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Four

Class & Level
Background
Race
Alignment

Strength 12
+1
Dexterity 20
+5
constitution 14
+2
intelligence 16
+3
wisdom 18
+4
charisma 15
+2
Total Hit Dice 1
Hit Die
1d8+2
+2 proficiency bonus
+0 Strength
+0 Dexterity
+0 Constitution
+0 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+0 Acrobatics
+0 Animal Handling
+0 Arcana
+0 Athletics
+0 Deception
+0 History
+0 Insight
+0 Intimidation
+0 Investigation
+0 Medicine
+0 Nature
+0 Perception
+0 Performance
+0 Persuasion
+0 Religion
+0 Sleight of Hands
+0 Stealth
+0 Survival
skills Saving Throws (INT, WIS) Skills: Nature, Insight, Medicine, Perception, Stealth proficiencies

 
17
Armor Class
10
Hit Points
+5
Initiative
30 feet
Speed
Quarterstaff 1 hand 1d20+2 1d6
Quarterstaff 2 hand 1d20+2 1d8
Short bow 80/320 1d20+7 1d6+5
Dagger 20/60 1d20+7 1d4+5
Attacks
Language: Tabaxi
Light Armour
Simple Weapons
Proficiences
I do my best to protect those who I consider family
Personality Traits
I find myself in a strange land with no one but myself, who knows who I can trust
Ideals
The choice to travel to this world was not mine, I long for the day I can reunite with my family
Bonds
The actions many here take are foreign to me and I often misinterpret them.
Flaws
Sharpshooter

Dark vision 60 feet

Feline Agility. your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

Cat's Claws. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Psioinic Talent
Hidden Blade
As a bonus action, you cause on simple or martial melee weapon you are holding to dissolve into your body. This process is harmless to you and the weapon. Until the weapon reappears, it is in accessible, as are any of its properties. You can have only one weapon at a time affected in this way. You can summon the weapon to your hand as a bonus action. It reappears in your space if you are unconscious or dead.
Features & Traits

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

DnD 5e SRD SRD

Quarterstaff

Melee Weapon Versatile Common

Type Damage Damage Range Properties
Simple 1d6 / 1d8 Bludgeoning Versatile

Cost: 2 sp Weight: 4 lb


 

DnD 5e SRD SRD

Shortbow

Ranged Weapon Ammunition, Two-Handed Common

Type Damage Damage Range Properties
Simple 1d6 Piercing 80/320 ft Ammunition, Two-Handed

Cost: 25 gp Weight: 2 lb


 

Explorer's Pack

Adventuring Gear Common

Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Cost: 10 gp Weight: 59 lb


 
]

The statblocks of your class features

Mystic


Hit Points

Hit Dice: d8 per Mystic level
Hit Points at first Level: 8+your constitution modifier
Hit Points at Higher Levels: 8(or 5)+your constitution modifier per mysticlevel after 1st

Proficiences

Armor: Light Armour
Weapons: Simple Weapons
Tools: none
Saving Throws: Intelligence, Wisdom
Skills: Choose two skills from Arcana, History,Insight, Medicine, Nature, Perception, Religion

Overview & Creation

A human clad in simple robes walks along a forest path. A gang of goblins emerges from the brush, arrows trained on him, their smiles wide at their good fortune of finding such easy prey for the legion’s slave pens. Their smiles turn to shrieks of terror as the traveler grows to giant size and leaps at them, his staff now a deadly cudgel.

The militia forms in ranks to prepare for the orcs’ charge. The growling brutes howl their battle cries and surge forward. To their surprise, the human rabble holds its ground and fights with surprising ferocity. Suddenly, mindless fear clings to the orcs’ minds and they, despite facing a far inferior foe, turn and run, never noticing the calm half-elf standing amid the militia and directing its efforts.

Baron von Ludwig was always proud of his grand library. Little did he know that each evening, a gnome laden with blank scrolls slipped past his guards each night and dutifully copied his most heavily guarded archives. When the duke’s men arrived to arrest him for dealing with demons, he never guessed that the gnome scribe traveling with them had spent more time in his keep than he had over the past year.

