Sorcerer
Base Class: Sorcerer

While it doesn’t happen often, occasionally a humanoid's blood will be spliced magically with a cat, usually after a night of heavy drinking and several lost bets. We don’t know, we don’t want to know, but it does tend to give them some powers unique to their situation.

Pile of Cats

At 1st level, when you choose this origin, you learn the find familiar spell, which doesn't count against your total number of spells known, and you can cast it without expending a spell slot. When cast in this way, you can only use it to summon a number of cats up to your proficiency bonus; you can not have more cat familiars than this at one time. If you attempt to cast find familiar on them again all cats die except one. The one that lives becomes a rat. If you only have one alive when trying to cast find familiar then that one automatically becomes the rat.

If you wish to resummon your cats you must first permanently dismiss your remaining familiars before recasting the spell to summon your cats once again.

When casting touch spells through your cats only 1 familiar can hold concentration at a time.

Meow Messaging

Starting from 1st level, you have a pair of furry cat ears instead of the normal ears for your race. You gain advantage on hearing based perception checks. 

You can speak with and understand cats of all types, including cat-like or partially-cat creatures such as gryphons, manticores and sphinxes. You can add double your proficiency bonus to any Charisma check you make with such creatures. This feature does not work on player characters who are a cat aligned race. However it does still work on non player characters who are one.

Furocious

Starting at 6th level, you gain a number of feline traits:

  • Your hands and feet grow sets of sharp, retractable claws. Your unarmed strikes deal 1d4 slashing damage, and as long as your feet and hands are not covered and are otherwise free you have a 20 foot-climb speed. Your unarmed strikes use dexterity  instead of strength when using your claws.
  • Your eyes change to look like those of a cat. You gain darkvision out to 60 feet, or your darkvision distance increases by 60 feet if you had it already. 
  • Whenever you fall, you can spend a sorcery point as a reaction to cast feather fall, targeting only yourself.
  • You grow a feline tail, which grants you advantage on Acrobatics checks made to maintain your balance. 

Feline Frenzy

Starting at 14th level, you can command your cats to swarm a foe in a veritable tornado of fur, claws, and spite. As an action, designate a target within 30 feet of you. Each of your cat familiars can move up to their movement speed towards that enemy. If any of your cats end their movement adjacent to the designated creature, that creature takes 1d8 slashing damage per cat and must make a Strength saving throw with a DC equal to your spellcasting DC. On a failure, both that creature and any cats adjacent to it are restrained until the end of your next turn. On a successful save the target takes no damage and no one is restrained. You may use this feature up to your proficiency bonus and it resets on a long rest.

Kitty Konstitution

Starting at the 18th level your cats created from find familiar now have max hp equal to your sorcerer level + charisma modifier. When each cat drops to 0 hit points for the first time they instead drop to 1.

Cat’s Casting

You learn additional spells when you reach certain levels in this class, as shown on the Nekomancer Spells 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

1st: Feather Fall, Beast Bond
3rd: Pass Without Trace, Enhance Ability
5th: Conjure Animals, Catnap
7th: Woodland Creatures, Locate Creature
9th: Commune with nature, Hold Monster

Note: add these through avrae with the “!sb add [spell name]” command

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