Kittypet Cat (5e Class)

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Kittypet Cat[edit]

"I know all about being a kittypet, and it's not as easy as you think. You only eat when the Twolegs (humanoid) give you food. You only go in and out when the Twolegs say you can. Is that what you really want?"

— Macgyver to Parsleyseed after he decides to become a kittypet in Hawkwing's Journey, page 352

What is a Kittypet?[edit]

In this world, animals, like cats, are as smart as humans. Kittypets are cats that depend or used to depend on a twoleg (humanoid) for their food. Out of all the cats, you are most familiar and friendly to twolegs. You are the only one how can figure out and use twoleg's technology. Kittypet's life tend to be easy and lazy. This has robbed kittypets of their strength and dexterity. When they are released into the wild with almost no knowledge of combat and hunting, Kittypets use their best ability: the mind. They create their own armor and weapons after twolegs to overcome their limitations.

Creating a Kittypet Cat[edit]

What was your relationship with your twoleg (humanoid)? Why did you leave home? Why did you take those two items? How did you get so Smart? What do you think about the inside and outside of the house?

Quick Build

You can make a Kittypet Cat quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the Kittypet background (Paw). Third, choose two daggers, light crossbow and quiver contain 20 bolts, and an entertainer’s pack.

Class Features

As a Kittypet Cat you gain the following class features.

Hit Points

Hit Dice: 1d6 per Kittypet Cat level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Kittypet Cat level after 1st


Armor: none
Weapons: Daggers, darts, slings, quarterstaffs, and light crossbows
Tools: none
Saving Throws: Intelligence, Wisdom
Skills: 3 skills of your choice


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

  • (a) a quarter staff or (b) a two daggers
  • (a) sling or (b) light crossbow and quiver contain 20 bolts
  • (a) a diplomat’s pack or (b) an entertainer’s pack
  • Leather armor and a dagger

Table: The Kittypet Cat

Level Proficiency
Features Bardic Inspiration Die Maximum of Salvage Items
1st +2 Bardic Inspiration, Twoleg "Salvaging", Hardy D4 2
2nd +2 Creative Armor, Weapon Model D4 2
3rd +2 Twoleg Expertise, Twoleg Study D4 2
4th +2 Ability Score Improvement D4 2
5th +3 Extra Attack, Font of Inspiration D6 2
6th +3 Counter Charm, Twoleg Expertise improvement D6 3
7th +3 Expertise, Jack of all Trades D6 3
8th +3 Ability Score Improvement D8 3
9th +4 Gear Modifications D8 3
10th +4 Magic Item Adept D8 4
11th +4 Flash of Genius D10 4
12th +4 Ability Score Improvement D10 4
13th +5 Familiar with Twolegs D10 4
14th +5 Twoleg Expertise improvement D10 5
15th +5 Perfected Weapons D12 5
16th +5 Ability Score Improvement D12 5
17th +6 Inspiration over Magic, Expertise D12 5
18th +6 Magic Item Savant D12 6
19th +6 Ability Score Improvement D12 6
20th +6 Superior Inspiration D12 6

Bardic Inspiration[edit]

At 1st level, you can inspire others through logic and understanding. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d4.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d6 at 5th level, d8 at 8th level, a d10 at 11th level, and a d12 at 15th level.

Twoleg "Salvaging"[edit]

At 1st level, you "salvage" items from your Twoleg (humanoid owner) or from other Twolegs. You start with 2 salvaged items of your choice from this list below. As you gain levels in this class, you can have more salvaged items according to the salvage item column in Kittypet Cat table.

When you spend at least 4 hours searching for twoleg items in a location with twolegs, you are guaranteed to at least find one of the salvageable items for your level or a salvageable item that your are searching for. Searching can take less than 4 hours. It does not guarantee that the item can be obtained without any difficult but it cannot be deadly difficulty. Example: guarded by a cat or stuck on top of the house.

If you are at your cap, you can "trade" one of your salvaged item for the salvaged item that you just found. Any twoleg or magical items that you have that is not gained from this feature does not count to your item cap and cannot be "traded" for salvaged item.

Please let your GM ahead of time that you are planning to salvage.

