D&D on the

Chatterbox: Inkwell

D&D on the

D&D on the CB!

Once more, trying to start this! If you have at least the 5e basic rules, you may join.

submitted by Catsclaw
(June 8, 2019 - 9:34 pm)

Ooh, I'll join! I'll be playing a human druid, if I can find the character sheet.

submitted by Kitten, Pondering
(June 9, 2019 - 11:24 am)
submitted by top top bellyflop
(June 9, 2019 - 2:08 pm)

Heck yeah! I'll join! I'm a HUGE D&D fan, and have a half-orc barbarian I could use for this.

submitted by NatureWriter, age 17, Anywhere
(June 9, 2019 - 2:44 pm)

what's a D&D?

Dungeons & Dragons?

Admin

submitted by Nyx, age 12 years, earth
(June 9, 2019 - 5:36 pm)

Oh good, this might go this time!

submitted by Catsclaw
(June 9, 2019 - 7:26 pm)

Yeah, I’ll join! Dwarf cleric! I’ll submit my character sheet at a later date.

Question: are these characters level 1 or should we level them up? 

Autumn says ieia.

E I E I O! 

submitted by Summer, age pi, Nowhere at all
(June 9, 2019 - 7:31 pm)

Lvl 1, yes.

submitted by Catsclaw
(June 14, 2019 - 1:27 pm)

So should we post pictures of our character sheets or something? And are you DMing?

submitted by Kitten, Pondering
(June 10, 2019 - 8:34 pm)

Yes, and yes.

submitted by Catsclaw
(June 14, 2019 - 1:27 pm)

I will be joining as a lightfoot hafling rogue!! I love DND!!!!!!

submitted by Moonlight
(June 11, 2019 - 8:56 am)

Oh yes! Yes! YEEESSSSSSS! I'll be playing as a lightfoot halfling rouge!!!!!!!

submitted by harry pooooooootter!, age 11, hogsmeade
(June 11, 2019 - 12:30 pm)

Could someone tell me how a D&D works?

submitted by Nyx, age 12 years, earth
(June 11, 2019 - 3:11 pm)

Dungeons and Dragons is a tapletop roleplay game. One person runs the game, and is called the DM, or Dungeon Master. (In all other tabletop RPGs, the term is Game Master or GM b/c of copyright.) The DM makes the plot, reacts to whatever heck the players come up with, and acts out all the side or NPCs. (non-player characters) You roll dice to see what happens.

Then there's everybody else. They'd all play one charrie (and only one). Each PC (player/player's character) has a race, often a subrace, one class (you can multiclass if the DM gives the okay, there are a lot of optional rules, such as renown), a sort of subclass once you reach a certain level (you should have it by lvl 5 in most cases), and a background. We'd play 5e (5th edition), and you'd either need an online source or to buy the Player's Handbook. And then you'd need a dice set or a bunch of random number generators.

@Everyone, I'd love to join, but now is probably not a good time and I need to get back to my solo write. :)

submitted by Cho Chang
(June 11, 2019 - 5:30 pm)

I've been meaning to get back into D&D. I'll work on getting a character sheet ready while I'm sick

submitted by Punzie
(June 13, 2019 - 9:23 pm)

A few new things strait from the homebrewery!

Will score: Measures strength of mind, force of personality. (Charisma has been reduced to just talking to NPCs.)

New races:

 

Feliskind~

Meow.
Meoow, mrow-mewmeowmew. Mew mewo meow...

-Sir
Fen the Wildcat recounting his adventures in the Great Mist Portal

Feliskind,
or Catfolk, are a mysterious race, their origins shrouded in the
mists of time, but rumors say they were created by a powerful wizard,
or, by some less kind speculaters, a mad one. The Feliskind
know the truth, though. They know that they come from a distant
plane, called Felisterra, ruled by their goddess,
Xela'Raow, who created them.

Their home
continent on Octearth is the land of is the continent of Felis, which
is ruled by their Protecter- a queen, chosen from many children in
their thirteenth year by popular vote, after the previous queen dies.
There are two main types of Feliskind, though even within these
subspeices they vary more than even Humans: Wildcats, small and slim,
arethe first subspeices, and usually reach only three or four feet in
hight; and the Large Breed, who are modeled after cats such as lions
and tigers, and vary more greatly than the Wildcats, because they
could be strong, broad shouldered, and suited to Fighters or
Paladins, like the Lions, or lithe, graceful, and suited to rangers
or rogues, like the Panthers.

