Homebrew Dreamlands Cat Species Details
Everyone knows about cats. They’re small, sometimes-obnoxious predators that people often keep as pets or exterminators. Cats are normally not a sapient species. Normally. Like humanoids, they have a dream life, but unlike most people, cats are aware of this dream life. Furthermore, while in their dreams, cats are as intelligent as humans, or even more so. They are still cats, of course, with the personalities and traits belonging thereto.
Even more remarkable, cats are able to freely pass physically from the waking world to the Dreamlands and back again. This means that a cat can either transfer between the dream and waking state in the normal humanoid way, by falling asleep and waking up, or it can physically move to the Dreamlands and back.
Dreamlands Cat Traits
Everyone knows about cats. They’re small, sometimes-obnoxious predators that people often keep as pets or exterminators. Cats are normally not a sapient species. Normally. Like humanoids, they have a dream life, but unlike most people, cats are aware of this dream life. Furthermore, while in their dreams, cats are as intelligent as humans, or even more so. They are still cats, of course, with the personalities and traits belonging thereto. Even more remarkable, cats are able to freely pass physically from the waking world to the Dreamlands and back again. This means that a cat can either transfer between the dream and waking state in the normal humanoid way, by falling asleep and waking up, or it can physically move to the Dreamlands and back.Ability Score Increase
Your Dexterity score increases by two.
Darkvision
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Bite
You can bite with your unarmed strike. You are proficient with your unarmed strikes. When you bite, your unarmed strike has the light and finesse properties. You can make an unarmed strike with your bite as part of two-weapon fighting. If you are Tiny, it deals 1 piercing damage. If you are Small or Medium, it deals 1d4 piercing damage.
Claws
You can use your claws to make a single unarmed strike. You are proficient with your unarmed strike. When you make your unarmed strike with your claws, it has the light property and you can attack with it as part of two-weapon fighting even though it uses multiple limbs. If you are Tiny, an unarmed strike with your claws deals 2 slashing damage and has the finesse property. If you are Small or Medium, it deals 2d4 slashing damage but it doesn’t have the finesse property.
Dreamlands Travel
You can physically travel to the Dreamlands via one of the many hidden Gates of Slumber. These gates shift and change their locations over time and may only exist in one space for a few seconds. You can attempt to sense a nearby Gate of Slumber at will; whether or not a Gate of Slumber is present is subject to the GM’s discretion (typically, there’s a 20% chance of a Gate of Slumber being somewhere within a 1-mile radius). If a Gate of Slumber exists, you know instinctively where it is. Only a Dreamlands cat can traverse a Gate of Slumber. Gates of Slumber always manifest in hidden, obscure areas, and are rarely in a convenient place when you need to travel to the Dreamlands, such as when trapped or in sudden danger. Except in unusual cases, you cannot generally return to the physical world farther than 1 mile from where you left. Whenever you return to your body from the Dreamlands, you can choose to return with Intelligence 2 (such as if you need to protect your mind from disturbing discoveries or to thwart detect thoughts) or with your full Dreamlands intellect intact. You can take any Tiny worn or carried objects with you to or from the Dreamlands.
Magic Item Melding
You can meld a Tiny magic item permanently into your body when you carry it into the Dreamlands. If it requires attunement, you must be attuned to it to meld with it. When you do, it permanently
vanishes and becomes a part of your body, perhaps manifesting as a tattoo or a differently colored patch of fur.
A melded magic item can’t be damaged separately from you but removing the matching body part ends the item’s benefit until that body part is reattached (such as by a regenerate spell). A melded item’s magic aura can still be detected normally. A single body part can’t have multiple items melded into it. When leaving the Dreamlands, you can choose to separate the item from your body en route. If you end attunement with a melded item, it remains melded but you lose all its effects until you attune to it again.
Any observer can notice your body part is supernatural by succeeding on a DC 10 Wisdom (Perception) check. The item can be identified with a successful Intelligence (Arcana) check, but the DC is 5 higher than it would normally be.
