Full Moon Cat (5e Class)

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Full Moon Cat[edit]

Full Moon Cat[edit]

The Fullmoonclan was created shortly after the fall of Bloodclan. They saw that Bloodclan was a powerhouse that no one can defeat. How does a group of forest cats manage to beat them? Faith and magic. That is the only difference between the two. Fullmoonclan is formed to gain magical powers regardless of its cost. This desire attracted the attention of darker creatures like Dark Forest (hell). Over the years, Fullmoonclan slowly grows in number and power. Like Bloodclan, they do not follow the warrior's code and therefore only clan by name.

Modern Fullmoonclan cats spend most of their life searching and gaining magical powers. As apprentices, they communicate with the Moonclan (dead cats) to show them the way to gain greater magical powers. They have strong faith in Moonclan and their growing magical powers. Apprentices are taught that the end justifies the means. Regardless of how evil you must need to do to gain greater power, the use of your new power for good deads makes you a good person. As such, most cats believe that Fullmoonclan is a bunch of crazy, evil cats that stop at nothing to satisfy their endless thirst for magic.

Creating a Full Moon Cat[edit]

What greater goal that you wish to achieve that will outweigh any evil deeds that you will do? How far are you willing to do and sacrifice to achieve that goal? What have you done so far to achieve it?

Quick Build

You can make a Full Moon Cat quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Consitution. Second, choose the Full Moon background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Full Moon Cat you gain the following class features.

Hit Points

Hit Dice: 1d8 per Full Moon Cat level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Full Moon Cat level after 1st

Proficiencies

Armor: light armor, medium armor, and shield
Weapons: simple weapons
Tools: none
Saving Throws: Constitution and Charisma
Skills: Choose two skills from Arcana (Two Leg), Deception, History, Intimidation, Investigation, Nature, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) Leather armor and any simple weapon or (b) Scale Mail and a shield
  • (a) a scholar’s pack or (b) an explorer’s pack
  • two daggers

Table: The Full Moon Cat

Level Proficiency
Bonus
Features Cantrips Known Invocation Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Patron, Spell Casting 3 -
2nd +2 Eldritch Invocations 3 2 2
3rd +2 Pact Boon 3 2 3
4th +2 Ability Score Improvement 4 1 3
5th +3 Arcane Recovery, Charismatic Fighter, Price for Magic 4 3 4 2
6th +3 Patron Improvement 4 3 4 2
7th +3 Magical Secrets 4 4 4 3
8th +3 Ability Score Improvement 4 4 4 3
9th +4 4 5 4 3 2
10th +4 Patron Improvement 5 5 4 3 2
11th +4 Magical Reserve 5 5 4 3 3
12th +4 Ability Score Improvement 5 6 4 3 3
13th +5 5 6 4 3 3 1
14th +5 Patron Improvement 5 6 4 3 3 1
15th +5 Magical Secrets 6 7 4 3 3 2
16th +5 Ability Score Improvement 6 7 4 3 3 2
17th +6 Patron Improvement 6 7 4 3 3 3 1
18th +6 Spell Mastery 6 8 4 3 3 3 1
19th +6 Ability Score Improvement 6 8 4 3 3 3 2
20th +6 Signature Spells 6 8 4 3 3 3 2

Patron[edit]

At 1st level, you chose a Patrons. Choose between Arch-bird, Sunclan, Dark Forest, Forgotten Ones, Hexblade, Moonclan, and Dragon, all detailed at the end of the class description. Your choice grants you features at the 1st level and again at the 6th, 10th, 14th, and 17th levels.

Spellcasting[edit]

Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells list for the warlock spell list.

Cantrips

At 1st level, you know three cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Full Moon Cat table.