These heroes are all mystics, followers of a strange and mysterious form of power. Mystics shun the world to turn their eyes inward, mastering the full potential of their minds and exploring their psyches before turning to face the world. Mystics are incredibly rare, and most prefer to keep the nature of their abilities secret. Using their inner, psychic strength, they can read minds, fade into invisibility, transform their bodies into living iron, and seize control of the physical world and bend it to their will.

Hermits and Outcasts

Mystics are loners. Most discover the secrets of their power through vague references in tomes of lore or by ingratiating themselves to a master of the power.

In order to master their power, mystics must first master themselves. They spend months and years in quiet contemplation, exploring their minds and leaving nothing uncovered. During this time, they shun society and typically live as hermits at the edge of society. A mystic who studied under a master worked as a virtual slave, toiling away at mundane tasks in return for the occasional lesson or cryptic insight.

When mystics finally master their power, they return to the world to broaden their horizons and practice their craft. Some mystics prefer to remain isolated, but those who become adventurers aren’t content to remain on the fringe of the world.

Eccentric Minds

In order to maintain the strict discipline and intense self-knowledge needed to tap into their power, mystics develop a variety of practices to keep their focus sharp.

These practices are reflected in taboos and quirks, strange little behaviors that govern a mystic’s actions. These quirks are oaths or behavioral tics that help keep mystics in the proper frame of mind while maintaining perfect control over their minds and bodies. While these taboos are harmless, they help cast mystics as outsiders. Few feel accepted by society, and fewer still care to become integrated with it. To mystics, the life of the mind is where they feel most at home.

Selecting Quirks

To add some texture to your mystic, consider the quirks your character has acquired. These behaviors have no game effect, but your character might become irritated or upset if forced to break them. They’re a great roleplaying tool to add character to the game. You can roll on or pick from the table below, or create your own quirks. Aim to create two quirks, to give them more of a chance to come into play. Finally, consider why your character chose these behaviors. What do they say about your character’s personality or background? Are they based on a specific incident or a belief?

  Mystic Quirks d20 - Quirk
  1. You never cut your hair.
  2. You refuse to wear clothes of a specific color.
  3. You never say your name.
  4. You never wear footwear.
  5. You always wear a mask.
  6. You dye your hair bright blue or green.
  7. You pick a new name each day.
  8. You never immerse yourself in water.
  9. You sleep on bare earth.
  10. You never consume alcohol.
  11. You wear a veil to conceal your face.
  12. You always wear a specific piece of clothing.
  13. You refuse to light fires.
  14. You refuse to write things down, instead using pictograms.
  15. You never sit on a chair, preferring to stand or sit on the floor.
  16. You never answer to any name but your own.
  17. You write down the name of each creature you slay, and name ones that are unnamed.
  18. You consume only water and raw vegetables.
  19. You spend any money you earn within 1 week of gaining it.
  20. You often speak to an imaginary companion, and act only with its blessing.

Creating a Mystic

When creating a mystic, consider your character’s background. How did you become a mystic? What first drew you to this practice? Are you self-taught, or did you have a master? If you had a master, what is that relationship like?

Consider also why you returned to the world from your hermitage. Did you leave someone or something behind when you took up your studies? Are you driven by revenge or some other motivation?

Quick Build

You can make a mystic quickly by following these suggestions. First, make Intelligence your highest ability score, followed by Dexterity or Constitution. Second, choose the hermit background.


 


Class Features

Mystic Order

At 1st level, you choose a Mystic Order: the Order of the Avatar, the Order of the Awakened, the Order of the Immortal, the Order of the Nomad, the Order of the Soul Knife,orthe Order of the Wu Jen, each of which is detailed at the end of the class description. Each order specializes in a specific approach to psionics.

Your order gives you features when you choose it at 1st level and additional features at 3rd, 6th, and 14th level.

Mystical Recovery

Starting at 2nd level, you can draw vigor from the psi energy you use to power your psionic disciplines.

Immediately after you spend psi points on a psionic discipline, you can take a bonus action to regain hit points equal to the number of psi points you spent. You can use this feature a number of times equal to your intelligence modifier. You recover all uses of this feature after a long rest.