Starting and 1st level "Salvaging" items
Item Name Attunement Homebrew Item
Bell No Yes
Breathing Bubble No No
Cat Backpack Yes Yes
Cat Toy No Yes
Collar No Yes
Collar with a Bell No Yes
Orb of Direction No No
Orb of Time No No
String No Yes
Thermal Cube No No
6th level "Salvaging" items
Item Name Attunement Homebrew Item
Cap of Water Breathing No No
LED Pen Flashlight (Button) No Yes
Ring of Truth Telling Yes No
Ring of Warmth Yes No
Saddle Backpack Yes Yes
Sippy Cup No Yes
Wagon No Yes
10th level "Salvaging" items
Item Name Attunement Homebrew Item
Brooch of Shielding Yes No
Necklace of Adaptation Yes No
Lazer Pointer No Yes
LED Pen Flashlight (Switch) No Yes
Periapt of Wound Closure Yes No
Ring of jumping Yes No
Ring of Mind Shielding Yes No
Tactical backpack Saddle Yes Yes
14th level "Salvaging" items
Item Name Attunement Homebrew Item
Headband of Intellect Yes No
Knife No Yes
Ring of Evasion Yes No
Ring of Feather Falling Yes No
Ring of Free Action Yes No
Ring of Protection Yes No
Ring of Resistance Yes No
18th level "Salvaging" items
Item Name Attunement Homebrew Item
Amulet of Health Yes No
Belt of Hill Giant Strength Yes No
Chime of Opening No No
Periapt of Proof against Poison No No
Slumbering Scaled Ornament Yes No


At 1st level, your hit points maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Creative Armor[edit]

Starting at 2nd level, with your knowledge of twoleg's (humanoid) clothing you create a makeshift armor. After a "ritual" that lasts 10 minutes, you can turn a suit of armor you are wearing into Creative Armor.

You gain the following benefits while wearing this armor:

  • If the armor normally has a Strength requirement, the creative armor lacks this requirement for you.
  • The armor attaches to you and can’t be removed against your will.
  • You are always have proficency in this armor.
  • You can doff or don the armor as an action.

The armor continues to be Creative Armor until you don another suit of armor or you die.

Additionally, after long rest, you can create any armor under 100 gd as long as you have the resources or money.

Weapon Models[edit]

At the 2nd level, after watching twolegs (humanoids) for so long, you are inspired to create your own weapons. When you use one of your weapon model below, you are always have proficiency in your weapon and you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls. You can change the weapon's model whenever you finish a short or long rest, provided you have smith's tools in hand. You create one of the models below:


You modified two Velcro stuffed balls into large gauntlets. It has the following features:

Irritating Gauntlets. You have two gauntlets that counts as melee weapon with light property while you aren't holding anything in it, and it deals 1d4 physic damage on a hit as the Velcro irritate the skin and fur. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the irritation makes it hard to attack anyone someone else.

Defensive Field As a bonus action, you can gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have. You lose these temporary hit points if you unequip the weapon. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.


You modified two Velcro stuffed balls into very bouncy balls by adding super bouncy rubber like ball in the center. It has the following features:

Returning Balls You have two Velcro balls stuck the your fur on both sides. Each of them counts as a thrown weapon with light property, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 physic damage on a hit. Once the balls hits or miss its target, it returns to your hand or stick to the side of you.

Light on the Balls of your Feet Your walking speed increases by 5 feet.

Weightless You have advantage on Dexterity (Stealth) checks. If the armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other, as normal.

Packing Heat (Optional Feature)[edit]

Replaces: Weapon Model

At second level, you can create and wear a portable cannon. You gain Eldritch Cannon from Artillerist Artificer. Unlike a normal Eldritch Cannon, it is an inanimate object and cannot aim or move my itself. Someone else must carry the Cannon.

Additionally, only the wielder use their bonus action to activate the Eldritch cannon. If you were the last wielder and the eldritch cannon is within 60 ft of you, you can use your bonus action to activate it as normal.

You can fix or create a new Eldritch Cannon by expending a Bardic Die instead of a spell slot.

At 9th level, you can use Gear Modification on one weapon instead on Weapon Model.

Twoleg Expertise[edit]

At the 3rd level, you chose a twoleg expertise. Choose between Arcane Expertise and Item Expertise, both detailed at the end of the class description. Your choice grants you features at 3rd and again at the 6th and 14th levels.