See below for rules on specific types of magic items; you can’t meld with a magic item that doesn’t fit into one of the listed categories:
- Weapon: When you merge a weapon, it melds into either both sets of front claws or your jaws. All magic properties of the weapon (but not the weapon’s base physical statistics) apply to your unarmed strike using the applicable part(s).
- Armor: When you merge armor, it melds into a pattern of fur on your back and underside. You must be proficient with a suit of armor to meld with it. You are treated as wearing the armor in all respects. You can suppress or resume the armor’s effects by concentrating (as if concentrating on a spell) for the length of time normally required to don or doff it.
- Wand, Rod, or Staff: When you merge a wand, rod, or staff, it melds with one of your eyes. That eye glimmers with some magical feature (such as flames) that is symbolically appropriate for the item. You can use the melded item as if it were held in hand.
- Worn Wondrous Item: When you merge a worn wondrous item, it melds with the fur on a matching area of your body. You are constantly treated as wearing the item. As an action, you can treat the item as if you were no longer wearing it until you use another action to again effectively wear it.
Moon Jump
When in the Dreamlands, you can leap into the night sky and travel to one of your current planet’s moons (or, if on a moon, leap and travel to the planet below) as an action. This movement provokes an opportunity attack normally. This trip takes you 2d6 minutes to complete, and while jumping, you are in a demiplane. A group of four Dreamlands cats can bring a single creature up to one size category larger with them when they Moon Jump, while a group of eight Dreamlands cats can bring a single creature up to two size categories larger with them. When you use Moon Jump to return to a planet or moon you left via Moon Jump, you return to within 1 mile of where you departed that planet or moon. You can use this trait twice. You regain all expended uses when you finish a long rest.
Nine Lives
When killed, your mind and consciousness shifts reflexively back into a dream form, creating a new dream body if necessary. You must then rest for 1d3 days in the Dreamlands, after which point you can return to the waking world. You can revive yourself in this manner up to eight times, giving you nine lives in all. Resurrections from other methods (such as via a raise dead spell or other powerful magic) do not count against this limit.
Cat Equipment
You are limited in the type of magic items and equipment you can use. As you have no hands, you cannot use items that require hands (such as wielding a manufactured weapon or shield). You can hold items in your mouth well enough to aim a wand or carry a Tiny object. You can wear armor if it is tailored to fit your feline form. You can wear and benefit from magic rings, belts, goggles, gloves, boots, bracers, amulets, cloaks, and similar items, which magically adjust themselves to your size and shape when you attune to them (or when you don them, if they don’t require attunement). Cat spellcasters often create variants on magic items designed to be worn as earrings. You can speak a magic item’s command word in Cat to activate it even if it normally requires another language, and you can speak Cat even while carrying something in your mouth.
Cat Spellcasting
You can provide somatic components for spells by moving your tail and whiskers. You can provide verbal components for spells with normal cat sounds. If a spell requires a material component, you can hold it in your mouth, which does not interfere with providing verbal components, or use any component (or spellcasting focus, if appropriate) within 5 feet so long as the component isn’t carried by a creature unwilling to let you use the component.
Languages
You can speak Cat. You can also understand and read the language of a nearby predominant community (generally Common), but you can’t speak or write non-Cat languages without magical assistance. You can be understood by anyone who speaks Cat. As previously noted, anyone who has spent a week with you can understand you specifically, but not necessarily other cats.
The Cat language has no written form. Its words sound like meows, hisses, and yowls. Since non-cats have such difficulty with the sounds, cats generally prefer others to use equivalent words and names in their own language rather than trying and failing to use Cat correctly. When a cat speaks, it meows or caterwauls, but when humanoids speak to cats, they speak in their normal tongues. It is quite a different situation from most communication, in which both parties must speak the same tongue to get anything done.
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