Ability
Score Increase

your
Dexterity score
increases
by 2.

Age

Wildcats age
the same as Halflings, and Big Cats like Humans.

Alignment

Most
Feliskind
tend to lean toward chaotic
alignments, or true neutral,
but the Lionfolk
lean toward lawful
good
or lawful
neutral.

Speed

Your base
walking speed is 40 feet.

Darkvision

Thanks
to your cattish
heritage, you have superior vision at night. You can see normally up
to 60
feet in dim light, and in darkness as if it were dim light. You can
discern slight coloration, but mostly shades of gray.

Cattish
Agility

You
have advantage on Saving Throws based on Dexterity.

Languages

You can
speak, read, and write Common and Feline.

Subraces

Two main
Subraces of Aaeros populate the world of Octearth; Wildfolk and Big
Cats, though they are split into further types, such as Lionfolk,
Tigerfolk and Pantherfolk.

Cantrips

Due to your
heritage, you can cast Jump
on yourself three times a day, without any components. You
can also cast Animal Friendship, also
without components, at will, but only with cats.

Wildcats

These
Feliskind are small and lithe, averaging only three to four feet in
height, they are intelligent and make good Rogues or Monks.

Wild
intelligence

Your
intelligence score increases by one.

Size

Wildfolk
average only three feet and wiegh around 40 pounds. your size is
small.

Big
Cats

These large
Feliskind, modeled after the Big Cats (Lions, tigers, Etc), are large
and powerful. They are strong and make good Fighters or Paladins or,
less commonly, Clerics.

Feline
power

your
strength, charisma, or will
score increases by 1


Ability
Score Increase

your
Dexterity score
increases
by 2.

Age

Wildcats age
the same as Halflings, and Big Cats like Humans.

Alignment

Most
Feliskind
tend to lean toward
chaotic
alignments, or true neutral
,
but the
Lionfolk
lean toward
lawful
good
or
lawful
neutral.

Speed

Your base
walking speed is 40 feet.

Darkvision

Thanks
to your
cattish
heritage, you have superior vision at night. You can see normally up
to 6
0
feet in dim light, and in darkness as if it were dim light. You can
discern slight coloration, but mostly shades of gray.

Cattish
Agility

You
have advantage on Saving Throws based on Dexterity.

Languages

You can
speak, read, and write Common and Feline.

Subraces

Two main
Subraces of Aaeros populate the world of Octearth; Wildfolk and Big
Cats, though they are split into further types, such as Lionfolk,
Tigerfolk and Pantherfolk.

Cantrips

Due to your
heritage, you can cast Jump
on yourself three times a day, without any components.
You
can also cast
Animal Friendship, also
without components, at will, but only with cats.

Wildcats

These
Feliskind are small and lithe, averaging only three to four feet in
height, they are intelligent and make good Rogues or Monks.

Wild
intelligence

Your
intelligence score increases by one.

Size

Wildfolk
average only three feet and wiegh around 40 pounds. your size is
small.

Big
Cats

These large
Feliskind, modeled after the Big Cats (Lions, tigers, Etc), are large
and powerful. They are strong and make good Fighters or Paladins or,
less commonly, Clerics.

Feline
power

your
strength,
charisma, or will
score increases by 1.

Size

Big
Cats average
around
six or seven
feet tall and
weigh about the same as Half-orcs. Your size is Medium.

 

New classes:

 

Spellsword

A
Lionfolk woman rushes across the field of battle, wielding a
broadsword in each hand. She's backed into a corner by a huge ogre,
but her swords each glow with a blinding light, and tendrils of dark
energy reach out and rip the ogre to pieces.

A
Goliath warrior faces up against a troll, the troll pinning him for a
common fighter. The troll rushes forward, and bolts of fire and
sprays of acid fly from the Goliath's hands, searing the troll, and
the Goliath---A
Spellsword
lops its head off.

A
Shadowsworn is cornered by a legion of undead, the skeletal hordes
taking revenge for the Shadow-sworn's defection from their master's
armies. The Shadow-sworn smiles a dark smile, and dissapears with a
blinding flash, reappearing a cliff above the horde, and a portal
envelopes the seething mass, sending them to some foul demiplane,
where they belong.

