Abilities Scores & Statistics
|Strength Score||Dexterity Score||Constitution Score||Intelligence Score||Wisdom Score||Charisma Score|
|Strength Saving Throw||Dexterity Saving Throw||Constitution Saving Throw||Intelligence Saving Throw||Wisdom Saving Throw||Charisma Saving Throw|
|AC||Initiative||Walking Speed||Climbing Speed||Temporary HP||(Max HP)||Hit Dice and Size||Max Hit Dice||Proficiency Bonus|
|16||+1||30 ft.||20 ft.||0||54(54)||8d8||8d8||+3|
Skills & Proficiencies
|Other Bonuses?||Total Modifier||Skill||Statistic Used|
|+1||Sleight of Hand||Dexterity|
|Light Armor||Medium Armor|
Features & Attacks
Features & Abilities
|Ability Name||Ability Description|
|Darkvision 60 ft.||You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.|
|Feline Agility||Your reflexes and agility allow you to move with a burst of speed. When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.|
|Cat's Claws||Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.|
|Harness Divine Power||At 2nd level, you can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.|
|Dampen Elements||Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.|
You have inexplicable luck that seems to kick in at just the right moment.
You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
You can also spend one luck point when an attack roll is made against you. Roll a d20 and then choose whether the attack uses the attacker's roll or yours.
If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
You regain your expended luck points when you finish a long rest.
|Mark of the Divine|
Attacks and Spells
|Attack/Spell Name||Attack Roll - Damage Roll - Damage Type - Range|
|Mace||1d20+5 - 1d8+2 - Bludgeoning - 5ft|
|Claws||1d20+2 - 1d4+2 - Slashing - 5ft|
At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.
When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
|Destroy Undead||Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Cleric table above.|
Charm Animals and Plants
|As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.|
Shadow Touched, Fey Touched:
Wizard(Prepared: Tenser's Floating Disc, Shield, Expeditious Retreat, Catapult)