Preparing and Casting Spells

The Full Moon Cat table shows how many spell slots you have to cast your Warlock spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of Warlock spells that are available for you to cast, choosing from the Warlock spell list. When you do so, choose a number of Warlock spells equal to your charisma modifier + your Full Moon Cat level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level Full Moon Cat, you have four 1st-level and two 2nd-level spell slots. With a charisma of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell witch bolt, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of Warlock spells requires time connecting with your patron: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your charisma modifier

Spell attack modifier = your proficiency bonus + your charisma modifier

Ritual Casting

You can cast a Warlock spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your Warlock spells.

Eldritch Invocations[edit]

In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

At the 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain Full Moon Cat levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Full Moon Cat table.

Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Pact Boon[edit]

At the 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.

Pact of the Blade

You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see the Weapons section for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Pact of the Chain

You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against the number of spells known.

When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: tiny badger (imp stats), flying snake (pseudodragon stats), quasit (it likes to be in its bat, centipede, or toad form), or hummingbird (sprite stats).

Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction.

Pact of the Spirit

You bind one of the Moonclan (afterlife) to you. You gain 15 ft of ethereal sight.

Your Pact of the Spirit lives in the ethereal plane. Only creatures with ethereal sight can see and hear your Pact of the Spirit. While in the ethereal plane, the following is applied:

  • Pact of the Spirit cannot interact or be interacted with the material plane
  • Pact of the Spirit is immune to all damage except physic
  • When Pact of the Spirit's HP hits or goes below 0, they disappear to regenerate. After a short or long rest, Pact of the Spirit reappears near you.
Pact of the Spirit Stat
Undead Moonclan Cat
Armor Class: 12 + PB (natural armor)
Hit Points:PB
Speed: 30 ft., fly 10ft.
STR DEX CON INT WIS CHA
10 (0) 14 (+2) 1 (-5) 13 (+1) 11 (+0) 16 (+3)
Senses: Ultra-lowlight 30 ft., passive Perception 11
Languages: understands and speaks the languages you speak
Challenge: PB
Actions
Shred. Melee Weapon attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + PB fire damage.
GM note

It is up to the GM to do whatever you can control and/or role-play your spirit Guide or not.

Pact of the Tome

Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those cantrips at will. They don’t count against your number of cantrips known. If they don’t appear on the warlock spell list, they are nonetheless warlock spells for you.

You can use your bonus action to dismiss the Book of Shadows, shunting it into an extradimensional space. As a bonus action, you can summon the Book of Shadows in your open hand or on the ground within 5 ft of you.

Pact of the Totem

Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d6 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.

If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.

Any d4 in the eldritch invocation that requires totem is replaced with d6.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Arcane Recovery[edit]

At the 5th level, you have learned to regain some of your magical energy by connecting to your patron. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your full moon cat level (rounded up), and none of the slots can be 6th level or higher.

For example, if you’re a 4th-level full moon cat, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

Charismatic Fighter[edit]

At the 5th level, you can use your natural charm to fool your foes in combat. When you attack with any weapon that you have proficiency with, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.

Price for Magic[edit]

At the 5th level, the raw magic on your body is taking a toll on you. Your maximum hit points are decreased by 5 and 1 additional hit points for each time you level up in full moon cat.

Magical Secrets[edit]

By 7th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Full Moon cat table, or a cantrip.

The chosen spells count as warlock spells for you and you must prepare them like any other normal spells.

You learn two additional spells from any classes at the 15th level.

Magical Reserves[edit]

By 11th level, your patron grants you a small magical reserve to cast your favorite spell. Whenever you finish a long rest, choose a 1st- or 2nd-level spell you know and that requires 1 action to cast (you needn’t have it prepared).

You can cast that spell at their lowest level without expending a spell slot when you have them prepared. If you want to cast the spell at a higher level, you must expend a spell slot as normal.

You can use this ability equal to your charisma modifier times two per long rest.

Spell Mastery[edit]

At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level spell and a 2nd-level spell that you know or prepared. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.

By spending 8 hours comminating with your patron, you can exchange one or both of the spells you chose for different spells of the same levels.

