TEXT:  
  Otherworldly 
  Patron 
  The beings that serve as patrons for warlocks are mighty 
  inhabitants of other planes of existence—not gods, but 
  almost godlike in their power. Various patrons give their 
  warlocks access to different powers and invocations, and 
  expect significant favors in return. Some patrons collect 
  warlocks, doling out mystic knowledge relatively freely or 
  boasting of their ability to bind mortals to their will. Other 
  patrons bestow their power only grudgingly, and might 
  make a pact with only one warlock. Warlocks who serve 
  the same patron might view each other as allies, siblings, or 
  rivals. 
  The Feline 
  Your patron, for all intents and purposes, is a cat. Fickle 
  and demanding, it insists on your attention, affection, and 
  offerings of food and milk. Your patron is easily bored, so 
  once sated, your patron leaves you with your otherworldly 
  powers until it again returns for you. 
       In ages long past, dead empires worshipped these 
  special cats as gods, for their charm and the zeal of their 
  warlocks enthralled many to their power. Now, only a few 
  recognize their nobility as a source of arcane might, and 
  fewer still can court a Feline's attention for long enough to 
  secure a warlock's pact. 
  Expanded Spell List 
  Your pact with the Feline allows you to choose from an 
  expanded list of spells when you learn a new spell. The 
  following spells are added to the warlock spell list for you. 
  Feline Expanded Spell List  
  Land on Feet 
  Starting at 1st level, your patron bestows upon you a cat's 
  uncanny ability to land gracefully. If you aren't 
  incapacitated, you don't take damage from falling 30 feet or 
  less. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Cat Scratch 
  At 1st level, your patron has granted you razor-sharp arcane 
  claws, which usually lie retracted underneath your fingers. 
  You can use your claws to make unarmed strikes, and can 
  use Dexterity instead of Strength for their attack and 
  damage rolls. If you hit with your claws, you deal slashing 
  damage equal to 1d4 + your Strength or Dexterity modifier 
  (your choice), instead of the bludgeoning damage normal 
  for an unarmed strike. 
       Additionally, as a reaction when you take damage from 
  a creature within 5 feet of you, you can make a melee 
  attack against this creature using your claws. 
  Hiss 
  At 6th level, as a reaction when you take damage from a 
  creature within 5 feet of you, you can ferociously hiss. The 
  next two attacks that the creature makes before the end of 
  its turn are made with disadvantage.  
       Once you use this ability, you can't use it again until you 
  finish a short or long rest. 
   
  Spell Level 
  Spells 
  1st 
  animal friendship, longstrider 
  2nd 
  darkvision, enhance ability 
  3rd 
  catnap, haste 
  4th 
  freedom from movement, locate creature 
  5th 
  dream, mislead 
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Evasion 
  Beginning at 10th level, you can nimbly dodge out of the 
  way of certain area effects, such as a red dragon's fiery 
  breath or an ice storm spell. When you are subjected to an 
  effect that allows you to make a Dexterity saving throw to 
  take only half damage, you instead take no damage if you 
  succeed on the saving throw, and only half damage if you 
  fail. 
  Cat’s Meow 
  At 14th level, you can speak in the language of your Feline 
  master, enthralling those nearby with your song. Each 
  creature you choose within 15 feet of you must make a 
  Wisdom saving throw against your warlock spell save DC. 
  On a failed save, it is charmed by you for 1 minute or until 
  your concentration is broken (as if concentrating on a 
  spell).  
       On each of your turns, you can use your bonus action to 
  command a creature you have charmed by this ability to 
  use its reaction to move up to half its movement speed to a 
  location that you choose or take an action of your choice. 
  This action can be used only to take the Attack (one 
  weapon Attack only), Dash, Disengage, Hide, or Use an 
  Object action. 
       Once you use this ability, you can't use it again until you 
  finish a long rest. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Eldritch Invocations 
  In your study of occult lore, you have unearthed eldritch 
  invocations, fragments of forbidden knowledge that imbue 
  you with an abiding magical ability. 
       At 2nd level, you gain two eldritch invocations of your 
  choice. Your invocation options are detailed at the end of 
  the class description. When you gain certain warlock levels, 
  you gain additional invocations of your choice. 
       Additionally, when you gain a level in this class, you 
  can choose one of the invocations you know and replace it 
  with another invocation that you could learn at that level. A 
  level prerequisite in an invocation refers to warlock level, 
  not character level. 
  Eldritch Claw 
  Prerequisite: 5th level 
  When you cast a cantrip that requires one or more ranged 
  spell attacks, you can make melee spell attacks instead.  
  Nine Lives 
  Prerequisite: 15th level 
  Your patron has embraced your soul, protecting you from 
  death. Whenever you are required to make death saving 
  throws, you do not die until you fail 9 rolls (you still 
  stabilize upon succeeding on three rolls). 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/The Feline.pdf