TwoLeg Study[edit]

At the 3rd level, you can start to try to figure out Twoleg's strange items. You can study a Twoleg's item for 1 hour of uninterrupted work, which can coincide with a short or long rest. At the end of the research, make an arcana (Twoleg) check VS dc of 10 + 3 * the item rarity. You have an advantage on the roll if you have seen this Twoleg's item being used or have done this research earlier in the same day. On a pass, you know (to the limit of a cat's perspective) what this item is and what it does.

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.

Font of Inspiration[edit]

Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

Extra Attack[edit]

At the 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Counter Charm[edit]

At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).

Jack of all Trades[edit]

Starting at 7th level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.


At the 7th level, you can choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 17th level, you get to pick two more skill proficiencies.

Gear Modifications[edit]

At the 9th level, you learn to upgrade your Creative Armor and Weapon Model.

Infusions Known

When you gain this feature, pick eight artificer infusions to learn. Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one. Your Kittypet levels count as Artificer levels for this feature. You cannot learn Homunculus Servant nor Magic Item Replication.

Infusing an Item

Whenever you finish a long rest, you can touch your Creative Armor or Weapon Model and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see the attunement rules in the Dungeon Master's Guide).

You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears is 2. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies.

Magic Item Adept[edit]

At the 10th level, you achieve a profound understanding of how to use and make magic items:

  • You can attune to up to four magic items at once.
  • If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.

Flash of Genius[edit]

At the 11th level, you gain the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

Familiar with Twolegs[edit]

At the 13th level, over the years you gather useful information about twolegs (Humanoid). Whenever you make an ability check that involves twolegs, you can replace the result with your intelligence score.

Perfected Weapons[edit]

At the 15th level, your Weapon Model gains additional benefits based on its model, as shown below.


When a Huge or smaller creature you can see ends its turn within 30 feet of you, you can use your reaction to throw a Velcro-like rope to a creature to force them to make a Strength saving throw against 8 + your proficiency bonus + your intelligence modifier, pulling the creature up to 30 feet toward you to an unoccupied space. If you pull the target to a space within 5 feet of you, you can make a melee weapon attack against it as part of this reaction.

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


Any creature that takes physic damage from your Returning Ball glimmers with glow stick liquid until the start of your next turn. The glimmering creature sheds dim light in a 5-foot radius, and it has disadvantage on attack rolls against you, as the light jolts it if it attacks you. In addition, the next attack roll against it has advantage, and if that attack hits, the target takes an extra 1d6 poison damage.

Improved Fire Power (Optional Feature)[edit]

Replaces: Perfected Weapons

At 15th level, you gain Fortified Position from Artillerist Artificer.

Inspiration over Magic[edit]

At the 17th level, you can inspire creatures to break from magical effects. As a bonus action and one use of Bardic Inspiration, choose a willing creature within 30 ft. You end one spell effect on that creature and they gain temporary hit points equal to your Bardic Inspiration dice plus your Intelligence modifier.

Magic Item Savant[edit]

At the 18th level, your skill with magic items deepens more:

  • You can attune to up to five magic items at once.
  • You ignore all class, race, spell and level requirements on attuning to or using a magic item.

Superior Inspiration[edit]

At the 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.

Twoleg Expertise[edit]

Cat are curious beings. They are natural searchers of new things. When spending so much time with twoleg (humanoid creatures), Kittypet Cats begin to pick a thing or two from them. These subclasses reflect the subject that you learn from the twolegs that you send your time around.

Arcane Expertise [edit]

You spend a lot of time around magical twoleg (humanoid creatures). You could have been a normal cat in a magical household or the witch's "black" cat familiar. Regardless, you are able to cast a minor about of magic to help you on your journey.

Pact Magic[edit]

At the 3rd level, you can augment your combat techniques with the ability to cast spells. See chapter 10 of the PHB for the general rules of spellcasting and chapter 11 of the Player’s Handbook for the Warlock spell list.


You learn vicious mockery and one cantrip of your choice from the Bard spell list. You learn an additional Bard cantrip of your choice at the 10th level.

Spell Slots

The Arcane Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Kittypet Cat spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 8th level, you have two 2nd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 2nd-level spell.