Signature Spells[edit]

When you reach the 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level spells that you know or prepared. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.

If you want to cast either spell at a higher level, you must expend a spell slot as normal.

Patrons[edit]

The beings that serve as patrons for Full Moon cats are mighty inhabitants of other planes of existence—not gods, but almost godlike in their power. Various patrons give their full moon cats access to different powers and invocations, and expect significant favors in return.

Arch-bird [edit]

Your patron is a lord or lady of a great and powerful dead bird. This being’s motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges.

Patron's Favor

At the 1st level, you have chosen to serve your Arch-bird in exchange for great power. Each Arch-bird has their own personal goal as seen below. You or DM choose which one goal that your arch-bird strives to achieve. Your patron will ask you to achieve a small, long-term goal (bring a snake egg to the mountains) or a rule (kill all snakes) that will directly or indirectly help to achieve their ultimate goal. Failure to put effort into this objective will cause you to lose your patron's favor and your power.

Patron
Number Goal
1 Petty Revenage
2 Collect Shiny Items
3 Help a Friend
4 See the World
5 Who are you? Your patron has given you powers but forgotten the reason why
6 Random goal
Expanded Spell List

At the 1st level, you gain Expended Spell List from Archfey warlock.

Bird Presence

At the 1st level, you gain Fey Presence from Archfey warlock.

Misty Escape

At the 6th level, you gain Misty Escape from Archfey warlock.

Beguiling Defenses

At the 10th level, you gain Beguiling Defenses from Archfey warlock.

Dark Delirium

At the 14th level, you gain Dark Delirium from Archfey warlock.

Master of Charm

At the 17th level, you are even more charming than the birds themselves. You can cast charm person and charm monster at will. You can cast these spells as a bonus action.

Sunclan [edit]

You channel the magical powers of the Sunclan. While they are dead cats of the rival group called Elipseclan, power is power. You will take any help regardless of where it is from. Sunclan aims to undo the power-hungry nature of Moonclan and FullmoonClan. Sunclan desires to heal old wounds and restore balance.

While Fullmoonclan does not like Sunclan, they are willing to tolerate their followers. Sunclan Full Moon cats are the medicine cats of the clan. Even the Fullmoonclan are smart enough to not lose their healers.

Patron's Favor

At the 1st level, you have chosen to serve your Sunclan in exchange for great power. Each Sunclan has their own personal goal as seen below. You or DM choose which one goal that your Sunclan strives to achieve. Your patron will ask you to achieve a small, long-term goal (bring a snake egg to the mountains) or a rule (kill all snakes) that will directly or indirectly help to achieve their ultimate goal. Failure to put effort into this objective will cause you to lose your patron's favor and your power.

Patron
Number Goal
1 Protect and Heal Others
2 Don't do Evil Deeds
3 Help a Friend
4 Save your own Clan
5 Restore the Balance
6 Weaken or Take Down the Power Hungry
Expanded Spell List

At the 1st level, you gain access to the holy power. You can prepare warlock or cleric spells.

Healing Light

At the 1st level, you gain Healing Light from the celestial warlock.

Radiant Soul

At the 6th level, you gain Radiant Soul from the celestial warlock.

Sunclan Resistance

At the 10th level, you gain Celelestal Resistance from the celestial warlock.

Searing Vengeance

At the 14th level, you gain Searing Vengeance from the celestial warlock.

Great Healer

At the 17th level, you are a master of healing. Whenever you use a spell slot to heal, they gain extra healing equal to d10 hit points. Additionally, you can end one spell or condition of your choice on that creature.


Dark Forest [edit]

The first patron of Fullmoonclan. They make great patrons across the years and they will be a great patron for you. They always seem to be planning big but none knows their grand plan. Dark Forest tends to be rough and demoralizing their followers.

