style at Levels 9 and 13.
Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense. While you are wearing armor, you gain a +1 bonus to AC.
Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Feline Way. You do +2 damage when in Kitty Form.
Gun Fu. You can stand upright and wield firearms, even in Kitty Form. You do one additional die of damage when you score a critical hit.
Nothing Up My Sleeve. If you have a weapon hidden on your person, you have Advantage on the first attack you make with it.
Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Two Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Wrasslin'. Your attacks do +2 damage if you are Grappling your opponent.
MILITARY OCCUPATIONAL SPECIALTY
At 3rd level, you choose a military specialty that you strive to learn and perfect. The specialty you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
ABILITY SCORE IMPROVEMENT
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
EXTRA ATTACK
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
MANEUVERS
Beginning at Level 6 you can choose 3 Maneuvers from a list belonging to your Subclass. You get another three combat maneuvers at Levels 11 and 17. You can only use one Maneuver per attack, and you can only use a number of Maneuvers equal to your Proficiency Bonus, but you regain the use of all Maneuvers with a short or long rest. If the Maneuver requires a Saving THrow, the Save DC is equal to 8 + Proficiency Bonus + ability score mentioned in the maneuver description).
CAPTAINRevised avatar by Trixie, New avvie by Crisis21!
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2024-05-18, 01:58 PM (ISO 8601)
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- Mar 2008
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Re: Cat Fans Unite and PEACH II: Moar Kittehs!
The Maneuvers for the next several subclasses will require extra tweaking so I'll be posting the class the first week, and the maneuvers the week after.
BEAR WRASSLER
Not all Cat Burglars Guilds are purely urban. Some disguise themselves as traveling actors or circuses. The Bear Wrassler is a sideshow attraction at the Cat Burglar carnivals which involve many trained (awakened) animals, or shapeshifters. He's also cheap muscle for the Guild. You wrestle bears and other animals for the public's amusement (usually an Awakened Animal who is your partner).
GRAPPLER
At 3rd Level you gain the Tavern Brawler Feat. You may use the Unarmed Strike attack you gain from it in Kitty Form, and you may use Dexterity in place of Strength for Grapple attempts while in Kitty Form. You may Grapple a creature up to 2 Size categories larger than you.
BEAST FRIEND
At 7th Level you gain a Bear (or other animal) companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Large and that has a challenge rating of 1/2 or lower (Player's Handbook Appendix D presents statistics for the Ape, Black Bear and Crocodile as examples). Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your Meowcenary level, whichever is higher. Like any creature, the beast can spend Hit Dice during a short rest.
The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don’t issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.
If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.
If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn’t hostile to you, either the same type of beast as before or a different one.
FURTHER TRAINING
Beginning at 10th level, on any of your turns when your beast companion doesn’t attack, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn. In addition, the beast’s attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
YOU MAKE BEAR MAD!
At 15th Level, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action.
HOOKMASTER
At 18th Level you add your Proficiency Bonus to the damage of any successful Maneuver you perform.Last edited by Bhu; 2024-05-26 at 03:00 PM.
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2024-05-26, 03:43 PM (ISO 8601)
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- Mar 2008
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Re: Cat Fans Unite and PEACH II: Moar Kittehs!
OK, I'm running waaay behind (but it's a 3 day weekend) so this is a very rough draft. Probable revision to follow.
BEAR WRASSLER MANEUVERS
Maneuvers will be described as a Strike, a Hold, or a Throw. Each Maneuver takes the place of an Attack when you perform an Attack Action or get a way to attack otherwise (such as an Opportunity Attack). A successful Strike does your Unarmed Strike damage, plus the effects of the Maneuver with a successful attack roll. Throws can only be used against a target you are Grappling. A successful Grapple Check does your Unarmed Strike damage plus 1d6 Bludgeoning damage, plus knocks the opponent Prone, plus the effects of the Maneuver. Holds can only be used against a target you are Grappling. A successful Grapple Check does your Unarmed Strike damage, plus the effects of the Maneuver.
6th LEVEL BEAR WRASSLER MANEUVERS
Faerunian Eel Lock (Hold): If you succeed with the Grapple Check, you do an additional 1d10 electricity damage.
The Flying Snuggle Attack (Strike): As a part of this Maneuver, you must move at least 20 ft. in a straight line, and succeed with an attack roll. If it succeeds, you do your Unarmed Strike damage, plus 2d6 Bludgeoning damage, and your opponent is considered to be Grappled.
