Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell.
Spellcasting. The Cat's spellcasting gives it the ability to cast the following spells. It can also be taught simple spell by the possessor of its charm (aka its "owner"), without requiring components: Mage hand, Magic Missile, Shield
Antimagic Susceptibility. The cat is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the cat must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Description
It is a normal looking cat with no discerning aspect of its magical capabilities. Though upon bonding with the creature a humanoid will be alerted of a command word that will cause the cat to turn into a small charm attached to a chain. The charm is in the shape of something that has to do with its personality, name, or just a figure of the cat for simplicity. The command word is also something that can be chosen by the DM or the player. The spells that can be taught to the creature are to be determined by the DM depending on how over powered they want to allow this cat to be.
Previous Versions
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8/13/2019 8:09:55 PM
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22
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1
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1.0
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Coming Soon
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