Telepathy

At 2nd level, your mind awakens to the ability to communicate via telepathy. You can telepathically speak to any creature you can see within 120 feet of you in this manner. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19thlevel, 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.

Strength of Mind

Even the simplest psionic technique requires a deep understanding of how psionic energy can augment mind and body. This understanding allows you to alter your defenses to better deal with threats.

Starting at 4th level, you can replace your proficiency in Wisdom saving throws whenever you finish a short or long rest. To do so, choose Strength, Dexterity, Constitution, or Charisma. You gain proficiency in saves using that ability, instead of Wisdom. This change lasts until you finish your next short or long rest.

Potent Psionics

At 8th level, you gain the ability to infuse your weapon attacks with psychic energy. Once on each of your turns when you hit a creature with a weapon, you can deal an extra 1d8 psychic damage to that target. When you reach 14th level, this extra damage increases to 2d8. In addition, you add your Intelligence modifier to any damage roll you make for a psionic talent.

Consumptive Power

At 10th level, you gain the ability to sacrifice your physical durability in exchange for psionic power. When activating a psionic discipline, you can pay its psi point cost with your hit points, instead of using any psi points. Your currenthit pointsand hit point maximum are bothreducedby the number of hit points you spend.This reduction can’t be lessened in any way, andthe reduction to your hit point maximum lasts until you finish a long rest. Once you use this feature, you can’tuse it again until you finisha long rest.

Psionic Body

At 20th level, your mastery of psionic power causes your mind to transcend thebody. Your physical form is infused withpsionicenergy. You gain the following benefits:

  • You gain resistance to bludgeoning, piercing, and slashing damage.
  • You no longer age.
  • You are immune to disease, poison damage, and the poisoned condition.

 


Starting Equipment

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

  • (a) a spear or (b) a quarterstaff
  • (a) a light crossbow and 20 bolts or (b) two daggers
  • (a) a scholar's pack or (b) an explorer's pack

Alternatively, you can ignore the equipment here and in your background, and buy 5d4 × 10 gp worth of equipment from chapter 5 in the Player’s Handbook.


 


Spellcasting

Psionics

As a student of psionics, you can master and use psionic talents and disciplines, the rules for which appear at the end of this document.Psionics is a special form of magic use, distinct from spellcasting.

Psionic Talents

A psionic talent is a minor psionic effect you have mastered. At 1st level, you know onepsionictalent of your choice. You learn additional talents of your choice at higher levels. The Talents Known column of the Mystic tableshows the total number of talents you know at each level; when that number goes up for you, choose a new talent.

Psionic Disciplines

A psionic discipline is a rigid set of mental exercises that allows a mystic to manifest psionic power. A mystic masters only a few disciplines at a time.

At 1st level, you know one psionic discipline of your choice. The Disciplines Known column of the Mystic table shows the total number of disciplines you know at each level; when that number goes up for you, choose a new discipline. The Disciplines you know have to be from your mystic order.

In addition, whenever you gain a level in this class,you can replace one discipline you know with a different one of your choice.

Psi Points

You have an internal reservoir of energy that can be devoted to psionic disciplines you know. This energy is represented by psi points. Each psionic discipline describes effects you can create with it by spending a certain number of psi points. A psionic talent requires no psi points.

The number of psi points you have is based on your mystic level, as shown in the Psi Points column of the Mystic table. The number shown for your level is your psi point maximum.Your psi point total returns to its maximum when you finish a long rest.The number of psi points you have can’t go below 0 or over your maximum.

Psi Limit

Though you have access to a potent amount of psionic energy, it takes training and practice to channel that energy. There is a limit on the number of psi points you can spend to activate a psionic discipline. The limit is based on your mystic level,as shown in the Psi Limit column of the Mystic table. For example, as a 3rd-level mystic,you can spend no more than 3 psi points on a discipline each time you use it, no matter how many psi points you have.

Psychic Focus

You can focus psionic energy on one of your psionic disciplines to draw ongoing benefits from it. As a bonus action, you can choose one of your psionic disciplines and gain its psychic focus benefit, which is detailed in that discipline’s description. The benefit lasts until you are incapacitated or until you use another bonus action to choose a different focus benefit.