Patron's Favor

At the 1st level, you have chosen to serve your Dark Forest in exchange for great power. Each Dark Forest has their own personal goal as seen below. You or DM choose which one goal that your Dark Forest strives to achieve. Your patron will ask you to achieve a small, long-term goal (bring a snake egg to the mountains) or a rule (kill all snakes) that will directly or indirectly help to achieve their ultimate goal. Failure to put effort into this objective will cause you to lose your patron's favor and your power.

Patron
Number Goal
1 Revenage
2 Sabatage
3 Recruitment
4 Destruction
5 Something Related to the Other Clan Cats
6 Hidden. You have no clue what your patron is planning.
Expanded Spell List

At the 1st level, you gain Expended Spell List from Fiend Warlock.

Dark One’s Blessing

At the 1st level, you gain Dark One’s Blessing from Fiend Warlock.

Dark One’s Own Luck

At the 6th level, you gain Dark One’s Own Luck from Fiend Warlock.

Fiendish Resilience

At the 10th level, you gain Fiendish Resilience from Fiend Warlock.

Hurl Through Dark Forest

At the 14th level, you gain Hurl Through Hell from Fiend Warlock. Instead of going to hell, the target is sent to the Dark Forest.

Dark Forest's Revenage

At the 17th level, you change the anger of the Dark Forest. When you get a nat 20 on a spell or weapon attack, you may add additional 4d12 fire damage. If the critical attack doubles dice, these dice also get doubled.

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

Forgotten Ones [edit]

Moonclan, Starclan, and Sunclan are not the only cats that have an afterlife. There is a group of dead cats called the forgotten ones. Normally, when dead cats are forgotten by the living world, they fade away. The forgotten ones are a group of ancient cats that found a way to not fade away. They appear dim and translucent, almost as if they almost have faded away. These cats have ancient agendas that started centuries ago.

Patron's Favor

At the 1st level, you have chosen to serve your Forgotten Ones in exchange for great power. Each Forgotten Ones have their own personal goal as seen below. You or DM choose which one goal that your Forgotten Ones strive to achieve. Your patron will ask you to achieve a small, long-term goal (bring a snake egg to the mountains) or a rule (kill all snakes) that will directly or indirectly help to achieve their ultimate goal. Failure to put effort into this objective will cause you to lose your patron's favor and your power.

Patron
Number Goal
1 Become famous so that my name can be remembered by others again
2 Madness. Old age as rotted your patron's mind. Who knows what is the goal of this mad man?
3 Respect your elders and the ones who died
4 Just end it all. Your patron desires to fade away
5 Who are you? Your patron has given you powers but forgotten the reason why
6 Unknown. You work on an ancient goal that has been in motion for years
Expanded Spell List

At the 1st level, you gain Expended Spell List from great old one warlock

Awakened Mind

At the 1st level, you gain Awakened Mind from great old one warlock

Entropic Ward

At the 6th level, you gain Entropic Ward from great old one warlock

Thought Shield

At the 10th level, you gain Thought Shield from great old one warlock

Create Thrall

At the 14th level, you gain Create Thrall from great old one warlock

Madness Ward

At the 17th level, you flood the minds of your enemies near you with madness. As an action, you activate Madness Ward that lasts for 1 minute. All creatures within 15 ft of you make a disadvantage on attack rolls and against frightening and charm condition.


Hexblade [edit]

Hexblade was used to be a group of powerful cats. They master the perfect combination of magic and weapons. The great power corrodes their mind into madness. In their madness, they flee to all corners of the world. One of the mad Hexblade found Fullmoonclan. Under the teaching of the mad cat, Hexblade Full Moon Cats were created. They are only the echo of the great Hexblade group but they still master both the magic and the weapon.

Modern Hexblade Full Moon Cats are stronger than most cats. They are free spirits as they do not have to follow a patron. But great power still has a cost. Like Hexblade group, a madness slowly rots the minds of Hexblade full moon cats. This madness will be their greatest weakness.

