Base Class: Warlock
Worshiped by cats and often thieves’ guilds, the Cat Lord is the master cat and ruler of all felines. He walks the planes unheeded as no devil or deity wishes to cross him.
The cat lord is usually indifferent to nearly everything and everyone, except those things and creatures which affected the lives of cats.
To catch the notice of the Cat Lord and be granted abilities is a rare gift indeed.
Patron Spells
| LEVEL | SPELLS |
|---|---|
| 1 | Command, Hellish Rebuke |
| 2 | Invisibility, Pass Without Trace |
| 3 | Bestow Curse, Clairvoyance |
| 4 | Death Ward, Dimension Door |
| 5 | Mislead, Passwall |
Cat Lords’s Blessings
Starting at First Level, you may add your charisma bonus to your initiative. In addition you are proficient in Stealth and Perception.
At first level, you gain the ability to place a baleful curse on a target. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:
- Once per round, you gain a bonus to damage rolls against the cursed target. Upon a successful melee, ranged attack or spell ranged attack you can roll an additional d6 equal to your proficiency bonus. (+2 proficiency = 2d6, etc.)
- When the target dies you heal hit points equal to your warlock level and charisma bonus.
You may use this curse once per long rest.
Cat Lord's Luck
Starting at 6th level, your patron allows you to alter your own fate. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur.
Once you use this feature, you can’t use it again until you finish a short rest.
Stunning Scream
Starting at 10th level, your patron’s gift allows you to let out an excruciating howl. Choose a creature within 30 feet of you which must succeed on a wisdom saving throw against the character’s DC or be stunned until the end of your next turn. You can use this feature equal to your proficiency bonus and resets after a long rest.
Form of the Feline
Starting at 14 level, Once a day you can transform into any (beast) feline form.
You can stay in a feline shape for a number of hours equal to half your warlock level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
While you are transformed, the following rules apply:
• Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
• When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
• You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
• You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
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