You can have only one psychic focus benefit at a time, and using the psychic focus of one discipline doesn't limit your ability to use other disciplines.

Psionic Ability

Intelligence is your psionic ability for your psionicdisciplines. You use your Intelligence modifier when setting the saving throw DC for a psionicdiscipline or when making an attack roll with one.

Discipline save DC = 8+ your proficiency bonus + your Intelligence modifier
Discipline attack modifier = your proficiency bonus + your Intelligence modifier


Subclass Options

Mystic Orders

Psionics is a mysterious form of power within most D&Dworlds. Secretive orders study its origins and applications, while pushing the boundaries of what psionic power can achieve .Each of these orders pursues a specific goal for psionic power. That goal shapes how the members of an order understand psionics.

Order of the Avatar

Mystics of the Order of the Avatar delve into the world of emotion, mastering their inner life to such an extent that they canmanipulate and amplify the emotions of others with the same ease that an artist shapes clay. Known as Avatars, these mystics vary from tyrants to inspiringleaderswho are loved by their followers.Avatars can bring out extreme emotions in the people around them. For their allies, they can lend hope, ferocity, and courage, transforming a fighting band into a deadly, unified force. For their enemies, they bring fear, disgust, and trepidation that can makeeven the most hardened veteran act like a shaky rookie.

Armor Training

At 1st level, you gain proficiency with medium armor and shields.

Avatar of Battle

Starting at 3rd level, you project an inspiring aura. While you aren’t incapacitated, each ally within 30 feet of you who can see you gainsa +2 bonus to initiative rolls.

Avatar of Healing

Beginning at 6thlevel, you project an auraof resilience. While you aren’t incapacitated, each allywithin 30 feet of you who can see you regainsadditional hit points equal to your Intelligence modifier (minimum of 0) whenever they regain hit points from a psionic discipline.

Avatar of Speed

Starting at 14th level, you project an aura of speed. While you aren’t incapacitated, any allywithin 30 feet of you who can see you cantake the Dash action as a bonus action.

Order of the Awakened

Mystics dedicated to the Order of the Awakened seek to unlock the full potential of the mind. By transcending the physical, the Awakened hope to attain a state of beingfocused on pure intellect and mental energy.The Awakened are skilled at bending minds and unleashing devastating psionic attacks, and they can read the secrets of the world through psionic energy. Awakened mystics who take to adventuring excel at unraveling mysteries, solving puzzles, and defeating monsters by turning them into unwilling pawns.

Awakened Talent

At 1st level, you gain proficiency with two of the following skills of your choice: Animal Handling, Deception, Insight, Intimidation, Investigation, Perception, and Persuasion.Psionic Investigation.

Starting at 3rd level, you can focus your mind to read the psionic imprint left on an object. If you hold an object and concentrate on it for 10 minutes(as if concentrating on a psionic discipline), you learn a few basic facts about it. You gain a mental image from the object’s point of view, showing the last creature to hold the objectwithin the past 24 hours. You also learn of any events that have occurred within 20 feet of the object within the past hour. The events you perceive unfold from the object’s perspective. You see and hear such eventsas if you were there, but can’tuse other senses.

Additionally, you can embed an intangible psionic sensor within the object. For the next 24 hours, you can use an action to learn the object’s location relative to you (its distance and direction) and to look at the object’s surroundings from its point of view as if you were there. This perception lasts until the start of your next turn.Once you use this feature, you can’tuse it again untilyou finisha short or long rest.

Psionic Surge

Starting at 6th level, you can overload your psychic focusto batter down an opponent’s defenses. You can impose disadvantage on a target’s saving throw against a discipline or talent you use, but at the cost of using your psychic focus. Your psychic focus immediately ends if it’s active, and you can’t use it until you finish a short or long rest.You can’t use this feature if you can’t use your psychic focus.

Spectral Form

At 14th level, you gain the ability tobecome a ghostly figure of psionic energy. As an action, you can transform into a transparent, ghostly version of yourself. While in this form, you haveresistance to all damage, move at half speed, and can pass through objects and creatures while moving but can’twillingly end your movement in their spaces. The form lasts for 10 minutes or until you use an action to end it.Once you use this feature, you can’tuse it again until you finisha long rest.