Hexblade's Madness

At the 1st level, unlike normal Full Moon Cats, Hexblade does not have to follow a patron. The longer that a Hexblade uses this dangerous magic and abilities, the madder the Hexblade becomes. Most Hexblade has some sort of madness as seen below:

Hexblade's Madness
Number Madness
1 They believe that an item, weapon, or invisible creature is their true patron. This madness can boss them around like any normal patron
2 Blind by Power
3 I cannot be killed
4 The shadows are alive
5 Blood Thirsty
6 Multiple personality
Expanded Spell List

At the 1st level, you gain Expended Spell List from Hexblade warlock.

Hexblade’s Curse

At the 1st level, you gain Hexblade’s Curse from Hexblade warlock.

Hexblade’s Training

At the 1st level, you gain proficiency in martial weapons.

Accursed Specter

At the 6th level, you gain Accursed Specter from Hexblade warlock.

Armor of Hexes

At the 10th level, you gain Armor of Hexes from the Hexblade warlock.

Master of Hexes

At the 14th level, you gain Master of Hexes from the Hexblade warlock.

Reverse Hexes

At the 17th level, you use hexes to reverse your curse. Price for Magic increases your maximum hit points instead of decreasing maximum hit points.

Moonclan [edit]

After years of gathering great magical power, Fullmoonclan cats eventually die and join Moonclan. Some of that great power is taken with them to the land of the dead. Moonclan is the mediator between Fullmoonclan cats and other greater power. When greater power does not desire to grant you their power, Moonclan grants a bit of their own power.

It is quite unknown what Moonclan's home looks like. Some say it is a land that is greatly infused with magic. Others say it is a middle point for all great power creatures. Eclipseclan, the rival, says it is hell. Regardless, Moonclan for one reason or another really, really, does not want you to die.

Patron's Favor

At the 1st level, you have chosen to serve your Moonclan in exchange for great power. Each Moonclan has their own personal goal as seen below. You or DM choose which one goal that your Moonclan strives to achieve. Your patron will ask you to achieve a small, long-term goal (bring a snake egg to the mountains) or a rule (kill all snakes) that will directly or indirectly help to achieve their ultimate goal. Failure to put effort into this objective will cause you to lose your patron's favor and your power.

Patron
Number Goal
1 Stay Alive
2 Don't Die
3 Save yourself
4 Don't do dangerous stuff
5 Stay healthy
6 'MoRe PoWeR'
Expanded Spell List

At the 1st level, you gain Expended Spell List from Undying Warlock.

Form of Dread

At the 1st level, you gain Form of Dread from undead Warlock.

Death is not an Option

At the 1st level, you learn spare the dying cantrip. You can cast this as a bonus action.

Defy Death

At the 6th level, you gain Defy Death from Undying Warlock.

Necrotic Husk

At the 10th level, you gain Necrotic Husk from undead Warlock.

Indestructible Life

At the 14th level, you gain Indestructible Life from Undying Warlock.

Unkilliable

At the 17th level, you gain the magical power of Moonclan's will for you to not be dead. Whenever you succeed in a saving throw, you gain 1 hit point. Additionally, you have the advantage to a death-saving throw.

Dragon [edit]

Dragons and wyrmlings were once normal lizards and snakes. Dragon and wyrmling gain such powers from hoarding enough magical items to absorb the passive magic in them. Dragon Full Moon cat found out that any creature can do this dragon transformation. It requires a much stronger magical item to trigger this transformation

Dragon's Items

At the 1st level, like a normal dragon and wyrmling, you hoard your personal hoard of magical items. You gain 8 common magical items, 4 uncommon magical items, 2 rare magical items, or a legendary magic item called dragon stone (When attuned with a dragon stone, you begin your transformation into a dragon). You permanently lose any ability of the dragon warlock if anyone uses those magical items.

For balance reasons, dragon stone would be the best option for a dragon's item and it is easier to keep it safe.

