Base Class: Sorcerer
Your magic flows from an ancient cat goddess whose divine power lives within your bloodline. Somewhere within your ancestry, she left an inheritance that now awakens within you. This gift can emerge in a person of any race or species.
Perhaps your family preserves her name through stories and traditions. Perhaps that history has vanished, leaving only unusual instincts, watchful eyes, and an affinity for cats as clues to your heritage.
Your inheritance manifests through supernatural agility, feline poise, and an instinctive understanding of cats. You slip through danger with a hunter’s confidence, moving between patient stillness and sudden bursts of speed.
Your divine ancestor watched over hearth and home, delighted in music and beauty, and fiercely guarded those she cherished. You inherit that same breadth of spirit: affectionate, curious, playful, independent, and dangerous when something precious is threatened.
Level 3: Feline Grace
You move with the effortless balance and poise of a cat. While you aren’t wearing armour, your Armour Class equals 10 + your Dexterity modifier + your Charisma modifier.
Level 3: Feline Affinity
Cats recognise the goddess’s presence within you. You can speak with and understand all feline creatures, and have Advantage on social checks and Animal Handling checks involving them.
You can cast Suggestion on feline creatures, regardless of their creature type or language, provided you have the spell prepared. All other spell rules apply normally.
Level 3: Spells of the Cat Goddess
Your goddess’s gifts awaken through magic that captures feline speed, concealment, influence, and the talent for slipping into places others cannot reach.
You always have these spells prepared when you reach the indicated Sorcerer level.
| Sorcerer level | Spells |
|---|---|
| 3 | Command, Expeditious Retreat, Invisibility, Misty Step |
| 5 | Blink, Haste |
| 7 | Dimension Door, Greater Invisibility |
| 9 | Passwall |
| 11 | Mass Suggestion |
These count as Sorcerer spells for you and don’t count against your prepared spell limit.
If you already have one from another source, you may replace that selection with another spell you are eligible to choose from that source.
Level 6: Predator’s Step
Your magic carries you forward with the sudden, fluid movement of a hunting cat. When you expend a Sorcery Point, you can move up to your Speed without provoking Opportunity Attacks.
This movement requires no action and can occur immediately before or after the associated effect.
Level 14: Cat’s Plaything
Your goddess sends you an unlikely companion: an ordinary-looking mouse through which you can watch, listen, and work your magic.
As a Bonus Action, spend 1 Sorcery Point to summon a living mouse in an unoccupied space you can see within 60 feet.
Divine Companion. The mouse has Hit Points equal to your Sorcerer level and lasts for one hour per Sorcerer level, without requiring Concentration.
Shared Senses. You can see, hear, and smell through the mouse while retaining your own senses.
Scurrying Servant. It follows your mental commands and moves up to 30 feet on your turn without requiring an action. It can climb ordinary climbable surfaces and squeeze through mouse-sized openings.
Spell Conduit. You can have your spells originate from yourself or the mouse, using its senses to perceive targets. Measure range and cover from the chosen origin. You provide components and expend spell slots normally.
The mouse can be harmed normally. It disappears at 0 Hit Points, when its duration ends, or when you dismiss it. You can have only one at a time; summoning another dismisses the previous mouse.
Level 18: I Meant to Do That
Like a cat turning a missed leap into a graceful change of direction, you bend thwarted magic toward a different purpose.
When a creature succeeds on a saving throw against your spell, you can spend 1 Sorcery Point to redirect its portion of the spell to another creature you can see within 60 feet of the original target.
The new target makes the saving throw normally. The original target suffers none of the redirected effects. No additional spell slot is required, and applied Metamagic remains in effect.
For spells affecting multiple creatures, you can redirect each successful save separately for 1 Sorcery Point per target. Each portion of the spell can be redirected only once.
Previous Versions
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