Order of the Immortal

The Order of the Immortal uses psionic energy to augment and modify the physical form. Followers of this order are known as Immortals. They use psionicenergy to modify their bodies, strengthening them against attack and turning themselves intoliving weapons.Their mastery of the physical form grants them their name, forImmortals arenotoriously difficult to kill.

Immortal Durability

Starting at 1st level, yourhit point maximum increasesby 1 per mystic level.In addition, whileyou aren’twearing armoror wielding a shield,your base AC equals 10 + your Dexterity modifier + your Constitution modifier.

Psionic Resilience

Starting at 3rd level, yourpsionic energy grants you extraordinary fortitude. At the start of each of your turns, you gain temporary hit points equal to your Intelligence modifier(minimum of 0)if you have at least 1 hit point.

Surge of Health

Starting at 6th level, you can draw onyour psychic focusto escape death’s grasp. As a reaction when you take damage, you can halve that damageagainst you. Your psychic focusimmediately endsif it’s active, and you can’tuse it until you finisha short or long rest.You can’tuse this featureif you can’tuse your psychic focus.

Immortal Will

Starting at 14th level, you can draw onyour reserves of psionicpower to survive beyond death. At the end of your turn while at 0 hit points, you can spend 5 psipoints to immediately regaina number of hit points equal to yourmysticlevel + your Constitution modifier.

Order of the Nomad

Mystics of the Order of the Nomad keep their minds in a strange, rarified state. They seek to accumulate as much knowledge aspossible, as they quest to unravel the mysteries of the multiverse and seekthe underlying structure of all things. At the same time, they perceive a bizarre, living web of knowledge they call the noosphere.Nomads, as their name indicates, delight in travel, exploration, and discovery. They desire to accumulate as much knowledge as possible, and the pursuit of secrets and hidden lore can become an obsession for them.

Breadth of Knowledge

At 1st level, you gain the ability to extend your knowledge. When you finisha long rest, you gain two proficiencies of your choice: two tools, two skills, or one of each. You can replace one or both of these selections with languages. This benefit lasts until you finisha long rest.

Memory of One Thousand Steps

At 3rd level, you gain the ability touse psionics to recall your steps. As a reaction when you arehit by an attack, you can teleport to anunoccupiedspacethatyou occupied since the start of your last turn, and the attack missesyou. Once you use this feature, you can’tuse it again until you finisha short or long rest.

Superior Teleportation

At 6th level, you gain a superior talent for teleportation. When you use a psionic discipline to teleport any distance, you can increase that distance by up to 10 feet.

Effortless Journey

Starting at 14th level, your mind can mystically move your body. Once oneach ofyour turns, you can forfeitup to 30 feet of your movement to teleport the distance you forfeited.You must teleport to an unoccupied space you can see.

Order of the Soul Knife

The Order of the Soul Knife sacrifices the breadth of knowledge other mystics gain to focus on a specific psionic technique. These mystics learn to manifest a deadly weapon of pure psychic energy that they can use to cleave through foes.Soul knives vary widely in their approach to this path. Some follow it out of a desire to achieve martial perfection.Others are ruthless assassins who seek to become the perfect killer.

Martial Training

At 1st level, you gain proficiency with light armor and simple weapons.

Soul Knife

Starting at 1st level, you gain the ability to manifest a blade of psychic energy. As a bonus action, you create scintillating knives of energy that projectfrom both of your fists. You can’thold anything in your hands while manifesting these blades.You can dismiss them as a bonus action.For you, asoul knife is a martial melee weapon with the light and finesse properties. It deals1d8psychic damageon a hit.As a bonus action, you can prepare to use the blades to parry; you gain a +2 bonus to AC until the start of your next turn or until you are incapacitated.

Hone the Blade

Starting at 3rd level, you can spendpsi points to augment your soul knife’s attackrolls and damage.You gain a bonus to attack and damage rolls with your soul knives depending on the number of psi points spent, as shown on the table below. This bonuslasts for 10 minutes.