After completing your dragon's transformation, choose your type from below. This will be your dragonic element.

Dragonic Element
Color Element Type
Copper or Black Acid
Silver or White Cold
Brass, Gold, or Red Fire
Blue or Bronze Lightning
Green Poison
Expanded Spell List

The Dragon lets you choose from an expanded list of spells when you prepare a warlock spell. The following spells are added to the warlock spell list for you.

Dragon Expanded Spell List
Spell Level Spells
1st burning hands, Absorb Elements
2nd Dragon's Breath (you can only cast this on yourself), enlarge/ reduce
3rd Elemental Weapon, fear
4th Elemental Bane, polymorph
5th cone of cold, telepathic bond
Dragonic Infuence

At the 1st level, you can channel draconic power to magnify your presence and imbue your magic with the essence of a dragon’s breath. You gain the following benefits:

  • Draconic Presence.

If you fail a Charisma (Intimidation) or Charisma (Persuasion) check, you can use your reaction to reroll the check, as you tap into the mighty presence of dragons. Once this feature turns a failure into a success, you can’t use it again until you finish a long rest.

  • Draconic Strike.

You can change the damage type of burning hands and cone of cold to your Dragonic Element.

  • Draconic Resilience

When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.

  • Tongue of Dragons

You learn to speak Python or one other language of your choice.

Breath of the Dragon

At the 1st level, you gain the legendary dragon's breath. When you take the Attack action on your turn, you can replace one of the attacks with an exhalation of draconic energy in either a 20-foot cone or a 30-foot line that is 5 feet wide (your choice). Each creature in that area must make a Dexterity saving throw against your spell save DC, taking damage of your Dragonic Element damage type equal to proficiency bonus (max 4) rolls of d4 on a failed save, or half as much damage on a successful one.

After using the breath of the dragons, roll 2d12. If both are 1s, you no longer can use a breath of the dragons until you spend a long rest with your dragon's items.

At the 11th level, the damage die of this feature increases to d6.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Elemental Infused Attack (Optional)

Replaces: Breath of the Dragon

Not all dragons and Wyrmling can breathe elemental attacks.

At the 1st level, you can infuse your attack with elemental energy. When you deal damage with a weapon on your turn, you can deal extra damage of your Dragonic Element damage type equal to proficiency bonus (max 4) rolls of d4.

After using the Elemental Infused Attack, roll 2d20. If both are 1s, you no longer can use an Elemental Infused Attack until you spend a long rest with your dragon's items.

At the 11th level, the damage die of this feature increases to d6.

You can use this feature a number of times equal to two times your proficiency bonus, and you regain all expended uses when you finish a long rest.

Elemental Affinity

At the 6th level, when you cast a spell that deals damage of the type associated with your draconic element, you can add your Charisma modifier to one damage roll of that spell or gain resistance to that damage type for 1 hour.

Aspect of the Dragon

At the 10th level, the power of your draconic spirit now radiates from you, warding your allies or inspiring fear in your enemies. As a bonus action, you can create an aura of draconic power that radiates 10 feet from you for 1 minute. For the duration, you gain one of the following effects of your choice:

  • Frightful Presence.

When you create this aura, and as a bonus action on subsequent turns, you can choose a creature within the aura. The target must succeed on a Wisdom saving throw against your spell save DC or become frightened of you for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.

  • Resistance

You and your allies within the aura have resistance to your draconic element.

Once you create this aura, you can’t create it again until you finish a long rest, unless you expend 2nd level spell slot or higher to create it again.

New Born Dragon's Wing

At the 14th level, you can create magical wings made of the elements of your draconic element. As a bonus action, you can make magic, element wings grow out from your back. Until the end of your turn, you gain the flying speed equal to double your walking speed.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. You can replenish use of this feature by spending a 2nd level or higher spell slot.

