BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Cal Meowmeow

Written by Hestiuff

Cal Meowmeow

Cal is a felthera martial artist and the daughter of the great silver Dragon, Dragon Mom.

Physical Description

General Physical Condition

Cal is skinny for her height

Body Features

Cal has a 10 inch penis. Cal has a gash of silver scales on the side of her torso. She has spectral wings extruding out of her back at all times.

Facial Features

Cals snout is a bit smaller than average Cals ears are a bit large for her Cal has yellow eyes

Identifying Characteristics

Cal has an orange spot above her right eye and a grey spot on her snout. She is wearing a vampirebat ear ring She has specral wings which is unusual for her race.

Physical quirks

Cal has a gash on her torso that is covered in silver scales She is on the higher end of tabaxi height

Special abilities

Cal can change how her hands interact with the world around them making them lit ablaze, cold enough to freeze, static enought to shock, acidic to the touch, or even venomous. Cal also has the ability to breath draconic breath of many varieties. With her spectral wings cal may fly for a limited time.

Apparel & Accessories

She is wearing Big bagy pants that go up to around her waist A Shirt with holes in in the shoulders and baggy sleeves is tucked into her pants She is wearing a vampire bat earpeice that occasionally bites her

Mental characteristics

Personal history

Cal as a very young child was kidnaped by a silver dragon and raised there for roughly 24 years When cals mother went missing she went on a quest to find her This quest eventually landed her into the formation of the Outsiders.

Gender Identity

While cal does not specifically have a gender identity she does prefer to go by she/her because it is what was assigned to her.

Sexuality

Cal does not know what sex is.

Employment

Cal is an adventurer with the Outsiders.

Accomplishments & Achievements

Cal as far as she knows is the fastest thing on her plane of existance. Cal was able to survive a terminal illness

Failures & Embarrassments

When trying to fly for the first time she didnt know how to get down and fell 180 feet, passing out in the process. Cal unknowingly called a man a slur.

Mental Trauma

Cal thinks she doesnt remember her own mothers name.

Intellectual Characteristics

While Cal does not have much common sense or social skills she does have a very good knowledge of how creatures work in battle.

Morality & Philosophy

To Cal Death is just a permanent moving of someone from one plane to another. If Cal deems someones life to be more actively harmful to people generally deemed innocent she will attempt to murder them.

Personality Characteristics

Motivation

Cal would like to protect her friends She would like to save her mother from an international drug trade of her blood.

Likes & Dislikes

Cal adores milk to such a degree that she would likely fight someone for a gallon Cal cannot swim for more than 3 minute and due to this she dispises water.

Social

Family Ties

FAMILY TREE NOT AVAILABLE

Religious Views

Cal believes in the afterlife however she doesnot worship any god.

Relationships

Cal Meowmeow

Friend (Vital)

Towards DOOR of Hillsville

3
0

Honest


DOOR of Hillsville

Friend (Important)

Towards Cal Meowmeow

3
0

Dishonest


Trying her best to be kind that she deems friends. And looking for her missing mother with the help of those friends

Character Location
View Character Profile
Current Status
Alive
Species
Ethnicity
Other Ethnicities/Cultures
Date of Birth
2nd of Oktober, 992 ME
Year of Birth
45609 25 Years old
Parents (Adopting)
Spouses
Siblings
Children
Current Residence
Pronouns
She/Her/doesn't care
Gender
Woman
Eyes
Yellow
Skin Tone/Pigmentation
Grey fur
Height
6'4''
Weight
190lbs
Aligned Organization
Known Languages
Cal is fluent in Common and Draconic.

Remove these ads. Join the Worldbuilders Guild

Character Portrait image: Criss-Cross Cal by Hestiuff

Cal (Tier 2)

5 Level (2700/14000 XP for level-up) Entertainer Background Tabaxi Race / Species / Heritage None Alignment
Monk
Level 5
Hit Dice: 5/5
1d8+2 Class 1

