Sorcerer
Base Class: Sorcerer

While the knowledgable, clever, and learned mortals bicker over what is the epitome of magical might; true divinity knows it walks among them. Or rather walks in front of them and then stops long enough to slightly trip you up. 

This is a subclass for the sorcerer revolving around cat familiars, transmuting damage types, and trapping your enemies into a stringy doom. I created this class after my daughter wanted to play as a tabaxi who had cats. After reading official sorcerer subclasses, I found the bread and butter of what makes a sorcerer distinct from a wizard, *cough* metamagical manipulation *cough*,,,, welllll,,, lacking.

A few of my subclass features, oddly, are reminiscent of the circle of spores druid subclass. (Despite me not reading up on it until after i completed my first version of the feline bloodline.) All that being said, i get a little overzealous in the strength of my homebrews, and feel i have added too many abilities that are possibly unwieldy and overpowered.

Tldr: it could be clawful to play or it could be a clawful to play

Infinite Pawsibilities

Upawn choosing this subclass at first level as long as you have a sorcery point you may cast find familiar as a ritual for free. The amount of time for the ritual is reduced by 1 minute per sorcery point available. Minimum 1 action. Familiars summoned in this way may only be cats. This version of the spell is unique to your sorcerous subclass and is subsequently altered further by it at level 2.

You may recast this ability to summon additional cat familiars, the total amount equal to your spellcasting modifier (CHA). These familiars may serve as an origin point to cast any of your spells, not just touch. These familiars use your initiative, and act at the end of your turn unless you use a bonus action to control them. if you do not use your bonus action to control them they are subject to behave randomly (up to the DM's discretion).

If a familiar extends past 40 feet from you they are automatically sent into a shared pocket dimension, all familiars can be released at once from this space, into an unoccupied space within 5 feet of you as an action. 

Metamagic: Get Down!

Upon successful completion of a spell you may expend a sorcery point per target affected to force them to make a strength saving throw equal to your spell save DC or be knocked prone. All unattended objects within 10 feet that could be manipulated by a cat, success or failure, are pushed 5 feet in random directions. 

This is a free metamagical effect and does not count against your number of metamagic selections in the class.

Catastrophic Ties

Upawn reaching level 6 an etheral tether between your familiars and yourself becomes visible and manipulatable.*1 Providing the following abilities and features:

  • The power that bonds you to your cats may also bond them to each other. As a bonus action on a familiars turn a Familiars may transfer its tether to another familiar or you. If this tether is broken for any reason it attempts to reform on the nearest available tetherable target. If a tether cannot reform to connect the familiar to you or a familar that is apart of a tether chain connected to you, the familiar sent to its shared extra-dimensional space. Charged familiars of opposing damage types cannot tether together.*2
  • You may choose, when rolling damage, any of the charged familiars damage types from the casting feline to you in the cat chain. Selecting the damage type individually for each damage dice rolled. Any nonrolled damage bonuses may be transmuted into an available charged damage type. Familiars with matching damage types connected by the same tether grant an additional D12 of said damage per matching charge. 
  • When a new tether link passes through an enemy you may expend a sorcery point to subtract 2d4 from a roll the target makes with a d20 within the next hour. 

^1: tethers as defined by this class are etheral, magical, and immune to all damage. They have an HP of 1 and may only extend 40 feet. Moving past 40 feet breaks the tether. They are considered to be your highest level spell slot, for the purposes of dispelling them. These tethers are always the most direct straight line between two connection points.

^2: opposing damage types, for this ability, are grouped in the following pairs:

  1. fire and cold
  2. thunder and lightning
  3. psychic and slashing
  4. necrotic and radiant 

Tangled Grimmalkin

Concatulations, you've reached level 14! Your frenzied feline power reaches a new caterwauling crescendo. As an action you can expend 3 sorcery points to enter a state of sorcerous zoomies for 1 minute to further empawer you and your furry familiars. gaining the following abilities while in this state:

  • You charge all familiars to an already present damage type on one of your charged familiars. If you do not have a charged familiar, you automatically charge a familiar for 1 hit dice or 1d8 psychic damage as a part of this action.
  • all familiars double their movement speed and tether-able distance. Familiars are not returned to their shared extra-dimensional space during this time if they move out of tether-able range from you or another familiar.
  • once per turn, as a bonus action, you may transpose yourself with one of your familiars.
  •  Tethers do not need to connect back to you during this time to sustain themselves. You may still cast using a familiar, not tethered to you, as an origin point. Wild cats extra damage dice are not granted unless you are within the tether chain of the familiar acting as the origin point for your spell.

Upawn using this feature, you may not use it again until a short or long rest.

Purrfect Power

Impawssible! You've reached level 18! Upawn casting a spell, before you roll a spell attack or an enemy rolls a saving throw you may expend 5 hit dice or 3 sorcery points to make an enemy weak to a charged familiars damage type. If an enemy is weak to that damage already the damaged is doubled again. if an enemy is resistant to that damage it deals normal damage. if an enemy is immune, they are instead resistant. (1 sorcery point is returned upon a failed attack roll or successful saving throw, regardless of if hit dice were expended).

Previous Versions

Name Date Modified Views Adds Version Actions
1/27/2024 2:58:55 AM
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Coming Soon

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