Spellswords embrace both magic and their
martial abilities, beyond that of an Eldritch Knight, and their
blades are one with the Weave, plucking it with each strike. Nearly
as powerful in magic as wizards, and nearly as powerful as fighters,
Spellswords are nearly unstoppable in battle- or in a magical debate.

Scholars
of Battle

Spellswords
devote themselves to the study of arcane secrets that let them
enhance themselves, their weapons, and their skills in battle. Their
spells are keenly attuned to their blades and armor, enough that some
can use their weapons as arcane focuses.

The three
types of spellswords Teleportationers,
Elementalists, and Shadowists

focus on different types of magic,
Teleportationers
focus on Conjuration magic, Elementalists on Evocation, and
Shadowists on all Shadow Magic, which encompasses little bits of all
magic.

Teleportationers
teleport themselves
---and
sometimes others
across
battle,
sometimes even
teleporting their blade
from
one side of an enemy to another.

Elementalists
destroy their foes using fire and ice, earth and air.

Shadowists
summon the darkest shadows, the deepest darkness, to aid them in
their fight, ripping their foes to bits, and divining the future.

Spell Slots per Spell level

Lvl.

Prof.
Bonus

Features

Cantrips
Known

1st

2nd

3rd

4th

5th

6th

7th

1st


2


Spellcasting,
fighting style

2

1

2nd

2


Spellsword
Archetype, Spellweapon

2

2

3rd

2

2

3

4th

2


Ability
Score Increase

3

3

1

5th

3

3

3

2

6th

3


Spellsword
Archetype Feature

3

3

3

7th

3

4

3

3

1

8th

3

Ability
Score Increase

4

3

3

2

9th

4

4

3

3

3

10th

4

Spellsword
Archetype Feature

4

3

3

3

1

11th

4

4

3

3

3

2

12th

4

Ability
Score Increase

4

3

3

3

3

13th

5

4

3

3

3

3

1

14th

5

Spellsword
Archetype Feature

4

3

3

3

3

2

15th

5

4

3

3

3

3

3

16th

5

Ability
Score Increase

4

4

3

3

3

3

1

17th

6

4

4

4

3

3

3

2

18th

6

Spellweapon's
Wrath

4

4

4

4

3

3

3

19th

6

Ability
Score Increase

4

4

4

4

4

3

3

1

20th

6

4

4

4

4

4

4

3

2

Class
Features

Hit Points

Hit
Dice:
1d8
per level.

Hit
Points at 1st Level:
8
+ your Constitution modifier

Hit
Points at Higher Levels:
1d8
(or
4)
+ your Constitution modifier.

Proficiencies

Armor:
Medium, Light, Shields

Weapons:
Simple, Martial

Tools:
None

Saving
Throws:
Intelligence, Strength

Skills:
Choose
two from Arcana, History, Insight, Acrobatics,
Athletics,
Intimidation, Perception, and Survival

Equipment

You start
with the following equipment, in addition to the equipment granted by
your background.

  • (a)
    a greatsword or
    (b)
    two longswords

  • (a)
    a component pouch or (b)
    an arcane focus

  • (a)
    leather armor, a longbow and 20 arrows or
    (b)
    chain mail

  • a spellbook

Spellcasting

As a
student of the arcane, you have a spellbook filled with spells that
use the weave to conjure marvelous effects. See chapter --- for the
general spellcasting rules, and chapter --- for the Spellsword spell
list.

Cantrips

At 1st
level, you know two cantrips of your choice from the Spellsword spell
list. You learn additional wizard cantrips of your choice at higher
levels, as shown in the Cantrips Known column of the spellsword
table.

Spellbook

At 1st
level, you have a spellbook containing 2 1st-level spellsword spells
of your choice. Your spellbook is the repository of the spellsword
spells you know, except your cantrips, which are fixed in your mind.

Spellcasting
Ability

Intelligence
is your spellcasting ability for your spellsword spells, since you
learn your spells through vigorous memorization. You use your
Intelligence when a spell refers to your Spellcasting ability.

Spell Save DC =
8 + your Prof. bonus + your Intelligence modifier

Spell Attack Modifier =
Prof. bonus + your Intelligence modifier

Spell
Slots

The
Spellsword table shows how many spells slots you have to cast spells
of 1st level or higher. To cast one of these spells, you must expend
a slot of that spell's level or higher. You regain all your spell
slots after a long rest.

Spells
Known of 1st level or higher

You know 2
1st level spells from the Spellsword spell list.

