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Sorcerous Origins: Neko-Mancer

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Sorcerous Origins

Different sorcerers claim different origins for their innate


magic. Although many variations exist, most of these
origins fall into two categories: an eldritch bloodline and
the influence of wild magic.

Neko-mancer
While it doesn’t happen often, occasionally a humanoid's
blood will be spliced magically with a cat, usually after a
night of heavy drinking and several lost bets. We don’t
know, we don’t want to know, but it does tend to give them
some powers unique to their situation.

Pile of Cats
At 1st level, when you choose this origin, you learn the find
familiar spell, which doesn't count against your total
number of spells known, and you can cast it without
expending a spell slot. When cast in this way, you can only
use it to summon a number of cats up to your proficiency
bonus; you can not have more cat familiars than this at one
time. While you have any number of cats as familiars, • Whenever you fall, you can spend a sorcery point as a
Charisma (Persuasion) checks you make suffer a penalty reaction to cast feather fall, targeting only yourself.
equal to the number of cats you have summoned. • You grow a feline tail, which grants you advantage on
Dexterity (Acrobatics) checks made to maintain your
Cat Ears
Starting from 1st level, you have a pair of furry cat ears balance.
instead of the normal ears for your race. You can speak
Feline Frenzy
with and understand cats of all types, including cat-like or Starting at 14th level, you can command your cats to
partially-cat creatures such as gryphons, manticores and swarm a foe in a veritable tornado of fur, claws, and spite.
sphinxes. You can add double your proficiency bonus to As an action, designate a target within 30 feet of you. Each
any Charisma check you make with such creatures. of your cat familiars can move up to their movement speed
Furocious towards that enemy. If any of your cats end their movement
Starting at 6th level, you gain a number of feline traits: adjacent to the designated creature, that creature takes 1d8
slashing damage per cat and must make a Strength saving
• Your hands and feet grow sets of sharp, retractable
throw with a DC equal to your spellcasting DC. On a
claws. Your unarmed strikes deal 1d4 slashing damage,
failure, both that creature and any cats adjacent to it are
and as long as your feet and hands are not covered and
restrained until the end of your next turn.
are otherwise free you have a 20 foot-climb speed.
• Your eyes change to look like those of a cat. You gain Nine Lives
darkvision out to 60 feet, or your darkvision distance Beginning at 18th level, you become exceptionally hard to
doubles if you had it already. kill, much like your fully feline brethren. Whenever you are
required to make death saving throws, you do not die until
you fail 9 rolls (you still stabilize upon succeeding
on three rolls).

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