Spells Known of 1st Level and Higher

At the 3rd level, you know two 1st-level spells of your choice from Bard Spell. You may also learn any Artificer spell with a ritual tag.

The Spells Known column of the Arcane Expertise table shows when you learn more spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach the 15th level, for example, you learn a new Kittypet Cat spell or any Artificer or Bard spell with ritual tag, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class and order, you can choose one of the spells you know and replace it with another spell from Bard Spell. You may also learn any Artificer spell with a ritual tag.

Spellcasting Ability

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

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

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Arcane Expertise Spellcasting
Kittypet Cat Level Cantrips Know Spells Known Spell Slots Spell Level
3 Victous Mockery + 1 2 1 1
4 Victous Mockery + 1 2 1 1
5 Victous Mockery + 1 3 1 1
6 Victous Mockery + 1 3 2 1
7 Victous Mockery + 1 4 2 2
8 Victous Mockery + 1 4 2 2
9 Victous Mockery + 1 5 2 2
10 Victous Mockery + 2 5 2 2
11 Victous Mockery + 2 6 2 2
12 Victous Mockery + 2 6 2 2
13 Victous Mockery + 2 7 2 3
14 Victous Mockery + 2 7 2 3
15 Victous Mockery + 2 8 2 3
16 Victous Mockery + 2 8 2 3
17 Victous Mockery + 2 9 2 3
18 Victous Mockery + 2 9 2 3
19 Victous Mockery + 2 10 2 4
20 Victous Mockery + 2 11 2 4

Expert Ritual Caster[edit]

At the 3rd level, you can cast any spell you know as a ritual if that spell has the ritual tag. Additionally, you ignore all material components you ritually cast a spell.

Magical Inspiration[edit]

At the 3rd level, as an action and bonus action, you can expend one use of your bardic dice, and roll two times on the Magic Field table using your Bardic Inspiration die. You pick one of the two results as the spell that you can cast this turn.

You are not forced to cast the spell immediately but you lose the ability to cast that spell at the end of this turn. Spells cast this way does not require material component and does not consume a spell slot.

You can only use this feature once per long rest.

Magic Field Table
Bardic Dice Result Spell Spell Level
1 charm person 1
2 bless 1
3 Chaos Bolt 1
4 hideous laughter 1
5 cure wounds 1
6 dissonant whispers 1
7 blindness/deafness 2
8 invisibility 2
9 Mind Spike 2
10 ray of enfeeblement 2
11 haste 3
12 Cast any of the spells in this table as a 3rd level spell 3

Inspiring Magic[edit]

At the 6th level, even your magic inspires others. Whenever you cast a spell that affects an ally, you may expend a single use of Bardic Inspiration and they gain a Bardic Inspiration.

If there is more than one ally, you pick one of them of your choice.

Magic Secrets[edit]

At the 14th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Arcane Expertise table or a cantrip.

The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Arcane Expertise table.

Item Expertise [edit]

Your twoleg (humanoid) is a collector of many wondrous and strange objects. Your knowledge of twoleg's items greatly expanded compared to the other Kittypets Cats. Noone knows Twoleg items as well as you do.

Item Expert[edit]

At the 3rd level, you add double of your proficiency bonus to arcana (twoleg) skills. Additionally, you can ritually cast identify on twoleg made objects.

Dangerous Items[edit]

At the 3rd level, you memorize every dangerous item that you encounter. Whenever you see an item made by twoleg, you know why it is dangerous and how to properly handle that object.

Improved Twoleg "Salvaging"[edit]

At the 6th level, you become better at searching for new items. When you do Twoleg "Salvaging", you are guaranteed to find at least three items, instead of one.

At 14th level, you find five instead of three.

Magic Item Expert[edit]

At the 14th level, you achieve a profound understanding of how to use and make magic items. You can attune to one additional magical items at once.

HB or Official Bard Subclass [edit]

You can use any HB (with the usual approval of GM) and official subclasses for Bard.


Prerequisites. To qualify for multiclassing into the Kittypet Cat class, you must meet these prerequisites: intelligence 13

Proficiencies. When you multiclass into the Kittypet Cat class, you gain the following proficiencies: Light armor and one skill of your choice

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