Felinomancer ("Crazy Cat Lady")
You are a Felinomancer — someone who channels the chaotic, elegant, and curious nature of cats. You collect cats, trinkets, and tales, and in doing so you gather strange little magics. You are eccentric, devoted, and frighteningly daring where feline affection is concerned. Whether you build a pride, a wandering band of alley cats, or become a city’s tabaxi advocate, you draw power from companionship and hoarded curiosities.
Class Features
Proficiencies
Starting Equipment
Class Resources
Class Abilities
Martial Abilities
Pounce
A hallmark maneuver. As a bonus action, you dash up to half your movement toward a creature and make a single attack with advantage. If the attack hits, you can attempt to knock the target prone. Costs 0 Catnip Points (see recharge in features).
Feline Reflex
Reaction. When you or an ally within 10 feet is targeted by an attack, spend 1 Catnip Point to impose disadvantage on that attack roll or grant the ally +3 to AC against that single attack.
Scratch Barrage
Action. Make two attacks with your claws/weapon. You may expend 1 Catnip Point to make one of those attacks at advantage or to add 1d6 psychic damage as the target is unnerved by uncanny feline focus.
Must be wielding a light melee weapon or using natural claws
Leap of Nine Lives
You can attempt a daring escape. As a bonus action you may spend 1 Catnip Point to teleport up to 20 feet to an unoccupied space you can see and become incorporeal for the remainder of your turn (cannot attack but can pass through enemies' spaces without provoking opportunity attacks).
Distracting Display
Bonus Action. You command a companion to leap and distract a creature within 30 feet. The creature must succeed on a Wisdom save (DC = 8 + proficiency + Charisma mod) or have disadvantage on attacks against targets other than the companion until the start of your next turn. Free if the companion is within 5 feet.
Claw-Focused Assault
Action. Spend 2 Catnip Points to gain advantage on all melee attacks until the end of your turn and on a hit add 1d8 necrotic (flavor: strangeness of nine lives).
Transformations
Cat's Agility
You take on catlike features: climb speed equal to walking speed, advantage on Dexterity saving throws, +10 to Stealth checks (minimum 0), and you can squeeze through spaces as though one size smaller. You may use this transformation a number of times per long rest equal to your Charisma modifier (minimum once).
Gain climb speed equal to walking speed, Advantage on Dexterity saves, +10 to Stealth checks, Treat spaces as one size smaller for squeezing
Can make one Pounce as a bonus action while transformed without spending additional resources
Cannot cast spells (if you had any), cannot use heavy armor, Cannot speak unless you use a bonus action to focus (limited communication)
Avatar of the Pride
You briefly become a majestic feline spirit that towers and inspires awe. While transformed you gain +2 to Strength and Dexterity, resistance to nonmagical bludgeoning/piercing/slashing, a flying speed equal to your walking speed, advantage on saves vs being charmed or frightened, and the ability to make two claw attacks and one pounce bite attack per turn. Allies within 10 feet gain advantage on saving throws against fear. Transformation ends if you are incapacitated.
+2 to Strength and Dexterity, Resistance to nonmagical physical damage, Flying speed equal to walking speed, Multiattack: two claws + pounce bite
Roar (action): creatures within 30 feet must succeed on a Wisdom save or be frightened for 1 round.
Once used, cannot be used again until a long rest unless you expend 5 Catnip Points
Auras
Comforting Purr
A warm, low purr emanates from you and any bonded companions. Allies within 10-foot radius regain hit points equal to your proficiency bonus at the start of their turns if they have less than half health, and they have advantage on saving throws against fear while in the aura.
Healing and fear resistance
Predatory Presence
Your presence sharpens allies' predatory instincts. Allies within a 15-foot radius gain a bonus to attack rolls equal to half your proficiency bonus (rounded down) against any creature currently affected by a condition your companions inflicted (prone, restrained, etc.).
Attack bonus against conditioned foes
Companions
Kitten Familiar
Level 1A small, affectionate kitten that acts as a familiar and scout; ideal for roleplay, infiltration, and low-combat support.
Stealth +5
Darkvision 30 ft.
Help as a bonus action when within 5 feet, Can Hide as a bonus action (Alley Trickster improves this), Tiny size allows sneaking into small spaces
Scout (go and observe), Distract (distracts a target; grants advantage to your next attack), Return (telepathic return to you)
Level 5: HP increases by +2; stealth bonus improves by +1
Level 11: Can attempt a special 'pounce' to trip targets (contest vs target's Strength)
Level 17: Kitten may become resilient: immune to disease and poison
Panther Companion
Level 3A sleek panther that fights beside you and serves as a larger physical presence in combat.
Stealth +7
Darkvision 60 ft.
Pounce special: on successful charge, target is knocked prone, Stealthy ambusher: advantage on ambush attacks
Attack (single target), Guard (protect an ally), Scent (locate creatures by smell)
Level 5: Gains pack tactics (advantage on attacks if ally adjacent)
Level 11: Attacks add Charisma modifier to damage
Level 17: Attacks count as magical for overcoming resistances
Tabaxi Friend
Level 5A tabaxi wanderer you rescued and bonded with. Functions like a companion NPC: can speak, interact, and take complex actions on your command. A great roleplay and social tool.
Perception +proficiency, Stealth +proficiency, Acrobatics +proficiency
Passive Perception 12
Can carry out complex social tasks and act independently for brief periods, Good with infiltration, bartering, and distractions
Negotiate (roleplay/social), Create diversion, Fight alongside you
Level 9: Gains a special ability to 'lead suspects away' granting you advantage on social rolls
Level 15: Tabaxi friend can swap places with you as a reaction once per short rest
Spirit Lion
Level 11An ethereal feline guardian that appears as needed; deals radiant damage and protects allies. Functions as a larger, more powerful companion whose magic scales with your level.
Perception +proficiency
Darkvision 60 ft., Tremorsense 10 ft.
Radiant Roar (once per short rest): forces a save or blinded for 1 round, Guardian shield: may take a portion of damage intended for you
Spirit Roar (intimidate/area), Protect (absorb damage), Strike (single target radiant attack)
Level 11: Gains multiattack
Level 17: Damage becomes magical and increases significantly
Mountain Lion Companion
Level 7A massive wildcat used for dangerous expeditions and hunting. Stronger and tougher than the panther but less stealthy.
Survival +proficiency
Darkvision 60 ft.
Hardy: advantage on saving throws vs exhaustion, Pounce crush: on hit may shove a target and deal bonus damage vs prone targets
Hunt (track and pursue), Attack, Anchor (hold ground)
Level 9: Gains a knockdown ability on critical hits
Level 15: Once per long rest can rend an enemy, dealing extra damage
Class Features
Cat Hoarder (Level 1)
Whisker Bond (Level 1)
Catnip Reserve (Level 1)
Feline Acuity (Level 2)
Companion: Familiar Kitten (Level 3)
Resource Cost: free to summon (ritual)
Pounce and Play (Level 3)
Nine Lives Resilience (Level 6)
Resource Cost: 2 Catnip Points
Cat's Instincts (Level 7)
Resource Cost: 1 Catnip Point
Pride's Rally (Level 10)
Resource Cost: 1 Catnip Point
Feline Apotheosis (Level 18)
Resource Cost: 5 Catnip Points
Enduring Devotion (Level 20)
Resource Cost: 3 Catnip Points
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