Awakened Cat 3.0

“When I asked Doctor Andrews why he Never invited anyone over for Brunch anymore, He replied, ‘Well, I have a Cat now, and he’s much more pleasant than any of you.’ Needless to say, he and I don't talk very much anymore.”
– Miss Madison, Reluctant Cat person

Gifted (though others would claim cursed) with consciousness via magic in the form of an intelligence equal to that of an average human, the awakened cat walks a narrow path between two worlds. They are forever removed from their animalistic life but are still driven by many of their old instincts and experiences. A cat would think nothing of consuming the meat of a fallen foe. They have little need or want for most possessions, though all tend to have a few special items they guard fiercely. They have a tendency toward solitude but will happily join in with a party for warmth, shelter, and easy meals. The promise of a warm lap and generous scratching behind the ears is good incentive as well.

Awakened Cat Traits

Your Awakened Cat Character has a number of other traits in common with all other

Awakened Cats.

Ability score increase: Your Dexterity or Charisma ability score increases by 2 and either your Wisdom score or Intelligence score increases by 1 to a maximum ability score of 20.

Age: Unless otherwise Magically altered, an awakened cat lives no longer then a normal cat, with a maximum lifespan of about 20 years.

Alignment: Most Awakened Cats are Neutral, taking little notice of anything beyond their own self-interest.

Size: As Cats are between 8-24 inches in length, and can weigh anywhere between 7-24 lbs, depending on the breed. Their Size is Tiny.

Languages: An awakened cat can speak and understand one language that their creator could also speak and understand. They cannot read or write, but can learn to do so by taking the Linguist Feat or otherwise acquiring the proficiency.

Speed: Your base walking speed is 40 feet.

Darkvision. Accustomed to twilight forests and the night sky, you have superior vision in dark and dim Conditions. 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.

Tiny Critter. as a Cat, you can better Squeeze into smaller spaces – as small as 15 inches.

You can also make better use of cover – in general, where another PC would gain half cover or three-quarters cover, you gain three-quarters cover and total cover respectively. You can also gain half cover from objects that would otherwise be considered incidental, such as rocks or tree saplings, you can also occupy the same space as another Tiny or larger creature. Your carrying capacity is half of what a normal character could carry. 

Furry Pawed Creatures. Due to a Cat’s Size, you cannot wear armor unless specially made for you. In order to wear armor, A Cat must have it specially made. Any Armor Made for a Cat follows the Rules of Barding, and is four times as expensive and weighs 3/4ths less then armor made for a medium Humanoid.
Additionally, Cats cannot hold nor use conventional weapons or items in their Paws or mouth. Instead, they have natural unarmed weapons in the form of Sharp Claws. Their Claws count as a finesse weapon of which they are proficient in, and Deal 1d4 slashing damage on a hit.
However, Cats are able to still cast somatic spells without much difficulty. Additionally, an Awakened Cat is indistinguishable from their Un-awakened counterpart, but can be easily detected with the aid of magic, of which, they are shown under detect magic to be under transmutation school of magic.

Keen Senses. You have Advantage on Perception checks relying on Sight or Hearing.

Feline Grace. As a Cat, you have Proficiency in Acrobatics, and have advantage on any Checks that require balancing.

Creatures of Magic: An Awakened Cats Type is Aberration, And an Awakened Cat Radiates Transmutation Magic. This Magic can be suppressed by any spells of 5th level or above that nullifies magic, upon which an Awakened Cat must make a Wisdom Saving throw with a DC equal to that of the Caster’s Spellcasting DC. On a Failure, they are Stripped of their Magic, and are returned to the status of a normal Cat. Whereupon they will become a Beast-Type and will lack Conscious thought. Should they leave the area of effect or its duration should expire, they shall awaken once more with no memory of the time while striped of their Awakened Consciousness. If the Dispelling Spells Duration is longer than one Hour, The Cat may make another Wisdom save for every Hour it lasts.

Nine Lives: During a non-magical fall, you can roll a dexterity save to gain immunity to falling damage incurred by the fall. The DC being 10+1 for every ten feet of the fall. If you have the Monk Feature of Slow Fall, you will roll against distance traveled beyond your Slow Fall maximum. Additionally, you do not become prone when you land, even if you failed the Saving throw.

Leave a Comment

Your email address will not be published. Required fields are marked *