The Spells
Known column of the Spellsword table indicates when you gain more
spells of your choice. Each of these spells must be of a level for
which you have spell slots.

You can
change your list of memorized spells when you finish a long rest.
Preparing a new list of spells takes at least one minute per spell
level for each spell on the list.

Ritual
Casting

You can
cast a spellsword spell as a ritual if that spell has the ritual tag
and you have the spell in your spellbook. You don’t need to have
the spell prepared.

Spellcasting
Focus

You can use
an arcane focus (found in chapter ---) as a spellcasting focus for
your wizard spells.

Fighting Style

You adopt a particular style of
fighting as your specialty. Choose one of the following options. You
can’t take a Fighting Style option more than once, even if you
later get to choose again.

Archery

You gain a +2 bonus to attack rolls you
make with ranged weapons.

Dueling

When you are wielding a melee weapon in
one hand and no other weapons, you gain a +2 bonus to damage rolls
with that weapon.

Fencing

When you are wielding a finesse or
fencing weapon with one hand and no other weapons, you gain +4 to AC.

Great
Weapon Fighting

When you roll a 1 or 2 on a damage die
for an attack you make with a melee weapon that you are wielding with
two hands, you can reroll the die and must use the new roll, even if
the new roll is a 1 or a 2. The weapon must have the two-handed or
versatile property for you to gain this benefit.

Two
Weapon Fighting

When you engage in two-weapon fighting,
you can add your ability modifier to the damage of the second attack.

Spellweapon

At 2nd
level, you have learned to imbue your weapon with the arcane, bonding
it to yourself. To do this, you must spend 1 hour meditating, which
can be done during a short or long rest. The weapon must be within
your reach for the entire duration. Swords are ideal for this, so if
the weapon isn't a sword, you must make a DC 15 – your level
Will(Arcana) check. On a failure, the bonding fails.

Once you
have bonded your weapon to yourself, you can summon it to your hand
at will, as long as it's on the same plane of existance as you, it's
+1 to hit in your hands, and it functions as an Arcane Focus.

You can
have up to two bonded weapons at one time. If you attempt to bond
with a third, you break the bond with the other two.

Spellsword Archetype

At 2nd level, you can choose a
Spellsword Archetype. Choose from Elementalist, Conjurationist, or
Shadowist. This choice grants you features at 2nd, 6th,
10th, and 14th levels.

Ability Score Improvement

When you reach 4th level,
and again at 8th, 12th, 16th, and
19th levels, you can improve one ability score by two, or
two scores by one. As usual, no ability scores can be raised above 20
using this feature.

Spellweapon's Wrath

At 18th level, your bonded
weapon(s) functions as a ring of Spell Storing,
and has one of the following properties. (if you have two bonded
weapons, they both have the same property).

Wrath of the Vampire.
When you hit with an attack with this weapon, you regain an amount of
hit points equal to the damage you dealt.
You
can use this three times before you have to finish a short rest to
regain spent uses.

Wrath of the Arcane Knight.
When you hit with an attack with this weapon, you can use a bonus
action to cast a
2nd
level or lower
spell.
You
can use this three times before you have to finish a long rest to
regain all spent uses.

Wrath of the Beast.
When you hit with an attack using this weapon, you can summon a
spectral beast (hawk, wolf, panther, or bear) that surrounds you for
the next minute, increasing ability scores as shown below, depending
on which beast you summon

Bear.
Your Strength and Constitution scores increase by
4,
to a max of 30
.

Hawk.
Your Wisdom and Dexterity scores increase by
4,
to a max of 30
.

Panther.
Your Intelligence and Dexterity scores increase by
4,
to a max of 30
.

Wolf.
Your Strength and Charisma scores increase by
4,
to a max of 30
.

Improved Spellweapon

At 20th level, when you hit
with your bonded weapon, you do an extra 10d10 force damage, and the
target recieves the effects of one spell you can cast that has a
range of touch.

Spellsword Archetypes

Spellswords
are an ancient class, and therefor have many splinters from the
basic. However, there are three archetypes that are more common than
the others, and they are presented here.

Conjurationists

Conjurationist use the Weave as a
transport system, moving things along its many threads- even using it
as a personal carriage at times.


Conjuration master

At 2nd level, the gold and time you
spend to copy Conjuration spells into your spellbook is halved.