STR
12
+1
DEX
20
+5
CON
14
+2
INT
12
+1
WIS
16
+3
CHA
10
+0
35
Hit Points
+10
Initiative (DEX)
15
Armor Class (AC)
+3
Prof. Bonus
40ft
Speed (walk/run/fly)
16
Passive Perception
5 / 5
Ki
+6 Expertise Bonus
+3 Proficiency Bonus
+4 Strength
+8 Dexterity
+2 Constitution
+1 Intelligence
+3 Wisdom
+0 Charisma
saving throws
+8 Acrobatics DEX
+3 Animal Handling WIS
+1 Arcana INT
+4 Athletics STR
+0 Deception CHA
+4 History INT
+3 Insight WIS
+0 Intimidation CHA
+1 Investigation INT
skills
+3 Medicine WIS
+1 Nature INT
+6 Perception WIS
+3 Performance CHA
+0 Persuasion CHA
+1 Religion INT
+5 Sleight of Hand DEX
+8 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Quarterstaff +1 STR 1d6+1 Bludgeoning
 Versatile
Dart +5 DEX 1d4+5 Piercing
 Finesse, Thrown
Attacks

Monk Features


Unarmored Defense

While not wearing armor and not using a shield, your AC equals 10 + DEX modifier + WIS modifier.

Martial Arts

While you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield, you can use DEX instead of STR for the attack and damage rolls, you can roll your Martial Arts damage die in place of the normal damage, and when you use the Attack action on your turn, you can make one unarmed strike as a bonus action.

Ki

You can spend Ki Points to fuel ki features. You have 5 points per short rest and your Ki save DC is 14.

Flurry of Blows - After you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.

Patient Defense - You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

Step of the Wind - You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Unarmored Movement

Your speed increases by 10 feet while you are not wearing armor or wielding a shield.

Deflect Missiles

You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 +10. If you reduce damage to 0 and have a free hand, you can spend 1 ki point to make a ranged attack (as with a monk weapon) with range 20/60.

Ability Score Improvement

Feat

Gift of the Metallic Dragon

Slow Fall

You can use your reaction when you fall to reduce any falling damage you take by 25.

Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Stunning Strike

When you hit with a melee weapon attack, you can spend 1 ki point to make the target stunned until the end of your next turn if it fails a CON saving throw (DC 14).

Monastic Tradition


Way of the Ascendant Dragon



Draconic Disciple


  • Draconic Presence: If you fail a CHA (Intimidation) or (Persuasion) check, you can use your reaction to reroll the check. Once this feature turns a failure into a success, you can’t use it again until you finish a long rest.

  • Draconic Strike: When you damage a target with an unarmed strike, you can change the damage type to acid, cold, fire, lightning, or poison.

  • Tongue of Dragons: You learn to speak, read, and write Draconic or one other language of your choice.

  • Breath of the Dragon

    When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of draconic energy in either a 20 ft. cone or a 30 ft. line that is 5 ft. wide (your choice). You choose the damage type for your Breath weapon: acid, cold, fire, lightning, or poison. Each creature in that area must make a DEX saving throw (DC 14) taking 2d6 damage on a fail, or half as much on a success.

    You can use this feature 3 times per long rest. While you have no uses available, you can spend 2 ki points to use this feature again.

    RACIAL TRAITS


    Darkvision

    You can see in darkness (shades of gray) up to 60 ft.

    Feline Agility

    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

    You have a climbing speed of 20 ft. and your claws are natural weapons that deal 1d4 +1 slashing damage, instead of the normal bludgeoning damage for an unarmed strike.

    Cat’s Talent


    You have proficiency in the Perception and Stealth skills.

    FEATS



    [h3]Gift of the Metallic Dragon
    Draconic Healing. You learn the cure wounds spell. Once per long rest, you can cast it without expending a spell slot. You can also cast it using any spell slots you have. The spell’s spellcasting ability is Intelligence, Wisdom, or Charisma when you cast it with this feat (choose when you gain the feat).

    Protective Wings. When you or another creature you can see within 5 ft. of you is hit by an attack, you can use your reaction to grant a +3 bonus to the target’s AC against that attack roll, potentially causing it to miss. You can use this reaction 3 times per long rest.

    Features & Traits
    Ear Cuff of the Vampire Bat, Quarterstaff, Dart, Clothes Costume

    Equipment Copper: 86, Silver: 12, Electrum: 0, Gold: 26, Platinum: 0 Money
    Common, Draconic, Undercommon

    Languages & Proficiencies
    I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble.

    Flaws


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
    To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.
    This article has no secrets.

    Comments

    Please Login in order to comment!