10 January 2019

Class: Cat Wizard

We already have snake wizards and spider wizards, so I guess the next logical step are bee wizards, honey badger wizards and maybe, just maybe narwhal wizards. Multiclassing with a really smug cat is encouraged.


You are an Outsider.

Perks & Flaws:

You move with preternatural grace and nobility. You have advantage on acrobatics checks and gain a bonus to Def equal to your current unspent MD, as long as you wear no armour.

You can also purr at will.

You must Save vs Fear in the presence of water and cucumbers, and vs Distraction when presented with a string or a similar toy.

Cantrips:
  1. Kitty Nap: You can sleep anywhere, in any position, with a few moments notice. You can set environmental conditions that will wake you, such as "sunrise" or "rain".
  2. Exterminate: You may kill any 0 HD vermin (mice, insects, etc.) within 10' with a fingersnap.
  3. Nine Lives: If an attack would reduce you from full hp to 0 hp or less, you may burn all your remaining MD to survive it with 1 hp. You must spend at least 1 MD.

From here.

Spell List:

1. Cat's Grace
R: 30'; T: [dice] creatures; D: 0

If you would take falling damage, you can cast this spell as a reaction to reduce it. You fall at normal speed, but always land on your feet and retain balance. Treat all falling damage dice as if they rolled 1.

2. Cat's Paws
R: 0; T: self; D: [sum] minutes

You leave behind no traces of your passage. Snow and grass return to their previous shape. Twigs do not break under your weight. Mud and grime do not form footprints.

With 2 [dice], even pressure plates ignore your steps. With 4 [dice], magical warding cannot detect your movement.

3. Cat's Senses
R: 0; T: self; D: [sum] hours

Pick [dice] of the following options:
  • You can smell as well as you can see.
  • You have extremely acute hearing.
  • You can see perfectly in dim light and shadows.
  • You gain wizard vision.

4. Hateful Hiss
R: 30'; T: [sum] creatures; D: [dice] x 2 rounds

The target must Save vs Fear. With 4 [dice], the target must Save again or gain permanent phobia of cats.

5. Bless Milk
R: touch; T: milk; D: 1 day

You bless [dice] swigs of milk with curative powers. The milk must be drank within 24 hours or it will spoil, reversing its effects.

Drinking a swig of blessed milk counts as eating a ration. Spoilt milk will instead cause profound vomiting.

In addition, if [sum] is 6 or higher, the swig will also offer an extra Save against one poison or disease affecting the drinker. If [sum] is 12 or higher, the milk will also allow the drinker to speak with cats for the remainder of the day. Finally if [sum] is 20 or higher, the milk will heal the drinker to full hp, though any creature can only benefit from such healing once per day.

6. Pick one of the following:
Fortune
R: 30'; T: creature; D: [sum] rounds

Also known as blessing of the white cat, this spell causes the target to roll their next [dice] rolls with advantage.

Misfortune
R: 30'; T: creature; D: [sum] rounds

Also known as curse of the black cat, this spell causes the target to roll their next [dice] rolls with disadvantage.

7. Feline Fury
R: 0; T: self; D: [sum] rounds

Your teeth and fingernails grow into vicious fangs and claws. Your natural attacks deal 1d6 + [dice] damage.

8. Feline Reflexes
R: 0; T: self; D: [dice] x 2 rounds

You have incredibly swift reactions, moving faster than the eye. You can make a free Combat Manoeuvre whenever attacked.

With 4 [dice], the spell grants you an extra action on your turn.

9. Contortion
R: 0; T: self; D: concentration, up to [sum] minutes

You may hide in tiny spaces, or squeeze through tight spots with ease. More [dice] allows you to fit into more impossible locations.

10. Freedom of Movement
R: 30'; T: [dice] creatures; D: concentration, up to [sum] rounds

You ignore difficult and dangerous terrain, automatically escape bonds and cannot be restrained. You also resist any and all effects that would hinder or impede your movement.

11. Control Cats
R: hearing; T: feline creatures; D: [sum] minutes

You may command cats to do your bidding. Cats with [dice] HD or lower will always submit to your commands, but even felines with higher HD will be affected if they fail a Save. On a successful Save, though, they cannot be affected until the next day.

Note that cats hate being controlled and they hold a grudge for a long time.

12. Feline Form
R: touch; T: creature; D: [sum] hours

You may transform into any feline creature or monster of up to [dice] x 2 HD.

It's surprisingly hard to find a picture of a male cat wizard...
by Budgies

Mishaps:
  1. Your MD only return on a 1-2 for 24 hours.
  2. You take 1d6 damage while you have a coughing fit and spit out a ball of fur.
  3. Random mutation for 1d6 rounds, then Save. Permanent if you fail. Feline mutations are preferable.
  4. Random insanity for 1d6 rounds, then Save. Permanent if you fail.
  5. You can only speak in meows for 1d6 hours.
  6. Dogs hate you and will attack you, if given half a chance. Lasts 24 hours.

Dooms:
  1. You turn into an ordinary cat for a day.
  2. Dogs hate you and will attack you, if given half a chance, forevermore.
  3. You turn into an ordinary cat, permanently.

You may avoid you final Doom by stealing the breath of an infant, who will turn into a cat instead of you.

3 comments:

  1. Replies
    1. Well done, though. The class is very evocative, though I feel it might be a little under-powered, as it only really has 1 spell that does damage and the rest of its spells seem to be mostly be minor self-buffs.

      Delete
    2. I'd like to see your version, then. :)

      Cat wizards are more a reconnaissance / stealth class than fighting class. With some of their buffs and their perk, they should be capable of avoiding as much combat as possible.

      Delete