Spellweapon of Conjuration

At 2nd level, you can teleport short
distances using your spellweapon. You gain three Teleportation
charge. As a bonus action after you make an attack, you can expend
one charge to teleport up to twenty-five feet into an unoccupied
space. You can regain all expend charges when you finish a long rest.

Additionally, for every two levels
after 2nd you gain, you get one extra Teleportation charge.

Conjurationist's Escape


At 6th level, you can use the Weave to escape a deadly
situation, hurtling your dying body along it. When you are reduced to
1 hit point or fewer, you can use your reaction to teleport yourself
to a safe place designated by you when you gain this feature (you can
change the safe place when you finish a long rest). When you us this
feature, you can't use it again until you finish a long rest.

At 13th level, you can use
this twice between long rests, and at 17th, three times.

Additionally, when you use your
Spellweapon to teleport, you gain hit points equal to 10 + your
Constitution modifier + the amount of your Teleportation charges
remaining.

Ray of Conjuration


At 10th level, you gain a beam of concentrated Conjuration
magic, transporting enemies to a designated place. As an action, you
can focus this ray at a creature, which must make a strength or
dexterity (DC 10 + your proficiency bonus + your dexterity modifier –
its level/CR) check or be transported to a place that you designated
when you gained this feature (you can change this place when you
finish a long rest) for a minute, when it returns to where it was if
that space is unoccupied, or the nearest unoccupied space to that
space if not. If you target an object with this feature, you make a
Will check against the object's AC to transport it. If the object is
attached (bolted, nailed, screwed to, Etc.) to an immovable object,
such as the ground, this fails. You cannot use this feature on a
creature or object that is Huge or larger. though it deals 6d6 force
damage if the creature fails its check or your Will check against the
object is successful.

It's not like I can be in two places
at once...

At 14th level, you can
teleport so fast you appear to be in two places at once. After you
use your bonded weapon to teleport, you can expend three
Teleportation Charges to use this to be in both places for one
minute, which means things can attack you at both places, you can
attack from both places, and you gain +2 to AC and attack from
confusion. When this feature ends, you are in the place you used the
weapn to teleport to. After you use this feature, you can't use it
again until you finish a long rest. At 17th level, you can
be in three places at once, with you designating the third place.

Evocationists

Evocationists specialize in swords of
searing flame, spears of ice, hammers of earth, and arrows of
lightning.

Evocation master

At 2nd level, the gold and time you
spend to copy Evocation spells into your spellbook is halved.

Spellweapon of Evocation

Choose a type of damage; Fire,
Lightning, or Cold. This is your Element, and your spellweapon gains
one of the the following properties, as determined by your Element.

Fire.
You can use a bonus action to light your spellweapon, making it glow
with bright light for 15 ft, and dim light for another 15. While lit,
the weapon can set things on fire, or melt some metals.

Lightning.
This weapon sheds bright light for 20 ft, and dim light for an
additional fifteen. Also, you can use your action to shoot a bolt of
lightning from your spellweapon, dealing 2d6 damage on a hit.

Cold.
This weapon freezes any water
it comes into contact with, and you can use an action to grow a 2 ft
thick by up to 4 ft long wall of ice in front of you. (Ac 12, hp 5,
immunity to Cold, resistance to Slashing damage, vulnerability to
Bludgeoning damage.

Evocation Warrior

At 6th level, you can cast
three evocation spells of 2nd level or lower of your choice at will,
without any components. After choosing these spells, you can't change
them until you gain a level.

At 13th and 18th
levels, you gain one extra spell you can cast this way, and it can be
one level higher than 2nd for each extra spell.

Evocationist's Blade

At 10th level, your
spellweapon gains an extra ability. It does an extra 1d6 of your
Element's type, and gains on of the following properties, as
determined by your Element.

Fire.
The weapon has 5 charges. When you light your spellweapon, you can
expend a charge to make the weapon flare, causing all creatures in a
30 ft radius to make a wisdom saving throw versus your spell save DC
or be blinded for 1 minute. After you finish a long rest, you regain
all spent charges.


Lightning.
The spellweapon has
3
charges.
You can use your action to expend one to summon a ball of lightning.
This functions as
Fireball,
except
it deals lightning damage rather than fire. After you finish a long
rest, you regain all spent charges.


Cold.
The spellweapon has 5 charges. You can use your action to expend one
to
cause
a ray of ice from your hands in a 3o ft line that is 5 ft wide. Those
in the line must succeed a dexterity saving throw vs your spell save
or
take 5d6 cold damage
.
After you finish a long rest, you regain all spent charges.