Psi points - Attack Damage Bonus
2 - +1
5 - +2
7 - +4

Consumptive Knife

Starting at 6th level, whenever you slayan enemy creature with a soul knife attack,you immediately regain 2 psi points.

Phantom Knife

Starting at 14thlevel, you can make an attack that phases through most defenses. As an action, you can make oneattack with your soul knife. Treat the target’s AC as 10 against this attack, regardless of the target’sactual AC.

Order of the Wu Jen

The Order of the Wu Jenfeatures some ofthe most devoted mystics. These mystics seek to lock themselves away from the world, denying the limits of the physical worldand replacing it with areality that they create for themselves. Known as wu jens, these mystics cast their minds into the world, seize control of its fundamental principles, and rebuild it In practical terms, wu jens excel at controlling the forces of the natural world. They can hurl objects with their minds, control the four elements, and alter reality to fit their desires.

Hermit’s Study

At 1st level, you gain proficiency with two of the following skills of your choice: Animal Handling, Arcana, History, Insight, Medicine, Nature, Perception, Religion, or Survival.

Elemental Attunement

Starting at 3rdlevel, whena creature’s resistance reduces the damage dealtby apsionic discipline of yours,you can spend1 psi point to causethat use of thediscipline to ignore the creature’s resistance. You can’t spend this point if doing so would increase the discipline’s cost above your psi limit.

Arcane Dabbler

At 6th level, you learnthree wizard spells of your choiceand always have them prepared. The spells must be of 1st through3rd level.As a bonus action, you can spendpsi points to create spell slots that you canuse to cast these spells, as well as otherspellsyou are capable of casting. The psi-point cost of each spell slot isdetailed on the table below. The spell slot remains until you use it or finisha long rest. You must observe your psi limit when spending psi points to create a spell slot.Whenever you gain a level in this class, you can replace one of the chosen wizard spells with a different wizard spell of 1st through 3rd level.

Spell slot level - psi cost
1st - 2
2nd - 3
3rd - 5
4th - 6
5th - 7

Elemental Mastery

Starting at 14th level, if you have resistance to a type of damage,you can spend 2 psi points as a reaction when you take damage of that type to ignore that damage; yougain immunity to that damage typeuntil the end of your next turn.


LevelProficiency BonusFeaturesTalents KnownDisciplines KnownPsi PointsPsi Limit
1st+2Psionics, Mystic Order1142
2nd+2Mystical Recovery, Telepathy1162
3rd+2Mystic Order feature2183
4th+2ASI, Strength of Mind21103
5th+3-22135
6th+3Mystic Order feature22165
7th+3-22196
8th+3ASI, Potent Psionics(1d8)22226
9th+4-23257
10th+4Consumptive Power33297
11th+4-33337
12th+4ASI33377
13th+5-34417
14th+5Mystic Order feature, Potent Psionics (2d8)34457
15th+5-34497
16th+5ASI34537
17th+6-44607
18th+6-45677
19th+6ASI45747
20th+6Psionic Body45817

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Tabaxi

Ability Score Increase +2 Dex, +1 Cha
Size Medium
Speed 30ft.

Basic informations

Lore

Wandering tabaxi are catlike humanoids driven by curiosity to collect interesting artifacts, gather tales and stories, and lay eyes on all the world's wonders. Ultimate travelers, the inquisitive tabaxi rarely stay in one place for long. Their innate nature pushes them to leave no secrets uncovered, no treasures or legends lost. Travelling Tabaxi families can be found in every warm part of Deia, with their colorfull wagons and lively music.

Age

Tabaxi have lifespans equivalent to humans.

Alignment

Tabaxi tend toward chaotic alignments, as they let impulse and fancy guide their decisions. They are rarely evil, with most of them driven by curiosity rather than greed or other dark impulses.

Size

Tabaxi are taller on average than humans and relatively slender. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Darkvision

You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Feline Agility

Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

Cat's Claws

Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Cat's Talent

You have proficiency in the Perception and Stealth skills.

Extra Language

You can speak, read, and write one extra language of your choice.

Languages. Common

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

JustAir.

Statblock Type

Character Sheet (Legacy)

Link/Embed