Curiosity... The venturer has advantage on Dexterity (Stealth and Sleight of Hand), Intelligence (Investigation), and Wisdom (Perception) checks, as well as on any ability check it makes to climb.
Evasion. If the venturer is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Feline Agility. The venturer is immune to damage from falling.
...Killed The Cat. The venturer has disadvantage on saving throws against gaining the Charmed condition. Furthermore, if it fails a Dexterity (Stealth or Sleight of Hand) check, it has disadvantage on all saving throws it makes for 1 minute.
Multiattack. The venturer makes three attacks: one with its Bite, one its Claws, and one with its Sword.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage and the target must succeed on a DC 12 Constitution saving throw or be Poisoned, as it contracts a random disease. The target isn't aware that it is Poisoned until the disease takes effect after 2 (1d4) days. A target cannot be afflicted by more than one disease in this way.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) slashing damage.
Sword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.
Description
Enlightened by vivacity, bound by curiosity, unpredictably jumpy, yet lazily snugly, this peculiar companion roams the vast lands of the known and unknown. With inexhaustible vigor and irresistible guile, it embarks on journeys marked by excitement and wonder. But when the time comes to rest, a cat venturer embraces the quiet and dozes dozens of days away - without any self-restrained and the clearest conscience there is.
Frisky Spelunker. A cat venturer is usually equipped with one or more magic items of varying rarity. it is proficient with such, and doesn't hesitate to use them - either to its advantage, in battle, or for its own amusement.
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