Evocationist's Wrath

At 14th level, you are
immune to your Elemental damage type, and your spellweapon gains one
of the following properties twice before finishing a long rest, as
determined by your Element.

Fire.
While holding your Spellweapon,
you can take an action to heat your armor or skin for the next
minute, causing creatures that hit you with melee attacks to take
1d6
fire damage.

Lightning.
You can take your action to
make your spellweapon do an extra 4d6 lightning damage for the next
three times you hit with it.

Cold.
While holding your spellweapon,
you can use an action to create up to four duplicates of yourself out
of ice, which function as clay golems without their
slow
action,
without
immunity to
slashing, piercing and bludgeoning damage from nonmagical attacks,
with vulnerability to fire and bludgeoning damage, with immunity to
cold damage, and wield a copy of your spellweapon. The duplicates are
under your control, and melt after 1d4+1 hours.

Shadowist

Shadowists use illusions, evocation,
conjuration, necromancy- as long as it embraces the dark.

Master of Shadows

The following spells are added to your
spelllist.

Lvl. - - - - Spell
Name - - - -

2nd

Darkness,
Invisibility, Misty Step.

3rd

Feign
Death, Fear, Stinking Cloud, Vampiric Touch

4th

Blight,
Fabricate, Evard's black tentacles, Greater Invisibility

5th

Creation,
Dream, Modify Memory, Scrying

6th

Circle
of Death, Create Undead, Eyebite

7th

Finger
of Death, Mirage Arcane, Project Image

Spellweapon of Shadow

Your spellweapon has three charges. You
can use an action to expend one charge to create on of the following
effects. You gain 1 extra charge for every 2 levels after second.

Necromancy.
Every time you hit with an attack in the next five turns,
you
regain a number of hit points equal to the damage you deal.

Shadowweapon.
Every time you hit with a melee attack in the next five turns, you
deal an extra 1d12 necrotic damage.

Shadow
Tendrils
. Shadowy tendrils
reach out at one creature within ten feet that is Huge or smaller.
That creature must make a Strength (or Dexterity, for Small or
smaller creatures) saving throw versus your spell save DC or be
restrained for five turns.

Invisibility.
You
become invisible for the next minute, or until you use an action
other than Dash, Disengage, or Dodge.

Shadow of the Sword

At 6th level, when you make
an attack, you can use a bonus action to conjure three shadowy blades
into the air, attacking one creature within 30 ft each, and doing
2d12 damage on a hit. After you use this feature, you can't again
until you finish a long rest

At 13th level, you summon
five blades, and at 17th, 7.

Creature of Shadow


At 10th level, you have spent so much time with shadowy
magic that it has imbued your very veins. Choose one of the following
features. After you use your chosen feature, you can't use it again
until you finish a long rest.

Mantle of the Therianthrope. Your
strength increases by 2, your features become wolfish, cattish, or
bearish, and you can use a bonus action to grow claws, pointed teeth,
and fur, giving you +1 to armor class, a bite attack that deals 1d6
piercing damage, respectively, and a claw attack that deals 1d10
slashing damage. These changes fade in 1 minute.

Mantle of the Shifter. You
can use an action to shapeshift into a bat, cloud of smoke,
black
cat, or swarm of insects. These forms, except the cloud of smoke, all
have their normal stats, except for their HP, AC, mental ability
scores, and the ability to cast spells, all of which are replaced by
yours. The cloud of smoke has 1 hit point, 20 AC, is immune to all
forms of damage except for psychic, force, and damage from water, and
has all your spellcasting, mental ability scores, and ability to
speak.

Mantle of the Shadowseeker. When
a spell you cast causes a creature to make a Dexterity saving throw,
you can use a bonus action to impose disadvantage and a -5 on that
check.

Master Shadowist

At 14th level, when you make
an attack, you can use a bonus action to cast one of your spells of
3rd level or lower that does damage, without expending a slot. After
you use this feature, you can't use it again until you finish a long
rest.

Additionally, when you reduce a
creature to 0 hit points with your spellweapon, you regain one spell
slot of 3rd level or lower.

Size

Big
Cats average around
six or seven feet tall and
weigh about the same as Half-orcs. Your size is Medium.

 

submitted by Catsclaw
(June 14, 2019 - 1:31 pm)