User:Lokisrighthand

From D&D Wiki

Jump to: navigation, search

Sinister Feline[edit]

A Tabaxi male makes his way through the street, light on his feet with a grin on his face. He is stopped by a couple of mercenaries who see an easy mark. He leaps forward, claws splayed, and in a whirlwind of attacks, leaves them bleeding out as he moves on, undetected by anyone as a scream sounds behind him, the bodies discovered by a passerby.


A man with cat ears and tail dodges nimbly out of the way of a ball of fire launched at him from the throat of a dragon before slashing with his claws numerous times, cutting through the scales with ease as his party regroups to attack again.


A neko girl backed into a corner gives a wicked grin to the man who refused to take no for an answer before letting out a roar reminiscent of lions, causing him to flee in terror. She smiles sweetly, before making her way onward, glad she didn't need to resort to violence.


This class was designed for cat based races, (Ex. Kitsune, Neko girl/boy, cat shifters, tabaxi, half-tabaxi), so in order to play this class you must be a cat based race.


Creating a Sinister Feline[edit]

What made your feline character choose this particular style of combat? Was it a clan/colony right of passage? Were they simply gifted in using their claws to devastating effect? Why did they leave their clan or colony behind to go adventuring?


Quick Build

You can make a Sinister Feline quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma. Second, choose the Wanderer background. Third, choose any ranged weapon (discuss with your DM), an explorers kit or burglars pack, a dagger, and a whip.

Class Features

As a Sinister Feline you gain the following class features.

Hit Points

Hit Dice: 1d10 per Sinister Feline level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Sinister Feline level after 1st

Proficiencies

Armor: none
Weapons: ranged weapons, whips, spears, daggers
Tools: none
Saving Throws: Dexterity, Charisma
Skills: Choose three from Acrobatics, Deception, Intimidation, Perception, Performance, Persuasion, Survival, and Stealth

Equipment

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

  • (a) a whip or a spear or (b) 2 daggers
  • (a) a burglar’s pack or (b) an explorer’s pack
  • Leather armor, two daggers, and thieves’ tools

Table: The Sinister Feline

Level Proficiency
Bonus
Features Fierce Claws Cats Walk
1st +2 Cats Grace, Fierce Claws 1d4
2nd +2 Feline Pride, Evasion, Cats Walk 1d4 +10ft
3rd +2 Pounce, Ears Open, 1d4 +10ft
4th +2 Ability Score Improvement, Cats Eyes 1d6 +10ft
5th +3 Extra Attack, Nine Lives 1d6 +10ft
6th +3 Cats Meow 1d6 +15ft
7th +3 Hunter 1d6 +15ft
8th +3 Ability Score Improvement, Silent Attack 1d8 +15ft
9th +4 Innate Grace 1d8 +15ft
10th +4 Feline Pride Improvement, Sharp Mind 1d8 +15ft
11th +4 Swift Footed, Extra Attack 1d8 +20ft
12th +4 Ability Score Improvement, Prowess 1d10 +20ft
13th +5 Feline Luck, Cats Meow Improvement 1d10 +20ft
14th +5 Unerring Luck, Tactical Strike 1d10 +20ft
15th +5 Misdirection, Hardened Claws 1d10 +25ft
16th +5 Ability Score Improvement, Wild Cat 1d12 +25ft
17th +6 Feline Senses, Tactical Strike Improvement 1d12 +25ft
18th +6 Lion's Presence 1d12 +25ft
19th +6 Ability Score Improvement, Black Cat 1d12 +30ft
20th +6 Nine Fold 2d12 +30ft

Abilities[edit]

Cats Grace[edit]

At 1st level, your AC while not wearing armor is 10 + Dexterity modifier + Charisma modifier.

Fierce Claws[edit]

Beginning at 1st level, your unarmed strikes deal 1D4 damage instead of the normal damage. The amount of the extra damage increases as you gain levels in this class, as shown in the Fierce Claws column of the Sinister Feline table.

Feline Pride[edit]

At 2nd level, your innate Feline Pride makes you resistant to all effects that would charm you. If a spell or ability calls for you to make a Charisma saving throw, you have advantage on the save.

Cats Walk[edit]

By 2nd level you are quicker on your feet than someone without your heritage. Gain +10 to movement speed, and refer to the chart at later levels to determine your speed.

Pounce[edit]

At 3rd level, your jump distance is doubled.

Ears Open[edit]

At 3rd level, due to your feline nature, you have become used to picking up soft sounds. As long you are quiet, you can use your bonus action to make a perception or investigation roll to pick up sounds of creatures. This allows you to pinpoint the location of a creature that you cannot see. This feature does not remove disadvantages to attack rolls against creatures that you cannot see.

Cats Eyes[edit]

At 3rd due to time spent in the darkness, and your own feline nature, you have become more adept at seeing in the dark. Gain an additional 90 feet of darkvision. If you did not have darkvision, gain 90 feet of darkvision. As normal, you see in shades of grey with this ability. This ability does not see through magical darkness.

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.

Extra Attack[edit]

Starting at 5th level, you may attack twice, instead of once.

Nine Lives[edit]

At 5th level, you are difficult to kill outright, proving the adage that cats have nine lives true. If damage would take you down to zero hp, instead you can use your reaction to reduce it to one hp instead. You may use this ability a number of times per your proficiency modifier.

