Base Class: Sorcerer
Your innate magic comes from the divine being known as The Cat Lord. Feline blood has mixed with yours or that of your ancestors. Perhaps you are related to a Tabaxi or a Leonin. It is also possible your ancestor made a deal with a Felid Dragon or maybe you simply saved a kitten from a tree and are now blessed by The Cat Lord themself. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.
Feline Magic
1st-level Blood of the Felidae feature
Your link to the Divine Being known as The Cat Lord has granted you additional knowledge of certain magic. You learn additional spells when you reach certain levels in this class, as shown on the Feline Magic table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an Illusion or Transmutation spell from the sorcerer spell list.
Feline Magic Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | jump, expeditious retreat, true strike |
| 3rd | blur, darkvision |
| 5th | haste, nondetection |
| 7th | dimension door, greater invisibility |
| 9th | seeming, teleportation circle |
Feline Reflexes
1st-level Blood of the Felidae feature
Your connection to The Cat Lord has granted you certain innate Feline traits. They say cats always land on their feet, and so do you. At 1st level you gain proficiency in Acrobatics. In addition, whenever you fall and would be knocked prone, you instead land on your feet. If you are ever knocked prone, it costs 5ft of movement to stand instead of half of your movement.
Feline movement can be described as grace on paws. You have learned how to emulate some of that movement while jumping. You may calculate Jump distance using Dex instead of Str. You can jump as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.
Feline Jump
6th-level Blood of the Felidae feature
Starting at 6th level you may use a Bonus Action to Triple your Jump Distance until the start of your next turn. You may use this feature a number of times equal to your proficiency bonus.
Hair Trigger
6th-level Blood of the Felidae feature
When an enemy you can see within 60ft of you casts a spell, you may use your Reaction to cast a spell with a casting time of one action. You must spend sorcery points equal to the level of the spell cast. Your spell takes effect after the enemies spell resolves. To use this feature again you must finish a long rest.
Feline Form
14th-level Blood of the Felidae feature
You are able to manifest your true feline form. As a bonus action, you gain cat-like features; claws, ears, fur and a tail as well as the following traits for 10 minutes:
- Your movement speed increases by 15ft
- You gain a climbing speed equal to your walking speed
- You have advantage on Dexterity Saving Throws
- All fall damage is reduced to 0
Nine Lives
18th-level Blood of the Felidae feature
Some say cats have nine lives, others believe felines are so nimble and quick that they survive deadly scenarios, but regardless of the reason; many of your foes could have sworn that fireball had consumed you.
You have advantage on Death Saving Throws. In addition, when you roll an 18, 19, or 20 on the die for your Death Saving Throw, you may gain 1hp and take your turn as normal.
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