Stray Cat (1st Level)

Medium humanoid (scion magus) 1st level charmer, chaotic neutral

Armor Class 13
Hit Points 11 (1d8 + 3)
Speed 30 feet

11 (+0) 16 (+3) 16 (+3) 10 (+0) 14 (+2) 18 (+4)

Saving Throws Wis +4, Cha +6
Skills Acrobatics +5, Animal Handling +4, Deception +6, Insight +4, Performance +6, Perception +4, Stealth +5
Tools Disguise Tools +2, Drums +2, Motorcycles +2, Trumpets +2
Feats Armor Proficiencies (none), Weapon Proficiencies (simple weapons)
Weaknesses Creature Specific (felines)
Senses passive Perception 14, passive Insight 14
Languages English, Archaic Egyptian, Yokai
Allegiances Have Fun

Bohemian Charm. You know an eclectic collection of characters who are all friendly to you and will gladly give you and your allies a place to stay, share meals, and offer other services freely or at a generous discount. They do have foibles and eccentricities, and the accommodations they offer may not always suit your allies. These friends may also have helpful, though not always reliable, information.

Cat Magic (Beastly-Powers). You have an affinity for and magical connection to felines, borrowing their abilities. When using an attack power you can add either your power ability or your Strength or Dexterity to the attack roll.

Constitution is your power ability (power save DC 13, +5 to hit with power attack). You regain all expended power slots when you complete a long or short rest.

Creature Specific. Your related communication and manipulation powers are only effective against felines. This includes powers of all levels and knacks.

Flat Broke. Your lifestyle is Poor. You can earn cash, but you have very little income. You must maintain this vulnerability for at least 5 levels.

Call to Healing. As an action, you can heal a creature within 60 feet who can hear you by speaking words of hope and encouragement. The creature is healed 1d6 + 4 Hit Points. You can use this feature once per long or short rest.

Charming Inspiration. You can inspire others through encouraging words. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Charming Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Charming Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Charming Inspiration die is rolled, it is lost. A creature can have only one Charming Inspiration die at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Inborn Magic. Nature is your element. You may select any 2 knacks which match your element which you may use freely. The power ability for these knacks is the same as the power ability of your subrace.

Additionally, you learn Detect Supernatural and can activate it at 1st-level. Once you activate it, you must finish a long rest before you can activate it again. The power ability for this power is the same as the power ability of your subrace.

These powers are magic and are treated as magical attacks.

When using an attack power you add your power ability to the attack roll.

Boon of Power. You can tap into an overpowering well of magic within you. By spending a Hero Point, you may increase a power's level by 2. You must make a Constitution saving throw against the DC of this power. Success leaves you with the exhaustion condition until you complete a long rest. Failure leaves you incapacitated until you complete a long rest. You cannot use this ability if you're already suffering exhaustion.


Unarmed strike. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 (1) bludgeoning damage.

Clawed Strike. Melee Power Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. You must trigger this power with a bonus action. It has a duration of 1 minute. Your claws are treated as a light, finesse melee weapon and an unarmed strike.

At the end of the power's duration, you can spend a bonus action to maintain this effect.


Lifestyle. Poor
Cash. $50
Gear. medium costume, light mask, bus pass

  • Heavy ballistic nylon travel case: compact mirror, performance costume, camcorder, trumpet

Vehicles. Old Sedan
Home. Loft with 3 roommates: casual wardrobe (with tattered jeans, sandals, and something made from hemp), one completed work, three incomplete works, collection of books, tablet, disguise kit, drum kit, charger

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