D&D 5E Cats and Class Features.

Weiley31

Legend
Well a bit ago, in my Race/Class combo thread, a slight mention of Animal Adventures (Cats/Dogs) was mentioned. Well the Cats are finally here and the rules are interesting.



One particular point of interest, is that with certain classes as cats, you can exchange a class feature, at certain levels, for a unique version one. For example, instead of getting the Unarmored Defence feature as a Barbarian, you can choose to instead swap it out for a feature that ALLOWS ya to roll two damage die, keep the higher number on a successful attack.

Or a Sorcerer can exchange one of their corresponding Sorcerer Origins feature at level 14, for the ability to reduce damage suffered by their CHA Modifier.

There are a few other classes in the rules that do something similar. Now while it makes cats unique, I legit see the exchange feature as something that could be added/house ruled alongside to be used alongside the UA Class Variant rules to help with even more option choices. Pathfinder 2E does something similar IIRC. If I'm off, my bad.

What do you all think?
 
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It'd probably be fine in combo with the UA, though swapping out my 14th level sorcerer origin feature to reduce damage by 4-5 points doesn't seem worth it to me. But... each to their own on that one. YMMV.
 


My Tabaxi Ranger (designed to start as a guide-in-training for Tomb of Annihilation) wants to swap out Favored Enemy for something that allows her to be effective fighting her chosen foe.
 

Cat abilities might be improved with a pass.
How Did They Get Up There?: Moving with
preternatural speed and grace, you scramble up
sheer surfaces with ease. Reduce the difficulty of
all climb tests by 2.
Awkward way to say +2 climb check? And, really, why not give a 15' climb speed?
Gone!: No thanks, you’re not sticking around
to be smashed with a mace. You know how to
stay safe and stay alive. When fleeing or escaping
from combat, double your Base Speed.
I like this one, even if it is rules-vague.
Attention must be paid! Are they...ignoring
you? Have they seen what you look like? Well,
you’ll soon put a stop to that. Add Proficiency
bonus to all Charisma checks.
This is either a whole pile of skills (too many?), or worse it unlocks 3x expertise. Needs rewording/reworkimg.

Half proficiency modifier to charisma checks and saves if you don' already get it? Or maybe even if you get 1x?
Skilled Hunter: You can follow your prey
through any terrain, no one is getting away from
you! Add +2 to all Tracking rolls.
I'd make this expertise (add twice proficiency when making an ability check to track).
Action Cat: You’re always ready for what
comes next; you’re poised, cunning and able to
anticipate. Add +1 to your Initiative Modifier.
+1/2 proficiency.
Like Smoke: The enemy flails about them,
trying to hit you. But you’ve already gone, like
mist in a strong breeze. Whenever attempting to
move past an enemy, or disengage from combat,
you may avoid the first Attack of Opportunity
made by an enemy.
Disengage is a combat action. Use here is confusing.

How about, opportunity attacks are at disadvantage?
Good Luck Cat: You’re just...lucky. You don’t
know why, but you are. Once per session, you
may reroll one failed test.
The lucky feat and halfling luck provide precident. But "test" isn't a 5eism. Say "attack roll, ability check, or saving throw".
Life in the Shadows: Twilight is your element,
your colouring and lithe form making you
almost impossible to track as the light dims.
Whenever you are in partial or reduced light,
you gain a +2 to all stealth roles.
5e uses dim light and shadows.
Like a Wolf: As you shed your fur, you begin to
resemble a vicious wolf, teeth bared and hungry
for blood. You know how to use this appearance
to your own ends! Whenever making an
Intimidate check, you may use your proficiency
bonus on top of any other modifiers.
Again, this is either proficiency or super-broken 3x expertise. Just make it expertise or proficiency.
Go Limp: You’ve spent a lot of time going limp
and playing dead. You’re eerily good at it, in
fact, but you’ve learned something more while
lying there, unmoving. When knocked Prone,
you suffer no disadvantages to avoiding or
evading attacks.
When prone, adjacent enemies do not have advantage on attacks against you.
Everybody Wants to be a Cat: You know it’s
natural to envy your grace, your fur, your beauty.
How could they not? They won’t get close, of
course, but they can always watch you. Add +1
to your Charisma Attribute.
This permits a +2 dex/+2 cha race; that isn't allowed by 5e.
And…Push: Things need pushing! That’s
what they’re there for! Just give them a little
nudge and see what happens! Whenever
attempting to move a stationary object, you may
add your Proficiency bonus to the roll.
So if they have expertise in athletics, add 3x prof? Bonded accuracy says no.
Stubborn: You don’t go down. You’ve been
in a lot of fights and you don’t like losing. You
don’t like doing anything unless you want to
do it. When you’re reduced to 0 hit points in
combat, make a DC 14 Constitution save. If you
succeed, you are not knocked unconscious but
remain standing, on 1 hit point. This ability can
only be used once per combat.
Weaker version of half orc. But 5e has no "once per combat" abilities.
Light Sleeper: You don’t need much in the
way of recovery time. You can get by in a way
others can’t. When Short Resting, determine
the number of hit points regained in the
normal fashion (roll a Hit Dice and add the
Constitution modifier), then add an additional
1d4+2 hit points to the total.
"Professional napper".
 

Cat abilities might be improved with a pass.

Awkward way to say +2 climb check? And, really, why not give a 15' climb speed?

I like this one, even if it is rules-vague.

This is either a whole pile of skills (too many?), or worse it unlocks 3x expertise. Needs rewording/reworkimg.

Half proficiency modifier to charisma checks and saves if you don' already get it? Or maybe even if you get 1x?