The Plastic Surgery Face Hold (Hold): If you succeed with the Grapple Check, you do an additional 1d10 necrotic damage.
Pudding Hold (Hold): If you succeed with the Grapple Check, you do an additional 1d10 acid damage.
Underfoot (Strike): If this Maneuver succeeds, your opponent is knocked Prone if he fails a Dexterity Save.
The Yeti Hold (Hold): If you succeed with the Grapple Check, you do an additional 1d10 cold damage.
11th LEVEL BEAR WRASSLER MANEUVERS
Baatorian Basher (Throw): If you succeed with the Grapple Check, you do an additional 3d6 fire damage.
Bitin' the Quiet Place (Strike): If you succeed with the Maneuver, the target gains the Paralyzed condition for 1 Minute. The target can attempt a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.
Dutch Oven Hold(Hold): If you succeed with the Grapple Check, the grappled target gains the Poisoned condition for 1 Minute (or until the end of the Grapple if the Grapple ends early).
The Flying Cuisinart (Strike): As part of this Maneuver you may move up to your full speed without provoking an Opportunity Attack. You can make one Unarmed Strike attack against any creature you come within 5 feet of during your movement.
Siamese Thunder Buster (Throw): If you succeed with the Grapple Check, you do an additional 3d6 thunder damage.
Tabby Twister (Throw): If you succeed with the Grapple Check, the grappled target gains the Restrained and Prone conditions for 1 Minute (or until the end of the Grapple if the Grapple ends early). The target must still stand up to remove the Prone condition.
17th LEVEL BEAR WRASSLER MANEUVERS
Halfback Brain Squishie (Throw): If you succeed with the Grapple Check, you do an additional 10d6 psychic damage.
The Doom Squeezins (Hold): If you succeed with the Grapple Check, you do an additional 10d8 damage.
The Masshinator (Throw): If you succeed with the Grapple Check, you do an additional 10d6 damage, both you and the opponent are Prone, and the opponent is Stunned until the beginning of your next turn.
You Have Unleashed The Fury! (Strike): As part of the Maneuver, make an attack roll against every creature of your choice within 20 feet. Successful rolls do your Unarmed Strike damage, plus an additional 6d6 damage.Revised avatar by Trixie, New avvie by Crisis21!
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2024-06-01, 01:45 PM (ISO 8601)
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- Mar 2008
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- Hell itself (Ohio)
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Re: Cat Fans Unite and PEACH II: Moar Kittehs!
CAT FU FIGHTER
Cat Fu Fighters have studied the manly art of using their fellow brethren as weapons. In other words they throw cats at people or use them as hand held cuisinart devices. Yeah, they're a weird bunch...
SUMMON KITTEHS
At 3rd Level you may summon up to 6 Cats as an Action. They appear adjacent to you. The summoned cats are friendly to you and your companions. Roll initiative for the summoned cats as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures’ statistics.
WEAPONIZED KITTEHS
At 3rd Level you may order the Cats to swarm you, so you may use them as weapons. In your hands a Cat is a one handed weapon with the Finesse, Light, and Thrown properties (range is 20/60) that does 1d6 slashing or piercing damage. If you use any cats as thrown weapons, they will use their Action on your turn to return to your hand or person. The Kittehs do magical damage at Level 7.
IMPROVED SLEIGHT OF HAND
At 7th Level you gain Expertise with Dexterity (Sleight of Hand) Checks, and a DC 15 Check allows you to Hide a number of Cats on your person equal to your Proficiency Bonus (given sufficiently bulky clothing).
SHOW OFF
At 10th Level, you may perform an extravagant version of any Maneuver by using both your Action and Bonus Action. If the Maneuvers are successful, anyone capable of seeing the Maneuver must make a Wisdom Save (Save DC is 8 + Proficiency Bonus + Charisma modifier), or be Frightened of you until the beginning of your next turn.
CATSPLOSION
At 15th Level you may unleash a shower of cats from your robes at any opponent within 30 feet. That opponent takes 1d6 slashing or piercing damage per Cat that was on your person. This does not require an attack roll or saving throw.
SUPASTAH!
At 18th Level the Save DC of your Maneuvers increases by +1. Any creature of your choice within 30 feet is inspired by you, and it gains a +1 on all attack cand damage rolls.Revised avatar by Trixie, New avvie by Crisis21!
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