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

Hit Die d8
Primary Ability Dexterity, Wisdom, Charisma
Saving Throws Dexterity, Wisdom

Proficiencies

Armor Light armor, Medium armor
Weapons Simple weapons, Hand crossbows, Shortswords, Whip
Tools Herbalism kit, Thieves' tools
Skills Choose two from Animal Handling, Nature, Stealth, Insight, Persuasion, Survival

Starting Equipment

• A battered trunk of cat paraphernalia (contains: a bell, a ribbon, a small mirror, 3 doses of catnip, a collar, a treasured box)
• A simple weapon (shortsword or whip) and leather armor
• Herbalism kit and a set of common clothes with cat motifs

Class Resources

Catnip Points 4 (Long rest (maximum rises by +1 at levels 5, 9, 13, and 17))

Class Abilities

Martial Abilities

Resource Catnip Points
Pounce
Bonus Action Level 1

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).

Damage Effect
Damage: 1d6 + Dexterity modifier slashing (claws) or bludgeoning if using improvised (Increases to 1d8 at 5th level, 1d10 at 11th, 2d6 at 17th)
Conditions: On hit, may attempt to knock prone
Feline Reflex
Reaction 1 Catnip Point Level 2

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.

Defense Effect
Duration: Instant (against a single attack)
Scratch Barrage
Action Optional 1 Catnip Point Level 5

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.

Prerequisites:

Must be wielding a light melee weapon or using natural claws

Damage Effect
Damage: 1d6 + Dexterity modifier per attack slashing (Number of attacks increases to three at 11th level)
Leap of Nine Lives
Bonus Action 1 Catnip Point Level 6

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).

Utility Effect
Conditions: Incorporeal until end of turn
Duration: Until the end of your turn
Distracting Display
Bonus Action Level 3

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.

Debuff Effect
Saving Throw: Wisdom
Conditions: Disadvantage
Duration: Until start of your next turn
Claw-Focused Assault
Action 2 Catnip Points Level 9

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).

Damage Effect
Damage: 1d8 necrotic (Damage increases by +1d8 at 11th and 17th levels)
Duration: For attacks this turn

Transformations

Cat's Agility
1 minute 1 Catnip Point Level 3

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).

Changes:

Gain climb speed equal to walking speed, Advantage on Dexterity saves, +10 to Stealth checks, Treat spaces as one size smaller for squeezing

Special Actions:

Can make one Pounce as a bonus action while transformed without spending additional resources

Limitations:

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
1 minute 5 Catnip Points Level 18

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.

Changes:

+2 to Strength and Dexterity, Resistance to nonmagical physical damage, Flying speed equal to walking speed, Multiattack: two claws + pounce bite

Special Actions:

Roar (action): creatures within 30 feet must succeed on a Wisdom save or be frightened for 1 round.

Limitations:

Once used, cannot be used again until a long rest unless you expend 5 Catnip Points

Auras

Comforting Purr
10-foot radius Level 2

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.

Effect:

Healing and fear resistance

Predatory Presence
15-foot radius Level 10

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.).

Effect:

Attack bonus against conditioned foes

Companions

Kitten Familiar
Tiny beast (familiar)
Level 1

A small, affectionate kitten that acts as a familiar and scout; ideal for roleplay, infiltration, and low-combat support.

Statistics:
HP 2 + your Felinomancer level
AC 12
STR 3
DEX 15
CON 10
INT 6
WIS 12
CHA 12
Speed:
Walk 30 ft.
Climb 20 ft.
Skills:

Stealth +5

Senses:

Darkvision 30 ft.

Features:

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

Commands:

Scout (go and observe), Distract (distracts a target; grants advantage to your next attack), Return (telepathic return to you)

Scaling:

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
Medium beast
Level 3

A sleek panther that fights beside you and serves as a larger physical presence in combat.

Statistics:
HP 6 + 2 per Felinomancer level
AC 13
STR 14
DEX 16
CON 12
INT 6
WIS 14
CHA 8
Speed:
Walk 40 ft.
Climb 30 ft.
Skills:

Stealth +7

Senses:

Darkvision 60 ft.

Features:

Pounce special: on successful charge, target is knocked prone, Stealthy ambusher: advantage on ambush attacks

Commands:

Attack (single target), Guard (protect an ally), Scent (locate creatures by smell)

Scaling:

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
Humanoid (tabaxi)
Level 5

A 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.

Statistics:
HP 8 + your Felinomancer level
AC 14
STR 10
DEX 16
CON 12
INT 12
WIS 12
CHA 14
Speed:
Walk 30 ft.
Climb 30 ft.
Skills:

Perception +proficiency, Stealth +proficiency, Acrobatics +proficiency

Senses:

Passive Perception 12

Features:

Can carry out complex social tasks and act independently for brief periods, Good with infiltration, bartering, and distractions

Commands:

Negotiate (roleplay/social), Create diversion, Fight alongside you

Scaling:

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
Large celestial spirit
Level 11

An 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.