I'd make this expertise (add twice proficiency when making an ability check to track).

+1/2 proficiency.

Disengage is a combat action. Use here is confusing.

How about, opportunity attacks are at disadvantage?

The lucky feat and halfling luck provide precident. But "test" isn't a 5eism. Say "attack roll, ability check, or saving throw".

5e uses dim light and shadows.

Again, this is either proficiency or super-broken 3x expertise. Just make it expertise or proficiency.

When prone, adjacent enemies do not have advantage on attacks against you.

This permits a +2 dex/+2 cha race; that isn't allowed by 5e.

So if they have expertise in athletics, add 3x prof? Bonded accuracy says no.

Weaker version of half orc. But 5e has no "once per combat" abilities.

"Professional napper".
Technically, IIRC, Half-Elf can let you get a +2 DEX/+2CHA
 




To be clear - great work! I'm just doing a critical eye on it.

"Ferocious Attack: "
An issue I have here is that unarmored defence is more of a ribbon ability than it looks. A 14 dex barbarian in a breastplate has 16 AC; you need something like 16 dex/16 con to match that.

In a feat-less magic-item-less game at high level it could be good (as you may have bumped your dex/con up past what mundane armor can do). It is great flavor-wise. With rolled stats it can be good. And if you lose your gear it is really nice.

Second, it replaces a defensive ability with an offensive one.

However, cats (as small creatures) cannot use heavy weapons, which makes barbarian cats crippled (as -5/+10 feat plus reckless attack is crazy good). So this kind of boost might not be bad. In fact it might not be enough.

Finally:
Whenever rolling for damage following a successful attack, roll two damage dice and choose the highest result .
should be worded
Whenever rolling weapon damage dice, roll an additional one and discard the lowest.

High Pitched Screech: While a Cat Bard can use its voice to achieve the most beautiful, musical effects, they can also do substantially less pleasant things . A Bard can unleash a hideous screeching noise as an attack (using Charisma), targeting one enemy within its line of sight . This enemy is afflicted by the Fear condition for the next turn.
I'd make word it like a cantrip. As worded it is unclear what kind of action it takes and works on deaf targets. ;)

Note that fear is pretty strong; it is stronger than the effect from vicious mockery, as it imposes disadvantage to more stuff, and isn't just 1 check, and it restricts movement. I might have this cost a use of bardic inspiration, and do the die roll in psychic damage, and be once/short or long rest.

Laughter of the Cat: A strange hybrid of a growl and a purr leaves your mouth, bubbling through the air and leaving all who hear it convinced of your ineffable cuteness . Once per long rest, you can use this ability to convince all creatures within 15 ft not to attack you for one round .Each creature must make a Charisma savea or be unable to attack you for the next round .
This is basically sanctuary, so what I'd do is steal as much wording as you can from it.
Laughter of the Cat: As an action, a strange hybrid of a growl and a purr leaves your mouth, bubbling through the air and leaving all who hear it convinced of your ineffable cuteness. Until the start of your next turn, any creature who targets you with an attack or a harmful spell must first make a Charisma saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect you from area effects, such as the explosion of a fireball. After using this ability you must complete a long rest before using it again.

Similar wording massage:
Feline Fine: You have an inner reserve of strength, drawn from the great song of creation that so few can truly hear. You have advantage on Death Saving Throws.

Wild Cat: You are trained in Nature or Animal Handling.

Nature’s Child: You move through the natural world with absolute ease; nothing obstructs you. You may cast the Freedom of Movement spell on yourself as an action without using a spell slot.

Paw Flurry: You can dash as a single action .Rather than have to move, and then move again as your second action, you can travel up to your full move as a single action
I have no idea what this ability is supposed to do. Dash is an action that gives you additional movement, it doesn't actually move you. This reads like a misunderstanding of the movement rules. And even then, I don't know what it is supposed to do.

At 11th level, you may take the following ability, in place of Reliable Talent:
Vicious Slice: Your claws have been honed to razor sharpness . Whenever you make a successful bite attack, you may immediately make a second attack as a bonus action .
That is (a) a trap (reliable talent is crazy awesome), and (b) a combat ability in place of a less combat one, and (c) not that good. Rogues rely on delivering sneak attack, this doesn't help.

I’m Sure I Live Here:
it is unclear if that is a bonus cantrip or just an expanded selection.

Grimalkin’s Charm: Whenever you suffer damage, you may reduce the total by your Charisma modifier
No action cost?

this is used as the name of 2 completely different abilities in different classes (warlock and I think druid?)

Welcome to My World:
No save?
Animal Friendship: You immediately add the spell Faithful Hound to your spellbook, if it isn’t there already . You may cast this spell without expending a spell slot .
As written, this permits you to have a 4800 hounds active by casting it each round at a new location. That spell doesn't require concentration nor does it end when you cast it again.
Artful: You are perfectly poised and exactly balanced when wielding a blade . Whenever using a weapon with the finesse quality, you gain a +2 to damage rolls with that weapon .
This is basically an upgraded two weapon fighting plus slightly restricted duelist. Note that cat natural weapons are not finesse.

If you want to have fun, make it
Artful: You are perfectly poised and exactly balanced when wielding a blade. When you make an attack with a finesse weapon or a cat's natural weapons, you can choose to make the strike artful. You take a -5 penalty to hit with it in exchange for a +10 bonus to damage.

Cat’s Paw Martial Archetype
Archetypes should have non-combat utility. This one lacks it.
Welcoming Dark Rules
Wording conflicts with the 4 hour rest cat ability. Also is unclear how you enter it (what kind of action?)
 

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