Cats Meow[edit]

At level 6, your voice has become mesmerizing in the ears of others. You attempt to charm a creature you can see within range (30ft). It must make a Wisdom saving throw. If it fails the saving throw, it is charmed by you until or you or your companions do anything harmful to it or it passes a Charisma saving throw (Rerolls on its turn). The charmed creature is friendly to you. When the charm ends it does not know it was charmed by you.

Starting at 13th level, you can target a number of creatures with this ability equal to your proficiency bonus and the range is now 60ft.

Any creatures charmed by you will listen to one command you give them per failed Charisma save.

Evasion[edit]

At 6th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Hunter[edit]

At level 7, you are more proficient with using your claws to cause damage. Whenever you use Fierce Claws to make an unarmed strike, you may add your Dexterity modifier. Additionally, you gain +2 to your Dexterity score, and your maximum Dexterity cap is increased by four.

Silent Attack[edit]

Beginning at 8th level, your attacks no longer make any sounds. As long your enemy does not see you, attacking does not break your current stealth.

Innate Grace[edit]

At 9th level, if you move no more than half of your movement speed, you have advantage on entering into stealth again after you have made your attack. Additionally, you take no fall damage, as you will always land on your feet with grace.

Sharp Mind[edit]

Beginning at 10th level, you have become so used to being top cat that you are now immune to charm and fear effects. Additionally, due to your sharp senses, you are no longer capable of being surprised.

Extra Attack[edit]

Starting at 11th level, you may now attack three times instead of twice.

Swift Footed[edit]

At 11th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of combat. You take your first turn at your normal initiative, and your second turn at your initiative minus ten.

Prowess[edit]

At 12th level, your claws are a work of deadly art. Attacks made with your claws are considered magical for the purpose of overcoming resistances and immunities.

Feline Luck[edit]

At 13th level, you are quick to turn a bad attack into a good one. Once per long rest you may treat one failed attack as a 20 (non natural) instead.

Unerring Luck[edit]

At 14th level, your luck only seems to get better, though you are quick to correct that it is not luck, but skill. Once in each of your turns when you miss an attack roll, ability check, or saving throw using Dexterity, you can reroll it. You must use the reroll, no matter what it is. In addition, if you have not used this ability on your turn yet, you can use it as a reaction to reroll a failed Dexterity saving throw.

Tactical Strike[edit]

At 14th level, you have found a way to temporarily increase the amount of attacks you can make in one turn. Once per long rest, you may double the amount of attacks on your turn, but you may not use your action to attack on your next turn.

Misdirection[edit]

At 15th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while there is another creature within 10 feet of you, you can use your reaction to have the attack target that creature instead of you.

Hardened Claws[edit]

At 15th level, you have become an expert at striking at vital points using your claws. Your Fierce Claw attacks now deal critical damage on a roll of 17 to 20.

Wild Cat[edit]

At 16th level, you are all but unkillable by all but the toughest of enemies. When you succeed on a Dexterity or Charisma saving throw, you gain HP equal to your proficiency bonus. If you are already at full health, gain this instead as temporary HP that resets on your next short or long rest. This ability is capped at six times, resetting on your next short or long rest.

Feline Senses[edit]

At 17th level your senses are sharper than they have ever been due to extended use and training. You can see all creatures maximum HP, and non magical status effects.

Feline Strike Upgrade[edit]

Also at 17th level, you have gotten even better at striking enemies rapidly in succession. You may add your Charisma modifier to your attacks. This ability is now usable once per combat encounter.

Lion's Presence[edit]

At level 18, you are as majestic as the ruler of the jungle as you channel the powerful presence of a feline ruler. Everyone within a 90ft radius of you must make a Charisma saving throw. Those that fail are either charmed or feared by you, your choice, and take 10d10 psychic damage. On a success they take half damage and are not affected by the charm or fear. This ability ignores resistance but not immunity. If they are feared, they will use their next turn to get as far from you as possible. If charmed they will use their next turn to get as close to you as possible. If they are already under the effect of Cat's Meow, add another 5D10 psychic damage. At the end of each turn they will reroll the Charisma save, the DC goes up by one for each fail. Use this feature once per long rest.

Black Cat[edit]

Beginning at 19th level, you have become close to the epitome of your kinds sneakiness. You are nigh on undetectable in the dark unless the creature in question has true sight.

Nine Fold[edit]

At 20th level, you are at the top of your game, and your reaction time is almost instant, enabling you to do much more. You can use up to 5 reactions in one round of combat.

Your reaction can be used to do one of the following: - Make one Fierce Claws attack - Charm one enemy - Frighten one enemy - Move half of your movement speed Additionally, 9 times a week you can choose one enemy to automatically fail the save on lion's presence. There is no longer a cap to your Dexterity score.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Sinister Feline class, you must meet these prerequisites: Dex 15, Race: feline in nature

Proficiencies. When you multiclass into the Sinister Feline class, you gain the following proficiencies: ranged weapons, acrobatics

0.00
(0 votes)

{{5e Classes Breadcrumb}} {{5e Campaign Settings Breadcrumb}} → [[Sinister Feline (5e Campaign Setting)|Sinister Feline]] [[Category:5e]] [[Category:User]] [[Category:Class]] [[Category:5e Sinister Feline Setting]],

Home of user-generated,
homebrew pages!


Advertisements: