Warlock
Base Class: Warlock

You hold contract with all the cats of the world, black cats in particular. You are a Nekomancer, and you can only hope to gain even half the secrets that cats know. At times as whimsical as any fey, at times as destructive as any demon, and at times as unfathomable as any entity from the great beyond, cats are truly creatures of mystery and by no means easy creatures to please. You may be sent to do anything from fetching certain foods or items, dealing with imminent threats, or accomplishing tasks far more inscrutable.

Expanded Spell List

Cats let you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Cats Expanded Spells
Spell Level Spells

1st

bane, find familiar

2nd

moonbeam, pass without trace

3rd

bestow curse, conjure animals

4th

freedom of movement, greater invisibility

5th

mislead, passwall

 

Black Cat Initiate

Beginning at 1st level, you can cast Animal Friendship and Speak with Animals an unlimited number of times with this trait, but you can target only cats with them. Charisma is your spellcasting ability for these spells.

Cat's Meow

Starting at 1st level, your patrons teach you an adorable dance that cheers those around you and brings them luck. As an action, you can spend a spell slot to begin dancing. You gain a number of Meow Points (MP) equal to twice the spell slot's level plus your Charisma (Performance) modifier, represented by d4. If you are in moonlight at night, you gain an additional 5 MP. While you are dancing:

  • Any friendly creature within 60ft of you that can see and hear you, including yourself, may spend 1 MP from the pool and roll it to add it to an attack roll, ability check, saving throw, damage die or healing die. It can't do it again until the beginning of your next turn.
  • At the beginning of your turn, you must spend 1 MP from the pool and roll it. You heal that many Hit Points and add half that number, rounded down, to your AC until the beginning of your next turn.
  • You may roll Charisma (Performance) instead of a Constitution saving throw to maintain your concentration when you take damage.

This dance lasts until you choose to stop dancing on your turn, you run out of MP, or until your concentration ends (as if you were concentrating on a spell). If you still have any MP when the dance ends, you can use your reaction to unleash your stored up power as a blast of black magic. Make a ranged spell attack on a creature you can see within 60ft. On a hit, roll the remaining MP as necrotic damage. When you finish dancing, roll an MP. You suffer one level of exhaustion for that many minutes.

Starting at 10th level:

  • Your MP are represented by d6.
  • When you spend MP at the beginning of your turn, you may instead let any creature within 60ft that can see and hear you heal that many hit points and add half that number, rounded down, to their AC until the beginning of your next turn.
  • As a bonus action, you can spend any number of MP. That many creatures of your choice within 60ft that can see and hear you make Wisdom saving throws against your Spell save DC. On a failure, they become charmed by you until the beginning of your next turn.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Moonshadow

Starting at 6th level, you can disappear in a cloud of darkness in response to harm. When you take damage, you can use your reaction to create a 15-foot-radius sphere of magical darkness centered on yourself and turn invisible. If you were in moonlight at night, you create a 30-foot-radius sphere instead. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it, but you can see through it as if it weren't there. You remain invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. The darkness disappears when you stop being invisible. Note that allies might be unable to see your adorable dancing while you are invisible or hidden in the darkness, but you can still continue dancing.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Black Cat's Path

Beginning at 10th level, your patrons teach you how to turn your adorable dance of luck and cheer into a curse of misfortune. As an action while you are dancing, you can end your dance and spend your remaining MP to curse any creature within 60 feet. It makes a Wisdom saving throw against your Spell save DC. On a failure, it takes necrotic damage equal to the number of MP spent and becomes cursed, carrying the pool of MP. When the creature becomes cursed, roll all the spent MP. The duration of the curse is concentration, up to a number of minutes equal to the total rolled. If the total is 30 or more, the duration doesn't require concentration. If the total is 60 or more, the duration is 4 hours instead. If the total is 90 or more, the duration is 1 day instead.

Choose one of the following effects for the curse:

  • At the beginning of each of its turns, it rolls one of the MP. It subtracts the number rolled from each attack roll and saving throw it makes until its next turn.
  • Whenever it takes damage, it rolls one of the MP twice and takes necrotic damage equal to the higher number rolled.
  • It is frightened of you. Whenever it rolls with disadvantage because of this, it rolls one of the MP and subtracts it from the result.
  • Whenever it moves, it rolls one of the MP. On a 1, it trips immediately and falls prone.

Whenever the cursed creature rolls an MP, it discards it after. If the cursed creature no longer has any MP, the curse ends. A remove curse spell also ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above and should naturally deplete the MP. The DM has final say on such a curse's effect.

You do not suffer exhaustion when ending your dance this way.

Nine Lives

Starting at 14th level, you have as many lives as your patrons. If you would drop to 0 hit points or die, you may die, your body and all your equipment disappearing in a cloud of black smoke. At the beginning of your next turn, you can reappear in an unoccupied space of your choice within 10 feet of where you disappeared with 1 hit point. If you died while in moonlight at night, you reappear with 9d6 hit points instead. All conditions, spells and other effects that were previously affecting you are ended.

You can delay your reappearance by any number of turns, up to 24 hours. For each turn you delay, you can reappear an additional 10 feet from where you disappeared, up to 200 feet (2 minutes or 20 turns). After 2 minutes, you can also choose instead to appear anywhere within 60ft of a friendly creature that witnessed your death.

You can use this feature eight times. You cannot regain expended uses except at the DM's discretion.

Cats Image

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