Dragon's Rage

At the 17th level, you can call forth the dragon's rage. When you activate your Aspect of the Dragon, draconic fury explodes from you. Choose any number of creatures you can see in your aura. Each of those creatures must succeed on a Dexterity saving throw against your spell save DC or take 4d6 + your charisma modifier of your draconic elemental damage.

Improved Breath of the Dragon

At the 17th level, you are more intuned with the dragon's magic. You add your charisma modifier to the damage rolls of Breath of the Dragon or Elemental Infused Attack.

Custom Subclass (Optional) [edit]

The GM may make a new subclass on the following template:

Patron's Favor

At the 1st level, like paladins in tradition dnd, Full Moon Cats have to aim to achieve the patron's ultimate goal. Each patron aims at their own personal goal. They grant a fraction of their power in exchange you help them in their ultimate goal. If you do not aim to achieve this goal, the patron will take back their power. Once you complete your objective, patrons may give you a new one or simply let you keep the power as a reward for your great deeds.

Choose a goal that your patron strives to accomplish. Pick a way of a method that your patron has set out to that will directly or indirectly help to achieve this goal.

In other words, you choose to become a pawn of the patron in exchange for powers.

1st Level Subclass Warlock

At the 1st level, choose 1st Level Subclass Warlock feature

6th Level Subclass Warlock

At the 6th level, choose 6th Level Subclass Warlock feature

10th Level Subclass Warlock

At the 10th level, choose 11th Level Subclass Warlock feature

14th Level Subclass Warlock

At the 14th level, choose 14th Level Subclass Warlock feature

Create Your Own Feature

At the 17th level, create your own feature

Expanded Eldritch Invocations[edit]

Full Moon cat can use any warlock eldritch invocation and any of the following below.

Combat Spirit[edit]

Prerequisite: 5th level, Pact of the Spririt

You gain the ability to bring your spirit into your plane for combat. If you can see your Pact of the Spirit, you can use an action to bring your Pact of the Spirit, to your current plane of existence, in the nearest unoccupied space.

While in this transparent but physical state, the following effects are applied:

  • Pact of the Spirit loses all damage immunity except fire
  • Pact of the Spirit can be interacted or be interacted with the material plane
  • When the Pact of the spirit "dies" in a plane that is not ethereal (like a material plane), instead of "dying", the spirit guide instead returns to ethereal with full health.
  • You can use your action to make the Pact of the spirit make a single weapon (move) attack as their reaction.

If the Pact of the spirit is in combat, the spirit shares your initiative count, but it takes its turn immediately after yours. They can only move, use their reaction, take Dodge action, or Attack action on their own.

You take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Pact of the Spirit can take any action of its choice, not just Dodge and Attack. They are not compelled to follow your orders and have the option to refuse your order as they are free spirits.

Battle Spirit[edit]

Prerequisite: 5th level, pact of the spirit

Your pact of the spirit is prepared for battle. Shread's damage dice is increased to d10. Additional, pact of the spirit gain Fire Spit. It is a ranged weapon attack that uses your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.

Explosive Entry[edit]

Prerequisite: 5th level, pact of the spirit

Your Pact of the Spirit makes an explosive entry. Each creature within 5 feet of the spirit (other than you) when the Pact of the Spirit appears must succeed on a Dexterity saving throw against your spell save DC or take d6 of your proficiency bonus -1 of fire damage.

Magic Spirit Bond[edit]

Prerequisite: 7th level, pact of the spirit

The bond with your Pact of the spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals fire damage or restores hit points while your Pact of the spirit is summoned, roll a d6, and you gain a bonus equal to the number rolled to one damage or healing roll of the spell.

In addition, when you cast a spell with a range other than self, the spell can originate from you or your Pact of the spirit.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Full Moon Cat class, you must meet these prerequisites: Charisma 13

Proficiencies. When you multiclass into the Full Moon Cat class, you gain the following proficiencies: light armor, medium armor, and shield.

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