***************************************************************************************************************************************************************** CAT CAN DO: [2/2] RAGE [0/10 TURNS] +1 PER HOUR REST - You have resistance to bludgeoning, piercing, and slashing damage. - You have advantage on Strength checks and Strength saving throws. - When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. - EXTEND RAGE 1 MORE TURN BY MAKING ATTACK ROLL OR FORCE SAVING THROW ON ENEMY (UP TO 10 MINUTES) ***************************************************************************************************************************************************************** AC16 [HALF PLATE+1 DEX] STR+4 DEX+1 CON+3 INT-1 WIS+1 CHA+1 AC14 [UNARMORED 10+1DEX+3CON] PERCEPTION 13 ATHLETICS +6, STEALTH +3 (DISADVANTAGE HALF PLATE), PERCEPTION +3, SURVIVAL +3 - DANGER SENSE: ADVANTAGE ON ALL DEX SAVING THROWS UNLESS INCAPACITATED PROFICIENCIES: - MARTIAL/SIMPLE WEAPONS - MEDIUM ARMOR - COOK'S TOOLS - LAND VEHICLES - [AVAILABLE NEW PROFICIENCY] HP[25/25] DEATH[0/0] REST[0/8] INSPIRATION [1/1] APATHY (-4[1]4) SPEED 30/30 (60 with FELINE AGILITY) - FELINE AGILITY: DOUBLE SPEED FOR 1 TURN, CAN'T USE AGAIN UNTIL YOU DON'T MOVE FOR 1 TURN DARKVISION 60FT NATURAL CLAWS (MASTERY) vs AC 1d20+6(STR+PROF) DMG 1d6+4 (20) DOUBLE DAMAGE + EXHAUSTION (20) [SLASHING] - GRAZE: IF YOU MISS A CREATURE, YOU DEAL DAMAGE EQUAL TO THE ABILITY MODIFIER YOU USED TO MAKE THE ROLL. CANNOT STACK WITH NICK. - NICK: YOU CAN MAKE AN ADDITIONAL ATTACK AGAINST A TARGET CREATURE. CANNOT STACK WITH GRAZE. - CRITICAL: ON YOUR TURN, WHEN YOU SCORE A CRITICAL HIT OR REDUCE A CREATURE TO 0 HIT POINTS WITH ONE, YOU CAN MAKE ANOTHER ATTACK AS A BONUS ACTION, STACKS. - RECKLESS ATTACK: ON FIRST ATTACK PER TURN, ADVANTAGE ON HIT (STR), ADVANTAGE TO BE HIT UNTIL NEXT TURN. GREAT SWORD +1 (MASTERY) vs AC 1d20+7(STR+PROF+1), DMG 2d6+5, HEAVY, TWO-HANDED, [MAGIC SLASHING] - CLEAVE: IF YOU HIT A CREATURE, YOU CAN MAKE A SECOND ATTACK AGAINST A CREATURE WITHIN 5 FEET OF THAT CREATURE AND WITHIN 10FT OF YOU. WHEN YOU HIT WITH THE SECOND ATTACK, YOU CAN ROLL YOUR WEAPON’S DAMAGE, BUT YOU DON’T ADD YOUR ABILITY MODIFIER UNLESS IT’S NEGATIVE. CANNOT STACK WITH PUSH. - PUSH: YOU CAN LAUNCH A CREATURE YOU HIT (UP TO A LARGE SIZE) 10 FEET AWAY FROM YOU. THIS WILL ALLOW YOU TO DISENGAGE. CANNOT STACK WITH CLEAVE. - CRITICAL: ON YOUR TURN, WHEN YOU SCORE A CRITICAL HIT OR REDUCE A CREATURE TO 0 HIT POINTS WITH ONE, YOU CAN MAKE ANOTHER ATTACK AS A BONUS ACTION, STACKS. - HEAVY: BEFORE YOU ATTACK WITH A HEAVY WEAPON, YOU CAN CHOOSE TO TAKE A -5 PENALTY TO THE ATTACK ROLL. IF THE ATTACK HITS, YOU ADD +10 TO THE ATTACK'S DAMAGE. - RECKLESS ATTACK: ON FIRST ATTACK PER TURN, ADVANTAGE ON HIT (STR), ADVANTAGE TO BE HIT UNTIL NEXT TURN. LONG BOW +1 (160/600) vs AC 1d20+4(DEX+PROF+1) DMG 1d8+2 USES 1 ARROW (1) DESTROYS THE ARROW (20) DOUBLE DAMAGE + EXHAUSTION, MISS LOWERS DURABILITY [N/G/F/P/S] [MAGIC PIERCING] - [20/20] NORMAL ARROWS RING OF OBSCURING [3/3]: THIS BAND OF IRON RESEMBLES A SKULL AND IS COLD TO THE TOUCH. IT HAS 3 CHARGES AND REGAINS 1D3 EXPENDED CHARGES DAILY AT DAWN. AS AN ACTION WHILE WEARING THE RING, YOU CAN EXPEND 1 OF ITS CHARGES TO CAST THE FOG CLOUD SPELL FROM IT, WITH THE FOLLOWING CHANGES: THE CLOUD IS CENTERED ON YOU WHEN IT FIRST APPEARS, AND THE SPELL LASTS FOR 1 MINUTE (NO CONCENTRATION REQUIRED).