Base Class: Rogue
Cats are the greatest rogues in the world. Of this, you are certain. On your quest to increase your own agility and cunning, you have decided to study these curious creatures in order to acquire their strange power for yourself. It doesn't matter how many things you must climb, how many fish you must eat, how many shiny objects you must collect, or how many things you must knock off of coffee tables. You will become the greatest rogue the world has known.
Level 3: A Purrfect Purrformance
Cats are intelligent creatures that know how to use their adorable antics to purrsuade others. You gain proficiency in Performance and Persuasion if you don't already have it. In addition, whenever you make a performance check, you receive a bonus to the check equal to your Dexterity modifier (minimum of +1).
Level 3: The Cat Whisperer
The time you've spent studying and interacting with cats has allowed you to understand them and communicate with them far better than the average person. You gain the ability to comprehend and speak the complex language of cats. In addition, you gain advantage on any Persuasion check that targets a cat.
Level 3: Feline Fury
Your fellow rouges seem to think that they can take down a target with only a single precise strike. What they haven't realized is that cats have two sets of claws for a reason. As a bonus action, you can mark an enemy you can see within 60 ft. of you with your feline fury. When you successfully trigger your Sneak Attack against the target of your feline fury with a melee weapon you are wielding, you can make a second attack against the same creature using a different melee weapon. This second attack may also benefit from Sneak Attack, but you must remove half of your sneak attack dice (rounded down) before rolling damage. Feline fury lasts for 1 minute, but ends early if either you or the target fall unconscious. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all uses after a long rest.
Level 9: Keep Climbing, Kitty!
All cats know that the higher you are, the more impressive you seem. In order to reach the top metaphorically, you must first reach the top literally. You gain a climbing speed equal to your walking speed. In addition, whenever you make a standing long jump or high jump, you may move an additional number of feet equal to your Dexterity ability score.
Level 9: Who Needs Parachutes?
You've met a lot of people who are afraid of heights. Even though you've told them that they'll be fine as long as they land on their feet, they never seem to listen. Whenever you are falling, no matter the circumstances, you will always land on all fours. In addition, you may use a reaction to reduce any fall damage you would take by 1d10 + your Dexterity ability score.
Level 13: Fast Furball
Running on two legs is fine, but running on all fours should mean double the speed, right? Whenever you take the disengage action, you also gain the benefits of the dash action. In addition, you are no longer slowed down by difficult terrain.
Level 17: Nine Lives
By staying true to the path of the cat, you have finally achieved mastery over life itself. You can no longer be revived by magic. However, you gain a life counter. The counter starts at nine. When you die from any cause other than old age, reduce the life counter by one. If the life counter is above zero, you immediately come back to life, you regain all of your hit points, and you are healed from any negative conditions such as poison or disease. The life counter cannot be replenished by any means other than the Wish spell.
Level 17: Feral Fury
You have honed your claws into weapons of pure destruction. When you make the second attack granted by your Feline Fury feature, you no longer have to remove any of your Sneak Attack dice when rolling for damage. In addition, your Feline Fury can now last up to one hour and it will no longer end early.
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