Warlock
Base Class: Warlock

Otherworldly Patron – the Catlord

Your patron is the creator, the Catlord, feline deity and one of the most mysterious and obscure. The cat lord is usually indifferent to nearly everything and everyone, except those things and creatures which affected the lives of his creations. He bestows a gift on you, dependent on the deeds you have accomplished and what plans he believes you can fulfill for him.

You have become a Catlock. You feel the need to protect all felines and often dream of running in an otherworldly hunt with Tabaxi, Weretigers, and others, joining the Catlord in his Prowl. You take on more cat-like mannerisms, eventually developing similar features. 

Catlord Features

Warlock Level Feature
1st Expanded Spell List, Bonus Cantrips, Fey-line Presence
6th Feline Escape
10th Grooming
14th Nine Lives

Catlord Expanded Spell List

 The Catlord lets 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.

Spell Level

Spells

Optional name and descriptions - "flavors" - are also listed for each spell

1st Cure Wounds (Healing Tongue) – A creature you lick, Guiding Bolt (Rays of the Sun) – Instead of a flash of light, a ray of sunshine lazily cascades towards the target
2nd Blur (Catoflauge), Darkvision (Cat Eyes)
3rd Stinking Cloud (Smelly Cat), Beacon of Hope (Comforting Purr) – additionally, you emit a low, soothing purr which can be heard up to 30 feet
4th Death Ward (A Ninth Life), Phantasmal Killer (Prey) - You select your prey. The target feels the eyes of killer, fanged, slit eyes, almost as if hot breath were upon it's neck. It's anxiety skyrockets.
5th Seeming (Clowder Coterie/Changing Stripes), Mislead (Doppletiger)

Bonus Cantrips

At first level you learn the Thaumaturgy and Spare the Dying cantrips. They count as Warlock cantrips for you but don’t count against the number of cantrips known. 

Fey-line Presence

Starting at 1st level, the Catlord bestows upon you the ability to project the beguiling and fearsome aura of all felines. As an action, you can cause each creature in a 10-foot cube, originating from you, to make a Wisdom saving throw against your Warlock spell save DC. The creatures that fail their savings throws are all either charmed or frightened by you (your choice) for 1 minute.

Optional quirks: To charm – you maintain eye contact, blink slowly, and purr. To frighten – you make an otherworldy, terrifying caterwaul, and hiss with teeth bared.

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

Feline Escape

Starting at 6th level, you can vanish in a puff of fur in response to harm. When you take damage, you can use your reaction to turn invisible, jump and scamper up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn, or until you attack or cast a spell.

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

Grooming

Starting at 10th level, you gain temporary hit points and AC boost whenever you finish a short or long rest after grooming yourself (weapon and armor upkeep, physical cleanliness). These temporary hit points equal your warlock level + your Charisma modifier. The AC boost equals your warlock level and holds up against 3 direct hits, after which the boost disappears. Additionally, choose up to five creatures you can see at the end of your rest and partially groom them, each gain temporary hit points equal to half your warlock level + your Charisma modifier. Their AC is also boosted by half your warlock level and holds up to 1 direct hit. These temporary hit points and AC boost disappear after finishing a short rest.

Nine Lives

Starting at 14th level, the feline energy you channel allows you to resist death. When make a death saving throw at the start of your turn, you can instead spring back to your feet with a loud roar and a flurry of claws. You regain hit points equal to half your hit point maximum. Each creature that is within 5 feet of you takes slashing and piercing damage equal to 3d8 + your Charisma modifier and is stunned until the end of the current round.

If you must make another death saving throw before a short or long rest, you can regain hit points equal to a quarter of your hit point maximum. Each creature within 5 feet of you takes damage equal to 1d8 + your Charisma modifier. Your movement speed is halved until the end of your next turn.

Once you use this feature, you can’t use it again until you finish a short or long rest. If you use the second death saving throw recovery, you must finish a long rest to be able to use this feature again.

Comments

Posts Quoted:
Reply
Clear All Quotes