Statistics:
HP 10 + 4 per Felinomancer level
AC 15
STR 18
DEX 14
CON 14
INT 10
WIS 16
CHA 12
Speed:
Walk 40 ft.
Fly 40 ft.
Skills:

Perception +proficiency

Senses:

Darkvision 60 ft., Tremorsense 10 ft.

Features:

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

Commands:

Spirit Roar (intimidate/area), Protect (absorb damage), Strike (single target radiant attack)

Scaling:

Level 11: Gains multiattack

Level 17: Damage becomes magical and increases significantly

Mountain Lion Companion
Large beast
Level 7

A massive wildcat used for dangerous expeditions and hunting. Stronger and tougher than the panther but less stealthy.

Statistics:
HP 12 + 5 per Felinomancer level
AC 14
STR 20
DEX 14
CON 16
INT 6
WIS 14
CHA 8
Speed:
Walk 40 ft.
Climb 20 ft.
Skills:

Survival +proficiency

Senses:

Darkvision 60 ft.

Features:

Hardy: advantage on saving throws vs exhaustion, Pounce crush: on hit may shove a target and deal bonus damage vs prone targets

Commands:

Hunt (track and pursue), Attack, Anchor (hold ground)

Scaling:

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)

You begin the game with an eccentric hoard: toys, bells, catnip jars, collars, a favorite blanket, and a battered box you insist is an altar to felines. You can use items from your hoard for improvised short-term effects (DM adjudicates). You gain proficiency with Herbalism Kit if you lack it. Your hoard grows as you find feline curiosities; some subclass features and trials will require you to collect specific items.

Whisker Bond (Level 1)

You form a mystical empathy with cats and catlike creatures. You gain Advantage on checks to calm, befriend, or coax feline creatures and on Animal Handling checks made toward cats, big or small. You also learn to interpret simple feline moods (a minute of observation gives you insight into creature's disposition).

Catnip Reserve (Level 1)

You gain a class resource: Catnip Points. At 1st level you have a maximum of 4 Catnip Points. You regain all Catnip Points on a long rest. Many Felinomancer abilities expend Catnip Points. Your maximum increases by +1 at levels 5, 9, 13, and 17.

Feline Acuity (Level 2)

You gain proficiency in Perception and Stealth if you don't already have them. In addition, you have darkvision out to 60 feet if you don't already, or your darkvision increases by 30 feet if you have it already. You gain a +1 bonus to passive Perception for every two levels you have in this class (rounded down).

Companion: Familiar Kitten (Level 3)

You can summon and bond with a familiar-cat (use the companion stats entry 'Kitten Familiar' in Abilities > Companions). The companion acts on your initiative and obeys mental commands. It shares a telepathic link with you within 100 feet. If it dies, you can attempt to revive it by spending Catnip Points equal to its level requirement or through ritual. You may maintain only one non-spirit companion at a time unless a subclass feature says otherwise.

Resource Cost: free to summon (ritual)

Pounce and Play (Level 3)

You learn special feline maneuvers (see Martial Abilities). You gain one free use of the 'Pounce' maneuver that recharges on a short rest. At 6th level you gain a second short-rest recharge and at 14th level you may expend Catnip Points to use Pounce additional times.

Nine Lives Resilience (Level 6)

When you would be reduced to 0 hit points, you may instantly spend 2 Catnip Points to instead drop to 1 hit point. You can use this feature a number of times equal to your proficiency bonus, regaining all uses on a long rest.

Resource Cost: 2 Catnip Points

Cat's Instincts (Level 7)

At 7th level your reaction time is uncanny: when an attack would hit you or an ally within 10 feet, you can spend 1 Catnip Point to grant a +3 bonus to AC against that attack or grant the ally advantage on Dex saving throws to halve area damage. You gain evasion-like effects against many area spells while you are not incapacitated.

Resource Cost: 1 Catnip Point

Pride's Rally (Level 10)

You learn to coordinate a troupe of cats. You can spend 1 Catnip Point as an action to issue a rallying cry through your bonded companion(s). Allies within 30 feet who can hear you gain temporary hit points equal to your Felinomancer level + Charisma modifier and advantage on their next attack roll. Usable a number of times equal to your proficiency bonus per long rest.

Resource Cost: 1 Catnip Point

Feline Apotheosis (Level 18)

At 18th level you can become a towering feline spirit briefly (see Transformations > Avatar of the Pride). While transformed you gain flying speed equal to your walking speed, resistance to nonmagical bludgeoning/piercing/slashing, a multiattack, and bonus to saving throws equal to your Charisma modifier. Once used, it cannot be used again until a long rest unless you expend 5 Catnip Points.

Resource Cost: 5 Catnip Points

Enduring Devotion (Level 20)

At 20th level the bond you have with feline life is legendary. Your companions gain bonuses: their attacks count as magical for overcoming resistances, they gain additional hit points equal to your level, and when they fall to 0 you may spend 3 Catnip Points to restore them to half HP once per long rest without a ritual.

Resource Cost: 3 Catnip Points

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