+0 | Strength |
+3 | Dexterity |
+2 | Constitution |
+0 | Intelligence |
+3 | Wisdom |
+1 | Charisma |
+3 | Acrobatics |
+3 | Animal Handling |
+2 | Arcana |
+0 | Athletics |
+1 | Deception |
+0 | History |
+5 | Insight |
+1 | Intimidation |
+0 | Investigation |
+5 | Martial |
+3 | Medicine |
+2 | Nature |
+5 | Perception |
+1 | Performance |
+1 | Persuasion |
+2 | Religion |
+3 | Sleight of Hands |
+5 | Stealth |
+3 | Survival |
Proficiencies
Tools
Alchemist Supplies, Cook's Utensils
Level 0
Eldritch Blast, Prestidigitation
Level 1
Hex, Shield
Invocations
Fiendish Vigor
Racial Features
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 Talents
You have proficiency in the Perception and Stealth skills
Traits
You gain Skill Prof – Martial
5 skill (mod 3 +2)
A Dark Gift
If you are a warlock you may instead choose a single invocation of your choice that is available at level 1 (Fiendish Vigor)
Khao Enforcer
Increase your jump height to 20ft. You have advantage on Acrobatics checks for attempting such jumps.
Class Features
Unarmored Defense
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
Martial Arts
Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.
You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield.
You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.
Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama).
The statblocks of your Weapons, armor and other important/magical equipment
Statblocks for your familiars, mounts etc.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.